Upon reaching a level in which you gain a subclass feature, you choose one of the options available to your chosen subclass at the level. You can also swap out one of your previous subclass features for another of the same level. Once you reach 20th character level, you can swap out one subclass feature for another of the equivalent level upon finishing a long rest.
If you switch subclasses, choose new features from the subclass you are going into as if you had that subclass from the get go. ###### Table of Contents | Content | Page | |:-------:|:----:| | [New Conditions](#modular-subclasses-new-conditions) | 2 | | [Artificer](#modular-subclasses-artificer) | Not Yet | | [Barbarian](#modular-subclasses-barbarian) | xx | | [Cleric](#modular-subclasses-cleric) | Not Yet | | [Druid](#modular-subclasses-druid) | Not Yet | | [Fighter](#modular-subclasses-fighter) | xx | | [Monk](#modular-subclasses-monk) | xx | | [Paladin](#modular-subclasses-paladin) | xx | | [Ranger](#modular-subclasses-ranger) | xx | | [Rogue](#modular-subclasses-rogue) | xx | | [Sorcerer](#modular-subclasses-sorcerer) | Not Yet | | [Warlock](#modular-subclasses-warlock) | Not Yet | | [Wizard](#modular-subclasses-wizard) | Not Yet | | [Spells](#modular-subclasses-spells) | xx | | [Credits](#modular-subclasses-credits) | xx | \pagebreakNum ## New Conditions ### Bloodied A bloodied creature has their current hit points at or below half their maximum hit points. ### Damage Over Time (DoT) There are multiple damage over time sub conditions. With each one, the creature takes the specified damage type at the start of their turn and the condition can be ended with an action. It will show up as follows: condition (dx). The DC to end the condition is equal to 10 + the max die number. For example, if a creature is ablaze (d6), then the DC is 10 + 6 = 16. Unless stated otherwise, anyone within 5 ft of the afflicted creature can make the check to end the condition on the afflicted creature. | Subcondition | Damage | Ending Action | |:------------:|:------:|:-------------:| | Ablaze | Fire | Dexterity check | | Bleeding | Slashing | Wisdom (Medicine) check | | Chilled | Cold | Constitution check (affected only) | | Corroding | Acid | Dexterity check | | Envenomed | Poison | Constitution check (affected only); Wisdom (Medicine) check | | Pained | Psychic | Intelligence check (affected only); Charisma (Perusasion) check (others only) | | Ringing | Thunder | Constitution check (affected only); Wisdom (Medicine) check | | Rotting | Necrotic | Constitution check (affected only); Wisdom (Medicine) check | | Seared | Radiant | Constitution check (affected only) | | Shocking | Lightning | Constitution check (affected only); Wisdom (Medicine) check |
Subconditions can also be ended with reasonable actions, such as pouring a sufficient amount of water on a creature with the ablaze condition, or dealing fire damage to a chilled creature. Furthermore, if the damage source of the subcondition is nonmagical, then the subcdonition itself is nonmagical. If the source is magical, then the subcondition is magical. ### Dazed A creature that is dazed cannot use reactions and must choose between the following: taking an action, taking a bonus action, or moving. \columnbreak ### Frozen * A frozen creature is incapacitated, cannot move or speak, and attack rolls made against the creature have advantage. * The frozen creature automatically fails Strength and Dexterity ability checks and saving throws. * The next time a frozen creature takes damage other than fire or psychic, they take double the damage taken and are no longer frozen. * A creature that has resistance to cold damage has advantage on saving throws against being frozen. ### Intoxicated A creature that is intoxicated has disadvantage on Wisdom and Intelligence based checks, along with attack rolls. ### Nauseated A creature that is nauseated must spend it's turn gagging and has 0 movement. ### Slowed A creature that is slowed has it's movement speed halved and disadvantage on Dexteirty based saving throws. Furthermore, attack rolls made against them are made with advantage. ### Staggered A staggered creature is knocked off balance while still standing. A staggered creature has disadvantage on attack rolls and ability checks, and can't take reactions. Furthermore, attack rolls against a staggered creature are made with advantage. ### Turned A turned creature must spend its turns trying to move as far away from the source as it can, and it can’t willingly move to a space within 30 feet of the source. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. ### Weakened A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. \pagebreakNum ### Healing Magic The spell *lesser restoration* can end the following conditions: damage over time, dazed, intoxicated, nauseated, slowed. The spell *greater restoration* can get rid of the following conditions: frozen, staggered. The spells *heal* and *mass heal* also deals with the intoxicated and nauseated condition. The spell *power word heal* also deals with the damage over time subconditions, along with the dazed, frozen, slowed, and staggered conditions. ### Condition Immunities * If a creature is immune to the DoT's subcondition damage, then it is immune to the subcondition. * If a creature is immune to being stunned, it is immune to being dazed. * If a creature is immune to cold damage, it is immune to being frozen. * If a creature is immune to the poisoned condition, it is immune to being intoxicated. * If a creature doesn't need to breathe, it is immune to the nauseated condition. * If a creature is immune to being prone, then it is immune to being staggered. ### Variant Rule: Deadlier DoT If you wish to utilize a subcondition and use more than one die while having that mean something, use the following to determine the DC: number of dice + 5 + max die number. For example, if someone is ablaze (2d8), then the DC is 2 + 5 + 8, or 15. ## Quick Things ### Saving Throw DCs If a DC is needed for a saving throw, the DC is equal to 8 + the stated ability score modifier + your proficiency bonus. It will be stated in numerous ways, such as DC uses Intelligence, but will always grant you the information needed. ### Changes The martial adept feat and the superior technique feat must follow the same rules as the base fighter class when it comes to maneuvers. They do not count against your maneuvers known. Unless you are a Battle Master, you can only choose from the maneuvers available to the base fighter class. ### Customization If you choose the Battle Master archetype, you must take the maneuvers as a base fighter feature. If you take the Ki techniques, you also follow the ki point column in this document and go with the Perfect Self change as well. Otherwise, you can choose between taking the techniques/exploits/maneuvers and/or the customizable subclasses. \pagebreakNum
Your primal instincts have awoken. You know 2 instincts at 2nd level. You gain an additional instinct at 5th level and again at 9th, 13th, and 17th level. The instincts you choose are always available, unless stated otherwise. You can swap out one instinct for another upon a level. At 20th character level, you can swap out one instinct for another upon finishing a long rest. If an instinct has a level prerequisite, you must have that many barbarian levels in order to choose it. #### Tier 1 Instincts (1st-4th level) ##### Hardened
Choose one of the following upon finishing a long rest: bludgeoning, piercing, or slashing. You are resistant to the nonmagical variant of the chosen damage type until your next long rest. ##### Predator
As a reaction to seeing a creature attempt to flee, you can take the Dash action towards that creature. ##### Charge Strike
If you take the Dash action, you can make a melee weapon attack against a creature as part of the same action. ##### Rampage
Whenever you reduce a creature to 0 hit points with a melee attack on its turn, you can take a bonus action to move up to half its speed and make another melee weapon attack. #### Tier 2 Instincts (5th-10th level) ##### Reflexive *7th-level*
You are proficient with Dexterity saving throws. ##### Bat Senses *7th-level*
You have blindsight out to 20 ft. ##### Camel Resilience *5th-level*
You require half as much food and water to sustain yourself. ##### Web Walker *9th-level*
You can move normally on webs, and nonmagical difficult terrain doesn't slow down your movement. \columnbreak #### Tier 3 Instincts (11th-16th level) ##### Power Strike *11th-level Barbarian*
When you make a melee weapon attack using Strength but before you roll, you can subtract your proficiency bonus from the attack roll and add it to the damage roll on a hit. ##### Blood Frenzy *13th-level*
You have advantage on attack rolls against creatures that are bloodied. ##### Constriction *11th-level*
You have advantage on Strength (Athletics) checks made to grapple, and creatures have disadvantage on ability checks made to escape your grapple. ##### Tremorsense *13th-level*
You have tremorsense out to 30 ft. #### Tier 4 Instincts (17th-20th level) ##### Enhanced Strength *18th-level Barbarian*
You increase the die size of all melee weapons you attack with by 1, so long as you use your Strength modifier for the attack and damage rolls. A d4 increases to d6. A d6 increases to d8. A d8 increases to d10. A d10 increases to d12. If a d12, add a +1 to the damage roll. ##### Armor *18th-level Barbarian*
You reduce all damage taken by your Constitution modifier, to a minimum of 0 damage. ##### Mythic Resilience *17th-level*
When you would drop to 0 hit points, you can choose to expend and roll up to half of your hit dice, regaining an amount of hit points equal to the total roll. Include your Constitution modifier for each hit die rolled. Once you do so, you must finish a short or long rest in order to do so again. ##### Legendary *20th-level*
Whenever you fail a saving throw, you can choose to succeed. Once you do so, you must finish a short or long rest in order to do so again. \pagebreakNum ### Primal Paths #### Path of the Ancestral Guardian
Your DC uses Wisdom for anything that requires a saving throw. ##### Ancestral Protectors *3rd-level guaranteed feature*
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. ##### Heroic Tales *3rd-level choice A*
You can excite others with tales of your ancestors, emboldening them. You can cast the spell heroism without using a spell slot or components once, being able to do so again after finishing a short or long rest. You can concentrate on this spell while raging. ##### Ancestral Shield *3rd-level choice B*
You can ask an ancestor to help protect an ally. You can cast the spell shield of faith without using a spell slot or components once, being able to do so again after finishing a short or long rest. You can concentrate on this spell while raging. ##### Ancient Diversion *3rd-level choice C*
You can call upon your ancestors to divert attacks away from a creature. You can cast the spell sanctuary without using a spell slot or components once, being able to do so again after finishing a short or long rest. ##### Spirit Shield *6th-level choice A*
The guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. \columnbreak ##### Ethereal Block *6th-level choice B*
The guardian spirits can prevent attacks from even landing. If you are raging and another creature you can see within 30 feet of you is the target of an attack, you can use a reaction to increase the creature's AC by your proficiency bonus until the start of your next turn. ##### Spectral Savior *6th-level choice C*
You guardian spirits help bolster everyone's ability to resist sudden harm. You and each creature within 10 ft of you gains a bonus to their saving throws equal to your Wisdom modifier. The range increases by 5 ft at 10th level (15 ft) and again at 14th level (20 ft). ##### Consult the Spirits *10th-level choice A*
You gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. ##### Locating Spirits *10th-level choice B*
You gain the ability to ask the spirits to help you locate things. You can cast the spells locate object and locate creature without using a spell slot or material components.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. ##### Spirit Eye *10th-level choice C*
You gain the ability to ask the spirits to help you see things. You can cast the spells arcane eye and see invisibility without using a spell slot or material components.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. ##### Vengeful Ancestors *14th-level choice A*
Your ancestral spirits grow powerful enough to retaliate. When you use your 6th level feature, the attacker takes 4d6 force damage. For Spectral Savior, this feature activates whenever a saving throw is made but after it is resolved. \pagebreakNum ##### Aggressive Spirits *14th-level choice B*
Your ancestral spirits have grown strong enough to aid your strikes. You can add 2d6 force damage to a weapon attack while raging once per turn. ##### Full Protection *14th-level choice C*
Your ancestral spirits can now force others to attack only you. Whenever a creature affected by Ancestral Protectors makes an attack against a creature other than you, they must make a Wisdom saving throw. On a fail, they must switch to attacking you or lose their attack. On a success, they suffer the normal Ancestral Protectors feature's effects. #### Path of the Battlerager ##### Battlerager Armor *3rd-level guaranteed feature*
When you choose this path at 3rd level, you gain the ability to add spikes to your light or medium armor with smith's tools, which you become proficient in. This can be done as part of a short or long rest. If you put spikes onto magical armor, the damage is magical.
While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. This increases to 1d6 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
Additionally, when you use the Attack action to grapple a creature, the target takes 1d4 piercing damage if your grapple check succeeds. ##### Linguist *3rd-level choice A*
You become proficient in Dwarvish. ##### Hardiness *3rd-level choice B*
You have advantage on saving throws against poison, and you have resistance against poison damage. ##### Brewer *3rd-level choice C*
You become proficient in brewer's supplies. ##### Reckless Abandon *6th-level choice A*
When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. \columnbreak ##### Complete Recklessness *6th-level choice B*
When you use Reckless Attack while raging, you can choose to add an additional damage die upon a hit once per turn. The next attack made against you ignores your Dexterity modifier for your AC. ##### Reckless Caution *6th-level choice C*
When you use Reckless Attack while raging, you reduce the damage you take by your proficiency bonus until the start of your next turn. ##### Battlerager Charge *10th-level choice A*
You can take the Dash action as a bonus action while you are raging. ##### Battlerager Knockdown *10th-level choice B*
When you take the Dash action, you can attempt to knockdown a creature in your path. The creature must make a Strength saving throw, taking your spike damage and being knocked prone on a failure. ##### Battlerager Speed *10th-level choice C*
Your movement speed increases by an additional 5 ft. ##### Spiked Retribution *14th-level choice A*
When a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d4 + your Strength modifier as piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor. ##### Retaliatory Spikes *14th-level choice B*
Whenever a creature within 5 feet of you hits you with a melee attack, you can use your reaction to take the Attack action against them with your spikes. ##### Constricting Spikes *14th-level choice C*
While you are grappling another creature, you can cause them to take spike damage at the start of each of their turns, no action required. \pagebreakNum #### Path of the Beast ##### Form of the Beast *3rd-level guaranteed feature*
When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon’s form each time you rage: * **Bite:** Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. * **Claws:** Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. * **Tail:** You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Furthermore, upon reaching 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ##### Minor Druidic Spellcasting *3rd-level choice A*
You gain the ability to cast a limited number of druid spells. Choose any two cantrips from the druid spell list that lack concentration. Wisdom is your spellcasting ability for these spells. Upon gaining a new level, you can swap out one cantrip for another. ##### One with Beasts *3rd-level choice B*
You can communicate with beasts as per the speak with animals spell. ##### Keen Senses *3rd-level choice C*
You have advantage on Perception checks made to hear or smell anything. \columnbreak ##### Bestial Soul *6th-level choice A*
You can alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: * **Climbing:** You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. * **Jumping:** When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn. * **Swimming:** You gain a swimming speed equal to your walking speed, and you can breathe underwater. ##### Minor Wild Shape *6th-level choice B*
You gain the Wild Shape feature as defined in the Druid class with the following changes: * You only have one use of it, instead of two. * Your max CR is 1/4. * You use your barbarian levels in place of druid levels. * You cannot wild shape into any creature with a flying speed. ##### Beast Sight *6th-level choice C*
You gain an additional 60 ft of darkvision. ##### Infectious Fury *10th-level choice A*
When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC uses Constitution or Wisdom, your choice) or suffer one of the following effects (your choice): * The target must use its reaction to make a melee attack against another creature of your choice that you can see. * The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your Constitution or Wisdom modifier, whichever one you use for your DC, and you regain all expended uses when you finish a long rest. \pagebreakNum ##### Pack Fury *10th-level choice B*
You and all allies within 5 ft of you have advantage on attack rolls against other creatures while you are raging. ##### Beastial Senses *10th-level choice C*
While raging, you are aware of the location of invisible creatures within 20 ft of you. ##### Call the Hunt *14th-level choice A*
The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest. ##### Pack Unity *14th-level choice B*
When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Each creature that accepts gains your form of the beast option you chose for this rage, using their own Strength modifier for their attack and damage rolls. ##### Beastial Summon *14th-level choice C*
When you enter your rage, you can summon a group of beasts with the following rules: * The total CR cannot exceed your Constitution modifier. * The creatures chosen must be of the beast type. * Each creature chosen must have an attack correlating to the form of the beast option you have chosen. * Their AC is the same as yours. * They gain an amount of additional hit points equal to 2 times your barbarian level. * They act immediately after your turn ends, obeying any commands you give them (no action required). * They last for 1 hour.
Once you use this feature, you must finish a short or long rest in order to do so again. \columnbreak #### Path of the Berserker ##### Frenzy *3rd-level guaranteed feature*
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.
At the end of your frenzy, you must make a DC 10 Constitution saving throw, or face one level of exhaustion. Upon a success, the DC increases by 5. This DC is reset upon finishing a long rest.
Furthermore, you can make an additional attack as a bonus action starting at 10th level, for a total of 2 attacks. ##### Menace *3rd-level choice A*
You gain proficiency in Intimidation. ##### Brawny *3rd-level choice B*
You gain proficiency in Athletics. ##### Acrobat *3rd-level choice C*
You gain proficiency in Acrobatics ##### Mindless Rage *6th-level choice A*
You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. ##### Focused Rage *6th-level choice B*
While raging, you have advantage on saving throws against spells of the enchantment and illusion schools of magic. ##### Mindful Rage *6th-level choice C*
You have resistance to psychic damage while raging. Furthermore, you gain proficiency in Intelligence or Wisdom saving throws. \pagebreakNum ##### Intimidating Presence *10th-level choice A*
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC uses Charisma) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. ##### Frightening Strikes *10th-level choice B*
Once per turn, when you hit a creature with a weapon attack while in a frenzy, you can frighten a target. The creature must make a Wisdom saving throw (DC uses Charisma) or be frightened of you until the end of your next turn. ##### Frenzied Inspiration *10th-level choice C*
Whenever you enter a frenzied rage, you can grant other creatures the benefit of rage. Choose a number of creatures no greater than half your proficiency bonus. Each creature gains the effects of rage for as long as you maintain your frenzy. ##### Retaliation *14th-level choice A*
When you take damage from a creature that is within the reach of your melee weapon, you can use your reaction to make a melee weapon attack against that creature. ##### Total Rage *14th-level choice B*
While in a frenzy, hostile creatures provoke opportunity attacks from you when they enter your reach and/or when they make an attack. Furthermore, you can use one reaction per turn, instead of one per round. You can only use one reaction to do something other than an opportunity attack. ##### Bloodlust *14th-level choice C*
While in a frenzy, upon reducing a creature to 0 hit points, you can make another weapon attack as part of the same action you used. \columnbreak #### Path of the Storm Herald ##### Storm Aura *3rd-level guaranteed feature*
You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. If the aura's effects require a saving throw, the DC uses your Constitution modifier. ##### Desert *3rd-level choice A*
All other creatures within your storm aura takes 1d4 fire damage. Starting at 10th level, you add your Constitution modifier to the damage. ##### Sea *3rd-level choice B*
Upon entering your rage and as a bonus action while raging, choose one other creature within your storm aura. They must make a Dexterity saving throw or take 1d6 lightning damage. ##### Tundra *3rd-level choice C*
When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. Starting at 10th level, you add your Constitution modifier to the temporary hit points granted. ##### Desert *6th-level choice A*
You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. ##### Sea *6th-level choice B*
You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. ##### Tundra *6th-level choice C*
You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. \pagebreakNum ##### Desert *10th-level choice A*
Each creature of your choice within your storm aura gains resistance to fire damage. ##### Sea *10th-level choice B*
Each creature of your choice within your storm aura gains resistance to lightning damage. ##### Tundra *10th-level choice C*
Each creature of your choice within your storm aura gains resistance to cold damage. ##### Desert *14th-level choice A*
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. ##### Sea *14th-level choice B*
When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. ##### Tundra *14th-level choice C*
Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. #### Path of the Totem Warrior ##### Spirit Seeker *3rd-level guaranteed feature*
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section. ##### Spirit of the Bear *3rd-level choice A*
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. \columnbreak ##### Spirit of the Eagle *3rd-level choice B*
While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. ##### Spirit of the Elk *3rd-level choice C*
While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. ##### Spirit of the Tiger *3rd-level choice D*
While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps. ##### Spirit of the Wolf *3rd-level choice E*
While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. ##### Aspect of the Bear *6th-level choice A*
You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. ##### Aspect of the Eagle *6th-level choice B*
You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. ##### Aspect of the Elk *6th-level choice C*
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast. \pagebreakNum ##### Aspect of the Tiger *6th-level choice D*
You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts. ##### Aspect of the Wolf *6th-level choice E*
You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace). ##### Spirit Walker *10th-level choice A*
You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose at 3rd or 6th level appears to you to convey the information you seek. ##### Bear's Endurance *10th-level choice B*
You have advantage on Constitution checks, and can grant yourself 2d6 temporary hit points as a bonus action. ##### Eagle's Splendor *10th-level choice C*
You have advantage on Charisma checks, and can add your Constitution modifier to all Charisma checks a number of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest. ##### Elk's Speed *10th-level choice D*
You can grant yourself and your allies within 30 ft of you a +15 ft boost to movement as an action, which lasts for 1 hour. ##### Tiger's Pounce *10th-level choice E*
You can double the jump distance of yourself and your allies within 30 ft of you. Furthermore, the first 15 ft of a jump doesn't consume movement. This lasts for 1 hour. \columnbreak ##### Wolf Sense *10th-level choice F*
You can enhance the senses of you and your allies as a bonus action, granting each creature advantage on all Investigation and Perception checks for 1 hour. ##### Bear Attunement *14th-level choice A*
While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened. ##### Eagle Attunement *14th-level choice B*
While raging, you have a flying speed equal to your current walking speed. ##### Elk Attunement *14th-level choice C*
While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier. ##### Tiger Attunement *14th-level choice D*
While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. ##### Wolf Attunement *14th-level choice E*
While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. \pagebreakNum #### Path of the Zealot ##### Warrior of the Gods *3rd-level guaranteed feature*
At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. ##### Divine Fury *3rd-level choice A*
You can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. ##### Divine Vengeance *3rd-level choice B*
You can channel divine fury into your rage. When another creature hits you with a melee attack, you can use your reaction to deal 1d4 + your Strength modifier necrotic or radiant damage to them (you choose the damage upon useage). You may do so an amount of times equal to your Constitution modifier, regaining all expended uses upon finishing a long rest. ##### Divine Casting *3rd-level choice C*
You have tapped into the divine power of spells as a paladin does. You learn one paladin spell of 1st level. The chosen spell can be cast and concentrated on while raging. Once you cast the spell, you must finish a short or long rest in order to do so again. You can swap the spell out for another upon gaining a new level. ##### Divine Sear *3rd-level choice C*
Immediately upon hitting a creature with a weapon attack, you can force them to make a Constitution saving throw (DC Strength), searing (d4) them on a failure. The searing damage increases to d6 at 6th level, to d8 at 10th level, and to d10 at 14th level. You may do so an amount of times equal to your Constitution modifier, regaining all expended uses upon finishing a long rest. ##### Fanatical Focus *6th-level choice A*
The divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. ##### Fanatical Senses *6th-level choice B*
You gain proficiency with Wisdom or Charisma saving throws. ##### Aura of Fanaticism *6th-level choice C*
Each creature within 10 ft of while raging adds a 1d4 bonus to their ability checks and saving throws. ##### Zealous Presence *10th-level choice A*
You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Zealous Enhancement *10th-level choice B*
You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you add an amount of necrotic or radiant damage to their damage rolls equal to half your barbarian level until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Zealous Fury *10th-level choice C*
You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Choose one creature within 30 ft of you. They can use their reaction to take the Attack action against a creature within range.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Rage beyond Death *14th-level choice A*
The divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points. \pagebreakNum ##### Rejection of Death *14th-level choice B*
Your divine duty has not been fulfilled. Upon being reduced to 0 hit points or outrght killed, you can roll a d100 and regain an amount of hit points equal to the roll + your barbarian level + your Constitution score. You may use this feature again after finishing a long rest. ##### Indomitable Rage *14th-level choice C*
Your divine passion keeps you alive no matter what. If you are raging and are reduced to 0 hit points or killed outright, you can choose to not die until your rage ends. You do not make death saving throws until after your rage ends. Once you do so, you must finish a short or long rest in order to do so again. \pagebreakNum #### Path of Wild Magic ##### Wild Surge *3rd-level guaranteed feature*
The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC uses your Constitution. ###### Wild Magic | d8 | Effect | |:--:|:------:| | 1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. | | 2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. | | 3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. | | 4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. | | 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. | | 6 | Until your rage ends, you are surrounded by multi-colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. | | 7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. | | 8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. | \columnbreak ##### Magic Awareness *3rd-level choice A*
As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Minor Elemental Control *3rd-level choice B*
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice: * Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone. * Instantaneously light or snuff out a candle, a torch, or a small campfire. * Chill or warm up to 1 pound of nonliving material for up to 1 hour. * Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. ##### Extraplanar Awareness *3rd-level choice C*
As an action, you can open your awareness to the presence of creatures not native to the Material Plane. Until the end of your next turn, you know the location of any extraplanar creature within 60 feet of you that isn’t behind total cover. You learn what plane the creature originates from.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. \pagebreakNum ##### Bolstering Magic *6th-level choice A*
You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature: * For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. * Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Magical Recovery *6th-level choice B*
As an action, you can touch a creature and restore a spell slot of a level no higher than your proficiency bonus. A creature can only benefit from this once, being able to benefit again after both you and the creature have finished a long rest. ##### Magical Accuracy *6th-level choice C*
As an action, you can touch a creature, granting them arcane insight. For the next minute, they can add a d6 to their attack rolls. Once you do so, you must finish a short or long rest in order to do so again. ##### Unstable Backlash *10th-level choice A*
When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect. ##### Chaotic Magic *10th-level choice B*
Your magic is wild and unpredictable. As a bonus action while a surge is active, you can reroll on the Wild Magic table, gaining the new effects immediately. ##### Powerful Surge *10th-level choice C*
Your magic has evolved to occasionally have two effects at once. When you roll on your Wild Surge, you can choose to roll twice, gaining both effects. Once you do so, you must finish a short or long rest in order to do so again. ##### Controlled Surge *14th-level choice A*
Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. ##### Focused Chaos *14th-level choice B*
Whenever you would roll on the Wild Magic table, you can choose an effect for the duration of your rage. Once you do so, you must finish a short or long rest in order to do so again. ##### Total Chaos *14th-level choice C*
Whenever you would roll on the Wild Magic table, you can choose to unleash all effects at once. The effects last until the end of your next turn, after which your rage immediately ends and you gain a level of exhaustion. \pagebreakNum
You have 2 superiority dice. These superiority dice are d6s until 11th level, at which point they become d8s. You gain an additional superiority die at 5th level, and again at 9th, 13th, and 17th level. You regain all your superiority dice upon finishing a short or long rest. #### Maneuvers Saving throw DC uses either Strength or Dexterity, your choice. ##### Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated. ##### Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. ##### Brace
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll. ##### Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. ##### Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. ##### Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. \pagebreakNum ##### Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. ##### Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. ##### Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll. ##### Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. ##### Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. ##### Lunging Strike
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll. ##### Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. \columnbreak ##### Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. ##### Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier (minimum of +1). ##### Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. ##### Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. ##### Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll. ##### Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier (minimum of +1). ##### Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll. ##### Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. \pagebreakNum ##### Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. ##### Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. ### Renowned Fighter Choose one of the following at 20th level. #### Extra Attack (3) *Capstone Choice A*
You can make a total of 4 attacks whenever you take the Attack action. #### Enduring *Capstone Choice B*
You reduce all damage you take by your Constitution modifier (minimum of 1). #### Fighting Strength *Capstone Choice C*
Once per turn, you can add both your Strength and Dexterity modifiers to the damage roll of a weapon attack you make. \columnbreak ### Martial Archetypes #### Arcane Archer ##### Arcane Shots *3rd-level guaranteed feature*
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Certain shots get improved at 10th level, and more get improved at 18th level.
