Table of Contents
Work in Progress
Drict's 5.6e is a labor of love and compendium of work from across a myriad of completed documents including revisions of various Classes. It is incomplete in terms of editing and finalizing inclusions to material such as Spells and Subclasses, or other such material.
Game Dice
The game uses Polyhedral Dice with different numbers of sides. In these rules, the different dice are referred to by the letter 'd' followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).
Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of a 70 and a 1 is a 71, and 00 and 0 is 100.
When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, "3d8 + 5" means you roll three eight-sided dice, add them together, and add 5 to the roll.
The same 'd' notation appears in the expressions "1d3" and "1d2". To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2).
The D20
The Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.
Every character and monster in the game has capabilities defined by Six Ability Scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the Ability Modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.
Ability Checks, Attack Rolls, and Saving Throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.
1. Roll the Die and add a Modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a Proficiency Bonus to reflect a character's particular skill.
2. Apply Circumstancial Bonuses and Penalties. A Class Feature, a Spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.
3. Compare the Total to the Target Number. If the total equals or exceeds the target number, the Ability Check, Attack Roll, or Saving Throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.
The target number for an Ability Check or Saving Throw is called a Difficulty Class (DC). The target number for an Attack Roll is called an Armor Class (AC).
Advantage and Disadvantage
Sometimes an Ability Check, Attack Roll, or Saving Throw is modified by special situations called Advantage and Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects the opposite. When you have either Advantage or Disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For example, if you have Disadvantage and roll a 17 and a 5, you use the 5. If you instead have Advantage and roll those numbers, you use the 17.
If multiple situations affect a Roll and each one grants Advantage or imposes Disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant Advantage, for example, you still Roll only one additional d20.
If circumstances cause a Roll to have Advantage and Disadvantage they cancel each other out on a 1:1 basis, so a roll with Advantage and Disadvantage wouldn't roll any additional d20s. If multiple circumstances impose Advantage or Disadvantage, calculate whether each cancels each other out and roll accordingly depending if the leftover result grants Advantage or Disadvantage.
When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. You usually gain Advantage or Disadvantage through the use of special abilities, actions or spells. The DM can also decide that circumstances influence a roll in one direction or the other and grant Advantage or impose Disadvantage as a result.
Specific Beats General
This book contains rules that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.
Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That racial trait creates a minor exception in the game. Other examples of rule-breaking are more conscpicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.
Round Down
There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.
Character Creation
Dungeons & Dragons is a game where you imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race and a class. You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.
Once you have a Character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.
Throughout this chapter, we use the term Character Sheet to mean whatever you use to track your character, whether it's a formal character sheet, some form of digital record, or a piece of notebook paper. An official D&D Character Sheet is a fine place to start until you know what information you need and how you use it during the game.
1. Choose a Race
Every character belongs to a Race, one of the many intelligent species in the D&D World. Some races also have Subraces that you must also select.
The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular Racial Traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain Classes.
Your race also increases one or more of your Ability Scores, note these increases and remember to apply them later.
Record the traits granted by your Race on your character sheet. Be sure to note your starting Languages and Base Walking Speed as well.
2. Choose a Class
Every Character is a member of a class. Class broadly describes a character's vocation, what special talents they possess, and the tactics they are most likely to employ when exploring a dungeon, fighting monsters, or engaging in tense negotiation.
Your Character receives a number of benefits from your choice of Class. Many of these benefits are Class Features---capabilities (including Spellcasting) that set your Character apart from members of other classes. You also gain a number of Proficiencies: Armor, Weapons, Skills, Saving Throws, and sometimes Tools. Your Proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.
On your Character Sheet, record all the features that your class gives you at 1st-Level.
Level
Typically, a Character starts at 1st-Level and advances in Level by Adventuring and gaining Experience Points or accomplishing Milestones. A 1st-Level Character is inexperienced in the adventuring world, although they might have done dangerous things before.
Starting off at 1st-Level marks your character's entry into the Adventuring life. If you're already familiar with the game, or if you join an existing D&D Campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.
Record your Level on your Character Sheet. If you're starting at a higher level, record the additional elements your Class gives you for levels past 1st.
Hit Points and Hit Dice
Your Character's Hit Points define how tough your Character is in Combat and other dangerous situations. Your Hit Points are determined by your Hit / Die Dice (short for Hit Point Dice).