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. ###### Arcane Shot Options The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC uses Intelligence. * **Attraction Arrow**
You imbue an arrow with enchantment magic and shoot it at a spot you can see within range. Each enemy creature within 20 ft of the arrow must make a Wisdom saving throw or spend their next turn heading to the arrow and checking it out. Their turn then ends after they have checked it out. * **Banishing Arrow**
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
At 10th level, the creature also takes 1d6 force damage when it gets hit. This increases to 2d6 at 18th level. \pagebreakNum * **Barrier Arrow**
You weave abjuration magic into your arrow. Upon a hit, the creature's movement speed is reduced to 0 as they are locked in place by a barrier. This lasts for 1 minute, or until you lose concentration, as if you were concentrating on a spell. * **Beguiling Arrow**
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed or frightened (your choice) by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases by 1d6 at 10th level, and again at 18th level. * **Bursting Arrow**
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases by 1d6 at 10th level, and again at 18th level. * **Cloak Arrow**
You weave illusion magic into this arrow. Aim at a spot you can see that is within range. For 1 minute, each creature that enters the 10 ft radius area created is invisible until they leave the spot. Furthermore, each creature within range also has resistance to thunder damage, as noises are considerably muffled. * **Draining Arrow**
You imbue your arrow with necromancy magic. On a hit, the arrow deals 2d6 necrotic damage and you regain an amount of hit points equal to half the damage dealt.
The necrotic damage increases by 1d6 at 10th level, and again at 18th level. * **Enfeebling Arrow**
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or it becomes weakened until the start of your next turn. While weakened in this way, all their attack rolls deal half damage.
The necrotic damage increases by 1d6 at 10th level, and again at 18th level. \columnbreak * **Grasping Arrow**
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase by 1d6 at 10th level, and again at 18th level. * **Knowledge Arrow**
You imbue your arrow with divination magic. Upon a hit, you roll 2d6 and consult the following table, choosing one of the dice to learn the associated information about the creature. If a creature is immune to divination magic, then you learn nothing. | d6 | Information | |:--:|:-----------:| | 1 | Current hit points | | 2 | Vulnerabilities | | 3 | Resistances | | 4 | Immunities | | 5 | Spells | | 6 | A single feature, such as regeneration or frightful presence. | * **Phantom Arrow**
You create an arrow out of illusion magic, which heads to your target. The target must make an Intelligence saving throw or take your bow's damage plus 2d6 psychic damage. No arrow is expended when using this arcane shot. * **Piercing Arrow**
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases by 1d6 at 18th level. \pagebreakNum * **Seeking Arrow**
Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increase by 1d6 at 18th level. * **Shadow Arrow**
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases by 1d6 at 10th level, and again at 18th level. * **Sleep Arrow**
You infuse your arrow with enchantment magic. On a hit, each creature other than your allies within 5 ft of your target must make a Wisdom saving throw or fall unconscious. The creature stops being unconscious if: they take damage, they have another creature spend an action waking them up, or 1 minute passes.
The area increase by 5 ft when you reach 10th level, and again at 18th level. * **Teleportation Arrow**
You imbue your arrow with conjuration magic. Upon a hit, the creature is teleported up to 10 ft away from where they were. You decide where within range. They cannot be teleported into or over known hazards, such as a pool of lava, a steep drop, etc. * **Transformation Arrow**
You imbue your arrow with transmutation magic. On a hit, the creature must make a Constitution saving throw. On a failure, they are transformed into one of a creature who's challenge rating is no more than one-third of the target's challenge rating or level, whichever is higher. They retain their Intelligence, Wisdom, and Charisma ability scores, alignment, and personality.
Upon losing all hit points while transformed, they are simply transformed back into their old form and are stunned until the start of your next turn. \columnbreak ##### Arcane Lore *3rd-level Choice A*
Typical for practitioners of this elven martial tradition, you learn some magical theory. You gain proficiency in Arcana and learn the prestidigitation cantrip. ##### Primal Lore *3rd-level Choice B*
Typical for practitioners of this elven martial tradition, you learn of the secrets of nature. You gain proficiency in Nature and learn the druidcraft cantrip. ##### Divine Lore *3rd-level Choice C*
Not very typical for practitioners of this elven martial tradition, you learn about the divine powers. You gain proficiency in Religion and learn the thaumaturgy cantrip. ##### Curving Shot *7th-level Choice A*
You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. ##### Twin Shot *7th-level Choice B*
When you fire an arrow from your bow, you can choose to split it. You make two attack rolls, each against a different target. If you use an Arcane Shot, both arrows must use the same shot and it only counts as one use. You may do so a number of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest. ##### Additional Shot 1 *7th-level Choice C*
You have one more use of your Arcane Shot. ##### Ever-Ready Shot *15th-level Choice A*
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. ##### Enhanced Magical Shots *15th-level Choice B*
All ranged weapon attacks you make gain a +1 bonus to attack and damage rolls. ##### Additional Shot 2 *15th-level Choice C*
You have one more use of your Arcane Shot. \pagebreakNum #### Banneret Also known as Purple Dragon Knight. ##### Well Trained Knight *3rd-level guaranteed feature*
When you choose this archetype at 3rd level, you grain proficiency in one of the following: Animal Handling, Insight, Intimidation, Performance, or Persuasion. ##### Rallying Cry *3rd-level Choice A*
You learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. ##### Rallying Swiftness *3rd-level Choice B*
You learn how to inspire your allies to move and strike swiftly. When you use your Action Surge feature, you can utter a powerful shout. This shout grants each ally within 30 ft of you extra movement and a bonus to attack rolls. The bonus movement is equal to 5 times half your proficiency bonus, and the attack roll bonus is equal to half your proficiency bonus. This lasts until the start of your next turn. ##### Rallying Force *3rd-level Choice C*
You learn how to inspire your allies to strike hard. When you use your Action Surge feature, you can grant each ally within 30 ft of you a bonus to their damage rolls equal to half your proficiency bonus until the start of your next turn. ##### Royal Envoy *7th-level Choice A*
Knights of high standing are expected to conduct themselves with grace. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. ##### Royal Adviser *7th-level Choice B*
Knights of high standing are expected to notice when another is withholding information. Your proficiency bonus is doubled for any ability check you make that uses Insight. ##### Royal Tamer *7th-level Choice C*
You have chosen to learn how to better take care of animals, instead of doing what the knights were doing. Your proficiency bonus is doubled for any ability check you make that uses Animal Handling. ##### Inspiring Surge *10th-level Choice A*
When you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
At 18th level, two allies benefit from this, instead of one. ##### Inspiring Courage *10th-level Choice B*
When you use your Action Surge feature, each ally within 10 ft of you gains advantage on saving throws against being charmed or frightened for 1 minute.
At 18th level, this automatically ends the charmed and frightened conditions on your allies within 30 ft of you. ##### Inspiring Fright *10th-level Choice C*
When you use your Action Surge feature, each creature that can see you must make a Wisdom saving throw (DC uses either Wisdom or Charisma, your choice) or become frightened of you for 1 minute. A creature that succeeds on a Wisdom saving throw at the end of their turn ends this early.
At 18th level, creatures immediately become frightened of you for 1 minute and have disadvantage on ending the condition. ##### Bulwark *15th-level Choice A*
You can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. ##### Vow of Wrath *15th-level Choice B*
As a bonus action, you can utter a vow of wrath against a creature you can see. For 1 minute, you gain the following regarding the target: * Advantage on attack rolls. * Advantage on saving throws the target forces you to make. * Advantage on ability checks. * You deal half damage on a missed attack, instead of none. * You treat damage immunity as if it were damage resistance, and their innate resistance is ignored.
Once you do so, you must finish a short or long rest in order to do so again. \pagebreakNum ##### Final Stand *15th-level Choice C*
Upon using your Second Wind feature, you can grant temporary hit points equal to the amount rolled to a number of creatures no greater than twice your Wisdom or Charisma modifier. #### Battle Master ##### Combat Superiority *3rd-level guaranteed feature*
Your mastery over maneuvers grants you stronger maneuvers and superiority dice. Your superiority dice become d8s, and increase to d10s at 10th level, and again at 18th level to d12s. You also gain three more maneuvers and superiority dice. You gain an additional superiority die at 7th and 15th level, and two additional maneuvers at 7th, 10th, and 15th level. This is on top of the additional superiority dice and maneuvers gained from the base fighter class. As part of a long rest, you can swap out one maneuver for another. If a maneuver states that another maneuver, then you must know that maneuver in order to get the other maneuver. Finally, you can use one maneuver per attack. ##### Student of War *3rd-level Choice A*
You gain proficiency with one type of artisan’s tools of your choice. ##### Skill of War *3rd-level Choice B*
You gain proficiency in one more skill from the fighter skill list. ##### Communicator *3rd-level Choice C*
You gain proficiency in one language of your choice. ##### Know Your Enemy *7th-level Choice A*
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: * Strength Score * Dexterity Score * Constitution Score * Armor Class * Total class levels (if any) * Fighter levels (if any) \columnbreak ##### Physical Maneuvers *7th-level Choice B*
You gain access to the following maneuvers based on enhancing your physical capabilities: ###### Adrenaline Surge
Whenever you make a Strength or Constitution based ability check or saving throw, you can expend and roll a superiority die, adding the number rolled to the total. ###### Agile
Upon making a Dexterity based ability check or saving throw, you can expend and roll a superiority die, adding the number rolled to the total. This does not include initiative. ##### Knowledge Maneuvers *7th-level Choice C*
You gain access to the following maneuvers based on knowing things one way or another: ###### Natural Guide
Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Wisdom (Survival) check, you can expend and roll a superiority die, adding the number rolled to the total. ###### Unorthodox Assessment
Whenever you make an Intelligence (Arcana), or Intelligence (Religion) check, you can expend and roll a superiority die, adding the number rolled to the total. ##### Strengthened Manuevers *10th-level Choice A*
When you use a superiority die for a maneuver that deals damage, you add double the number rolled as damage, instead of just the number rolled. \pagebreakNum ##### Guardian Maneuvers *10th-level Choice B*
You gain access to the following maneuvers, based on protecting your allies. ###### Guard Upon seeing an ally within range of your movement get hit with an attack, you can expend and roll a superiority die and use your reaction to move toward them and take all the damage minus the number rolled on your superiority die in their stead. This moves the ally 5 ft in a direction of your choice. Movement done this way does not provoke opportunity attacks for you or the ally. ###### Mass Goad **Requires: Goading Attack Maneuver**
As an action, you can force each hostile creature that can see you to make a Wisdom saving throw. On a fail, that creature has disadvantage on attack rolls made against creatures other than you. ##### Commanding Maneuvers *10th-level Choice C*
You gain access to the following maneuvers based on being a commander.. If a maneuver has a prerequisite, you must meet all prerequisites in order to use and kee the maneuver. ###### Supreme Commander **Requires: Commander’s Strike Maneuver**
As an action, you may expend a superiority die to allow all your allies that can see and hear you to expend their reaction to make one weapon attack against a creature within range. They each add a roll of your superiority die to the damage of the attack. ###### Quickened Commander **Requires: Commander’s Strike Maneuver**
Upon using Commander's Strike, you can expend and roll an additional superiority die, allowing the target of your maneuver to also move a number of feet equal to 5 times the number rolled. ##### Relentless *15th-level Choice A*
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die. ##### Surging Superiority *15th-level Choice B*
Upon using your Action Surge feature, you also regain a single superiority die. \columnbreak ##### Energizing *15th-level Choice C*
Upon using your Second Wind feature, you also regain 2 superiority dice. ##### Critical Maneuvers *18th-level Choice A*
You gain access to the following maneuvers, based upon critical hits. If a maneuver requires another maneuver, you must have that prerequisite maneuver known. ###### Critical Negation
As a reaction to seeing a creature score a critical hit on an ally within 5 ft of you, you can expend and roll a superiority die, negating the critical hit and granting the ally temporary hit points equal to the number rolled. ###### Critical Precision *Requires: Precicision Attack Maneuver*
Immediatley upon declaring an attack, you can expend and roll 2 superiority dice to make the attack be a critical hit, adding the roll of the highest superiority die to the damage roll. Your superiority die damage does not get doubled as a result of the critical hit. ##### Improved Maneuvers *18th-level Choice B*
If you use a maneuver that requires a superiority die roll, roll the superiority die twice and use the higher roll. ##### Deceptive Maneuvers *18th-level Choice C*
You gain access to the following maneuvers, based upon deception. If a maneuver requires another maneuver, you must have that prerequisite maneuver known. ###### Total Distraction *Requires: Distracting Strike Maneuver*
Immediately upon using Distracting Strike, you can expend an additional superiority die to allow the next attack made against the target by someone other than you to automatically hit. ###### Realistic Feint *Requires: Feinting Attack Maneuver*
Upon using Feinting Attack, you can expend an additional superiority die to have advantage on all attack rolls against the creature until the start of your next turn. \pagebreakNum #### Cavalier ##### Born to the Saddle *3rd-level guaranteed feature*
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Furthermore, you are proficient in the Animal Handling skill and one of the following as well: History, Insight, Performance, Persuasion, or one language of your choice.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Multiple options require a saving throw. Your DC uses either Strength or Dexterity. ##### Unwavering Mark *3rd-level Choice A*
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. ##### Dampening Strike *3rd-level Choice B*
Whenever you hit a creature, you can force them to make a Constitution saving throw (DC uses Strength or Dexterity modifier, your choice). On a failure, they must subtract your proficiency bonus from all damage they deal until the start of your next turn. You may do this a number of times equal to your Constitution modifier, regaining all expended uses upon finishing a short or long rest. \columnbreak ##### Staggering Strike *3rd-level Choice C*
Whenever you hit a creature, you can force them to make a Constitution saving throw. On a failure, they are staggered until the end of your next turn. ##### Warding Maneuver *7th-level Choice A*
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. ##### Strike Blocker *7th-level Choice B*
Upon hitting a creature, you can mark them. If they make an attack against anyone other than you and you are wielding a weapon or shield, then you can use your reaction to block their attack, preventing it from hitting. You may do so an amount of times equal to half your proficiency bonus, regaining all expended uses upon finishing a short or long rest. ##### Reactive Switch *7th-level Choice C*
As a reaction to seeing an ally within 5 ft of you be the target of an attack, you can move the ally aside 5 ft into an unoccupied space and become the new target of the attack. You may do so an amount of times equal to your Strength or Dexterity modifier (choose one upon gaining this feature), regaining all expended uses upon finishing a long rest. ##### Hold the Line *10th-level Choice A*
You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn. \pagebreakNum ##### Focus On Me *10th-level Choice B*
You force creatures you attack to focus on you. Upon hitting a creature, you can force them to focus on you only. The creature's next action is in direct relation to you, such as attacking you with a weapon or casting a damaging or debilitating spell that includes you. You may do so an amount of times equal to your Constitution modifier, regaining all expended uses upon finishing a short or long rest. ##### Line Blocker *10th-level Choice C*
As a reaction being in a cone or line area of effect, you can choose to fail the saving throw. When you do so, creatures in a direct line behind you from the area of effect's source take half damage on a failed save, and none on a success. ##### Ferocious Charger *15th-level Choice A*
You can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw or be knocked prone. You can use this feature only once on each of your turns. ##### Knockdown Charge *15th-level Choice B*
When you take the Dash action, you can attempt to move through creatures, knocking them down. Each creature you attempt to move through must make a Strength saving throw. On a failed save, they take 1d6 + your Strength or Dexterity modifier (same as one for the DC) in bludgeoning damage and are knocked prone. If you are mounted, each creature has disadvantage on the saving throw. On a success, they stop your movement and take half damage. ##### Quick Charger *15th-level Choice C*
You have realized that you must be quick on the battlefield in order to help others. Your movement speed increases by 15 ft. ##### Vigilant Defender *18th-level Choice A*
You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction. \columnbreak ##### Vigilant Striker *18th-level Choice B*
Upon taking the Attack action, you can make two additional attacks as a bonus action. You can do so a number of times equal to your Constitution modifier, regaining all expended uses upon finishing a short or long rest. ##### Vigilant Stand *18th-level Choice C*
When you would be dropped to 0 hit points, you can attempt a Constitution saving throw, with the DC being equal to 10 + the damage you took. On a success, you retain 1 hit point. #### Champion ##### Improved Critical *3rd-level guaranteed feature*
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. ##### Improved Toughness *3rd-level Choice A*
Your hit point maximum increases by one for every fighter level you have. ##### Quick *3rd-level Choice B*
Your movement speed increases by 5 ft. ##### Steel Skin *3rd-level Choice C*
You reduce all nonmagical bludgeoning, piercing, and slashing damage by your proficiency bonus. ##### Remarkable Athlete *7th-level Choice A*
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. ##### Reliable Athlete *7th-level Choice B*
Whenever you roll a Strength or Dexterity ability check, you can treat a roll on the d20 of 7 or lower as an 8. \pagebreakNum ##### Trained Athlete *7th-level Choice C*
You have trained for a variety of encounters, granting you the following: * You gain a climbing and a swimming speed equal to your walking speed. * You can hold your breath for an amount of minutes equal to half your Constitution score. * You can finish a long rest in one less hour than normal. ##### Additional Fighting Style *10th-level Choice A*
You can choose a second option from the Fighting Style class feature. ##### Improved Fighting Style *10th-level Choice B* Choose one fighting style you have. You now have the upgraded version of the chosen fighting style, detailed below: * **Archery:** You can choose to have a +2 to attack or damage rolls made with ranged weapons. You must choose before you make the attack roll. * **Blind Fighting:** Increase the range to 20 ft, and you can see behind total cover. * **Defense:** As a reaction, upon getting hit, you can reduce the damage by your Strength or Constitution modifier. * **Dueling:** You also gain a +1 bonus to attack rolls made with weapons you are wielding in one hand. * **Great Weapon Fighting:** When you roll a 1 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, instead of rerolling, you can treat the die as if it landed on a 2. * **Interception:** Add your Strength or Dexterity modifier to the damage reduction. * **Protection:** You can use your reaction to instead negate an attack made against a creature other than yourself. * **Superior Technique:** You gain an additional superiority die and maneuver. * **Thrown Weapon Fighting:** Double the normal range of thrown weapons. * **Two-Weapon Fighting:** You can make two attacks, instead of one, with an offhand weapon as part of your bonus action when you engage in two-weapon fighting. * **Unarmed Fighting:** All your unarmed strikes deal 1d8 + your Strength modifier bludgeoning damage. ##### Well-Trained Body *10th-level Choice C*
You have honed your skills to strike and defend well. Once per turn, when you make an attack roll, you can forego the roll to instead treat the d20 as if it had landed on 9. Also as a reaction to being the target of an attack, you can roll a d4 and add it to your AC until the start of your next turn. \columnbreak ##### Superior Critical *15th-level Choice A*
Your weapon attacks score a critical hit on a roll of 18–20. ##### Brutal Critical *15th-level Choice B*
Whenever you score a critical hit, you add an additional die of damage. ##### True Critical *15th-level Choice C*
Once per turn, you can turn a hit into a critical hit. You may do so an amount of times equal to your Strength or Dexterity modifier, regaining all expended uses upon finishing a long rest. ##### Survivor *18th-level Choice A*
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. ##### Regenerative *18th-level Choice B*
As an action, you can regain an amount of hit points equal to your fighter level at the start of each of your turns for 1 minute. You also regain hit points upon activation. Once you do so, you must finish a short or long rest in order to do so again. ##### Many Winds *18th-level Choice C*
You gain two additional uses of your Second Wind feature. You regain all expended uses upon finishing a short or long rest. \pagebreakNum #### Echo Knight ##### Manifest Echo *3rd-level guaranteed feature*
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways: * As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. * When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack. * When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space. ##### Unleash Incarnation *3rd-level Choice A*
You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. ##### Head Start *3rd-level Choice B*
Whenever you take the Dash action, you can swap with your echo's as part of the Dash.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. ##### Furious Strike *3rd-level Choice C*
Upon making an attack, you can choose to enhance it with your echo. You deal an additional die of damage upon making the attack. You may do so twice, regaining all expended uses upon finishing a short or long rest. ##### Echo Avatar *7th-level Choice A*
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. ##### Echo Scout *7th-level Choice B*
You can have your echo scout out a spot. You grant your echo the following benefits for 1 hour as an action: * It can be up to 500 feet away from you without being destroyed. * It can telepathically communicate with you everything it sees and hears. * It can teleport you to it or teleport to you if it ever is in a dangerous situation, whichever causes the least amount of harm. Examples include being found by hostile forces, about to fall from high up or into lava, etc. ##### Echo Awareness *7th-level Choice C*
As a result of utilizing your echo, you have become better at spotting things. You gain proficiency with Insight, Investigation, and Perception. Furthermore, you can take the Search action as a bonus action. ##### Shadow Martyr *10th-level Choice A*
You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can’t use it again until you finish a short or long rest. ##### Quick Switch *10th-level Choice B*
When you switch places between your echo and yourself, you can do so an object interaction, instead of a bonus action. ##### Superior Teleportation *10th-level Choice C*
As a bonus action, you can teleport both yourself and your echo up to 30 ft away from their current locations. Furthermore, your echo can be within 60 ft of you at the end of your turn without getting destroyed, instead of 30. \pagebreakNum ##### Reclaim Potential *15th-level Choice A*
You’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. ##### Bolster Oneself *15th-level Choice B*
You've learned how to utilize your echo to enhance your defenses. While your echo is within 5 ft of you, attack rolls made against you are made with disadvantage as nobody can tell who is the real you. ##### Leech the Echo *15th-level Choice C*
As an action, you can destroy your echo and regain an amount of hit points equal to the echo's AC. Once you do so, you must finish a short or long rest in order to do so again. ##### Legion of One *18th-level Choice A*
You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature. ##### Echoing Strikes *18th-level Choice B*
Whenever you take the Attack action, you can have your echo also make the same number of attacks as you so long as all are against the same target. Each time your echo hits as a result of this, you do not add your modifier to the damage dealt. ##### Supreme Teleportation *18th-level Choice C*
Your echo can now teleport with anyone, so long as both you and your echo can see the creature. \columnbreak #### Eldritch Knight ##### Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. ###### Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. ###### Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot. ###### Spells Known of 1st Level and Higher
You can only learn wizard spells that are of the evocation school, along with one of the following schools (your choice, which cannot be changed later): abjuration, necromancy, or transmutation. You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation school of magic and your chosen school of magic as described earlier.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must belong to the evocation school or your chosen school of magic, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must belong to the evocation school or your chosen school of magic, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. \pagebreakNum ###### Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. * **Spell attack modifier** = your proficiency bonus + your Intelligence modifier ###### Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. ##### Weapon Summon *3rd-level Choice B*
As an action, you can expend a spell slot and think about a weapon, summoning a nonmagical version of it. This weapon lasts for a number of hours equal to the level of the spell slot and counts as a standard version for the purposes of material costs for spells. Starting at 7th level, you summon a magical variant. ##### Arcane Infusion *3rd-level Choice C*
As part of a long rest, you can choose one nonmagical weapon. This weapon becomes a magical weapon until you choose another. If you expend a spell slot, you can increase the bonus to attack and damage rolls, +1 per level of the spell slot, up to +3. ##### War Magic *7th-level Choice A*
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. ##### Arcane Smite *7th-level Choice B*
You have learned how to fuse arcane energy into your weaponry. Once per turn, immediately upon hitting a creature with a weapon attack, you can expend a spell slot, adding a number of d4s of force damage to the attack equal to the spell's level. You can add no more than 3d4 force damage to an attack in this way. ##### Spell and Blade *7th-level Choice C*
Whenever you take the Attack action, you can replace a single attack with a cantrip. \pagebreakNum ##### Eldritch Strike *10th-level Choice A*
You learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. ##### Spellstrike *10th-level Choice B*
You've learned how to place your spells onto weaponry. As a bonus action, you can place a spell that doesn't have a range of self onto a weapon you are holding. You consume the spell slot as normal. You keep concentration on the spell while it is on your weapon, even if the spell doesn't require concentration. The next time you hit with that weapon within the next minute, the spell is unleashed with the target being the center of the spell. You can do so with spells up to 4th level. ##### Magical Bypass *10th-level Choice C*
Immediately upon hitting a creature with a magical weapon, you can force the creature to make a Constitution saving throw against your Eldritch Knight spell save DC or lose a resistance randomly determined by the DM until the end of your next turn. ##### Arcane Charge *15th-level Choice A*
You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. ##### Arcane Surge *15th-level Choice B*
Whenever you use you Action Surge feature, you regain a single 1st-level spell slot. ##### Arcane Winds *15th-level Choice C*
Whenever you use your Second Wind feature, you can choose to regain a single 1st or 2nd level spell slot. ##### Improved War Magic *18th-level Choice A*
When you use your action to cast a spell, you can make one weapon attack as a bonus action. ##### Constant Arcane Smite *18th-level Choice B*
You have learned how to always have arcane energy flowing through your weapon. Once per turn, you can deal an additional 1d4 force damage whenever you hit a creature with a weapon. ##### Improved Spell and Blade *18th-level Choice C*
Whenever you take the Attack action, you can replace one attack with a single spell of 1st or 2nd level. #### Psi Warrior ##### Psionic Power *3rd-level guaranteed feature*
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
Whenever a power requires a saving throw, use Intelligence for the DC.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. * **Protective Field:** When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. * **Psionic Strike:** You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. * **Telekinetic Movement:** You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. \pagebreakNum ##### Mind Disturbance *3rd-level Choice A*
You gain the following psionic powers based on disturbing the mind: * **Static Disturbance** Immediately upon hitting a creature with a melee attack, you can expend a psionic energy die and force the creature to make an Intelligence saving throw or subtract an amount from their ability checks, attack rolls, and saving throws equal to a roll of your psionic energy die until the end of your next turn. * **Dazing Strike** Immediately upon hitting a creature, you can expend and roll a psionic energy die to force the target to take psychic damage equal to the number rolled + your Intelligence modifier and make an Intelligence saving throw. On a success, they simply take half damage. On a failure, they are dazed until the end of your next turn. ##### Physical Disturbance *3rd-level Choice B*
You gain the following psionic powers based on messing with a creature's physical state: * **Staggering Strike:** Immediately upon hitting a creature, you can choose to expend and roll a psionic energy die and force the target to make a Constitution saving throw. On a fail, they take psychic damage equal to the number rolled and are staggered until the start of your next turn. On a success, they only take half damage. * **Weakening Strike:** Immediately upon hitting a creature, you can choose to expend and roll a psionic energy die and force the target to make a Constitution saving throw. On a fail, they take psychic damage equal to the number rolled and are weakened until the start of your next turn. On a success, they only take half damage. ##### Warding Field *3rd-level Choice C*
As a reaction, whenever you see a creature being targeted by an attack, you can expend and roll a psionic energy die, adding the number rolled to the target's AC until the start of your next turn. \columnbreak ##### Telekinetic Adept *7th-level Choice A*
You have mastered new ways to use your telekinetic abilities, detailed below. * **Psi-Powered Leap:** As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. * **Telekinetic Thrust:** When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. ##### Telepathic Adept *7th-level Choice B*
As an action, you can expend and roll a psionic energy die. You choose a number of creatures equal to your Intelligence modifier. Each creature can telepathically communicate with you for a number of hours equal to the number rolled on the psionic energy die + your proficiency bonus. Each creature must stay within 1 mile of you in order to communicate in this way. ##### Mind Reading *7th-level Choice C*
As an action, you can expend a psionic energy die and choose a creature you can see within 60 ft of you. The chosen creature must make a Wisdom saving throw or you read the creature's mind, as per the detect thoughts spell as if they failed the save in the spell. ##### Guarded Mind *10th-level Choice A*
The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions. ##### Clear Mind *10th-level Choice B*
You have learned how to keep your mind clear. You gain proficiency in Intelligence, Wisdom, or Charisma saving throws. Also, whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend and roll a psionic energy die as a reaction, adding the number rolled to the saving throw. \pagebreakNum ##### Intelligent Mind *10th-level Choice C*
You have learned how to stay focused and see through many things. You add your Intelligence modifier to your saving throws. Furthermore, you can expend a psionic energy die to gain proficiency in a saving throw for 10 minutes as an action. ##### Bulwark of Force *15th-level Choice A*
You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.
Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again. ##### Refreshing Mind *15th-level Choice B*
Upon using your Second Wind feature, you can regain 1d4 psionic energy dice. ##### Psionic Shield *15th-level Choice C*
As a reaction to seeing a creature be the target of an attack, you can expend and roll a psionic energy die, adding the number rolled to the target's AC until the start of your next turn as you create a temporary shield that fully absorbs damage. ##### Telekinetic Master *18th-level Choice A*
Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.
Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again. \columnbreak ##### Telekinetic Crush *18th-level Choice B*
You have devoted your training to crushing others. You can expend a psionic energy die as an action and choose one creature within 30 ft of you. The target must make a Strength saving throw or take 5d6 + your Intelligence modifier in magical bludgeoning damage. ##### Quick Psychic Strikes *18th-level Choice C*
You have learned how to move quickly and strike at the same time. You can cast the spell steel wind strike without verbal or somatic components, being able to do so again after finishing a long rest or expending a psionic energy die. \pagebreakNum #### Rune Knight ##### Runic Knowledge *3rd-level guaranteed feature*
You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. | Fighter Level | Runes Known | |:-------------:|:-----------:| | 3rd | 2 | | 7th | 3 | | 10th | 4 | | 15th | 5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune requires a saving throw, your Rune Magic save DC uses Constitution. If a rune has a level requirement, you must be at least that level in this class to learn the rune. ###### Cloud Rune
This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest. \columnbreak ###### Fire Rune
This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest. ###### Frost Rune
This rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest. ###### 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 have darkvision out to a range of 120 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. \pagebreakNum ###### Hill Rune (7th level)
This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest. ###### Storm Rune (7th level)
Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest. ###### Hundred-Handed One Rune (10th level)
You gain the reflexes and utility of the hundred handed giants. You can never be surprised, and can take one additional action on your turn, provided it is one of the following: Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
As an action, you can allow yourself to take a reaction on every creature's turn until the start of your next turn. Once you invoke this rune, you can’t do so again until you finish a short or long rest. ###### Doomwake Rune (15th level)
You gain the raw physical powers of the doomwake giants. You have advantage on saving throws against spells.
In addition, as an action, you can emanate a 10 ft radius aura for 1 minute. Each hostile creature that starts their turn within range must make a Constitution saving throw and take 4d6 necrotic damage, or half on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest. \columnbreak ##### Giant's Might *3rd-level Choice A*
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: * If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. * You have advantage on Strength checks and Strength saving throws. * Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. The extra damage increases to 1d8 at 10th level, and to 1d10 at 18th level.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. ##### Giant's Vigor *3rd-level Choice B*
You have learned how to imbue yourself with the vigor of giants. Your current and maximum hit points increase by 1 for every level in fighter you have. Once you reach 10th level, your hit points increase by twice your fighter level. As a bonus action, you magically gain the following benefits, which last for 1 minute: * You have advantage on Constitution checks and saving throws. * If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. * Starting at 18th level, you gain a number of temporary hit points equal to twice your Constitution modifier at the start of each of your turns for the duration.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. ##### Giant's Resilience *3rd-level Choice C*
You have learned how to imbue yourself with the resilience of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: * If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. * You reduce all nonmagical damage taken by your Constitution modifier. Starting at 10th level, this benefit extends to all damage. * Starting at 18th level, choose three damage types. You become resistant to the chosen damage types for the duration.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. \pagebreakNum ##### Runic Shield *7th-level Choice A*
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Runic Strike *7th-level Choice B*
You learn to invoke your rune magic to empower your allies. When an ally you can see within 60 feet of you hit a creature, you can use your reaction to add your Constitution modifier to their damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Runic Resilience *7th-level Choice C*
You learn how to invoke your rune magic in order to reduce the harm your allies take. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to reduce the damage taken by your Constitution modifier.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Great Stature *10th-level Choice A*
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. ##### One of the Giants *10th-level Choice B*
The magic of your runes permanently alters you. Your creature type changes to giant. ##### Giant Senses *10th-level Choice C*
The magic of your runes permanently alters you. You gain blindsight out to 10 ft. \columnbreak ##### Master of Runes *15th-level Choice A*
You can invoke each rune you know from your Runic Knowledge feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. ##### Ready Runes *15th-level Choice B*
Whenever you roll initiative and have no uses of any runes, you regain one use of a rune of your choice. ##### Surging Runic Magic *15th-level Choice C*
Whenever you use Action Surge, you can regain one use of any rune of your choice. ##### Runic Juggernaut *18th-level Choice A*
You learn how to amplify your rune-powered transformation. As a result, whenever you increase your size due to your 3rd level choice, your size can increase to Huge, and while you are that size, your reach increases by 5 feet. ##### Shared Growth *18th-level Choice B*
You can choose another creature within 30 ft of you whenever you use your 3rd level choice. That creature gains the benefits of the active choice parts, such as the size increase and advantage on certain ability checks and saving throws. ##### Twin Power *18th-level Choice C*
Whenever you activate your 3rd level giant option, you can choose a single benefit from another one. You gain the chosen benefit for the duration. Once you do so, you must finish a short or long rest in order to do so again. \pagebreakNum #### Samurai ##### Fighting Spirit *3rd-level guaranteed feature*
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest. ##### Intelligent *3rd-level Choice A*
You gain proficiency in History or Religion. ##### Wise *3rd-level Choice B*
You gain proficiency in Insight or Perception. ##### Charismatic *3rd-level Choice C*
You gain proficiency in Performance, Persuasion, or one language of your choice. ##### Elegant Courtier *7th-level Choice A*
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). ##### Intelligent Warrior *7th-level Choice B*
Your discipline and attention to detail allow you to determine if one is lying. Whenever you make a Wisdom (Insight) check, you can add your Intelligence modifier to the check.
Your self-control also causes you to gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice). \columnbreak ##### Charismatic Knowledge *7th-level Choice C*
Your discipline has allowed you to act as if you know something when you do not. Whenever you make an Intelligence (History) check, you can add your Charisma modifier to the check.
Your self-control also causes you to gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice). ##### Tireless Spirit *10th-level Choice A*
When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. ##### Surging Spirit *10th-level Choice B*
When you use Action Surge and have no uses of Fighting Spirit remaining, you regain one use. ##### Revitalized Spirit *10th-level Choice C*
When you use your Second Wind feature, you can regain one use of Fighting Spirit. ##### Rapid Strike *15th-level Choice A*
You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. ##### Strike Hard *15th-level Choice B*
You have learned to trade accuracy for power. Once per turn, you can take a -5 penalty to an attack roll. You must declare this before the die is rolled. On a hit, you add a +5 bonus to the damage roll. This cannot be combined with other effects that lower your attack roll in exchange for damage. \pagebreakNum ##### Strike True *15th-level Choice C*
You learn to trade power for accuracy. Once per turn, you can add your Intelligence, Wisdom, or Charisma modifier to the attack roll. If that attack hits, you do not add your ability modifier to the damage roll. You cannot use this on an attack where you already do not add your ability modifier to the damage roll. ##### Strength Before Death *18th-level Choice A*
Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Vengeful Spirit *18th-level Choice B*
Your fighting spirit can prevent you from dying and grant you the strength for vengeance against your killer. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction and activate Second Wind and Fighting Spirit. If you cannot use either, then you cannot use this feature. You can make one weapon attack against the creature that knocked you to 0 hit points, provided they are within a distance equal to twice your movement speed. You make this attack with advantage, as per Fighting Spirit.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Regenerative Spirit *18th-level Choice C*
Your fighting spirit can fully invigorate you. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction and activate Second Wind, regaining hit points as normal. Furthermore, at the start of your next turn, you regain the same amount of hit points.
Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum
A Martial Arts strike is a melee weapon attack using an unarmed strike or a monk weapon. ### Ki Techniques *3rd-level monk feature*
Your training has allowed you to utilize certain techniques that utilize your ki. Choose 2 ki techniques listed below. You gain additional techniques according to the ki techniques column of the monk table. You can only use one technique per Martial Arts strike. You may swap out one ki technique for another upon gaining a monk level monk. If a ki technique lists a level monk, you must have that many monk level monks in order to take it. Each ki technique lists how many ki points you must spend to use it. A 20th level monk can swap out one technique for another upon finishing a long rest. \pagebreakNum #### Tier 1 Techniques (1st-4th level) ##### Counter Strike *Costs 1 ki point*
When a creature misses you with a melee attack, you can use your reaction to attack the target. ##### Crushing Grab *Costs 1 ki point*
As a bonus action, while you have someone grappled, you can crush them, dealing an amount of bludgeoning damage equal to your Martial Arts die. ##### Dazing Strike *Costs 1 ki point*
Immediately upon hitting a creature with a martial arts strike, you can use this technique to make the target become dazed until the end of your next turn. ##### Ki Rush *Costs 2 ki points*
As a bonus action, you move twice your speed to an unoccupied space. Until the start of your next turn, you are considered heavily obscured to onlookers. ##### Ki Blast *Varying ki point cost*
As an action, you focus and shoot your ki forward. You can spend up to 3 ki points on this technique, adding a Martial Arts die per ki point spent. Each creature within a 30 ft cone centered on you must make a Constitution saving throw. On a fail, the creature is knocked back 10 ft. On a success, the creature simply takes half damage. ##### Limber *Costs 1 ki point*
Upon making a melee weapon attack, you can use this technique to extend your reach for that attack by 5 ft. ##### Throw *Costs 1 ki point*
As an action, you attempt to throw a creature you have grappled or restrained. The creature makes a Strength saving throw, being thrown a number of feet equal to 5 times your Dexterity modifier away from you in a direction of your choice on a fail. \columnbreak #### Tier 2 Techniques (5th-10th level) ##### Awareness *Costs 1 ki point; minimum 5th level monk*
As a bonus action, you can grant yourself blindsight out to 15 ft for 1 minute as you heighten your senses. ##### Enlightening Presence *Costs 2 ki points; minimum 9th level monk*
As a reaction to an ally within 15 ft of you being forced to make a saving throw, you can use this technique to add your Wisdom modifier to their saving throw. ##### Escapist *Costs 1 ki point; minimum 9th level monk*
As an action, you can free yourself of any effect that has you grappled or restrained. ##### Lashing Tree *Costs 2 ki points; minimum 7th level monk monk*
As an action, you can lash out quickly at everyone. You force each creature of your choice within 10 ft of you to make a Strength saving throw. On a fail, the creature takes slashing damage equal to a roll of your Martial Arts die + your Dexterity modifier and is moved 10 ft away from you. On a success, they simply take half damage. ##### Fortitude *Costs 1 ki point; minimum 7th level monk*
As a reaction to being forced to make a saving throw, you can use this technique to grant yourself advantage. ##### Runaway *Costs 2 ki point; minimum 9th level monk*
As a bonus action, you can force opportunity attacks made against you to be made with disadvantage for 1 minute. \pagebreakNum #### Tier 3 Techniques (11th-16th level) ##### Critical Arts *Costs 0 ki points; minimum 13th level monk*
Your Martial Arts strikes score a critical hit on a 19 or 20. ##### Draining Strike *Costs 2 ki points; minimum 13th level monk*
Immediately upon hitting a creature with a melee weapon attack, you force the target to take additional necrotic damage equal to two rolls of your Martial Arts die and make a Constitution saving throw or become weakened until the end of your next turn. On a success, they take half the necrotic damage. Either way, you regain an amount of hit points equal to the necrotic damage taken. ##### Disruptive Strike *Costs 8 ki points; minimum 11th level monk*
As an action, you can make a Martial Arts strike. On a hit, the target must make a Constitution saving throw or make all their ability checks, attack rolls and saving throws at disadvantage until the start of your next turn. ##### Ki Form *Costs 4 ki points; minimum 11th level monk*
As an action, you make yourself glow with ki for 1 minute. For the duration, you gain the following: * You deal an additional 1d6 damage of one of the following types, depending on your alignment: good/lawful is radiant, neutral is force, and chaotic/evil is necrotic. If conflicting, pick one upon entering your form. * You gain the effects of the *spirit guardians* spell. ##### Knockout Blow *Costs 4 ki points; minimum 11th level monk*
Immediately upon hitting a creature, you force them to make a Constitution saving throw or become unconscious until the end of your next turn. ##### Rending Strike *Costs 5 ki points; minimum 13th level monk*
Immediately upon hitting a creature, you can reduce their AC by 2 until the start of your next turn. ##### Ki Blocking Strike *Costs 2 ki points; minimum 13th level monk*
As an action, you make a Martial Arts strike. On a hit, you deal damage as normal and the target must make a Constitution saving throw or gain a level of exhaustion. \columnbreak #### Tier 4 Techniques (17th-20th level) ##### Deadly Critical *Costs 0 ki points; minimum 17th level monk*
Whenever you score a critical hit with a Martial Arts strike, you triple the damage, instead of doubling it. ##### Defense Break *Costs 5 ki points; minimum 18th level monk*
Immediately upon hitting a creature with an unarmed strike, you force the creature to make a Constitution saving throw or lose all damage resistances and immunities until the start of your next turn. ##### Enhanced Strike *Costs 3 ki points; minimum 17th level monk*
Upon using a technique that forces a saving throw, you can negate all sources of advantage the creature has for that save. If the creature has immunity to the condition, you reduce it to where the creature has advantage on the saving throw. ##### Iron Palm *Costs 0 ki points; minimum 20th level monk*
Your Martial Arts die is a d12, instead of a d10. ##### Ki Sight *Costs 0 ki points; minimum 17th level monk*
You gain truesight out to 30 ft. ##### Paralyzing Strike *Costs 5 ki points; minimum 17th level monk*
Immediately upon hitting a creature, you can force them to make a Constitution saving throw or become paralyzed until the end of your next turn. ##### Petrifying Strike *Costs 7 ki points; minimum 20th level monk*
Immediately upon hitting a creature with a Martial Arts strike, you can force the creature to make a Constitution saving throw at the start of each of their turns. Upon the first failure, the creature can either take an action or a bonus action. Upon the second failure, the creature has their speed reduced to 10 ft. Upon the third failure, they are petrified for 24 hours. Upon 3 successes, they are free and immune to this technique for 24 hours. ##### Reactive *Costs 2 ki points; minimum 17th level monk*
You can use this technique to immediately take an additional reaction. \pagebreakNum ##### Regenerative Body *Costs 4 ki points; minimum 18th level monk*
As an action, you can use this technique to start regaining an amount of hit points equal to a roll of your Martial Arts die + your Wisdom modifier at the start of each of your turns for 1 minute. You also roll upon activating this technique. ### Timeless Body *15th-level monk feature; addon*
You can remove a level of exhaustion as part of a short rest and you treat exhaustion as if it were one level lower. ### Perfect Self *20th-level monk feature; modified*
Upon rolling initiative with 0 ki points, you regain an amount of ki points equal to 1d4 + your Wisdom modifier, instead of blanket 4. ### Monastic Traditions #### Way of Mercy ##### Implements of Mercy *3rd-level Guaranteed Feature*
You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table. ###### Merciful Mask | d6 | Mask Appearance | |:--:|:---------------:| | 1 | Raven | | 2 | Blank and white | | 3 | Crying visage | | 4 | Laughing visage | | 5 | Skull | | 6 | Butterfly | \columnbreak ##### Hands of Healing and Harm *3rd-level Choice A*
You have learned how to harm and heal with your ki. You can spend 1 ki point in one of the following ways: * **Hand of Healing**
As an action you can touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. * **Hand of Harm**
When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can do so only once per turn. ##### Healing Burst *3rd-level Choice B*
You see to help all stay up and away from death. As an action, you can spend 2 ki points to have each creature within 10 ft of you regain a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. ##### Decaying Touch *3rd-level Choice C*
You have learned how to take the life energy of others. As an action, you can spend ki points and make a Martial Arts strike. On a hit, you deal normal damage + an additional 1d6 necrotic damage per ki point spent. ##### Physician’s Touch *6th-level Choice A*
You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.
When you restore hit points using ki on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned on a single creature.
When you deal necrotic damage to a creature using ki, you can subject that creature to the poisoned condition until the end of your next turn. ##### Buffer *6th-level Choice B*
You seek to protect others from harm. As an action, you can spend at least 2 ki points and choose an ally within 30 ft of you. That ally gains 5 temporary hit points for every 2 ki points spent. \pagebreakNum ##### Protection *6th-level Choice C*
You have learned how to help others not be affected by adverse effects. As an aciton, you can spend 3 ki points to grant an ally within 30 ft of you advantage on all ability checks and saving throws regarding one of the following conditions for 1 hour: blinded, damage over time, dazed, deafened, nauseated, paralyzed, poisoned, or weakened. ##### Flurry of Healing and Harm *11th-level Choice A*
You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, instead of making an unarmed strike, you can instead restore an amount of hit points equal to one roll of your Martial Arts die + your Wisdom modifier to a single creature within 5 ft of you.
In addition, when you make an unarmed strike with Flurry of Blows, you can use deal an additional amount of necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier with that strike at no cost. ##### Healthy Guardian *11th-level Choice B*
You seek to protect others from most harmful conditions. As an action, you can spend ki points and choose any number of creatures within 25 ft of you. Each creature gains advantage on ability checks and saving throws against a number of the following conditions equal to the number of ki points spent: bleeding, blinded, dazed, deafened, envenomed, exhaustion, incapacitated, nauseated, paralyzed, petrified, poisoned, staggered, stunned, and weakened. ##### Life Transfer *11th-level Choice C*
Immediately upon hitting a creature you can spend up to 4 ki points, dealing necrotic damage to the target and restore an amount of hit points equal to the damage dealt to a creature within 30 ft of you other than yourself. You roll one Martial Arts die for every ki point spent. \columnbreak ##### Hand of Ultimate Mercy *17th-level Choice A*
Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Group Healer *17th-level Choice B*
You have mastered healing energies. As an action, you can spend some ki points and restore 10 hit points for every ki point spent to each ally you can see. Once you do so, you must finish a short or long rest in order to do so again. ##### Suspend Life *17th-level Choice C*
Your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature’s status.
You can have only one creature under the effect of this feature at a time. \pagebreakNum #### Way of Shadow ##### One with Shadows *3rd-level Guaranteed Feature*
Your training from within the shadows has aided your sneakiness. You become proficient with Sleight of Hand and Stealth skills. ##### Shadow Arts *3rd-level Choice A*
You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it. ##### Timely Strike *3rd-level Choice B*
You have learned how to strike at the best moment to really lay down the hurt. If you have advantage on an attack roll with a Martial Arts strike, you may add 2d6 damage to the attack. ##### Shadow Knowledge *3rd-level Choice C*
You were taught how to notice the fine details. Immediately upon rolling a Wisdom (Insight), Intelligence (Investigation), or Wisdom (Perception) check, you can expend ki points to add to your roll, +2 to the check for every ki point spent. ##### Shadow Step *6th-level Choice A*
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. ##### Setup *6th-level Choice B*
You are used to working with others and helping them get the killing blow. Immediately upon hitting a creature with a Martial Arts strike, you can spend 1 ki point to grant the next attack made by someone other than you before the start of your next turn advantage. \columnbreak ##### Debilitating Shadows *6th-level Choice C*
You have become an ally to the shadows themselves. Immediately upon hitting a creature with a Martial Arts strike, you can spend 2 ki points to leave a shadow on them. While this shadow is on them, they have disadvantage on attack rolls and their movement speed is halved. A creature can use their action to make a Dexterity check against your ki save DC, removing the shadow on a success. As a bonus action, you can cause the shadow to flare, dealing necrotic damage equal to one roll of your Martial Arts die. A creature can only have one shadow on them at a time. ##### Cloak of Shadows *11th-level Choice A*
You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. ##### Shadow Web *11th-level Choice B*
As an action, you can expend 3 ki points to shoot a web at a point within 60 ft of you. Each creature within 10 ft of the point must make a Strength saving throw or become restrained and take necrotic damage equal to a roll of your Martial Arts die + your Wisdom modifier. On a success, the creature simply take shalf damage. The web lasts for 1 minute and counts as difficult terrain for everybody except you and your allies. ##### Shadow Clones *11th-level Choice C*
As an action, you can spend 4 ki points to create 2 shadow clones of yourself. They have the same AC as you, but they have an amount of hit points equal to 5 times your monk level. You can instruct them telepathically (no action required) to do anything you can do, using your class features and racial abilities, but not use any equipment you have. These clones lasts until they drop to 0 hit points or after 10 minutes have passed, at which point they disappear into smoke. ##### Opportunist *17th-level Choice A*
At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. \pagebreakNum ##### Master Shadow Arts *17th-level Choice B*
You can cast the following spells by spending ki points: 3 ki points for blink and 4 ki points for greater invisibility, without providing material components. ##### Shadow Cover *17th-level Choice C*
As an action, you can spend 5 ki points to envelop a 15 ft radius area around you in shadows. For 10 minutes, you have the following: * You count as heavily obscured. * You cannot be tracked through nonmagical means. * The area dims lights. Bright light becomes dim light, and dim light becomes darkness. * You can effectively see everything in the area as if it were in bright light. #### Way of the Ascendant Dragon ##### Origin | d6 | Origin | |:--:|:------:| | 1 | You honed your abilities by aligning your spirit with a dragon’s world-altering power. | | 2 | A dragon personally took an active role in shaping your inner energy. | | 3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction, or one that is devoted to a dragon god. | | 4 | You spent long stretches meditating in the region around an ancient dragon’s lair, absorbing that lair’s ambient magic. | | 5 | You found a scroll written in Draconic that contained inspiring new techniques. | | 6 | After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons. | ##### Breath of the Dragon *3rd-level Guaranteed Feature*
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again. ##### Draconic Presence *3rd-level Choice A*
If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest. ##### Draconic Strike *3rd-level Choice B*
When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. ##### Tongue of Dragons *3rd-level Choice C*
You learn to speak, read, and write Draconic or one other language of your choice if you already speak Draconic. ##### Wings Unfurled *6th-level Choice A*
When you use your Step of the Wind, you can choose to expend an additional 2 ki points to unfurl spectral draconic wings from your back that vanish after 1 minute. While the wings exist, you have a flying speed equal to your walking speed. ##### Claws Unleashed *6th-level Choice B*
Wheneer you make an unarmed strike, once per turn, you can deal additional slashing damage equal to half your Monk level. You may do so a number of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest. You can also use this again by spending 2 ki points. ##### Elemental Spear *6th-level Choice C*
As an action, you can create and launch 3 spears at creatures within 60 ft of you. Make a ranged weapon attack for each spear. Choose one of the following: acid, cold, fire, lightning, or poison. The spear deals damage of the chosen type equal to two rolls of your Martial Arts die + your Dexterity modifier. You may do so a number of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest. You can also use this again by spending 3 ki points. \pagebreakNum ##### Frightful Presence *11th-level Choice A*
As a bonus action, you can spend 3 ki points to create a 10 ft aura around you. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. ##### Resistance *11th-level Choice B*
As a bonus action, you can expend 3 ki points and choose one of the following: acid, cold, fire, lightning, or poison. You and your allies within 10 ft of you have resistance to that damage for 1 minute. ##### Shared Breath *11th-level Choice C*
As a bonus action, you can grant a creature you touch one use of your Breath of the Dragon feature, choosing both the damage type and the shape for them. The DC is still against your ki save DC. ##### Augment Breath *17th-level Choice A*
When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. ##### Blindsight *17th-level Choice B*
You gain blindsight out to 20 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. ##### Explosive Fury *17th-level Choice C*
You explode with the fury of dragons. As a bonus action, you can spend 2 ki points to force each creature of your choice within 15 ft of you to make a Dexterity saving throw or take 3d10 acid, cold, fire, lightning, or poison damage (your choice). \columnbreak #### Way of the Astral Self ##### Arms of the Astral Self *3rd-level Guaranteed Feature*
Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits: * You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. * You can use the spectral arms to make unarmed strikes. * When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal. * The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force. ##### Insightful Spirit *3rd-level Choice A*
You add double your proficiency bonus to Wisdom (Insight) checks. ##### Intimidating Spirit *3rd-level Choice B*
You add double your proficiency bonus to Charisma (Intimidation) checks. ##### Persuasive Spirit *3rd-level Choice C*
You add double your proficiency bonus to Charisma (Persuasion) checks. \pagebreakNum ##### Visage of the Astral Self *6th-level Choice A*
As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon a visage for 10 minutes. While the visage is active, you gain the following: * You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. * You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks. * When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you. ##### Boots of the Astral Self *6th-level Choice B*
As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 2 ki points to summon a pair of boots for 10 minutes. While the boots are active, you gain the following: * Step of the Wind does not require ki. * Your movement doesn't provoke opportunity attacks. * Upon moving within 5 ft of a creature, you can choose to deal 1d6 force damage to them. A creature can take this damage only once during a turn. ##### Gauntlets of the Astral Self *6th-level Choice C*
As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 2 ki points to summon a pair of gauntlets for 10 minutes. While the gauntlets are active, you gain the following: * Your unarmed strikes deal additional force damage equal to your Wisdom modifier. * Flurry of Blows does not require ki. * You ignore resistance to bludgeoning damage upon making an unarmed strike. ##### Wings of the Astral Self *6th-level Choice D*
As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 2 ki points to summon a pair of wings for 10 minutes. While the wings are active, you gain the following: * You gain a flying speed equal to your walking speed. You can also hover. * You have advantage on ability checks and saving throws against being grappled and restrained. * As a reaction to seeing a creature within 20 ft of you make an attack roll, you can create a strong gust of wind, granting them disadvantage on attack rolls until the end of the current turn as the winds disturb them too much. \columnbreak ##### Body of the Astral Self *11th-level Choice A*
When you have your astral arms out, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor. You determine its appearance. For the duration, you reduce the damage of all attacks by twice your Wisdom modifier. ##### Energy Deflection *11th-level Choice B*
When you take acid, cold, fire, force, lightning, or thunder damage, you can spend 1 ki point and use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1). ##### Empowered Arms *11th-level Choice C*
Once on each of your turns when you hit a target with the Arms of the Astral Self, you can spend 1 ki point to deal extra damage to the target equal to your Martial Arts die. ##### Astral Armor *17th-level Choice A*
Upon activating your Arms of the Astral Self, you can spend additional ki points to increase your AC for the duration. Every 2 ki points expended grants a +1 AC bonus, up to a maximum of +4 for the duration. ##### Astral Barrage *17th-level Choice B*
Upon activating your Arms of the Astral Self, you can spend 4 additional ki points. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms for the duration. ##### Astral Speed *17th-level Choice C*
Upon activating your Arms of the Astral Self, you can spend 4 additional ki points. Your movement speed is doubled for the duration and you can take two reactions, instead of one, for the duration. \pagebreakNum #### Way of the Drunken Master ##### Jester *3rd-level Guaranteed Feature*
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. ##### Drunken Technique *3rd-level Choice A*
You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. ##### Drunken Cockiness *3rd-level Choice B*
You believe nobody can hit you, even when you make it easy. As a bonus action, you can spend 1 ki point and choose one hostile creature and open yourself up to their next attack. For that attack, you do not add your Wisdom modifier to your AC. After the attack is made, you use your reaction to make an unarmed strike, with advantage is the creature missed. ##### Drunken Confidence *3rd-level Choice C*
You believe you can always talk your way out of situations. You gain a bonus equal to your Wisdom modifier whenever you make a Charisma based check. ##### Tipsy Sway *6th-level Choice A*
You can move in sudden, swaying ways. You gain the following benefits. * **Leap to Your Feet** When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. * **Redirect Attack** When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. ##### Numbing Pain *6th-level Choice B*
You have mastered the art of pain tolerance. Whenever you take bludgeoning, piercing, and/or slashing damage, you can spend ki points to reduce the damage taken. You reduce the damage by 2 for every ki point spent. \columnbreak ##### Stumbling Sway *6th-level Choice C*
As a reaction to being targeted by an attack, you can choose to move away 5 ft without provoking opportunity attacks. If the attacker cannot attack you as a result of this, then their attack misses. Starting at 11th level, you can move 10 ft away. ##### Drunkard’s Luck *11th-level Choice A*
You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll. ##### Drunkard's Power *11th-level Choice B*
You always seem to be at full strength and hit hard. When you make a Martial Arts strike, you can spend 3 ki points to ignore resistance to bludgeoning, piercing, or slashing damage. ##### Drunkard's Resilience *11th-level Choice C*
You always seem to keep standing when you should be knocked out. As a reaction to being knocked down to 0 hit points but not killed outright, you can make a Constitution saving throw, DC 10 or half the damage taken, whichever is higher. On a success, you are instead reduced to 1 hit point. ##### Intoxicated Frenzy *17th-level Choice A*
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. ##### Intoxicated Retaliation *17th-level Choice B*
You ensure that others face retribution for trying to attack you. Whenever you use Patient Defense and a melee attack misses, you can use your reaction to take the Attack action against the attacker. ##### Intoxicated Swiftness *17th-level Choice C*
You can strike while retreating. Whenever you use Step of the Wind, you can make an attack against each creature as you move away as part of the same action. \pagebreakNum #### Way of the Four Elements ##### Disciple of the Elements *3rd-level Guaranteed Feature*
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Some disciplines and options require attack rolls. For attack rolls, you use the following: Your Wisdom modifier + your proficiency bonus.
Choice B at 3rd, 6th, 11th, and 17th level allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. | Monk Level | Ki Point Maximum | |:----------:|:----------------:| | 5th–8th | 3 | | 9th–12th | 4 | | 13th–16th | 5 | | 17th–20th | 6 |
Each discipline will have an element tag in parentheses after its name. This is for some of the options gained at 3rd, 6th, 11th, and 17th level. \columnbreak ###### 3rd Level Disciplines * **Earthen Shield** (Earth)
As a reaction, you may spend 1 ki point to reduce the damage you take from a melee attack by 1d8 + your Wisdom modifier, increasing the damage reduction by 1d8 per ki point spent. * **Elemental Attunement** (Multi)
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
Instantaneously light or snuff out a candle, a torch, or a small campfire.
Chill or warm up to 1 pound of nonliving material for up to 1 hour.
Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. * **Elemental Redirection** (Multi)
As a reaction to to taking acid, cold, fire, lightning, magical bludgeoning (if earth or water), or thunder damage, you can spend 1 ki point and make a Dexterity check against the attack roll or save DC of the effect. On a success, you take none of the damage and instead redirect it towards a creature within 15 ft of you, who takes half of the damage. * **Enduring Mountain Stance** (Earth)
When you take the dodge action, while on the ground, you can expend 2 ki points to gain advantage on all Strength based ability checks and saving throws until the start of your next turn. * **Explosive Fist** (Fire)
Immediately after hitting a creature with an unarmed strike, you may spend 2 ki points to cause an explosion, dealing 1d8 + your Wisdom modifier fire damage to each creature within 5 ft of the target other than you. Each creature within range must make a Dexterity saving throw, taking half damage on a success. You can increase the damage by 1d8 per ki point spent. * **Fangs of the Fire Snake** (Fire)
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage. \pagebreakNum * **Fist of Unbroken Air** (Air)
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone. * **Hurricane Throw** (Air)
As a bonus action, you may spend 1 ki point to double the normal and long range of your next attack made with a thrown weapon. * **Serpent's Breath** (Water)
You can spend 2 ki points as an action to create a jet of water 5 ft wide and 30 ft long, which originates from you. Each creature takes 1d8 bludgeoning damage and must make a Dexterity saving throw, falling prone on a failure and taking half damage on a success. You can increase the damage by 1d8 for every additional ki point spent. * **Shape the Flowing River** (Water)
As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area. * **Water Whip** (Water)
You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. \columnbreak ###### 6th Level Disciplines * **Blazing Flames** (Fire)
Immediately upon hitting a creature with a Martial Arts strike, you can spend 3 ki points to force the creature to make a Constitution saving throw or be set ablaze (2xMartial Arts) for 1 minute. For every additional ki point spent, add one Martial Arts die to the ablaze condition. * **Elemental Breath** (Multi)
As an action, you can spend 2 ki points to exhale a deadly breath. Choose one of the following: acid, bludgeoning (water or wind), cold, or fire. You deal 4d6 of the chosen damage type in a 25 ft cone. Each creature must make a Dexterity saving throw to take half damage. For every additional ki point spent, you deal an additional 2d6 of the chosen damage type. * **Haze** (Air)
As an action, you can spend 3 ki points to cause the air in a 10 ft radius sphere around a point you can see to become difficult to see through. The area becomes heavily obscured for 1 minute. * **Heat Wave** (Fire)
As an action, you can spend 3 ki points force your foes to experience intense heat. Each creature of your choice within 20 ft of you must make a Constitution saving throw or take 2d8 fire damage. For every additional ki point spent, add 1d8 fire damage. * **Impenetrable Stone Barrier** (Earth)
As a reaction to you or an ally with 30 ft of you being targeted by an attack, you can spend 2 ki points to grant the creature a bonus to their AC equal to your Wisdom modifier until the start of your next turn. * **Mending River** (Water)
As an action, you can spend ki points to restore hit points to a creature you touch. The amount restored equals 1 roll of your Martial Arts die for every ki point spent + your Wisdom modifier. * **One with the Earth** (Earth)
As a bonus action, you can spend 2 ki points and attune yourself to the earth itself, granting you tremorsense out to 30 ft until the start of your next turn. You can increase the range by spending additional ki points, 10 ft per ki point spent. * **One with the Tides** (Water)
As a bonus action, you can spend 3 ki points to gain underwater adaptations for 1 hour. While this ability is active and you are underwater, you can both breath and move normally, and you gain a swim speed equal to your walking speed. For every additional ki point spent, you can target another creature within 30 ft of you. \pagebreakNum * **Wind Rush** (Air)
As an action, you can spend 3 ki points to force each creature within a 10 ft wide 30 ft long line originating from you to make a Strength saving throw and take 1d10 bludgeoning damage. On a fail, they are moved back 10 ft and knocked prone. On a success, they simply take half damage. For every additional ki point spent, increase the damage by 1d10. ###### 11th Level Disciplines * **Combustion** (Fire)
As an action, you can spend 4 ki points to cause an explosive beam. Make a ranged spell attack roll against a creature within 60 ft of you. On a hit, the creature takes 1d6 fire damage. Hit or miss, each creature within 10 ft of the creature, including the creature, must make a Dexterity saving throw and take 2d12 fire damage, or half on a success. * **Cutting Winds** (Air)
As an action, you can spend 4 ki points to slice a foe from afar. Choose a creature up to 60 ft away to take 3d10 slashing damage and make a Dexterity saving throw. On a success, they take half damage. On a fail, they are bleeding (Martial Arts) for 1 minute. * **Delayed Elemental Strike** (Multi)
As an action, you can spend 4 ki points to make an unarmed strike against a creature. Upon a hit, you leave a bead of elemental energy in it. As a reaction to the creature taking an action, you can unleash it. The creature takes 1d4 of each of the following damage types: acid, magical bludgeoning, cold, and fire. * **Grasping Tomb** (Earth)
As an action, you spend 4 ki points to choose 1 creature within 60 feet of you. The creature must make a Dexterity saving throw. On a failure, the creature is grappled and restrained, as the earth itself rises to grasp it. A creature that is restrained in this way can use its action to attempt a Strength (Athletics) check against your ki save DC, freeing itself on a success. Creatures that are more than 10 feet above the ground automatically succeed on the initial saving throw against this ability. * **Protective Winds** (Air)
As an action, you can spend 4 ki points to surround a creature you can see of your choice in strong winds for 1 minute. The winds occupy a 5 ft radius centered on them. While they are protected in this way, ranged attacks against them are made at disadvantage, but their ranged attacks are unaffected. * **Revitalize** (Water)
As an action, you can spend 4 ki points and choose up to 4 creatures within 60 ft of you. Each creature regains an amount of hit points equal to 2d8 + your Wisdom modifier. For every additional ki point spent, choose one more creature. \columnbreak * **Rising Flame** (Fire)
As an action, you can spend 4 ki points to make 4 pillars of flame appear within 30 ft of you. Each pillar is a 5 ft radius, 20 ft high cylinder. Each creature within 5 ft of the pillar must make a Dexterity saving throw and take 3d12 fire damage, or half on a success. Also on a fail, they are ablaze (Martial Arts) for 1 minute. * **Stone Anchor** (Earth)
While you are standing on nonmagical earth or stone, you can spend 3 ki points as a bonus action to prevent any and all forced movement, such as from dissonant whispers and thunderwave until the end of your next turn. * **Tripping Wave** (Water)
As an action, you can spend 4 ki points to force each creature within 15 ft of you to make a Strength saving throw. On a fail, they take 3d8 bludgeoning damage and are knocked prone. On a success, they only take half damage. ###### 17th Level Disciplines * **Elemental Suffering** (Multi)
As an action, you can spend 6 ki points to make a Martial Arts strike. On a hit, the target must make a Constitution saving throw or gain vulnerability until the start of your next turn to one of the following damage types: acid, cold, fire, lightning. You can also choose bludgeoning, piercing, or slashing damage, but it must be caused by a spell or one of your disciplines. * **Flinging Winds** (Air)
As an action, you can spend 6 ki points to force a creature you can see to make a Strength saving throw or take 3d12 bludgeoning damage and be picked up 20 ft into the air and flung 60 ft in a random direction. * **Mass Cure** (Water)
As an action, you can spend 6 ki points to remove two of the following conditions from each creature within 15 ft of you: blinded, dazed, deafened, nauseated, paralyzed, petrified, or poisoned. You can also remove either one level of exhaustion or any effects reducing a creature's maximum hit points from each creature. * **Rage of the Earth** (Earth)
As an action, you can spend 6 ki points and choose a point within 500 ft of you. The 60 ft radius area around the chosen point begins to shake violently. A creature standing within the area must make a Dexterity saving throw or take 6d12 bludgeoning damage and fall prone. The area becomes difficult terrain for 1d4 weeks. \pagebreakNum * **Scorching Rush** (Fire)
As an action, you can spend 6 ki points and move towards a creature up to 120 ft away and make 5 Martial Arts strikes. Each hit deals fire damage, instead of their normal damage, and this movement does not provoke opportunity attacks. ##### Elemental Specialist Initiate *3rd-level Choice A*
Choose one of the following elements: air, earth, fire, forest, ice, lightning, magma, or water. Each discipline you choose of the corresponding element now costs 1 less ki point to use, to a minimum of 1 ki point. ##### Magical Elemental Initiate *3rd-level Choice B*
Choose one of the following elements. You gain spells depending on the element chosen. You can cast a 1st level spell by spending 2 ki points. | Element | Cantrips | 1st level | |:-------:|:--------:|:---------:| | Air | *gust, thunderclap* | *thunderwave, zephyr strike* | | Earth | *magic stone, mold earth* | *earth tremor, entangle* | | Fire | *fire bolt, produce flame* | *burning hands, hellish rebuke* | | Water | *acid splash, shape water* | *ice knife, Tasha's caustic brew* | ##### Sub Elemental Disciplines 1 *3rd-level Choice C*
You gain access to the following sub elemental disciplines of forest (earth), ice (water), lightning (air), and magma (fire). You can choose one of these disciplines in place of the base disciplines. ###### Debilitating Frost (Ice)
As an action, you can spend 1 ki point to make a ranged spell attack roll against a creature within 90 ft of you as you shoot a blast of frigid ice at it. On a hit, the target has their speed reduced by 10 ft and has disadvantage on attack rolls until the end of your next turn. ###### Electric Whip (Lightning)
As an action, you can spend 2 ki points to strike a creature with a whip made out of lightning. Choose a creature up to 20 ft away to make a Constitution saving throw and take 1d10 lightning damage. On a fail, the creature becomes dazed until the start of your next turn. On a success, they simply take half damage. For every additional ki point spent, increase the damage by 1d10. \columnbreak ###### Lava Balls (Magma)
As an action, you can spend 2 ki points to lift up 2 rocks and set them ablaze, turning them into hot lava. You make a ranged spell attack roll for each ball of lava at a creature of your choice within 60 ft of you. You can make multiple attacks at the same target. You deal 1d6 + your Wisdom modifier fire damage on a hit. For every additional ki point spent, you create another ball of lava. ###### Sleep Spore (Forest)
As an action, you can spend 2 ki points to spread spores in a 30 ft cone in front of you. Each creature must make a Constitution saving throw or be knocked unconscious for 1 minute or until someone spends an action waking them or they take damage. ##### Skilled Elemental Ki *6th-level Choice A*
Choose a 3rd-level discipline. You can use it without expending any ki an amount of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest. ##### Skilled Elemental Magician *6th-level Choice B*
Choose one of the following elements. You gain spells depending on the element chosen. You can cast the spells by expending an amount of ki points equal to the spell level +1. | Element | 2nd level | |:-------:|:---------:| | Air | *gust of wind, shatter* | | Earth | *earthbind, Maximilian's earthen grasp* | | Fire | *continual flame, scorching ray* | | Water | *Melf's acid arrow, Snilloc's snowball swarm* | ##### Sub Elemental Disciplines 2 *6th-level Choice C*
You gain access to the following sub elemental disciplines of forest (earth), ice (water), lightning (air), and magma (fire). You can choose one of these disciplines in place of the base disciplines. ###### Arctic Aura (Ice)
As an action, you can spend 3 ki points to surround yourself with cold for 1 minute. Each creature of your choice that moves within 15 ft of you must make a Constitution saving throw or take 2d8 cold damage. For every additional ki point spent, increase the damage by 1d8. ###### Electric Shield (Lightning)
As a reaction to being hit with a melee attack, you can spend 3 ki points and force the attacker to take 3d10 lightning damage and make a Dexterity saving throw, taking half damage on a success. For every additional ki point spent, add 1d10 damage. \pagebreakNum ###### Guarding Tree (Forest)
As a bonus action, you can spend 3 ki points to increase the AC of an ally by 2 for 1 minute. For every additional ki point spent, increase the AC bonus by 1. ###### Magma Seal (Magma)
As an action, you can spend 3 ki points to seal a creature in magma. Choose a creature up to 30 ft away to make a Dexterity saving throw. On a fail, they are imprisoned in magma for 1 minute. While imprisoned, the target is restrained and incapacitated. They make a Constitution saving throw at the start of each of their turns, taking 2d6 fire damage on a failed save. You must concentrate on this discipline, as if you were concentrating on a spell. ##### Elemental Apprentice *11th-level Choice A*
Choose one of the following damage types: acid, cold, fire, or lightning. You ignore resistance to the chosen damage type. ##### Elemental Spellcaster Apprentice *11th-level Choice B*
Choose one of the following elements. You gain spells depending on the element chosen. You can cast the spells by expending an amount of ki points equal to the spell level +1. | Element | 3rd level | |:-------:|:---------:| | Air | *fly, wind wall* | | Earth | *erupting earth, meld into stone* | | Fire | *Ashardalon's stride, fireball* | | Water | *water walk, tidal wave* | ##### Sub Elemental Disciplines 3 *11th-level Choice C*
You gain access to the following sub elemental disciplines of forest (earth), ice (water), lightning (air), and magma (fire). You can choose one of these disciplines in place of the base disciplines. ###### Binding Thorns (Forest)
As an action, you can spend 4 ki points to force each creature of your choice within 10 ft of you to make a Dexterity saving throw or become restrained by plants and take 1d10 piercing damage at the start of each of their turns. As an action, a restrained creature can attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your DC, freeing themselves on a success and taking piercing damage equal to your Martial Arts die on a fail. For every additional ki point spent, increase the piercing damage dealt by 1d10. \columnbreak ###### Clinging Arctic (Ice)
As an action, you can spend 4 ki points to make a ranged spell attack against a target up to 30 ft away. Hit or miss, the target takes 3d6 cold damage. On a hit, the target also takes 2d6 cold damage at the start of each of their turns for 1 minute. A creature can make a Constitution saving throw at the end of their turns to end the effect early. For every additional ki point spent, increase both the initial and over time cold damage by 1d6. ###### Flash (Lightning)
As an action, you can spend 4 ki points to move twice your movement speed and make a melee spell attack roll against each creature of your choice within 5 ft of your path. You can only make one attack roll per creature. On a hit, you deal 2d10 lightning damage. This movement does not provoke opportunity attacks. For every additional ki point spent, you deal an additional d10 of damage. ###### Heat the Earth (Magma)
As an action, you can spend 4 ki points and choose a point of earth within 60 ft of you. A 15 ft radius area around the chosen point becomes lava. Each creature within the area takes 6d8 fire damage and must make a Dexterity saving throw or fall into the lava. On a success, they immediately use their reaction to move away and take half damage. A creature submerged in lava created this way takes 3d8 fire damage at the start of each of their turns. ##### Master Elemental *17th-level Choice A*
Choose one element of your choice. All 3rd and 6th level disciplines of the chosen element are automatically known, and they do not count towards the amount of disciplines known. ##### Elemental Spellcaster Master *17th-level Choice B*
Choose one of the following elements. You gain spells depending on the element chosen. You can cast the spells by expending an amount of ki points equal to the spell level +1. | Element | 4th level | 5th level | |:-------:|:---------:|:---------:| | Air | *noxious step, storm sphere* | *control winds* | | Earth | *stone shape, stoneskin* | *wall of stone* | | Fire | *fire shield, wall of fire* | *immolation* | | Water | *control water, ice storm* | *maelstrom* | \pagebreakNum ##### Sub Elemental Disciplines 4 *17th-level Choice C*
You gain access to the following sub elemental disciplines of forest (earth), ice (water), lightning (air), and magma (fire). You can choose one of these disciplines in place of the base disciplines. ###### Nauseating Spores (Forest)
As an action, you can spend 6 ki points and choose a point up to 120 ft away from you. You launch a nauseating spore at the point, which forces each creature within 45 ft of it to make a Constitution saving throw and take 3d12 poison damage. On a fail, they also become nauseated for 1 minute. On a success, they take half damage. ###### Frozen Flash (Ice)
As an action, you can spend 6 ki points and choose a point within 300 ft of you. You freeze a 30 ft radius sphere centered on the point. Each creature within the area takes 3d8 cold damage and must make a Constitution saving throw or become frozen for 1 minute. On a success, a creature takes half damage and isn't frozen. ###### Explosive Shock (Lightning)
As an action, you can spend 6 ki points to become like lighting and dash towards an unoccupied space, which can be up to 120 ft away. Each creature within 15 ft of the destination must make a Dexterity saving throw as they take 4d8 lightning damage and become stunned until the start of your next turn. On a success, they simply take half damage. ###### One with the Core (Magma)
As an action, you can spend 6 ki points to coat yourself with magma for 1 minute. While you are coated, your unarmed strikes deal fire damage, instead of bludgeoning damage, you ignore resistance to fire damage, gain immunity to fire damage, and any time a creature hits you with a melee attack, they take 1d4 fire damage. \columnbreak #### Way of the Kensei ##### Path of the Kensei *3rd-level Guaranteed Feature*
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits. * **Kensei Weapons**
Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above. Attacks made with your kensei weapon count as a Martial Arts strike.