At 1st-Level, your Character has 1 Hit Die, and the Die type is determined by your Class. You start with Hit Points equal to the highest roll of that Die, as indicated in your class description. You also add your Constitution Modifier. This is also your Hit Point Maximum.
Record your Character's Hit Points on your Character Sheet. Also record the type of Hit Die your Character uses and the number of Hit Dice you have. After you Short Rest, you can spend Hit Dice to regain hit Points.
Proficiency Bonus
The table that appears in your Class Description shows your Proficiency Bonus, which is +2 for a 1st-Level Character. Your Proficiency Bonus applies to many of the numbers you'll be recording on your Character Sheet:
- Attack Rolls using Weapons you're Proficient with
- Attack Rolls with Spells you cast
- Ability Checks using Skills you're Proficient in
- Ability Checks using Tools you're Proficient in
- Saving Throws you're Proficient in
- Saving Throw DCs for spells you cast (explained in each Spellcasting Class)
Your Class determines your Weapon Proficiences, your Saving Throw Proficiencies, and some of your Skill and Tool Proficiencies. Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies as well as your Proficiency Bonus, on your Character Sheet.
Your Proficiency Bonus can't be added to asingle die roll or other number more than once. Occasionally your Proficiency Bonus might be modified (doubled for Expertise or halved) before you apply it. If a circumstance suggests that your Proficiency Bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.
3. Determine Ability Scores
Much of what your Character does in the game depends on their six Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Each ability has a score, which is a number you record on your Character Sheet.
You generate your character's six Ability Scores using points, this method is known as "Point Buy". You have 30 points to spend on your Ability scores. The cost of each score is shown on the Ability Score Point Cost table. Using this method, 16 is the highest ability score you can end up with, before applying Racial Increases. You can't have a score lower than 8.
Ability Score Point Cost
| Score | Cost |
|---|---|
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| Score | Cost |
|---|---|
| 13 | 5 |
| 14 | 7 |
| 15 | 9 |
| 16 | 12 |
After assigning your Ability Scores, determine your Ability Modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the results by 2 (round down). Write the modifier next to each of your scores.
Ability Scores and Modifiers
| Score | Modifier |
|---|---|
| 1 | -5 |
| 2-3 | -4 |
| 4-5 | -3 |
| 6-7 | -2 |
| 8-9 | -1 |
| 10-11 | +0 |
| 12-13 | +1 |
| 14-15 | +2 |
| Score | Modifier |
|---|---|
| 16-17 | +3 |
| 18-19 | +4 |
| 20-21 | +5 |
| 22-23 | +6 |
| 24-25 | +7 |
| 26-27 | +8 |
| 28-29 | +9 |
| 30 | +10 |
4. Describe your Character
Once you know the basic game aspects of your character, it's time to flesh them out as a person. Your Character needs a name. Spend a few minutes thinking about what they look like and how they behave in general terms.
5. Choose Equipment
Your Class determines your Character's Starting Equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet.
Armor Class
Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity Modifier. Not all Characters wear armor or carry shields, however.
Without Armor or a Shield, your character's AC equals 10 + their Dexterity Modifier. If your character wears Armor, Carries a Shield, or both, calculate your AC. Your Character needs to be Proficient with Armor and Shields to wear and use them effectively, and your armor and shield proficiencies are determined by your Class.
Races & Background
Backgrounds
Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your palce in the world. Drict's D&D5.6e does not use Backgrounds as written in the original version, preferring an alternative means of constructing your character's identity through the Features they select:
Proficiencies
You select Two (2) Skill Proficiencies and One (1) Tool Proficiency of your choice. These Proficiencies represent training or talent procured from your origins.
If a Character would gain the same Proficiency from two different sources, they can choose a different Proficiency of the same kind (skill or tool) instead.
Languages
You select One (1) Language of your choice. The Language should represent a speech originating from a culture of your origin.
Intellectual
In addition to your origins, your own mind through learning or experimenting allows you to have come from your background with additional learned features.
In addition to the above, during Character Creation you can spend Intellect Points equal to your Intelligence Modifier (minimum of 0).