Starting at 6th level, your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. * **Agile Parry**
If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. * **Kensei’s Shot**
You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. ##### Way of the Writer *3rd-level Choice A*
You gain proficiency with calligrapher’s supplies. ##### Way of the Painter *3rd-level Choice B*
You gain proficiency with painter’s supplies. ##### Way of the Weaver *3rd-level Choice C*
You gain proficiency with Weaver's Tools. \pagebreakNum ##### Deft Strike *6th-level Choice A*
When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. ##### Swift Strikes *6th-level Choice B*
You can use your kensei weapon for the bonus action attacks granted by Flurry of Blows and Martial Arts. ##### Peafowl Swiftness *6th-level Choice C*
Immediately upon taking the Dash action, you can make one attack with your kensei weapon. ##### Sharpen the Blade *11th-level Choice A*
You gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. ##### Technical Strikes *11th-level Choice B*
Immediately upon hitting a creature with your kensei weapon, you can spend 3 ki points to ignore resistance to bludgeoning, piercing, or slashing damage for that attack. ##### Focused Strike *11th-level Choice C*
As a bonus action, you can spend 3 ki points to have all attacks you make until the end of your current turn ignore the invisible condition and all cover. ##### Unerring Accuracy *17th-level Choice A*
Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. ##### Triple Strike *17th-level Choice B*
As an action, you can spend 4 ki points to make 3 strikes against a single target. On a hit, you cause the creature to bleed (Martial Arts) for 1 minute if the damage is piercing or slashing, or you cause them to be stunned until the end of your next turn if bludgeoning. \columnbreak ##### Master Flourish *17th-level Choice C*
As an action, you can spend 5 ki points to make two attacks using your kensei weapon against each creature of your choice within the weapon's range. #### Way of the Long Death ##### Deadly Studies *3rd-level Guaranteed Feature*
You have learned many things upon going this path. Choose one of the following to become proficient in: Intimidation, Medicine, Nature, poisoner's kit. ##### Touch of Death *3rd-level Choice A*
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). ##### Mortal Terror *3rd-level Choice B*
Your research focused more on terrifying others. As an action, you can attempt to frighten a creature within 30 ft of you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. On a success, the creature is frightened of you until the end of your next turn. ##### Rotting Strike *3rd-level Choice C*
Your study of death included learning how to make others face death. Immediately after hitting a creature with a Martial Arts strike, you can spend 1 ki point and force them to make a Constitution saving throw or start rotting (Martial Arts) for 1 minute. ##### Hour of Reaping *6th-level Choice A*
You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. ##### Life Steal *6th-level Choice B*
You have learned how to steal the life force of others. Immediately upon hitting a creature, you can expend 2 ki points. The target takes necrotic damage equal to a roll of your Martial Arts die + your Wisdom modifier. You regain an amount of hit points equal to half the damage dealt. \pagebreakNum ##### Decaying Strikes *6th-level Choice C*
Immediately upon hitting a creature with a Martial Arts strike, you can change the damage type to necrotic. ##### Mastery of Death *11th-level Choice A*
You use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. ##### Touch of Suffering *11th-level Choice B*
You seek to make creatures suffer as much as possible. As an action, you can spend 5 ki points and make an unarmed strike. On a hit, the creature must make a Constitution saving throw and takes 3d8 necrotic damage, or half on a success. On a fail, the target also becomes weakened and rotting (Martial Arts) for 1 minute. A creature can make a Constitution saving throw at the end of each of their turns, ending the weakened condition on a success. ##### Ki Steal *11th-level Choice C*
You have learned how to absorb the ki of fallen creatures. When you kill a creature within 5 feet of you, you regain 1d4 ki points. ##### Touch of the Long Death *17th-level Choice A*
Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. ##### Death Strike *17th-level Choice B*
As an action, you can spend any amount of ki points and make a Martial Arts strike. On a hit, if the creature's current hit points are at or below 10 times the amount of ki points spent, it dies. ##### Aura of Decay *17th-level Choice C*
Each time a creature within 20 ft of you attacks you, they must make a Constitution saving throw and take an amount of necrotic damage equal to a roll of your Martial Arts die + your Wisdom modifier. They take half damage on a success. \columnbreak #### Way of the Open Hand ##### Technique Adept *3rd-level guaranteed feature*
You gain one additional technique at 3rd level, and again at 11th level. These techniques do not count against the number of techniques known. ##### Open Hand Technique *3rd-level Choice A*
You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: * It must succeed on a Dexterity saving throw or be knocked prone. * It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. * It can’t take reactions until the end of your next turn. ##### Furious Flurry *3rd-level Choice B*
Upon using Flurry of Blows, you can spend additional ki points to add in more unarmed strikes. You can spend an amount of additional ki points no greater than half your proficiency bonus and make one unarmed strike for every ki point spent. Every attack made after the second is made with disadvantage. ##### Hardened Blows *3rd-level Choice C*
Immediately upon hitting a creature with a Martial Arts strike, you can expend a ki point to add half your proficiency bonus to the damage dealt. ##### Wholeness of Body *6th-level Choice A*
You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. ##### Master Dodge *6th-level Choice B*
You have learned how to dodge for far longer than others. As an action, you can add half your proficiency bonus to your AC so long as you are using your unarmored defense for 1 minute. Once you do so, you must finish a short or long rest in order to do so again. \pagebreakNum ##### Alertness *6th-level Choice C*
You have opened up your senses to detect a number of things. You become proficient in Insight, Investigation, or Perception checks. Furthermore, you are always aware of your surroundings, even while asleep and you cannot be surprised while you not unconscious. ##### Tranquility *11th-level Choice A*
You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell uses your Wisdom modifier. ##### Expert Technique *11th-level Choice B*
You have made your own ki powers harder to resist. Your ki save DC is now equal to 10 + your Wisdom modifier + your proficiency bonus. ##### Perfected Strike *11th-level Choice C*
If you roll below a 10 on the first Martial Arts strike you make on your turn, you can spend 2 ki points and treat the attack roll as if it were a 10. ##### Quivering Palm *17th-level Choice A*
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. ##### Abundant Step *17th-level Choice B*
You can spend 4 ki points as an action to move up to 500 ft to an unoccupied space you can see. ##### True Resilience *17th-level Choice C*
You gain resistance to all nonmagical damage. \columnbreak #### Way of the Sun Soul ##### Radiant Soul *3rd-level guaranteed feature*
Starting when you choose this archetype at 3rd level, your ki burns with a bright inward light. You learn the dancing lights or light cantrip. ##### Radiant Sun Bolt *3rd-level Choice A*
You can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. ##### Solar Flare *3rd-level Choice B*
You can blind your enemies. As an action, you can spend 1 ki point and force each creature within a 15 ft cone originating from you to make a Constitution saving throw. A creature that fails is blinded for 1 minute, and can end the condition by succeeding on a Constitution saving throw at the end of their turn. ##### Blinding Strikes *3rd-level Choice C*
Immeidately upon hitting a creature with a Martial Arts strike, you can expend 1 ki point to force the target to make a Consitution saving throw or become blinded until the start of your next turn. ##### Searing Arc Strike *6th-level Choice A*
You gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.
You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. \pagebreakNum ##### Radiant Strikes *6th-level Choice B*
You gain the ability to infuse radiant energy into your every strike. As a bonus action, you can spend 2 ki points to add 1d4 radiant damage to every Martial Arts strike for 1 minute. You can increase the radiant damage by 1d4 for every additional ki point spent. The amount of dice added cannot exceed half your proficiency bonus, rounded up. ##### Searing Backlash *6th-level Choice C*
You have learned how to sear those who strike you. You can cast hellish rebuke as a reaction by spending 2 ki points.
You can spend additional ki points to cast hellish rebuke as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. ##### Searing Sunburst *11th-level Choice A*
You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. ##### Expel Light *11th-level Choice B*
You can draw out the light within other creatures. Once per turn when you hit a creature with an unarmed strike, you can expend 2 ki points to try and discharge the light from its body. The creature must succeed on a Constitution saving throw or light forcefully erupts from its body until the end of your next turn. For the duration, the creature is blinded, sheds bright light in a 10-foot radius, and cannot benefit from being invisible. ##### Scorching Sun *11th-level Choice C*
Once per turn, immediately upon hitting a creature, you can spend 3 ki points to force them to make a Constitution saving throw. On a fail, they take 2d8 radiant damage and are ablaze (d10) for 1 minute. A creature set ablaze in this way can only have it ended early with a Wisdom (Medicine) check. On a success, they only take half damage. \columnbreak ##### Sun Shield *17th-level Choice A*
You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 1d10 + your Wisdom modifier. ##### Sun Spear *17th-level Choice B*
You can spend 7 ki points to cast the sunbeam spell. When you do so, you can use your bonus action to shoot another beam, though this one only deals 2d8 radiant damage on a failed save, or half on a success and can't blind the target. ##### One with the Sun *17th-level Choice C*
You have learned how to become a beacon. As an action, you can gain the following for 1 minute: * You shed bright light out to 45 ft, and dim light an additional 60 ft. * Creatures within your light cannot benefit from being invisible. * All of your unarmed strikes deal radiant damage, instead of bludgeoning damage. * If a creature attempts to attack you, they must make a Constitution saving throw first, or else they are blinded until the start of their next turn.
Once you do so, you must finish a long rest or spend 4 ki points in order to do so again. \pagebreakNum ## Paladin ### Sacred Oaths #### Oath of Conquest ##### Oath Spells *3rd-level guaranteed feature*
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work. ###### Oath of Conquest Spells | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *armor of Agathys, command* | | 5th | *hold person, spiritual weapon* | | 9th | *bestow curse, fear* | | 13th | *dominate beast, stoneskin* | | 17th | *cloudkill, dominate person* | ##### Channel Divinity Options *3rd-level Choice A*
You gain two of the following Channel Divinity options. Upon reaching a new level, you can swap out one Channel Divinity for another. See the Sacred Oath class feature for how Channel Divinity works. * **Conquering Presence:** You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. * **Guided Strike:** You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. * **Obey:** You can use your Channel Divinity to force creatures to do as you say as an action. Choose any number of creatures you can see within 30 ft of you. Each must make a Wisdom saving throw as you shout an order. On a failure, they obey that order as much as possible on their next turn and then their turn ends. * **Divine Fury:** You can use your Channel Divinity to empower your weapon strikes. Whenever you hit a creature with a melee weapon, you deal an additional 2d4 radiant damage. This lasts for 1 minute. * **Frightening Strikes:** You can use your Channel Divinity to force those you strike to know fear. For the next minute, each time you hit a creature, they must make a Wisdom saving throw or be frightened of you until the end of your next turn. * **Commander:** You can use your Channel Divinity to inspire your allies to strike at once. As an action, you can allow each creature of your choice that can see or hear you to use their reaction to take the Attack action against a single creature, provided they can reach the creature. ##### Aura of Fear *7th-level Choice A*
You constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet. ##### Aura of War *7th-level Choice B*
You constantly emanate an aura that aids in striking your foes. As a bonus action, you can choose one creature within 10 ft of you. Until the start of your next turn, that creature can add your Charisma modifier to one attack roll they make.
At 18th level, you can apply this to any amount of creatures within 15 ft of you. ##### Aura of Slaughter *7th-level Choice C*
You emanate an aura that accelerates the demise of your foes. Whenever a creature within 10 ft of you takes damage, you can use your reaction to add an additional amount of necrotic or radiant (your choice with each instance) damage equal to your Charisma modifier plus your paladin level.
At 18th level, the range increases to 20 ft. ##### Scornful Rebuke *15th-level Choice A*
Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. ##### Swift Justice *15th-level Choice B*
Those who dare to strike you are given swift judgment. Whenever a creature hits you with an attack, you can use your reaction to make a melee weapon attack. \pagebreakNum ##### Impenetrable *15th-level Choice C*
You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. ##### Invincible Conquerer *20th-level Choice A*
You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: * You have resistance to all damage. * When you take the Attack action on your turn, you can make one additional attack as part of that action. * Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Warband *20th-level Choice B*
You gain the ability to inspire you and your allies to strike hard and fast. As an action, you can grant the following to you and your allies within 30 ft of you for 1 minute: * Advantage on all attack rolls * Gain a +10 ft bonus to movement speed. * Make an additional weapon attack on each turn as part of their action.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Relentless Conquest *20th-level Choice C*
You gain the ability to infuse yourself with the concept of conquest itself as an action, granting you the following benefits for the next minute: * You can treat a d20 roll of 4 or lower as a 5 for attack rolls. * You cannot have your actions or movement limited through any means. * You deal an additional 2d8 radiant damage with each hit you make with a melee weapon.
Once you use this feature, you can’t use it again until you finish a long rest. \columnbreak #### Oath of Devotion ##### Oath Spells *3rd-level guaranteed feature*
You gain oath spells at the paladin levels listed. ###### Oath of Devotion Spells | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *protection from evil and good, sanctuary* | | 5th | *lesser restoration, zone of truth* | | 9th | *beacon of hope, dispel magic* | | 13th | *freedom of movement, guardian of faith* | | 17th | *commune, flame strike* | ##### Channel Divinity
You gain two of the following Channel Divinity options. Upon reaching a new level, you can swap out one Channel Divinity for another. See the Sacred Oath class feature for how Channel Divinity works. * **Sacred Weapon:** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. * **Turn the Unholy:** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. * **Eradicate the Unholy:** You can use your Channel Divinity as an action to strike down fiends and undead. For the next minute, you deal an additional 1d6 radiant damage to fiends and undead. * **Restoration:** You can use your Channel Divinity to heal the injuries of creatures. As an action, you restore an amount of hit points equal to 1d4 + your Charisma modifier + your paladin level to each creature of your choice within 20 ft of you. For the next minute, each creature also regains an amount of hit points equal to your paladin level at the start of each of their turns. \pagebreakNum * **Holy Guard:** You can use your Channel Divinity to protect others from both fiends and undead. As an action, choose a number of creatures no greater than your Charisma modifier. For 1 minute, fiends and undead have disadvantage on attack rolls against them, and the chosen creatures have advantage on saving throws caused by fiends and undead. * **True Devotion:** You can use your Channel Divinity to inspire unbreakable hope in another. As an action, choose one creature that can see or hear you. The chosen creature automatically passes all Wisdom saving throws for the next minute, unless they choose to fail. ##### Aura of Devotion *7th-level Choice A*
You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet. ##### Aura of Determination *7th-level Choice B*
You and friendly creatures within 10 ft of you has advantage on Wisdom saving throws.
At 18th level, the range of this aura increases to 30 feet. ##### Aura of Kindness *7th-level Choice C*
Whenever you or a friendly creature within 10 ft of you regains hit points, they regain twice as many hit points.
At 18th level, the range of this aura increases to 20 feet. ##### Purity of Spirit *15th-level Choice A*
You are always under the effects of a protection from evil and good spell. ##### Holy Ward *15th-level Choice B*
Whenever a fiend or undead attempts to make a weapon attack or casts a spell that includes you in the area, they must make a Wisdom saving throw. On a failure, they find themselves unable to do so and waste their action. ##### Inured to the Unholy *15th-level Choice C*
You have devoted yourself to fighting evil so much that you have become resilient against their effects. You gain the following: * Resistance to fire and necrotic damage. * Advantage on saving throws against being poisoned. * Your hit point maximum cannot be decreased, except when an effect that increased it ends. ##### Holy Nimbus *20th-level Choice A*
As an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. You gain the following: * Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. * You have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Angelic Empowerment *20th-level Choice B*
As an action, you can infuse yourself with the power of the angels you admire, gaining the following benefits for 1 minute: * Fiends and undead deal half damage to all creatures within 30 ft of you. * Whenever a fiend or undead starts their turn within 30 ft of you, they must make a Charisma saving throw or lose their turn.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Unbreakable Willpower *20th-level Choice C*
As an action, you can exert your own devotion into the area around you for 1 minute, granting the following: * You automatically pass all Wisdom and Charisma based saving throws. * Each creature of your choice within 30 ft of you has advantage on all Wisdom and Charisma based saving throws.
Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum #### Oath of Glory ##### Oath Spells *3rd-level guaranteed feature*
You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work. If you so choose, you can swap out flame strike for far step. ###### Oath of Glory Spells | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *guiding bolt, heroism* | | 5th | *enhance ability, magic weapon* | | 9th | *haste, protection from energy* | | 13th | *compulsion, freedom of movement* | | 17th | *commune, flame strike* | ##### Channel Divinity
You gain two of the following Channel Divinity options. Upon reaching a new level, you can swap out one Channel Divinity for another. See the Sacred Oath class feature for how Channel Divinity works. * **Peerless Athlete:** As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). * **Inspiring Smite:** Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. * **Inspirational Success:** You can use your Channel Divinity to inspire others. Immediately upon succeeding on an ability check or saving throw, you can choose a number of creatures no greater than your Charisma modifier within 30 ft of you. Each creature gains advantage on their ability checks and saving throws for the next minute. * **Glorious Victory:** You can use your Channel Divinity to lessen the effects of spells upon succeeding. As a reaction to succeeding a saving throw that allows you to take half damage on a success, you can choose to take no damage instead. \columnbreak * **Quick Action:** You can use your Channel Divinity to grant one creature a sudden burst of speed. As a bonus action, choose one creature within 30 ft of you that can both see and hear you. That creature gains an additional action for their turn. The creature cannot benefit from Action Surge that turn or anything that would grant an additional action already. * **Vigorous Stand** You can use your Channel Divinity to stave off death. As a reaction to taking damage, you can grant yourself a number of temporary hit points equal to five times your paladin level. These temporary hit points take as much of the triggering damage as possible and disappear at the end of your next turn. ##### Aura of Alacrity *7th-level Choice A*
You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 10 feet of you increases by 10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 15 feet. ##### Aura of Greatness *7th-level Choice B*
You emanate an aura that can inspire others to greatness. Whenever a creature within 10 ft of you fails an attack roll, ability check, or saving throw, you can use your reaction to grant them an additional d20 roll.
When you reach 18th level in this class, the range of the aura increases to 30 feet. ##### Aura of Strength *7th-level Choice C*
You emanate an aura that bolsters the physical power of you and your allies. Whenever a creature attempts a Strength based check, they have advantage on the check. Furthermore, they count as one size larger when determining their carrying capacity and the weight you can push, drag, or lift.
When you reach 18th level in this class, the range of the aura increases to 30 feet. \pagebreakNum ##### Glorious Defense *15th-level Choice A*
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. ##### Glorious Rally *15th-level Choice B*
You rally your allies into a glorious, unified strike. As an action, you can allow yourself and all your allies that can both see and hear you into making a single weapon attack against one creature of your choice, provided it is within range of everybody. Your allies must use their reaction for this.
Once you use this feature, you can’t use it again until you finish a short or long rest. ##### Glorious Divinity *15th-level Choice C*
You can have your allies shine with a glorious light. As an action, choose any number of creatures within 30 ft of you no greater than your Charisma modifier. Each creature shines brightly for the next minute, gaining the following: * An additional 1d8 radiant damage for all their damage rolls. * Other creatures have disadvantage on attack rolls against them. * Hostile creatures that start their turn within 5 ft of those shining must make a Constitution saving throw or become blind until the start of their next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest. \columnbreak ##### Living Legend *20th-level Choice A*
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute: * You are blessed with an otherworldly presence, gaining advantage on all Charisma checks. * Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead. * If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. ##### Legendary Athlete *20th-level Choice B*
You empower yourself with the record of athletes, even if they've been exaggerated. As a bonus action, you gain the following benefits for 1 hour: * You have advantage on all Strength based ablity checks and saving throws. * You can jump a number of feet equal to your Strength score times your Charisma modifier without expending movement. * You can lift and carry any amount of weight.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. ##### Legendary Warrior *20th-level Choice C*
You empower yourself with your records of fighting, no matter how far-fetched or exaggerated they may be. As a bonus action, you gain the following benefits for 1 minute: * You gain a +3 bonus to your AC. * You take half damage from all sources. * Whenever you deal damage with a weapon attack, you add your modifier twice to the damage roll.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. \pagebreakNum #### Oath of Redemption ##### Oath Spells *3rd-level guaranteed feature*
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work. ###### Oath of Redemption Spells | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *sanctuary, sleep* | | 5th | *calm emotions, hold person* | | 9th | *counterspell, hypnotic pattern* | | 13th | *Otiluke's resilient sphere, stoneskin* | | 17th | *hold monster, wall of force* | ##### Channel Divinity
You gain two of the following Channel Divinity options. Upon reaching a new level, you can swap out one Channel Divinity for another. See the Sacred Oath class feature for how Channel Divinity works. * **Emissary of Peace:** You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. * **Rebuke the Violent:** You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. * **Divine Protection:** You can use your Channel Divinity to imbue a divine shield to an ally. As a bonus action, you can grant one creature within 30 ft of you a bonus to their AC equal to your Charisma modifier for 1 minute. * **Relaxation:** You can use your Channel Divinity to end a creature's hostility. Choose one creature that can either see or hear you. The creature must make a Charisma saving throw or become indifferent to others until a hostile action is taken against them. * **Balm of Peace:** You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Charisma modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action. \columnbreak * **Antimagic:** You can use your Channel Divinity to temporarily banish all magical effects. As an action, you can end all spells and magical effects within 60 ft of you. This lasts until the start of your next turn, and all magic weapons are no longer magical as well as all spells and magical effects ending. ##### Aura of the Guardian *7th-level Choice A*
You can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
At 18th level, the range of this aura increases to 30 feet. ##### Aura of Peace *7th-level Choice B*
You can enable an aura of pacifism around you. As a bonus action, you can activate or deactivate a 15 ft aura that forces creatures to become more in line with diplomacy. Each hostile creature that moves within range of or starts their turn in the aura while it is active must make a Wisdom saving throw, becoming nonviolent on a failure so long as they are within range. This ends if a creature attacks them. On a success, they are immune for 24 hours.
At 18th level, the range of this aura increases to 40 feet. Furthermore, you can activate or deactivate it, no action required. ##### Aura of Mending *7th-level Choice C*
As an action, you can enable a temporary aura that heals all you choose. Each creature of your choice within a 10 ft radius of your choice regains an amount of hit points at the start of each of your turns equal to your Charisma modifier. This aura lasts for 10 minutes or until you are incapacitated. Once you do so, you must finish a short or long rest in order to use it again.