Intellect Points
| Cost | Benefit |
|---|---|
| 2 | An extra Class Skill Proficiency |
| 3 | Expertise for a Skill you are Proficient in |
| 1 | A Language or Tool Proficiency |
| 2 | Expertise for a Tool you are Proficient in |
Starting Feat
You acquire a Starting Feat, which is a Feat which the only Prerequisite requires you to be a 1st-Level Character.
Human Traits
Your Human Character has these traits.
Ability Score Increase. Your Ability Scores each increase by 1.
Age. Humans reach adulthood in their late teens and live up to a century.
Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
- Size Modifier = 2d12
- Height = 4 feet + 8 inches = your Size Modifier in inches
- Weight in Pounds = 100 + (2d4 x your Size Modifier)
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one extra language of your choice.
Inherited Traits. Choose One (1) Inherited Trait below. You could gain additional Traits by either forgoing one of your +1 Ability Score Increases (you can only spend up to 3 in this way) or by incurring a penalty by choosing One (1) Negative Inherited Trait.
These traits are broken up into Greater Traits and Lesser Traits. When you acquire an Inherited Trait, you either select One (1) Greater Trait or Two (2) Lesser Traits.
Greater Traits
- Toughened. Your Hit Point Maximum increases by 1, and it increases by 1 every time you gain a Level.
- Eidetic Memory. You can accurate recall anything that you have seen or heard within the past month.
- Physically Appealing. You have Advantage on Charisma checks when interacting with other humans.
- High Pain Threshold. When reduced to 0 Hit Points, you do not fall Unconscious while making Death Saving Throws, until you fail your first Death Save.
- Poison Resistant. You gain Resistance to Poison Damage and have advantage on saving throws against Poison or gaining the Poisoned Condition.
- Strong Will. You have Advantage on all Wisdom Saving Throws.
- Tenacious. When you are Reduced to 0 Hit Points, you can drop to 1 Hit Point instead. You can't use this feature again until you finish a Long Rest.
- Ornery. Whenever you score a Critical Hit with a Melee Weapon Attack, you can roll one of the Weapon's Damage Dice one additional time and add it to the extra damage of the Critical Hit.
Lesser Traits
- Big Lungs. You can hold your breath for up to 1 hour.
- Keen Smell. You have Advantage on any Wisdom (Perception) Checks that rely on Smell.
- Pragmatic Appetite. You consume half as much food and water required per day, and you can also go for a number of days equal to 3 + your Constitution Score without food and water.
- Limber. You have a Base Walking Speed of 35 feet.
- Disease Resistant. You have Advantage on Saving Throws against Disease.
- Energetic. You are not affected by Level 1 and 2 Exhaustion COnditions until you reach Level 3 Exhaustion.
- Empathic. Whenever you make a Wisdom (Insight) Check made to discern a creature's state of emotions, you are considered proficient in the Insight skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- Fast Healer. When you roll Hit Dice to regain Hit Points, the amount of Hit Points is equal to the Hit Die Roll plus twice your Constitution Modifier (minimum of 2).
- Magical Insomnia. Magic can't put you to sleep.
Negative Traits
- Bad Eyes. You require glasses or vision-aids. You have Disadvantage with Wisdom (Perception) and Intelligence (Investigation) Checks when using sight without the help of your vision-aids.
- Bad Hearing. You require hearing aids or just new ears. You have Disadvantage with Wisdom (Perception) Checks dealing with hearing.
- Small. Your size becomes Small and your Base Walking Speed is 25 feet.
- Fat. You are overweight, your Base Walking Speed is 25 feet and you can only take the Dash Action an amount of times equal to your Constitution Modifier before needing to complete a Short or Long Rest to recover all expended uses.
- Dyslexia. You have Disadvantage on all Checks that involve reading or research, unless you take double the usual amount of time to perform them.
Classes
| Class | Hit Die | Primary Ability | Saving Throw Proficiencies | Armor and Weapon Proficiencies | Description |
|---|---|---|---|---|---|
| Artificer | d8 | Intelligence | Constitution & Intelligence | Light and Medium Armor, Shields, Simple Weapons | Masters of invention whom use a variety of tools to unlock the magical potential of objects |
| Barbarian | d12 | Strength | Strength & Constitution | Light and Medium Armor, Shields, Simple and Martial Weapons | A fierce warrior who can enter a battle rage |
| Bard | d8 | Charisma | Dexterity & Charisma | Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords | An inspiring musician whose power echoes the music of creation |
| Cleric | d8 | Wisdom | Wisdom & Charisma | Light and Medium Armor, Shields, Simple Weapons | A priestly champion who wields divine magic in service of a higher power |
| Druid | d6 | Wisdom | Intelligence & Wisdom | Light and Medium Armor, Shields, Simple Weapons | A priest who wields the powers of nature and can transform into animals |
| Fighter | d10 | Strength or Dexterity | Strength & Constitution | All Armor, Shields, Simple and Martial Weapons | A master of martial combat, skilled with a variety of weapons and armor |
| Monk | d10 | Dexterity & Wisdom | Strength & Dexterity | Simple and Martial Weapons | A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection |
| Paladin | d10 | Strength & Charisma | Wisdom & Charisma | All Armor, Shields, Simple and Martial Weapons | A holy warrior bound to a sacred oath |
| Ranger | d10 | Dexterity & Wisdom | Strength & Dexterity | Light and Medium Armor, Shields, Simple and Martial Weapons | A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization |
| Rogue | d8 | Dexterity | Dexterity & Intelligence | Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords | A scoundrel who uses stealth and trickery to overcome obstacles and enemies |
| Sorcerer | d6 | Charisma | Constitution & Charisma | Daggers, Darts, Slings, Quarterstaffs, Light Crossbows | A spellcaster who draws on inherent magic from a gift or bloodline |
| Warlock | d8 | Charisma | Intelligence & Charisma | Simple Weapons | A wielder of magic that is derived from a bargain with an extraplanar entity |
| Wizard | d6 | Inteligence | Intelligence & Wisdom | Simple Weapons | A scholarly magic-user capable of manipulating the structures of reality |
—Spell Slots per Spell Level—
The Artificer
| Level | Proficiency Bonus | Class Features | Item Infusions | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Artificer Specialist, Magical Tinkering, Spellcasting | — | 2 | 2 | — | — | — | — | |
| 2nd | +2 | Expertise, Infuse Item | 4 | 2 | 2 | — | — | — | — | |
| 3rd | +2 | The Right for the Job | 4 | 2 | 3 | — | — | — | — | |
| 4th | +2 | Ability Score Improvement | 4 | 2 | 3 | — | — | — | — | |
| 5th | +3 | Artificer Specialist Feature | 4 | 2 | 4 | 2 | — | — | — | |
| 6th | +3 | Tool Expertise | 6 | 3 | 4 | 2 | — | — | — | |
| 7th | +3 | Flash of Genius | 6 | 3 | 4 | 3 | — | — | — | |
| 8th | +3 | Ability Score Improvement | 6 | 3 | 4 | 3 | — | — | — | |
| 9th | +4 | Artificer Specialist Feature | 6 | 3 | 4 | 3 | 2 | — | — | |
| 10th | +4 | Magic Item Adept | 8 | 4 | 4 | 3 | 2 | — | — | |
| 11th | +4 | Spell Storing Item | 8 | 4 | 4 | 3 | 3 | — | — | |
| 12th | +4 | Ability Score Improvement | 8 | 4 | 4 | 3 | 3 | — | — | |
| 13th | +5 | — | 8 | 4 | 4 | 3 | 3 | 1 | — | |
| 14th | +5 | Magic Item Savant | 10 | 5 | 4 | 3 | 3 | 1 | — | |
| 15th | +5 | Artificer Specialist Feature | 10 | 5 | 4 | 3 | 3 | 2 | — | |
| 16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 3 | 3 | 2 | — | |
| 17th | +6 | — | 10 | 5 | 4 | 3 | 3 | 2 | 1 | |
| 18th | +6 | Magic Item Master | 12 | 6 | 4 | 3 | 3 | 2 | 1 | |
| 19th | +6 | Ability Score Improvement | 12 | 6 | 4 | 3 | 3 | 3 | 2 | |
| 20th | +6 | Soul of Artifice | 12 | 6 | 4 | 3 | 3 | 3 | 2 |
Artificer Class Features
As an Artificer, you gain the following features.
Hit Points
- Hit Dice: 1d8 per Artificer Level
- Hit Points at 1st Level: 8 + your Constitution Modifier
- Hit Points at Higher Levels: 1d8 + your Constitution Modifier per Artificer Level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Simple Weapons
- Tools: Thieves' Tools, Tinker's Tools, One Type of Artisan's Tools of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose Three (3) from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Equipment
You start with the following equipment.