At 18th level, the range of this aura increases to 30 feet. ##### Protective Spirit *15th-level Choice A*
A holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated. ##### Resilient Spirit *15th-level Choice B*
A holy presence lessens how much you get hurt. You reduce your damage taken by your Charisma score, to a minimum of 0. \pagebreakNum ##### Hopeful Spirit *15th-level Choice C*
Your hope for all to be redeemed has manifested itself. You alone are permanently under the effects of the beacon of hope spell. As an action, you can grant it to another creature you touch for 1 hour. After the hour, it is sent back to you. ##### Emissary of Redemption *20th-level Choice A*
You become an avatar of peace, which gives you two benefits: * You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). * Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. ##### Emissary of Health *20th-level Choice B*
As an action, you can infuse yourself with the healing power of angels. For 1 minute, you gain the following: * Every time you restore hit points to a creature, they gain double the amount. * Whenever you restore hit points to another, you regain an amount of hit points equal to your Charisma score. * When a creature within 30 ft of you goes down to 0 hit points, you can use your reaction to heal them via lay on hands, preventing them from going unconscious.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. ##### Emissary of Atonement *20th-level Choice C*
You have learned how to force other humanoids to atone. As an action, choose one humanoid within 30 ft of you. They must make a Charisma saving throw or become good aligned for a 1d4 + your Charisma modifier days. Once the time is up, they can choose whether to stay good or go back to their own alignment.
Once you use this feature, you can’t use it again until you finish a long rest. \columnbreak #### Oath of the Ancients ##### Oath Spells *3rd-level guaranteed feature*
You gain oath spells at the paladin levels listed. ###### Oath of the Ancients Spells | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *ensnaring strike, speak with animals* | | 5th | *misty step, moonbeam* | | 9th | *plant growth, protection from energy* | | 13th | *ice storm, stoneskin* | | 17th | *commune with nature, tree stride* | ##### Channel Divinity
You gain two of the following Channel Divinity options. Upon reaching a new level, you can swap out one Channel Divinity for another. See the Sacred Oath class feature for how Channel Divinity works. * **Nature's Wrath:** You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. * **Turn the Faithless:** You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. * **Charm Animals and Plants:** You can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the power of nature. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. * **Elemental Smite:** You can use your Channel Divinity to infuse your weapons with primal magic as a bonus action. Choose one of the following damage types: acid, cold, fire, lightning, poison, thunder. You deal an additional 1d8 of the chosen damage type every time you hit a creature with the weapon for the next minute. \pagebreakNum * **Radiance of the Dawn:** You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. * **Divine Light:** As an action, you can use your Channel Divinity to bring out the light from within you. Bright light emits out of you for 30 ft, and dim light for an additional 30 ft. All nonmagical darkness is eradicated, along with magical darkness whose level is no greater than half of your paladin level minus one, rounded up. This lasts for 1 minute. ##### Aura of Warding *7th-level Choice A*
Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet. ##### Aura of Elemental Resistance *7th-level Choice B*
Your ties to primal magic runs deep. You and each allied creature within 10 ft of you gains resistance to the following: acid, cold, fire, lightning, poison, and thunder damage. Furthermore, you or an allied creature can use their reaction to gain immunity to one damage type until the start of their next turn. Once they use this reaction, they cannot do so again until they finish a short or long rest.
At 18th level, the range of this aura increases to 30 feet. ##### Aura of Beauty *7th-level Choice C*
You radiate beauty itself. Whenever a creature attempts to attack you, you can force them to make a Wisdom saving throw. On a failure, they cannot attack you and lose the action. On a success, they are immune to this feature for 24 hours.
At 18th level, the range of this aura increases to 30 feet. ##### Undying Sentinel *15th-level Choice A*
When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you can’t be aged magically. \columnbreak ##### Protective Vines *15th-level Choice B*
Entangling vines are always with you. As an action, you can cause these vines to guard you and your allies so long as they are within 10 ft of you. For 1 minute, each creature has resistance to all damage taken within the aura. You can do so a number of times equal to your Charisma modifier, regaining all expended uses upon finishing a long rest. ##### Primal Guardian *15th-level Choice C*
You can, as an action, infuse yourself with a moderate amount of primal magic, granting you the following for the next minute: * Your walking speed increases by 10 ft. * You gain darkvision with a range of 120 feet. * You make Strength-based attack rolls with advantage. * Your melee weapon attacks deal an extra 1d6 force damage on a hit. * You make Constitution saving throws with advantage.
Once you do so, you must finish a long rest in order to do so again. ##### Elder Champion *20th-level Choice A*
You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: * At the start of each of your turns, you regain 10 hit points. * Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. * Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum ##### Elemental Champion *20th-level Choice B*
You gather up the powers of the four elemental planes, taking on an appearance comprised of a perfect fusion of them. Using your action, you undergo this transformation. For the next minute, you gain the following benefits: * You have all the benefits of the spells *investiture of flame, investiture of ice, investiture of stone,* and *investiture of wind.* * You have immunity to acid, cold, fire, lightning, and poison damage. You are also immune to all damage caused by earth or water.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Primal Champion *20th-level Choice C*
You infuse yourself with the power of the primal magic from within as an action, granting you the following benefits: * You deal an additional 1d6+4 radiant damage every time you deal damage with a melee weapon attack. * You know the location of all creatures within 30 ft of you, and they cannot benefit from being invisible in regards to you. * Choose a beast. You gain an amount of temporary hit points equal to the average hit points of the chosen beast.
Once you use this feature, you can’t use it again until you finish a long rest. #### Oath of the Crown ##### Oath Spells *3rd-level guaranteed feature*
You gain oath spells at the paladin levels listed. ###### Oath of the Crown Spells | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *command, compelled duel* | | 5th | *warding bond, zone of truth* | | 9th | *aura of vitality, spirit guardians* | | 13th | *banishment, guardian of faith* | | 17th | *circle of power, geas* | \columnbreak ##### Channel Divinity
You gain two of the following Channel Divinity options. Upon reaching a new level, you can swap out one Channel Divinity for another. See the Sacred Oath class feature for how Channel Divinity works. * **Champion Challenge:** As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. * **Turn the Tide:** As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. * **Order’s Demand:** You can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw. * **Divine Leadership:** As a bonus action, you can use your Channel Divinity to augment your presence. For the next 10 minutes, you have advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks, and can cause your voice to boom up to 3 times as loud as normal. * **Vigorous Stand:** You can use your Channel Divinity to inspire others to rise to the occasion. As an action, each creature of your choice within 30 ft of you gains an amount of temporary hit points at the start of each of their turns equal to your paladin level for 1 minute. \pagebreakNum * **Promise:** You can use your Channel Divinity to declare a promise that can be fulfilled within 10 minutes. During that time, you have advantage on all ability checks, attack rolls, and saving throws that help you fulfill your promise. If you do not fulfill your promise, you have disadvantage on all d20 rolls until you finish a short or long rest. ##### Divine Allegiance *7th-level Choice A*
When a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way. ##### Divine Interception *7th-level Choice B*
Your dedication to protecting the people has borne fruit. As a reaction to seeing a creature within 10 ft of you be the target of an attack, you can choose to grant the attacker disadvantage on all attack rolls made against the target until the end of the current turn. ##### Divine Guardian *7th-level Choice C*
As an action, you can create a 10 ft radius sphere centered on you. Each creature of your choice within range has their AC increased by half your Charisma modifier for 1 minute. Once you do so, you must finish a short or long rest in order to do so again. ##### Unyielding Spirit *15th-level Choice A*
You have advantage on saving throws to avoid becoming paralyzed or stunned. ##### Undying Spirit *15th-level Choice B*
When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. ##### Lawful Spirit *15th-level Choice C*
You are a bastion of law and order within a world of chaos. Creatures of chaotic alignments have disadvantage on attack rolls against you, and you have advantage on saving throws against being charmed, or frightened by them. \columnbreak ##### Exalted Champion *20th-level Choice A*
Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: * You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. * Your allies have advantage on death saving throws while within 30 feet of you. * You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest. ##### Exalted Order *20th-level Choice B*
Your presence on the field signifies a return to order. You can use your action to gain the following benefits for 10 minutes: * You gain advantage on Intimidation and Persuasion checks. * Each hostile creature within 30 ft of you has disadvantage on attack rolls, and non hostile creatures have advantage on saving throws that are made due to the hostile creatures. * Each hostile creature within 30 ft of you must make a Wisdom saving throw at the start of their turns. On a failure, they become non hostile for the duration.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest. ##### Exalted Protector *20th-level Choice C*
The sight of you on the battlefield makes people feel protected. As an action, you can emanate a protective aura within 30 ft of you, granting each creature the following benefits for 10 minutes: * A bonus to their AC equal to your Charisma modifier. This cannot stack with Divine Guardian. * Advantage on all saving throws. * All damage taken gets halved.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum #### Oath of the Watchers ##### Oath Spells *3rd-level guaranteed feature*
You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work. ###### Oath of the Watchers Spells | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *alarm, detect magic* | | 5th | *moonbeam, see invisibility* | | 9th | *counterspell, nondetection* | | 13th | *aura of purity, banishment* | | 17th | *hold monster, scrying* | ##### Channel Divinity
You gain two of the following Channel Divinity options. Upon reaching a new level, you can swap out one Channel Divinity for another. See the Sacred Oath class feature for how Channel Divinity works. * **Watcher's Will:** You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. * **Abjure the Extraplanar:** You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. * **Extraplanar Negation:** You can use your Channel Divinity to negate an ability made by an extraplanar creature. As a reaction to an aberration, celestial, elemental, fey, or fiend using an ability within 30 ft of you, you can negate their ability, which still counts as being used. * **Multiversal Infusion:** You can use your Channel Divinity to truly harm the extraplanar creatures as an action. For the next minute, you deal an additional 1d4 force damage on each hit, or 2d4 if it's against an aberration, celestial, elemental, fey, or fiend. * **Extraplanar Static:** You can use your Channel Divinity to limit what an extraplanar can do. As an action, you choose an aberration, celestial, elemental, fey, or fiend within 30 ft of you. The target must make a Wisdom saving throw or have their movement be reduced to 0, and have disadvantage on all d20 rolls until the start of your next turn. \columnbreak * **Watcher's Strike:** You can use your Channel Divinity to enhance the strikes of you and your allies. As an action, choose a number of creatures no greater than your Charisma modifier. Each creature deals an additional 1d4 force damage with each attack against all aberrations, celestials, elementals, feys, and fiends. This lasts until the start of your next turn. ##### Aura of the Sentinel *7th-level Choice A*
You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet. ##### Aura of Awareness *7th-level Choice B*
You emit an aura that heightens the awareness of all within 10 ft of you. Other creatures don’t gain advantage on attack rolls against you and creatures you choose as a result of being unseen by you while within the aura.
At 18th level, the range of this aura increases to 30 feet. ##### Aura of Observation *7th-level Choice C*
You emit an aura that heightens the senses of those within. Each creature within 10 ft of you gain a bonus to all Wisdom (Insight), Wisdom (Perception), and Intelligence (Investigation) checks equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet. ##### Vigilant Rebuke *15th-level Choice A*
You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw. ##### Vigilant Nullification *15th-level Choice B*
Whenever a creature is under an effect caused by an aberration, celestial, elemental, fey, or fiend, you can expend a spell slot and end the effect. ##### Vigilant Stand *15th-level Choice C*
You cannot be surprised. Furthermore, all aberrations, celestials, elementals, feys, and fiends have disadvantage on attack rolls against you. \pagebreakNum ##### Mortal Bulwark *20th-level Choice A*
You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute: * You gain truesight with a range of 120 feet. * You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends. * When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. ##### Extraplanar Bulwark *20th-level Choice B*
You manifest your divine power in order to eradicate the extraplanar creatures. As a bonus action, each creature within 30 ft of you of your choice gains the following benefits for 1 minute: * Advantage on saving throws made due to aberrations, celestials, elementals, fey, and fiends. * Resistance to all damage caused by aberrations, celestials, elementals, fey, and fiends. * Advantage on all attack rolls against aberrations, celestials, elementals, fey, and fiends.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. ##### Lasting Banishment *20th-level Choice C*
As an action, you can force all aberrations, celestials, elementals, fey, and fiends within 30 ft of you to make a Charisma saving throw, being banished to their native planes for 2d4 + your Charisma modifier months. Once you use this action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. \columnbreak #### Oath of Vengeance ##### Oath Spells *3rd-level guaranteed feature*
You gain oath spells at the paladin levels listed. ###### Oath of Vengeance Spells | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *bane, hunter's mark* | | 5th | *hold person, misty step* | | 9th | *haste, protection from energy* | | 13th | *banishment, dimension door* | | 17th | *hold monster, scrying* | ##### Channel Divinity
You gain two of the following Channel Divinity options. Upon reaching a new level, you can swap out one Channel Divinity for another. See the Sacred Oath class feature for how Channel Divinity works. * **Abjure Enemy:** As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. * **Vow of Enmity:** As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. * **Eradicate the Unholy:** You can use your Channel Divinity as an action to strike down fiends and undead. For the next minute, you deal an additional 1d6 radiant damage to fiends and undead. * **Judgement:** You can use your Channel Divinity to choose a creature within 30 ft of you as an action. The creature must make a Wisdom saving throw or have disadvantage on all attack rolls and saving throws for 1 minute. * **Rage:** You can use your Channel Divinity to put yourself into a state of heightened fury as a bonus action. You gain advantage on all Strength based d20 rolls for 1 minute or until you drop to 0 hit points. * **Paralyze Foe:** You can use your Channel Divinity to paralyze a creature as an action for 1 minute. Choose a creature within 10 ft of you. That creature must make a Constitution saving throw or become paralyzed. \pagebreakNum ##### Relentless Avenger *7th-level Choice A*
Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. ##### Aura of Vengeance *7th-level Choice B*
You can amplify your retributions into a physical boost. When a creature is under the effect of a Channel Divinity gained by this subclass they produce an aura of 10ft. Friendly creatures of your choice that start their turn in the aura, or enter it for the first time gain temporary hit points equal to your Charisma modifier (minimum of 1).
At 18th level, the range of this aura increases to 30 feet. ##### Quick Avenger *7th-level Choice C*
You can use your bonus action to take the Dash action. ##### Soul of Vengeance *15th-level Choice A*
Whenever a creature makes an attack, you can use your reaction to make a melee weapon attack against them if they are within your range. ##### Swift Justice *15th-level Choice B*
Those who dare to strike you are given swift judgment. Whenever a creature hits you with an attack, you can use your reaction to make a melee weapon attack. ##### Hatred *15th-level Choice C*
Choose a creature within 30 ft of you. That creature becomes the target of your hatred. For the next minute, you have advantage on all attack rolls against them, and you deal an additional 2d4 radiant damage with each hit made with a melee weapon. \columnbreak ##### Avenging Angel *20th-level Choice A*
You can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: * Wings sprout from your back and grant you a flying speed of 60 feet. * You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Guiding Vengeance *20th-level Choice B*
As an action, you can help all friendly creatures within 30 ft of you to gain the following for 1 minute:
Whenever a creature hits them with an attack, they can use their reaction to take the Attack action or cast a spell targeting only the initial attacker. They do not suffer disadvantage on the attack roll as a result of being within 5 ft of a hostile creature.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Merciless *20th-level Choice C*
Immediately upon killing a creature, you can choose to also destroy it's soul, rendering it unable to come back to life. You may do so an amount of times equal to your Charisma modifier, regaining all expended uses upon finishing a short or long rest. \pagebreakNum #### Oathbreaker As a variant rule, consider having your divine smites become shadow smites that deal necrotic damage instead of radiant damage. ##### Oath Spells *3rd-level guaranteed feature*
An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed. ###### Oathbreaker Spells | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *hellish rebuke, inflict wounds* | | 5th | *crown of madness, darkness* | | 9th | *animate dead, bestow curse* | | 13th | *blight, confusion* | | 17th | *contagion, dominate person* | ##### Channel Divinity
You gain two of the following Channel Divinity options. Upon reaching a new level, you can swap out one Channel Divinity for another. See the Sacred Oath class feature for how Channel Divinity works. * **Control Undead:** As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your’s level is immune to this effect. * **Dreadful Aspect:** As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it. * **Soul Steal:** You can use your Channel Divinity to steal the soul of a humanoid that has died within 30 ft of you as a reaction. You can hold no more souls than your Constitution modifier. You can expend a soul to grant yourself advantage on any d20 based roll, no action required. * **Touch of Death:** You can use your Channel Divinity to destroy another creature’s life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level. * **Frightening Glare:** You can use your Channel Divinity to menace an individual so much that they obey you. As an action, choose one creature within 10 ft of you. The target must make a Wisdom saving throw or become frightened of you for 1 minute. While frightened, they obey your every command, no action required. * **Venemous Rot:** You can use your Channel Divinity to force a deadly venom into another. As an action, choose one creature within 15 ft of you. The target must make a Constitution saving throw or be envenomed (d4) and start rotting (d4) for 1 minute. ##### Aura of Hate *7th-level Choice A*
Your hatred has grown. Each nonhostile fiend and undead within 10 ft of you gains a bonus to melee weapon damage rolls equal to your Charisma modifier. A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet. ##### Aura of Fear *7th-level Choice A*
At 18th level, the range of this aura increases to 30 feet. ##### Aura of Rot *7th-level Choice C*
Your desire to see all die has grown. A creature of your choice that moves within 10 ft of you for the first time has to make a Constitution saving throw or start rotting (d8) for however long they stay within the aura + 1 minute after leaving.
At 18th level, the range of this aura increases to 15 feet. ##### Supernatural Resistance *15th-level Choice A*
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. ##### Frightening Presence *15th-level Choice B*
You have begun to emanate a fearsome aura that creates hesitation in creatures attempting to strike you. Starting at 15th level, the first time a creature within 10 ft of you tries to attack you, they must make a Wisdom saving throw or suffer disadvantage on attack rolls made against you. A creature can use their action to attempt a Wisdom check, ending the disadvantage on a success. \pagebreakNum ##### Bloodlust *15th-level Choice C*
You have a strong desire to finish off those who are close to death. You have advantage on attack rolls made against creatures that are bloodied, and deal an extra die of damage on a hit. This feature does not work on constructs or undead. ##### Dread Lord *20th-level Choice A*
You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest. ##### Lord of Control *20th-level Choice B*
As an action, you may exert a 15 ft radius aura of domination. Every creature of your choice in that area must make a Wisdom saving throw against your maneuver/spell save DC, whichever one you have. Any creature that fails the saving throw is now under your total control for 1 minute. They will obey your every command, which you can give them as a bonus action. If no command is given after completing all previous ones, they defend themselves to the best of their ability. Creatures affected by this are aware of everything that you command them to do, but cannot escape. Once the time runs out, they may be angry, scared, or feel some other way, depending on how you treated them while they were under your control.
Once you use this feature, you can’t use it again until you finish a long rest. \columnbreak ##### Lord of the Undead *20th-level Choice C*
You have learned how to control undead for much longer periods of time. Wenever you cast animate dead, you have control over each creature for an amount of days equal to 2d4 + your Charisma modifier. You must spend an extra 10 - your Charisma modifier minutes casting the spell to gain the benefits of this feature. If you cast the spell normally, you have control over them for the normal duration listed in the spell.
You choose a way you hunt down your enemies. #### Favored Enemy *1st-level Ranger Hunting Style Choice A*
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. #### Favored Foe *1st-level Ranger Hunting Style Choice B*
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. \columnbreak #### Favored Prey *1st-level Ranger Hunting Style Choice C*
You have decided to focus more on killing your enemies rather than learning their history.
Choose one type of creature: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, monstrosity, oozes plants, two types of humanoid (such as Dwarves or Dragonborn), or undead. The chosen creature becomes your chosen prey, granting you the following benefits: * You make your attacks against your chosen prey with advantage. Starting at 6th level, you score a critical hit against your chosen prey on a 19-20. Starting at 14th level, whenever you score a critical hit against your chosen prey, you roll an additional die of damage. * You have advantage on Wisdom (Survival) checks made to track down your chosen prey, as well as Dexterity (Stealth) checks made to hide from them.
You choose one additional favored prey at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. This feature works with Foe Slayer and the modified Primeval Awareness. ### Exploration Style
You choose a way you explore the world. #### Natural Explorer *1st-level Ranger Exploration Choice A*
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits: * Difficult terrain doesn’t slow your group’s travel. * Your group can’t become lost except by magical means. * when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. * If you are traveling alone, you can move stealthily at a normal pace. * When you forage, you find twice as much food as you normally would. * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level. \pagebreakNum #### Deft Explorer *1st-level Ranger Exploration Choice B*
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. ##### Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice. ##### Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. ##### Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. #### General Explorer *1st-level Ranger Exploration Choice C*
You have learned how to traverse through numerous terrains, granting you the following:
You have advantage on ability checks and saving throws regarding the following: foraging for food, navigating, and tracking creatures. Furthermore, when your group gets lost due to nonmagical means, they spend 1d4 hours getting back on track, rather than 1d6 hours.
Starting at 6th level, you add your proficiency bonus whenever you engage in any of those tasks. Furthermore, your group now only spends 1 hour getting back on track if they got lost due to nonmagical means.
Starting at 10th level, you add double your proficiency bonus whenever you engage in any of those tasks. \columnbreak ### Primal Connection
You choose a way that you are connected to the primal world. #### Primeval Awareness *3rd-level Ranger Primal Connection Choice A*
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number, unless they are your favored enemy. #### Primal Awareness *3rd-level Ranger Primal Connection Choice B*
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. | Ranger Level | Spell | |:------------:|:-----:| | 3rd | *speak with animals* | | 5th | *beast sense* | | 9th | *speak with plants* | | 13th | *locate creature* | | 17th | *commune with nature* | \pagebreakNum ### Stealth Style #### Camoflauge *10th-level Ranger Stealth Style Choice A*
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. #### Nature's Veil *10th-level Ranger Stealth Style Choice B*
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. #### Hiding in Plain Sight *10th-level Ranger Stealth Style Choice C*
You can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. Doing so grants creatures attempting to detect you a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, regardless of how it's done. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. \pagebreakNum ### Ranger Conclaves #### Beast Master ##### Animal Tamer *3rd-level guaranteed feature*
You have learned how to properly take care of animals. You add double your proficiency bonus to all Animal Handling checks you make.
Starting at 7th level, your beast's attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, regardless of which option you go with. ##### Ranger's Companion *3rd-level Choice A*
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. \columnbreak ##### Primal Companion *3rd-level Choice B*
You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die. ##### Beast Call *3rd-level Choice C*
You can use your action to summon a beast of your choice to aid you in fights. The beast cannot have a challenge rating higher than your proficiency bonus nor can it be larger than Large in size. and appears instantly in an unoccupied space within 5 ft of you. You can use a bonus action to command the beast however you see fit, though it can only make one attack. After 1 hour, the beast disappears. You may do so a number of times equal to your Wisdom modifier, regaining all expended uses upon finishing a long rest. \pagebreakNum ##### Exceptional Training *7th-level Choice A*
On any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. ##### Quick Movement *7th-level Choice B*
Your beast companion's speed is doubled, and opportunity attacks made against them are made with disadvantage. ##### Trained Toughness *7th-level Choice C*
Your beast companion gains an additional amount of hit points equal to their Constitution score. ##### Bestial Fury *11th-level Choice A*
When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. ##### Bestial Power *11th-level Choice B*
Whenever your beast hits with an attack, roll double the dice to determine how much damage is dealt. ##### Bestial Counter *11th-level Choice C*
Whenever a creature hits your beast with a melee attack, the beast can make an attack against the attacker, provided they are within range. ##### Share Spells *15th-level Choice A*
When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. ##### Spell Origin *15th-level Choice B*
If your beast companion is within 30 ft of you, you can treat the spell's origin as if it were in your beast's place, rather than your place. ##### Beast Spells *15th-level Choice C*
You can cast the following spells without using a spell slot an amount of times equal to your Wisdom modifier, regaining all expended uses upon finishing a long rest: animal friendship, beast bond, beast sense, speak with animals. \pagebreakNum Statblock for Primal Companions ___ ___ > ## Primal Companion >*Medium (land and sea) or small (sky) beast* > ___ > - **Armor Class** 13 + proficiency bonus (natural armor) > - **Hit Points** 5 + five times (or 4 + four times for sky) your ranger level (the beast has a number of Hit Dice [d8s if medium, d6 if small] equal to your ranger level) > - **Speed** 40 ft, 40 ft climb (land) | 5 ft, 60 ft swim (sea) | 10 ft, 60 ft fly (sky) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|14 (+2)|14 (+2)|15 (+2)|8 (-1)|14 (+2)|11 (+0)| >___ >Sky companion physical stats below: >___ >|STR|DEX|CON| >|:-:|:-:|:-:| >|6 (-2)|16 (+3)|13 (+1)| >___ > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** understands the languages you speak > - **Challenge** — Proficiency Bonus (PB) equals your bonus > ___ > > **Amphibious** (Sea only) The beast can breathe both air and water. > > **Charge** (Land only) If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. > > **Flyby** (Sky only) The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. > > **Primal Bond** You can add your proficiency bonus to any ability check or saving throw that the beast makes. > > ### Actions > ***Multiattack.*** The Creature Name makes Number and type of attacks > > ***Maul.*** (Land) *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit* 1d8 + 2 + PB slashing damage. > > ***Binding Strike.*** (Sea) *Attack Style:* your spell attack modifier to hit, reach 5 ft., one target. *Hit* 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target. > > ***Shred.*** (Sky) *Attack Style:* your spell attack modifier to hit, reach 5 ft., one target. *Hit* 1d4 + 3 + PB slashing damage. > \pagebreakNum #### Drakewarden ##### Drake Companion *3rd-level guaranteed feature*
As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
At 7th level, the drake grows to Medium size. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.