- any Two Simple Weapons of your choice
- a Light Crossbow and 20 bolts
- your choice of (a) Leather Armor or (b) Scale Mail
- Thieves' Tools and a Dungeoneer's Pack
1st-Level: Magical Tinkering
You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have Thieves' Tools or Artisan's Tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by the creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
1st-Level: Spellcasting
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells)
You know Two (2) Cantrips of your choice from the Artificer spell list. At higher levels, you learn additional Artificer Cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the Artificer Cantrips you know with another Cantrip from the Artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Wisdom modifier + half your artificer level, rounded down (minimum of one spell). The spells must be a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with a superior skill. 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 artificer spell you cast and when making an attack roll with one.
| Spell Save DC = 8 + your Proficiency Bonus + your Intelligence Modifier |
| Spell Attack Modifier = your Proficiency Bonus + your Intelligence Modifier |
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
1st-Level: Artificer Specialist
You choose the type of Speciality your field of crafting is involved with. Your choice grants you Features at 5th-Level, 9th-Level, 15th-Level.
2nd-Level: Magic Item Recipes
Magic Items you are able to infuse or replicate commonly come from a place where your inventiveness allows you to imbue mundane items with magical infusions. However, with more common, uncommon, and rarer magical equipment, you've learned the ability to construct Magic Items, and learn from other ways to produce them as well.
You can record these recipes into any forms, such as on scrolls, on pages of a manual, or anything else you can envision. If you don't have access or lose these recipes, you lose access to this feature. You can produce copies of these recipes, requiring access to paper and writing utensils and spending 1 hour of time for an common or uncommon item, 24 hours for a rare item or very rare item.
Item Recipes Known
When you gain this feature, choose one magic item you create the recipe of, picking from the Item Recipes table. You also gain said item if you choose it as your recipe, though if you lose it, you have the capability to make a new one. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
You gain a new item and learn its Item Recipe at 6th, 10th, and 14th level.
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
Item Recipes (2nd-Level Artificer)
| Magic Item | Attunement |
|---|---|
| Alchemy Jug | No |
| Bag of Holding | No |
| Cap of Water Breathing | No |
| Goggles of Night | No |
| Rope of Climbing | No |
| Sending Stones | No |
| Wand of Magic Detection | No |
| Wand of Secrets | No |
Item Recipes (6th-Level Artificer)
| Magic Item | Attunement |
|---|---|
| Boots of Elvenkind | No |
| Cloak of Elvenkind | Yes |
| Cloak of the Manta Ray | No |
| Eyes of Charming | Yes |
| Gloves of Thievery | No |
| Lantern of Revealing | No |
| Pipes of Haunting | No |
| Ring of Water Walking | No |
Item Recipes (10th-Level Artificer)
| Magic Item | Attunement |
|---|---|
| Boots of Striding and Springing | Yes |
| Boots of the Winterlands | Yes |
| Bracers of Archery | Yes |
| Brooch of Shielding | Yes |
| Cloak of Protection | Yes |
| Eyes of the Eagle | Yes |
| Gauntlets of Ogre Power | Yes |
| Gloves of Missile Snaring | Yes |
| Gloves of Swimming and Climbing | Yes |
| Hat of Disguise | Yes |
| Headband of Intellect | Yes |
| Helm of Telepathy | Yes |
| Medallion of Thoughts | Yes |
| Necklace of Adaptation | Yes |
| Periapt of Wound Closure | Yes |
| Pipes of the Sewers | Yes |
| Quiver of Ehlonna | No |
| Ring of Jumping | Yes |
| Ring of Mind Shielding | Yes |
| Slippers of Spider Climbing | Yes |
| Winged Boots | Yes |
Item Recipes (14th-Level Artificer)
| Magic Item | Attunement |
|---|---|
| Amulet of Health | Yes |
| Belt of Hill Giant Strength | Yes |
| Boots of Levitation | Yes |
| Boots of Speed | Yes |
| Bracers of Defense | Yes |
| Cloak of the Bat | Yes |
| Dimensional Shackles | No |
| Gem of Seeing | Yes |
| Horn of Blasting | No |
| Ring of Free Action | Yes |
| Ring of Protection | Yes |
| Ring of the Ram | Yes |
This feature removes the Replicate Magic Item Infusion from Infusions known of the "Infuse Item" feature. This feature utilizes the rules of Magic Item Formulas found in pg. 141 of the DMG.