Starting at 7th level, you can choose necrotic, psychic, or thunder for the drake's draconic essence. Starting at 15th level, you can choose force or radiant for the drake's draconic essence.
At 15th level, the drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale. \columnbreak ##### Draconic Gift *3rd-level Choice A*
You learn the prestidigitation and thaumaturgy cantrips, which are ranger spells for you. Your bond with dragonkind enables you to utilize their magical power. ##### Tongue of Dragons *3rd-level Choice B*
You learn Draconic and you gain advantage on Charisma based checks made to interact with dragons. Your bond with dragonkind has taught you how to best communicate with dragons. ##### Minor Dragon *3rd-level Choice C*
You have gained an adaptation of the dragons. Choose one of the following: * You gain a +2 bonus to your AC. * You can hold your breath for a number of hours equal to your Constitution modifier. * You can use your reaction to halve fall damage you take. ##### Bond of Fang 1 *7th-level Choice A*
While your drake is summoned it deals an additional 1d6 damage of the type chosen whenever it deals damage. ##### Bond of Scale *7th-level Choice B*
Your drake gains an additional 2 AC. Furthermore, you have resistance to the damage type chosen for the drake's draconic essence. ##### Bond of Swiftness *7th-level Choice C*
You and your drake gain an additional 10 ft of movement speed. Furthermore, opportunity attacks are made with disadvantage against your drake. \pagebreakNum ##### Elemental Breath *11th-level Choice A*
As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, necrotic, poison, psychic or thunder damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.
This damage increases to 10d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. ##### Metallic Breath *11th-level Choice B*
As an action, you can exhale a 30-foot cone of metallic breath or cause your drake to exhale it. Choose paralyze, slow, unconscious, or weaken. Each creature within the cone must make a Constitution saving throw against your spell save DC, gaining the chosen condition upon a failure. The condition lasts for 1 minute, and the creature can attempt a Constitution saving throw at the end of their turns, freeing themselves on a success.
Once you use this feature, you can’t do so again until you finish a short or long rest, unless you expend a spell slot of 2nd level or higher to use it again. ##### Gem Psionics *11th-level Choice C*
You can cast each of these spells without any components and without using a spell slot once, being able to do so again after finishing a short or long rest: bane, blink, dissonant whispers, hypnotic pattern, invisibility. You can also cast these spells using spell slots as normal. ##### Bond of Fang 2 *15th-level Choice A*
While your drake is summoned it deals an additional 1d6 damage of the type chosen whenever it deals damage. ##### Reflexive Resistance *15th-level Choice B*
When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest. \columnbreak ##### Speedsters *15th-level Choice C*
The movement speed of both you and your drake increase by 10 ft. Furthermore, you and the drake can take the Dash or Disengage action as a bonus action. \pagebreakNum Drake Statblock ___ ___ > ## Drake Companion >*Small Dragon* > ___ > - **Armor Class** 14 + PB > - **Hit Points** 5 + five times your ranger level (the drake has a number of Hit Dice [d10s] equal to your ranger level) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|15 (+2)|8 (−1)|14 (+2)|8 (−1)| >___ > - **Saving Throws** Dex +1 plus PB, Wis +2 plus PB > - **Damage Immunities** determined by the drake’s Draconic Essence trait > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Draconic > - **Challenge** Proficiency Bonus (PB) equals your bonus > ___ > > ***Draconic Essence:*** When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. > > ### Actions > > ***Ability Description.*** *Melee Weapon Attack:* +3 plus PB to hit, reach 5 ft., one target. *Hit* 1d6 plus PB piercing damage. > > ***General Ability Description.*** General Attack Description > > ### Reactions > > ***Infused Strikes:*** When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence. \pagebreakNum #### Fey Wanderer ##### Fey Influence *3rd-level guaranteed feature*
You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ###### Fey Wanderer Spells | Ranger Level | Spell | |:------------:|:-----:| | 3rd | *charm person* | | 5th | *misty step* | | 9th | *dispel magic* | | 13th | *dimension door* | | 17th | *mislead* |
Furthermore, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Also, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). ##### Deceptive Glamour *3rd-level Choice A*
You gain proficiency in Deception. ##### Influential Glamour *3rd-level Choice B*
You gain proficiency in Persuasion. ##### Skillful Glamour *3rd-level Choice C*
You gain proficiency in Performance. ##### Beguiling Twist *7th-level Choice A*
The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. ##### Irresistible Charm *7th-level Choice B*
Whenever a creature within 60 ft of you has to make a saving throw against being charmed, as a reaction, you can grant the creature disadvantage on the saving throw. ##### Menacing Fey *7th-level Choice C*
Whenever a creature within 60 ft of you has to make a saving throw against being frightened, as a reaction, you can grant the creature disadvantage on the saving throw. ##### Fey Reinforcements *11th-level Choice A*
The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting. ##### Fey Defense *11th-level Choice B*
You become immune to being charmed and frightened. Furthermore, you gain proficiency in Intelligence, Wisdom, or Charisma saving throws. ##### Constant Scars *11th-level Choice C*
Whenever you deal your additional d6 psychic damage, you can force the creature to make an Intelligence saving throw or become pained (d6) for 1 minute. You can do so a number of times equal to your Wisdom modifier, regaining all expended uses upon finishing a long rest. ##### Misty Wanderer *15th-level Choice A*
You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. \pagebreakNum ##### Group Mover *15th-level Choice B*
The Feywild allows you to move a group along with you. Whenever you cast dimension door, you can choose to bring any number of creatures within 5 ft of you. Once you do so, you must finish a short or long rest in order to do so again. ##### Magical Resilience *15th-level Choice C*
The Feywild has granted you protection against magic itself. You take half damage from all magical sources. #### Gloom Stalker ##### Gloom Stalker Magic *3rd-level guaranteed feature*
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ###### Gloom Stalker Spells | Ranger Level | Spell | |:------------:|:-----:| | 3rd | *disguise self* | | 5th | *rope trick* | | 9th | *fear* | | 13th | *greater invisibility* | | 17th | *seeming* |
Furthermore, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. ##### Dread Ambusher *3rd-level Choice A*
You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. The first attack you make that hits on the first turn deals an additional 1d8 damage of the same type as the attack. \columnbreak ##### Cast and Strike *3rd-level Choice B*
On your first turn in combat, as an action, you can cast a spell and make one weapon attack. The spell must have a casting time of one action and be cast at a level no higher than half your proficiency bonus. ##### Double Cast *3rd-level Choice C*
On your first turn in combat, you can cast a spell as an action and another one as a bonus action. ##### Iron Mind *7th-level Choice A*
You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). ##### Resilient Mind *7th-level Choice B*
You gain advantage on Intelligence, Wisdom, or Charisma saving throws. ##### Mind of Willpower *7th-level Choice C*
You gain resistance to psychic damage. Furthermore, at the start of your turns, if you are charmed or frightened, you can end the condition on yourself. ##### Stalker's Flurry *11th-level Choice A*
You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. ##### Finisher Strike *11th-level Choice B*
Whenever a creature that you hit is bloodied, you deal an additional die of damage. ##### Quick Strike *11th-level Choice C*
When you use the Attack action, you can make one weapon attack as a bonus action. \pagebreakNum ##### Shadowy Dodge *15th-level Choice A*
You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. ##### Staggering Dodge *15th-level Choice B*
As a reaction to a creature missing you, you can stagger them until the start of their next turn. ##### Danger Detection *15th-level Choice C*
As a bonus action, you can add your Wisdom modifier to your AC for 10 minutes. You can do so twice, regaining all expended uses upon finishing a short or long rest. #### Horizon Walker ##### Portal Magic *3rd-level guaranteed feature*
At 3rd level, you gain some multiversal magic. You learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Furthermore, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. ###### Horizon Walker Spells | Ranger Level | Spell | |:------------:|:-----:| | 3rd | *protection from evil and good* | | 5th | *misty step* | | 9th | *haste* | | 13th | *banishment* | | 17th | *teleportation circle* | \columnbreak ##### Planar Warrior *3rd-level Choice A*
You learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. ##### Planar Infusion *3rd-level Choice B*
As a bonus action, you can infuse the energy of the multiverse into a weapon. Until the start of your next turn, you deal only force damage with that weapon and you deal an additional 1d4 force damage with each hit. The damage increases to 1d6 at 11th level. ##### Planar Strike *3rd-level Choice C*
Once per turn, when you deal damage to a creature, you can add an additional 1d6 force damage to the total. This damage increases to 1d8 at 11th level. ##### Ethereal Step *7th-level Choice A*
You learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest. ##### Elemental Infusion *7th-level Choice B*
You can infuse yourself with one of the four elemental planes as a bonus action without expending a spell slot until the start of your next turn. For the duration, you gain the benefits of one of the following spells: investiture of flame, investiture of ice, investiture of stone, investiture of wind. You do not need to maintain concentration.
Once you use this feature, you can’t use it again until you finish a short or long rest. ##### Plane Hopping *7th-level Choice C*
As an action, you can cast plane shift, targeting yourself only and without expending a spell slot. If you wish to go to the Material Plane, you do not need the material component for it.
Once you use this feature, you can’t use it again until you finish a short or long rest. \pagebreakNum ##### Distant Strike *11th-level Choice A*
You gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. ##### Multi-Shot *11th-level Choice B*
As an action, you can choose to target a number of creatures within range of your ranged weapon no greater than your Wisdom modifier. Make a ranged attack roll against each creature, dealing 2d8 force damage on a hit, or half as much on a miss. You cannot use thrown weapons with this feature. ##### Disappearing Act *11th-level Choice C*
Whenever you take the Attack action, you can immediately cast misty step as part of the same action after any attack. ##### Spectral Defense *15th-level Choice A*
Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. ##### Ethereal Guard *15th-level Choice B*
You have a permanent veil of the Ethereal Plane around you, making it harder to see you. Your AC increases by +3. ##### Planar Escape *15th-level Choice C*
As a reaction to being the target of an attack, you can cast misty step to dart away. \columnbreak #### Hunter ##### Tracker *3rd-level guaranteed feature*
You have studied the ways of tracking beyond that of other rangers. You add double your proficiency bonus to all Survival checks. ##### Colossus Slayer *3rd-level Choice A*
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. ##### Giant Killer *3rd-level Choice B*
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. ##### Horde Breaker *3rd-level Choice C*
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. ##### Escape the Horde *7th-level Choice A*
Opportunity attacks against you are made with disadvantage. ##### Evasion *7th-level Choice B*
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ##### Multiattack Defense *7th-level Choice C*
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. ##### Steel Will *7th-level Choice D*
You have advantage on saving throws against being charmed or frightened. \pagebreakNum ##### Uncanny Dodge *7th-level Choice E*
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. ##### Volley *11th-level Choice A*
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. ##### Weapon Combo *11th-level Choice B*
When you use your action to take the Attack action with a ranged weapon, you can use a bonus action to take the Attack action with a one handed melee weapon. ##### Whirlwind Attack *11th-level Choice C*
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. ##### Hardy *15th-level Choice A*
You have hardened your body to handle even the harshest of conditions. You have advantage on ability checks and saving throws against the following conditions: blinded, all damage over time conditions, deafened, exhaustion, poisoned. Furthermore, you treat exhaustion as if it were one level lower and can end the damage over time conditions on yourself as a bonus action. ##### Stand Against the Tide *15th-level Choice B*
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. ##### Swift Escapee *15th-level Choice C*
You can take the Dash or Disengage action as a bonus action, and your movement speed increases by 20 ft. ##### Superior Blocking *15th-level Choice D*
If a creature hits you with an attack, you gain a subsequent +2 AC bonus until the start of your next turn. This ability stacks twice. You cannot benefit from this while unconscious. ##### Unimpeded *15th-level Choice E*
You have hardened yourself so that nothing slows you down. You have advantage on ability checks and saving throws against anything that would restrict your movement and/or the actions you can take, such as being dazed or paralyzed. #### Monster Slayer ##### Monster Slayer Magic *3rd-level guaranteed feature*
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Furthermore, you can focus your ire on one foe, increasing the harm you inflict on it. This is known as Slayer's Prey. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. ###### Monster Slayer Spells | Ranger Level | Spell | |:------------:|:-----:| | 3rd | *protection from evil and good* | | 5th | *zone of truth* | | 9th | *magic circle* | | 13th | *banishment* | | 17th | *hold monster* | ##### Slayer's Sense *3rd-level Choice A*
You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. ##### Slayer's Accuracy *3rd-level Choice B*
As a bonus action, you can choose a creature within 60 ft of you. Your next attack made against that creature is made with advantage. \pagebreakNum ##### Detective Slayer *3rd-level Choice C*
As an action, you can choose a creature type (aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant, or undead). For the next minute, you know whether any creature within 60 ft of you is that creature type. You may do so again after finishing a short or long rest. ##### Supernatural Defense *7th-level Choice A*
You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. ##### Supernatural Protection *7th-level Choice B*
Whenever the target of your Slayer’s Prey deals damage to you, you reduce the damage dealt by your proficinecy bonus. ##### Slayer's Senses *7th-level Choice C*
You add your Wisdom modifier to your AC whenever the target of your Slayer's Prey makes an attack against you. ##### Magic-User’s Nemesis *11th-level Choice A*
You gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can’t use it again until you finish a short or long rest. ##### Antimagic Ward *11th-level Choice B*
As an action, you can create an antimagic ward for 1 minute. This requires concentration, as if you were concentrating on a spell. For the duration, ability checks and saving throws made against spells and magical effects are made with advantage, and spell attacks going through the ward are made with disadvantage.
Once you use this feature, you can’t use it again until you finish a short or long rest. \columnbreak ##### Magical Clearance *11th-level Choice C*
You can cast dispel magic without expending a spell slot a number of times equal to your Wisdom modifier. Furthermore, you can also cast it on a spellcaster, who then must make a Wisdom saving throw. On a fail, they can't cast any spells that deal damage in any way until the end of your next turn.
You regain all expended uses when you finish a long rest. ##### Slayer's Counter *15th-level Choice A*
You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects. ##### Slayer's Nullification *15th-level Choice B*
You can nullify your prey before they get a chance to strike. If the target of your Slayer’s Prey makes an attack or casts a spell, you can use your reaction to end your Slayer's Prey on them and force them to make a Constitution saving throw. On a fail, they take 3d6 force damage and cannot make any attacks that turn. On a success, they only take half damage. ##### Slayer's Kill *15th-level Choice C*
As an action, you can prematurely end your Slayer's Prey on a target. They take 5d12 force damage and must make a Constitution saving throw, taking half damage on a success. On a fail, they are paralyzed until the end of your next turn. \pagebreakNum #### Swarm Keeper ##### Swarm Power *3rd-level guaranteed feature*
A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. | d4 | Appearance | |:--:|:----------:| | 1 | Swarming insects | | 2 | Miniature twig blights | | 3 | Fluttering birds | | 4 | Playful pixies | Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: * The attack’s target takes 1d6 piercing damage from the swarm. * The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. * You are moved by the swarm 5 feet horizontally in a direction of your choice.
Furthermore, you learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ###### Swarm Keeper Spells | Ranger Level | Spell | |:------------:|:-----:| | 3rd | *faerie fire, mage hand* | | 5th | *web* | | 9th | *gaseous form* | | 13th | *arcane eye* | | 17th | *insect plague* | \columnbreak ##### True Swarm *3rd-level Choice A*
You gain the infestation cantrip. ##### Poisonous Swarm *3rd-level Choice B*
You gain the poison spray cantrip. ##### Primal Swarm *3rd-level Choice C*
You gain the primal savagery cantrip. ##### Writhing Tide *7th-level Choice A*
You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Aquatic Swarm *7th-level Choice B*
You can condense your swarm to form an air bubble around you and help you swim. As a bonus action, you can breathe underwater and you gain a swim speed equal to your walking speed. This lasts for 1 hour, and you can do so again upon finishing a short or long rest. ##### Tunneling Swarm *7th-level Choice C*
You can condense your swarm to move through the ground. As a bonus action, you can grant yourself a burrowing speed of 30 ft and tremorsense up to 30 ft for 1 minute.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. \pagebreakNum ##### Mighty Swarm *11th-level Choice A*
Your Gathered Swarm grows mightier in the following ways: * The damage of Gathered Swarm increases to 1d8. * If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. * When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. ##### Independent Swarm *11th-level Choice B*
As a bonus action, you can have your swarm act on it's own. It gains the following: * It gains the statistics of a swarm of insects and can breathe both air and water. * It uses your spell attack modifier for attacks and adds your Wisdom modifier for the damage dealt. * It gains an additional amount of hit points (both current and maximum) equal to 3 times your Ranger level. * It adds your Wisdom modifier to it's AC. * It obeys your commands (no action required). * Once it is reduced to 0 hit points, it goes back to you.
Once you use this feature, you must finish a short or long rest in order to do so. ##### Constant Sting *11th-level Choice C*
Your swarm can deal an additional 1d4 piercing damage with each attack you make. ##### Swarming Dispersal *15th-level Choice A*
You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. \columnbreak ##### Guardian Swarm *15th-level Choice B*
As a reaction to seeing a creature within 10 ft of you being the target of an attack, you can have your swarm attempt to block the attack. The creature's AC increases by your Wisdom modifier until the end of the current turn.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. ##### Protective Swarm *15th-level Choice C*
Your swarm protects you from attacks. You gain a +3 bonus to your AC. \pagebreakNum
You can, as a bonus action, take the Dash, Disengage, or Hide action. (Better rewrite because it is written badly in official books.) \columnbreak ### Exploits *2nd-level feature*
You learn how to exploit the weaknesses in others, granting you and/or your allies additional opportunities to strike, or enhancing your skills. You can only use one exploit per attack, unless the exploit states otherwise. In order to use an exploit, you must use an exploit die. Alternatively, if it requires a weapon attack or if it's immediately after you hit a creature and you qualify for sneak attack, you can forgo sneak attack damage to use an exploit without expending an exploit die.
If an exploit requires a saving throw, use your Dexterity modifier for the DC.
If you make a creature open to opportunity attacks as part of an exploit, then they are open until you end your turn. #### Exploits Known
You know 2 exploits at 2nd level. You learn an additional exploit at 5th, 11th, and 17th level. #### Exploit Dice
You have 2 exploit dice, and gain an additional die at 5th, 9th, 13th, and 17th level. Your exploit dice are d6s. All exploit dice are regained upon finishing a short or long rest. #### Tier 1 Exploits (1st-4th level) ##### Deceptive Strikes
When you make an attack, you can attempt to deceive your foe. Expend and roll an exploit die. Make a Charisma (Deception) check, adding the number rolled, contested by the creature's Wisdom (Insight) check. On a success, you have advantage on the attack roll. ##### Escape Artist
Upon making a Dexterity based ability check or saving throw, you can expend and roll an exploit die, adding the number rolled to the total. ##### Open
Immediately upon hitting a creature, you can expend an exploit die and open the target up to opportunity attacks. ##### Trickster
Whenever you make a Charisma (Deception), Charisma (Persuasion), or Dexterity (Stealth) check, you can expend and roll an exploit die, adding the number rolled to the check. \pagebreakNum #### Tier 2 Exploits (5th-10th level) ##### Fast Dash *Prerequisite: 5th level Rogue*
Whenever you take the Dash action, you can expend an exploit die to negate reactions caused by your movement until the end of your turn. ##### Imbalancing Dodge *Prerequisite: 5th-level Rogue*
As a reaction to being the target of an attack, you can expend and roll an exploit die, adding the number rolled to your AC against that attack only. If the attack misses as a result of this, then the creature is open to opportunity attacks. ##### Kneecap Breaker *Prerequisite: 7th-level Rogue*
Immediately upon hitting a creature, you can expend and roll an exploit die, adding the number rolled to the damage dealt. The target must make a Constitution saving throw or have their movement speed reduced to 0 and be open to opportunity attacks. ##### Weaken *Prerequisite: 5th-level Rogue*
Immediately upon hitting a creature, you can expend and roll an exploit die, adding the number rolled to the damage dealt. The target must make a Constitution saving throw or be weakened until the start of your next turn. #### Tier 3 Exploits (11th-16th level) ##### Stagger *Prerequisite: 13th-level Rogue*
Immediately upon hitting a creature, you can force them to make a Dexterity (Acrobatics) check against your exploit save DC or become staggered until the end of your next turn and be open to opportunity attacks. ##### Finessed Critical *Prerequisite: 15th-level Rogue*
Once per turn, when you hit a creature, you can expend an exploit die to deal triple damage, instead of double, if you hit the creature with a finesse or light weapon. ##### Anger *Prerequisite: 13th-level Rogue*
As a bonus action, you can expend and roll an exploit die and choose a creature. You insult the creature so thoroughly that they become easier to hit. The creature must make a Wisdom saving throw or have their AC reduced by the number rolled until the start of your next turn. \columnbreak ##### Anti-magic Slash *Prerequisite: 11th-level Rogue*
Immediately after hitting a creature affected by a spell, you can expend and roll an exploit die. You make an Intelligence (Arcana) check, adding the number rolled on the exploit die. The DC is equal to 15 + the spell's level. On a success, the spell ends early. ##### Stealthy Takedown *Prerequisite: 11th-level Rogue*
Immediately after hitting a creature from being hidden, you can expend an exploit die and force them to make a Strength saving throw or fall prone and become open to opportunity attacks. #### Tier 4 Exploits (17th-20th level) ##### Consistent Expert *Prerequisite: 17th-level Rogue*
Upon making a skill check in which you add your proficiency bonus, you can expend an exploit die and add your proficiency bonus again. You cannot use this exploit on skills where you already add double your proficiency bonus. ##### Enduring Exploits *Prerequisite: 17th-level Rogue*
All exploits last for 1 minute, instead of until the start/end of your next turn. This does not apply to anytime you open a creature to opportunity attacks. ##### Enhanced Opening *Prerequisite: 18th-level Rogue*
Whenever you open a creature with an exploit, your allies can take the Attack action as a reaction, instead of making one attack, against the opened creature. ##### Expert Dodge *Prerequisite: 17th-level Rogue*
Whenever you take damage, you can expend an exploit die as a reaction to instead take no damage. ##### Total Vanish *Prerequisite: 20th-level Rogue*
Whenever you take the Hide action, you can expend an exploit die to become unobservable and undetectable to all your foes, regardless of their senses. Even divination magic fails to find you while you hide. This lasts until the end of your next turn. \pagebreakNum ### Roguish Archetypes #### Arcane Trickster ##### Spellcasting
You learn mage hand and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. ###### Spell Slots
The Arcane Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell disguise self and have a 1st-level and a 2nd-level spell slot available, you can cast disguise self using either slot. ###### Spells Known of 1st Level and Higher
You can only learn wizard spells that are of the illusion school, along with one of the following schools (your choice, which cannot be changed later): conjuration, enchantment, or transmutation. You know three 1st-level wizard spells of your choice, two of which you must choose from the illusion school of magic and your chosen school of magic as described earlier.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must belong to the illusion school or your chosen school of magic, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. \columnbreak ###### Spellcasting Ability
You can use an arcane focus as a spellcasting focus for your wizard spells. ##### Arcane Trickster Spellcasting | Figter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:------------:|:--------------:|:------------:|:---:|:---:|:---:|:---:| | 3rd | 2 + *mage hand* | 3 | 2 | — | — | — | — | — | — | — | — | | 4th | 2 + *mage hand* | 4 | 3 | — | — | — | — | — | — | — | — | | 5th | 2 + *mage hand* | 4 | 3 | — | — | — | — | — | — | — | — | | 6th | 2 + *mage hand* | 4 | 3 | ─ | ─ | ─ | ─ | — | — | — | — | | 7th | 2 + *mage hand* | 5 | 4 | 2 | — | — | — | — | — | — | — | | 8th | 2 + *mage hand* | 6 | 4 | 2 | — | — | — | — | — | — | — | | 9th | 2 + *mage hand* | 6 | 4 | 2 | — | — | — | — | — | — | — | | 10th | 3 + *mage hand* | 7 | 4 | 3 | ─ | ─ | ─ | — | — | — | — | | 11th | 3 + *mage hand* | 8 | 4 | 3 | ─ | ─ | ─ | — | — | — | — | | 12th | 3 + *mage hand* | 8 | 4 | 3 | ─ | ─ | ─ | — | — | — | — | | 13th | 3 + *mage hand* | 9 | 4 | 3 | 2 | ─ | ─ | — | — | — | — | | 14th | 3 + *mage hand* | 10 | 4 | 3 | 2 | ─ | ─ | — | — | — | — | | 15th | 3 + *mage hand* | 10 | 4 | 3 | 2 | ─ | ─ | — | — | — | — | | 16th | 3 + *mage hand* | 11 | 4 | 3 | 3 | ─ | ─ | — | — | — | — | | 17th | 3 + *mage hand* | 11 | 4 | 3 | 3 | ─ | ─ | — | — | — | — | | 18th | 3 + *mage hand* | 11 | 4 | 3 | 3 | ─ | ─ | — | — | — | — | | 19th | 3 + *mage hand* | 12 | 4 | 3 | 3 | 1 | ─ | — | — | — | — | | 20th | 3 + *mage hand* | 13 | 4 | 3 | 3 | 1 | ─ | — | — | — | — | \pagebreakNum ##### Mage Hand Legerdemain *3rd-level choice A*
When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: * You can stow one object the hand is holding in a container worn or carried by another creature. * You can retrieve an object in a container worn or carried by another creature. * You can use thieves’ tools to pick locks and disarm traps at range. * You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use your bonus action to control the hand. ##### Mage Hand Silence *3rd-level choice B*
When you cast mage hand, you can attempt to silence a creature within range. Make a spell attack roll. On a success, that creature cannot use their mouth for anything until you remove the hand.