2nd-Level: Infuse Item
You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
When you gain this feature, pick four Artificer Infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Infusing an Item
Whenever you finish a Long Rest, you can work with a nonmagical object and imbue it with one of your Artificer Infusions, turning it into a Magic Item. An Infusion works only on certain kinds of objects, as specified in the Infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you can do so in 1 minute, as opposed to the normal process for attunement (see the Dungeon Master's Guide).
Your Infusion remains in an item indefinitely, but when you die, the Infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The Infusion also vanishes if you replace your knowledge of the Infusion.
You can Infuse more than one nonmagical object at the end of a Long Rest; the maximum number of Infused Items you can have equipped is half the maximum amount of Infusions Known you have. Creatures can only attune to the other half of maximum Infusions that you have, so long as you assist them in the Attunement process. You must touch and work with each of the objects, and each of your Infusions can be in only one object at a time. Moreover, no object can bear more than one of your Infusions at a time. If you try to exceed your maximum number of Infusions Known, the oldest Infusion ends, and then the new Infusion applies.
If an Infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
3rd-Level: Right Tool for the Job
You've learned how to produce exactly the Tool you need: with Thieves' Tools or Artisan's Tools in hand, you can magically create one set of Artisan's Tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide witha Short or Long Rest. Though the product of magic, the tools arenonmagical, and they vanish when you use this feature again.
4th-Level: Ability Score Improvement
When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.
5th-Level: Specialist Feature
You gain a Feature from your Artificer Subclass.
6th-Level: Tool Expertise
Your Proficiency Bonus is now doubled for any Ability Check you make that uses your Proficiency with a Tool.
7th-Level: Flash of Genius
You've gained the ability to come up with solutions under pressure. When You or another Creature you can see within 30 feet of you makes an Ability Check or a Saving Throw, you can use your Reaction to add your Intelligence Modifier to the roll.
You can use this Feature a number of times equal to your Intelligence Modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
8th-Level: Ability Score Improvement
You gain an Ability Score Improvement.
9th-Level: Specialist Feature
You gain a Feature from your Artificer Subclass.
10th-Level: Magic Item Adept
You've achieved a profound understanding of how to use and make magic items:
- You can place multiple Infusions onto a single object, including even if it was already a magical item, though the Infusions must share the same Item type. All traits from a given Infusion stack with a magic item's original traits, though no two similar Infusion types can stack such as Enhanced Items with a +1-3 Bonus with Infusions that also grant that Bonus such as Repulsion Shield. If a multiple-infused item may require multiple attunements, the single object only requires a single Attunement slot (read more on Enchantments in the later document).
- If you craft a Magic Item with a rarity of Commmon or Uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
11th-Level: Spell-Storing Item
You can now store a Spell in an object. Whenever you finish a Long Rest, you can touch one Simple or Martial Weapon or one item that you can use as a spellcasting focus, and you store a spell in it, chosing a 1st- or 2nd-Level Spell from the Artificer Spell list that requires 1 action to cast (you needn't have it prepared).
While holding the object, a Creature can take an Action to produce the Spell's effect from it, using your Spellcasting Ability Modifier. If the Spell requires Concentration, the Creature must Concentrate. The Spell stays in the object until it's been used a number of times equal to twice your Intelligence Modifier (minimum of twice) or until you use this feature again to store a spell in an object.
12th-Level: Ability Score Improvement
You gain an Ability Score Improvement.
14th-Level: Magic Item Savant
Your skill with magic items increases:
- You ignore all Class, Race, Spell, and Level Requirements on attuning to or using a Magic Item.
- You also gain a +1 Bonus to all Ability Checks per Magic Item you are currently attuned to.
15th-Level: Specialist Feature
You gain a Feature from your Artificer Subclass.
16th-Level: Ability Score Improvement
You gain an Ability Score Improvement.
18th-Level: Magic Item Master
You have become a master at creating magic items.
- You gain a +1 Bonus to all Saving Throws per Magic Item you are currently attuned to.
- If you craft a Magic Item with a rarity of Rare or Very Rare, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
19th-Level: Ability Score Improvement
You gain an Ability Score Improvement.
20th-Level: Magnum Opus
You have created the perfect Magic Item, an Artifact. When you gain this Feature, choose one Artifact from the Magnum Opus table, which you then create. You also learn the Recipe for this Artifact and can reproduce the steps required to make another, but you cannot replicate the recipe as most of the creation process is only capable by one with your expertise. You can only share it with other Artificers, but they cannot replicate your Artifact until they make a Magnum Opus of their own.
Magnum Opus (20th-Level Artificer)
| Artifact | Attunement |
|---|---|
| Axe of the Dwarvish Lords | Yes |
| Crook of Rao | Yes |
| Mighty Servant of Leuk-o | Yes |
| Orb of Dragonkind | Yes |
| Orrery of the Wanderer | Yes |
Artificer Infusions
Artificer Infusions are extraordinary processes that rapidly turn a nonmagical object into a Magic Item. At 14th-Level, you transform Magic Items into more powerful magic items by gaining the ability to combine Infusions. The description of each of the following Infusions details the type of object that can receive it, along with whether the resulting magic item requires Attunement.
Some Infusions specify a minimum Artificer Level. You can't learn such an Infusion until you are at least that level. Additionally Infusions may refer to an Artificer's Modifier or Spell Save DC, which originates from the Statistics of Artificer who has Infused that Item.
Unless an Infusion's description says otherwise, you can't learn an Infusion more than once.
Arcane Propulsion Armor
- Prerequisite: 14th-Level Artificer
- Item: A Suit of Armor (Requires Attunement)
The Wearer of the Armor gains these benefits:
- The Wearer's Speed increases by 10 feet, including other types of Movement Speed such as Walking, Flying, Swimming, etc.
- The Armor can't be removed against the Wearer's will.
- If the Wearer is missing any limbs, the Armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Additionally, this Armor has 4 Charges. The Wearer can expend the Armor's charges in the following ways:
- The Wearer's gauntlets are magically empowered, causing any Weapon held in them to count as a Magic Weapon, for the purposes of overcoming resistance or immunity. As a Bonus Action, the Wearer can expend 1 Charge to cause arcane power to flow into one or two wielded Weapons, which deal an extra 1d6 Force damage on a Hit. This arcane power lasts for 1 minute or until the Wearer sheaths or lets go of either weapon.
- As a Bonus Action, the Wearer can expend 1 Charge to propel themselves magically, teleporting up to 30 feet as a Bonus Action.
The Armor regains 1d4 Expended Charges at the end of the Wearer's Long Rest.
Armor of Magical Strength
Item: A Suit of Armor (Requires Attunement)
This Armor has 6 Charges. The wearer can expend the Armor's Charges in the following ways:
- When the Wearer makes a Strength Check or Strength Saving Throw, it can expend 1 Charge to add a Bonus to the roll equal to the Artificer's Intelligence Modifier. The Wearer can wait until after it rolls the d20 before deciding to use this Bonus, but must decide before the DM says whether the roll succeeds or fails.
- If the Wearer would be knocked Prone, it can use its Reaction to expend 1 Charge to avoid being knocked Prone.
- The Wearer can expend 1 Charge to double their current carrying capacity for 1 hour.
The Item regains 1d6 Expended Charges at the end of the Wearer's Long Rest.
Boots of the Winding Path
- Prerequisite: 6th-Level Artificer
- Item: A Pair of Boots (Requires Attunement)
The Wearer's Walking Speed increases by 5 feet. While wearing these boots, the Wearer can teleport up to 30 feet as a Bonus Action to an unoccupied space the Wearer has occupied at some point during their current turn.
Combi-Weapon
Prerequisite: Two Simple or Martial Weapons
This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it. As part of the Infusion, you can touch two Weapons to immediately combine into a single Combined Weapon. This Combined Weapon has the properties of both Weapon, but the damage when attacking with it depends on the original weapon, such as the damage for a ranged weapon vs a melee weapon.
Dazzling Shield
- Prerequisite: 6th-Level Artificer
- Item: A Shield (Requires Attunement)
The Wielder gains a +1 Bonus to Armor Class while wielding this Shield. While holding it, the Wielder can take a Bonus Action to cause it to shed Bright Light up to 30 feet and Dim Light up to an additional 30 feet (min bright light 5 feet, dim light +5 feet). The Wielder can extinguish the light as a Bonus Action.