In addition, you can use your bonus action to control the hand. ##### Mage Hand Force *3rd-level choice C*
When you cast mage hand, you can perform the following additional tasks with it: * You can force a creature to stay still, reducing their movement speed to 0. The creature forcibly end this as an action with a Strength check against your spell save DC. * You can forcibly take an item a creature is holding.
For either task, the creature makes a Strength saving throw against your spell DC, being effected on a failure accordingly. ##### Magical Ambush *9th-level choice A*
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. ##### Secret Casting *9th-level choice B*
Whenever you cast a spell, you can choose to ignore all verbal and somatic components. You can do so a number of times equal to your Intelligence modifier, regaining all expended uses upon finishing a short or long rest. \columnbreak ##### Undetectable Spells *9th-level choice C*
Whenever you cast a spell with a casting time longer than instantaneous, you can choose for the spell to be undetected by things such as detect magic. You may do so an amount of times equal to your Intelligence modifier, regaining all expended uses upon finishing a long rest. ##### Versatile Trickster *13th-level choice A*
You gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. ##### Deceptive Noise *13th-level choice B*
As a bonus action, you can make a sound of any kind appear in an unoccupied space that you can see within 60 ft of you. Each creature of your choice within 5 ft of the spot must make an Intelligence saving throw or be drawn to the spot, spending their next turn checking it out. Their turn ends after they have checked it out. ##### Changing Forms *13th-level choice C*
As an action, you can change what you physically look like for 1 hour. You stay the same size as you are, but can be any height that's reasonable within range of the size. Once you do so, you must finish a short or long rest in order to do so again. ##### Spell Thief *17th-level choice A*
You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.
Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum ##### Scrollmaster *17th-level choice B*
You can cast any spell from a spell scroll. If the spell is not available to artificers, bards, sorcerers, warlocks, and/or wizards, then the DC to cast the spell is equal to 15 + the spell's level and you must make the Intelligence (Arcana) check regardless of your spell slots. For example, arcane eye has the normal DC due to it being on the bard spell list, but guardian of faith has the increased DC due to being only on the cleric spell list. ##### Magical Revelation. *17th-level choice C*
You choose three additional spells from any class that you have spell slots for. You have these spells known, and they do not count against your number of spells known. Upon gaining a new level, you can replace one of these spells for another. #### Assassin ##### Assassinate *3rd-level guaranteed feature*
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. ##### Poisoner *3rd-level choice A*
You gain proficiency with the poisoner's kit and can apply poison to your weapon as a bonus action. ##### Infiltrator *3rd-level choice B*
You gain proficiency with the disguise kit and increase the DC for others to notice anyone wearing a disguise you made by 5. ##### Forger *3rd-level choice C*
You gain proficiency with the forgery kit and creatures attempting to discern an item you made is fake have disadvantage on their check. \columnbreak ##### Infiltration Expertise *9th-level choice A*
You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. ##### Poison Expertise *9th-level choice B*
Once per turn, you can treat a creature's resistance to poison damage by one whenever you attack others. Immunity becomes resistance, and resistance is ignored. ##### Deceptive Expertise *9th-level choice C*
Whenever you make a Charisma (Deception) check or use a forgery kit, you can treat a d20 roll of 13 or lower as a 14. ##### Impostor *13th-level choice A*
You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. ##### Bleeding Strike *13th-level choice B*
Immediately upon hitting a creature with a weapon that deals either piercing or slashing damage, you can force them to make a Constitution saving throw (DC uses your Dexterity modifier). On a failed save, they are bleeding (d12) for 1 minute. Furthermore, creatures have disadvantage on the check to end the condition. \pagebreakNum ##### Poison Transformation *13th-level choice C*
As part of a long rest, you can change one potion of poison between the four types, which are contact, ingested, inhaled, and injury. The potion can be of any specific type of poison. Furthermore, you can also have the poison make the creature be envenomed (d10) for the duration. ##### Death Strike *17th-level choice A*
You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC uses your Dexterity modifier). On a failed save, double the damage of your attack against the creature. ##### Slicing Strike *17th-level choice B*
You become a master of cutting up your foes. You roll an additional die of damage for all weapons that deal slashing damage. ##### Poison Strike *17th-level choice C*
You become a master of slipping poison into your weapon. Once per turn, before you make an attack, you can choose to coat your weapon with any poison you have. On a hit, the target automatically suffers the effects of the poison. #### Inquisitive ##### Insightful Fighting *3rd-level guaranteed feature*
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target. ##### Insightful Senses *3rd-level choice A*
You develop a talent for picking out lies and quickly spotting those in hiding. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. Furthermore, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. ##### Illusion Detection *3rd-level choice B*
You have developed your senses enough to see through illusions. You have advantage on ability checks and saving throws regarding spells and other magical effects of the illusion school of magic. ##### Trap Detector *3rd-level choice C*
Your senses that help you see weaknesses in foes also helps you see where traps are much more clearly. You have advantage on checks made to find traps. ##### Steady Eye *9th-level choice A*
You have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. ##### Enhanced Senses *9th-level choice B*
You have developed quite the ability to determine what's going on. You have a +5 bonus on all Insight, Investigation, and Perception checks you make, so long as you are standing still. ##### Consistent Eye *9th-level choice C*
Whenever you make a Wisdom (Perception) check, you add a +2 bonus to the check. ##### Unerring Eye *13th-level choice A*
Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. \pagebreakNum ##### Magical Eye *13th-level choice B*
You have learned how to cast magic to aid you in figuring out truth. You can cast the following spells without using a spell slot once each, being able to do so again upon finishing a short or long rest: detect evil and good, detect magic, detect poison and disease, identify. Choose either Intelligence or Wisdom as your spellcasting ability. If you have spell slots of the appropriate level, you can cast the spells with them. ##### Steady Mind *13th-level choice C*
You have learned how to keep your mind steady. You gain immunity to the charmed condition. ##### Eye for Weakness *17th-level choice A*
You learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. ##### Enhanced Awareness *17th-level choice B*
Your blindsense feature now has a range of 30 ft, and invisible creatures do not benefit from being invisible against you if they are within 15 ft of you. ##### Locator *17th-level choice C*
You can cast the spells without using a spell slot locate creature and locate object once each, being able to do so after finishing a short or long rest. Whenever you cast these spells, no material blocks them, and they have a range of 2,000 ft, instead of 1,000 ft. #### Mastermind ##### Master of Tactics *3rd-level guaranteed feature*
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. ##### Deceptive Speech *3rd-level choice A*
You gain proficiency in two languages of your choice. You can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. Furthermore, creatures have disadvantage on ability checks made to determine if you are lying. ##### Convincing Fake *3rd-level choice B*
You gain proficiency with the disguise kit, forgery kit, and one gaming set of your choice. Furthermore, creatures have disadvantage on ability checks made to see through your disguises and forgeries. ##### Predictable *3rd-level choice C*
Guess the target's next action. As a bonus action, you can make a Wisdom (Perception) check against the target's Charisma (Deception) check. On a success, you gain one of the following: * Advantage on your next attack roll * Advantage on the next saving throw they force you to make. * They gain disadvantage on their next attack against you. ##### Insightful Manipulator *9th-level choice A*
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: * Intelligence score * Wisdom score * Charisma score * Class levels (if any)
At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any. ##### Mind Chess *9th-level choice B*
You have quite a studious mind. You add your proficiency bonus whenever you make an Intelligence based check or saving throw. ##### Tactician *9th-level choice C*
You have learned how to aid your allies with your mind. Whenever you take the Help action, the creature you are helping adds your Intelligence modifier to the roll. You may do so a number of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest. \pagebreakNum ##### Misdirection *13th-level choice A*
You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. ##### Quickest Helper *13th-level choice B*
As a reaction to seeing a creature attempt an ability check or attack roll within 30 ft of you, you can grant the creature the Help action. ##### Quick Switch *13th-level choice C*
As a reaction to being the target of an attack from an enemy you can see, you can quickly swap places with another creature within 5 ft of you, causing the attacker to target the creature you switched places with. ##### Soul of Deceit *17th-level choice A*
Your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic. ##### False Leads *17th-level choice B*
You can plant a fake trail that masks your true location, even via magical means. If a creature were to try and track you and/or your group, they have disadvantage on the check. Furthermore, you emit an aura within 15 ft of you. This aura grants the same benefits as the spell nondetection. ##### Safe Rooms *17th-level choice C*
Whenever you lock a door, the DC to forcefully break it or open the lock is increased by twice your Intelligence modifier. Furthermore, no sound can leave the room you are in while the door is locked, though sound can enter. \columnbreak #### Phantom
Multiple options require a saving throw. The DC for any saving throw uses your Charisma modifier. ##### Wails from the Grave *3rd-level guaranteed feature*
As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Whispers of the Dead *3rd-level choice A*
Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack. ##### Presence of the Dead *3rd-level choice B*
The dead surround you in the Ethereal plane, granting you a spooky vibe. You have advantage on Charisma checks made to interact with humanoids. Furthermore, undead that can see or hear you must succeed on an Intelligence check or see you as undead and avoid attacking you until you harm them specifically. ##### Sense of the Dead *3rd-level choice C*
The dead help aid you in sensing things. You have advantage on Wisdom checks made against humanoids. Furthermore, you gain blindsight out to 10 ft. \pagebreakNum ##### Tokens of the Departed *9th-level choice A*
When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to generate it.
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. You can use soul trinkets in the following ways: * While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object. * When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that’s on your person and then immediately use Wails from the Grave, without expending a use of that feature. * As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM. ##### Tokens of Safety *9th-level choice B*
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. While you have a soul trinket on you, you have advantage on saving throws. As a reaction to failing a saving throw, you can destroy two soul trinkets to succeed on the saving throw. You must finish a short or long rest in order to destroy soul trinkets again. \columnbreak ##### Tokens of the Experts *9th-level choice C*
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. As an action, you can destroy a soul trinket to add double your proficiency bonus to a skill check that you don't already add your proficiency bonus to. ##### Ghost Walk *13th-level choice A*
You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk. ##### Zombie Fortitude *13th-level choice B*
If damage would reduce you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. For each success, the DC increases by 1. ##### Rotting Strike *13th-level choice C*
Immediately upon hitting a creature, you can force them to make a Constitution saving throw or start rotting (d8) for 1 minute. \pagebreakNum ##### Death’s Friend *17th-level choice A*
Your association with death has become so close that you gain the following benefits: * When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature. * At the end of a long rest, a soul trinket appears in your hand if you don’t have any soul trinkets, as the spirits of the dead are drawn to you. ##### Cursed Connection *17th-level choice B*
Your connection to death has allowed you some of the Shadowfell's power. As an action, you can curse one creature within 60 ft of you for 1 minute. Choose one ability score. The creature has disadvantage on all rolls regarding the chosen ability score. Once you curse someone in this way, you must finish a short or long rest in order to do so again. ##### True Rot *17th-level choice C*
Immediately upon hitting a creature, you can force them to make a Constitution saving throw or have their hit point maximum be reduced by the damage dealt. You can do so three times, regaining all expended uses upon finishing a long rest. #### Scout ##### Skirmisher *3rd-level guaranteed feature*
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. ##### Tracker *3rd-level choice A*
You add double your proficiency bonus to all Survival checks. Furthermore, while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. ##### Naturalist *3rd-level choice B*
You add double your proficiency bonus to all Nature checks. Furthermore, when you forage, you find twice as much food as you normally would. \columnbreak ##### Stealthy *3rd-level choice C*
You add double your proficiency bonus to all Stealth checks. Furthermore, if you are traveling alone, you can move stealthily at a normal pace. ##### Superior Mobility *9th-level choice A*
Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. ##### Roving *9th-level choice B*
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. ##### Speedy *9th-level choice C*
Nonmagical difficult terrain doesn't slow you down. Furthermore, climbing, crawling, and swimming don't cost you extra movement. ##### Ambush Master *13th-level choice A*
You excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. ##### Quick Act *13th-level choice B*
As a reaction to rolling initiative, you can start your turn. Once you do so, you must finish a short or long rest in order to do so again. Furthermore, you cannot be surprised. ##### Mental Quickness *13th-level choice C*
You add either your Intelligence or Wisdom modifier to your Dexterity checks and saving throws. ##### Sudden Strike *17th-level choice A*
You can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn. \pagebreakNum ##### Reactive *17th-level choice B*
You gain an additional reaction. You can only use one reaction per turn. ##### Twin Strikes *17th-level choice C*
Whenever you make an attack, you can make a second attack with the same weapon. \pagebreakNum #### Soulknife ##### Psionic Power *3rd-level guaranteed feature*
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers mentioned use your Psionic Energy dice.
Some powers require a saving throw. The DC uses your Intelligence modifier.
Furthermore, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6. \columnbreak ##### Psionic Skill *3rd-level choice A*
You gain the following two psionic powers: * **Psi-Bolstered Knack:** When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds. * **Psionic Expertise:** Whenever you make a skill check or tool check, you can expend a psionic energy die and add your proficiency bonus to the check. ##### Telepath *3rd-level choice B*
You gain the following two psionic powers: * **Psychic Whispers:** You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other. The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die. * **Psionic Command:** You can expend a Psionic Energy die to force a creature to make a Wisdom saving throw, obeying a single command you telepathically communicate to it for 1 minute on a failed save. ##### Telekinetic *3rd-level choice C*
You gain the following two psionic powers: * **Light Movement:** As a bonus action, you can attempt to move an object no larger than 5 ft in any dimension and is no further than 90 ft away from you. The object cannot exceed 90 ft away from you. * **Shove:** As a bonus action, you can expend and roll a Psionic Energy die to force a creature to make a Strength saving throw. On a fail, the creature is moved back an amount of feet equal to 5 times the number rolled and is knocked prone. \pagebreakNum ##### Soul Blades *9th-level choice A*
Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice: * **Homing Strikes:** If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die. * **Psychic Teleportation:** As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes. ##### Mental Strikes *9th-level choice B*
Your Psychic Blades can now harm the minds of your foes even more. You gain the following psionic powers that are only useable with your Psychic Blades: * **Dazing Blades:** Immediately upon hitting a creature, you can expend a Psionic Energy die to force the target to make an Intelligence saving throw or become dazed for 1 minute. The target can make an Intelligence saving throw at the end of each of their turns, ending the condition on a success. * **Static Disturbance:** Immediately upon hitting a creature, you can expend and roll a Psionic Energy die to force the target to make an Intelligence saving throw or subtract the number rolled on the die from all their ability checks, attack rolls, and saving throws for 1 minute. The target can attempt an Intelligence saving throw at the end of their turn, freeing themselves on a success. ##### Mind to Body *9th-level choice C*
Your Psychic Blades are able to directly affect the body. You gain the following psionic powers that are only useable with your Psychic Blades: * **Staggering Blade:** Immediately upon hitting a creature, you can expend a psionic energy die and force the creature to make an Intelligence saving throw or be staggered for 1 minute. The target can attempt an Intelligence saving throw at the end of their turn, freeing themselves on a success. * **Pained Strike:** Immediately upon hitting a creature, you can expend a psionic energy die and force the creature to make an Intelligence saving throw or be pained (Psionic Energy die) for 1 minute. \columnbreak ##### Psychic Veil *13th-level choice A*
You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again. ##### Psychic Awareness *13th-level choice B*
You can open up your awareness to beyond your physical limits. You can expend a Psionic Energy die to gain blindsight out to 60 ft for 10 minutes. ##### Distraction *13th-level choice C*
You can expend a psionic energy die and choose a point within 90 ft of you. Each creature within 15 ft of that point must make a Charisma saving throw or be forced to check out the point. A creature can make a Charisma saving throw at the end of each of their turns, ending the effect on a success. This effect lasts for 1 minute. ##### Rend Mind *17th-level choice A*
You can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw. If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again. ##### Empowered Psionic *17th-level choice B*
Whenever you use a psionic power, you can expend two additional Psionic Energy dice to grant the targets disadvantage on all saving throws for that power. ##### Multi-Blade *17th-level choice C*
Whenever you throw a psychic blade, you can expend two Psionic Energy dice to throw two more as part of the same attack. \pagebreakNum #### Swashbuckler ##### Rakish Audacity *3rd-level guaranteed feature*
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. ##### Fancy Footwork *3rd-level choice A*
You have learned how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. ##### True Performer *3rd-level choice B*
You gain proficiency in the Performance skill. Furthermore, you can add your Charisma modifier to an attack roll an amount of times equal to your proficiency bonus, regaining all expended uses upon finishing a short or long rest. ##### Quick Escape *3rd-level choice C*
When a creature moves within 5 ft of you, you can use your reaction to move up to your speed away from them. This movement does not provoke opportunity attacks. ##### Panache *9th-level choice A*
Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. \columnbreak ##### Twin Strikes *9th-level choice B*
When you engage in two-weapon fighting, it is done so as part of your Attack action. Furthermore, you always add your modifier to offhand attacks. ##### Escapee *9th-level choice C*
Opportunity attacks made against you are made with disadvantage. ##### Elegant Maneuver *13th-level choice A*
You can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. ##### Influencer *13th-level choice B*
You have advantage on Charisma based checks made to sway a person or a group to do something. It must be worded in a way that sounds reasonable for that person or group to do. ##### Confidence *13th-level choice C*
Whenever you make an ability check, attack roll, or saving throw, you can add a bonus equal to your Charisma modifier to the check. You cannot add it to initiative. You may do so twice, being able to do so again upon finishing a short or long rest. ##### Master Duelist *17th-level choice A*
Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest. ##### Quad Strikes *17th-level choice B*
If you are wielding a weapon in both hands, you can use your action and bonus action to make four attacks. Once you do so, you must finish a short or long rest in order to do so again. ##### Encouragement *17th-level choice C*
As an action, you can grant each of your allies that can either see or hear you a bonus to all ability checks, attack rolls, and saving throws equal to your Charisma modifier for 1 minute. Once you do so, you must finish a long rest in order to do so again. \pagebreakNum #### Thief ##### Fast Hands *3rd-level guaranteed feature*
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. ##### Second-Story Work *3rd-level choice B*
You gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. ##### Mugging Attack *3rd-level choice B*
You can steal from a foe as part of your attack so long as you have a free hand. Upon hitting a creature, you can make a Dexterity (Sleight of Hand) check contested by the target's Dexterity (Sleight of Hand) check. On a success, you steal a randomly determined item from them that can easily fit in your hand. ##### Quick Moves *3rd-level choice C*
Your movement speed increases by 10 ft. ##### Supreme Sneak *9th-level choice A*
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. ##### Stealth Aid *9th-level choice B*
As a reaction to one of your allies that you can see and hear making a Stealth check, you can grant them advantage on the check. You may do so an amount of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest. ##### Expert Hider *9th-level choice C*
When you take the Hide action, you can grant yourself a +5 bonus to your Stealth check. You may do so twice, regaining all expended uses upon finishing a short or long rest in order to do so again. ##### Use Magic Device *13th-level choice A*
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. ##### Language Expert *13th-level choice B*
You gain proficiency with 3 additional languages, and can read any script. Furthermore, you can somewhat translate other languages after spending 10 minutes listening to it. ##### Knowledgeable *13th-level choice C*
You add your proficiency bonus to all Intelligence based ability checks. ##### Thief’s Reflexes *17th-level choice A*
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. ##### Interruption *17th-level choice B*
Immediately upon a creature other than you ending their turn, you can choose to take yours, even if you have already taken yours already. Once you do so, you must finish a short or long rest in order to do so again. ##### Supreme Thief *17th-level choice C*
You have advantage on all Dexterity based ability checks. \pagebreakNum ## Spells ### Noxious Step ___ - **School:** Conjuration - **Level:** 3rd - **Casting Time:** 1 action - **Target:** Self - **Range:** 90 ft - **Area of Effect** 10 ft sphere - **Components** V, S - **Duration** 1 round - **Class(es)** Druid, Sorcerer, Wizard ___ You teleport while leaving behind a hideous odor. Choose an unnocupied spot within range. You teleport to the chosen spot, and each creature within the area of effect of the spot you left must make a Constitution saving throw and take 3d12 poison damage, or half on a success. Furthermore, you are considered heavily obscured until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the damage by 1d12 for every spell level above 3rd. ### Rot ___ - **School:** Necromancy - **Level:** 4th - **Casting Time:** 1 action - **Target:** A creature that you can see - **Range:** 30 ft - **Area of Effect:** N/A - **Components:** V, S, M(a vial of purple worm poison, which the spell consumes) - **Duration:** Concentration, up to 1 minute - **Class(es):** Druid ___ You attempt to envelop a creature in the most destructive of poisons. Choose a creature within range. The target must make a Constitution saving throw or become poisoned. While a creature is poisoned in this way, they suffer disadvantage on Constitution checks and saving throws, and regains half the amount of hit points they normally would from all sources. The target can make a Constitution saving throw at the end of each of their turns, freeing themselves on a success.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, creatures do not benefit from advantage on saving throws against or immunity to the poisoned condition. \pagebreakNum ## Credits ### Nerdarchy * Grasping Tomb ### Demon Slayer * Flash * Scorching Rush ### Pathfinder 2e * Shadow Web * Lashing Tree * Crushing Grab * Ki Rush * Ki Blast * Limber * Enlightening Presence * Throw * Deadly Critical * Disruptive Strike * Ki Form * Focused Strike * Peafowl Swiftness * Expert Technique * Perfected Strike * Alertness * Quick Dodge * Deceptive Strikes * Fast Dash ### Star Wars 5e * [Numbing Pain](https://www.gmbinder.com/share/-MzvtkTo9kmEsj2-stRf) ### 3.5 Edition * Noxious Step * Abundant Step * True Resilience * Graceful Dodge * Furious Flurry * Enhanced Magical Shots * Rallying Cry and Force * Inspiring Courage and Fright * Vow of Wrath * Final Stand \columnbreak ### Various * Stumbling Sway: [Metabot](https://www.gmbinder.com/share/-KzLtPs0YuPYX41g_9jL) * Serpent's Breath, Enduring Mountain Stance, Hurricane Throw, Explosive Fist, One with the Tides: [Leonidas](https://www.dandwiki.com/wiki/Way_of_the_Four_Elements_Disciplines_(5e_Class_Feature)) and the ones who inspired them. * Counter Strike, Paralyzing Strike: [NovaDominus](https://www.gmbinder.com/share/-MeBXXzDabQb8MRCx3tO) * Martial Arts Strike: [Laserllama](https://www.gmbinder.com/share/-MhGHvc1sNLoUrISINrV) * Radiant Soul and Blinding Strikes: [Unknown](https://www.gmbinder.com/share/-L7mFcvj8Cy3NElGZ914) * Expel Light: [EnigmaSquid](https://www.reddit.com/r/DnDHomebrew/comments/w0yo4a/way_of_the_sun_soul_revised/) * Encouragement [BOFURI: I Don't Want to Get Hurt, so I'll Max Out My Defense](https://bofuri.jp/) * Divine Leadership [SucciSaucy](https://www.gmbinder.com/share/-MP2HeONn0iGhyCKxcvv/-MUi_1rTTwCk9Vv6oxr7/source) * Lawful Spirit [Concealed Light](https://dandwiki.com/wiki/Oath_of_the_Crown,_Variant_(5e_Subclass)) * Aura of Vengeance [Blizznerd](https://www.gmbinder.com/share/-MQsAScbJ2HL2CgQ6eD7)