This Shield has 4 Charges. As a Reaction immediately after being Targeted by an Attack, the Wielder can expend 1 Charge to make a Constitution Saving Throw against the Artificer's Spell Save DC or become Blinded until the Start of its Next Turn. This Shield regains 1d4 Expended Charges at the end of the Wielder's Long Rest.
Elemental Imbued Focus
- Prerequisite: 6th-Level Artificer
- Item: A Rod, Staff, or Wand (Requires Attunement by a Spellcaster)
When the Artificer chooses this Infusion, they choose one Damage Type Focus: Acid, Cold, Fire, or Lightning. The Artificer can learn this Infusion multiple times, each time they do so, they choose a different Damage Type Focus. Whenever the Wielder casts a damage-dealing Spell using this Item as their Spellcasting Focus, they gain a +1 Bonus to the Chosen Damage Focus of the Item. This Bonus applies +1 to each die of the Spell's damage (for example a Fire-Focused Burning Hands would deal 3d6 + 3).
Enhanced Arcane Focus
Item: A Rod, Staff, or Wand (Requires Attunement by a Sorcerer, Warlock, or Wizard)
While holding this Item, the Wielder gains a +1 Bonus to Spell Attack Rolls. In addition, the Wielder reduces partial Cover by one step and if the Target has One-Quarter Cover, they ignore it entirely.
The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.
Enhanced Defense
Item: A Suit of Armor or a Shield
When worn, the Wearer gains a +1 Bonus to Armor Class while wearing (armor) or wielding (shield) the Infused Item.
The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.
Enhanced Weapon
Item: A Simple or Martial Weapon
This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it.
The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.
Extendo-Weapon
Item: A Simple or Martial Weapon
This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it.
This Magic Weapon has the uncanny ability to increase its Reach. As a Bonus Action, the Wielder can extend the Weapon's Reach by 5 times the Artificer's Intelligence Modifier in feet, though it cannot make Opportunity Attacks against targets in this extended reach. This Reach Extension lasts until the Wielder takes a Bonus Action to retract its Reach.
Fall Thwarter
Item: A Pair of Boots or a Backpack
While wearing this Item, the Wearer can activate an emergency measure to safely slow their fall. When the Wearer falls at least 10 feet, they can use a Reaction to reduce any falling damage they take by an amount equal to 10 times the Artificer's Intelligence Modifier. Once used, the Item can't be used again until the Wearer completes a Long Rest.
Helm of Awareness
- Prerequisite: 10th-Level Artificer
- Item: A Helmet (Requires Attunement)
While wearing this helmet, the Wearer has Advantage on Initiative Rolls. In addition, the Wearer can't be Surprised, provided it isn't Incapacitated.
Homunculus Servant
Item: A Gem or Crystal worth at least 100 gp
You learn intricate methods for magically creating a special Homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the Homunculus's appearance.
The Homunculus is friendly to You and your Companions, and it obeys your commands. See this Creature's game statistics in the Homunculus Servant stat block, which uses your Proficiency Bonus (PB) in several places.
In Combat, the Homunculus 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 Homunculus can take any Action of its choice, not just Dodge.
The Homunculus regains 2d6 Hit Points if the mending spell is cast on it. If you or the Homunculus dies, it vanishes, leaving its heart in its space.
Mind Sharpener
Item: A Suit of Armor or Robes
The Infused Item can send a jolt to the Wearer to refocus their mind. The Item has 4 Charges. When the Wearer fails a Constitution Saving Throw to maintain Concentration on a Spell, the Wearer can use its Reaction to expend 1 Charge to Succeed instead. The Item regains 1d4 Expended Charges at the end of the Wearer's Long Rest.
Payback Shield
Item: A Shield (Requires Attunement)
The Wielder gains a +1 Bonus to Armor Class while wielding this Shield.
The Shield has 4 Charges. While wielding it, the Wielder can use a Reaction immediately after being Hit by a Melee Attack to expend 1 Charge and force the Attacker to make a Dexterity Saving Throw against the Artificer's Spell Save DC or take 3d6 Force Damage, or half as much Damage on a Successful Save.
Portable Launcher
Item: A Suit of Armor
You have created a miniaturized catapult which can be strapped to your arm, back, or shoulder. The Launcher has 4 Charges. The Wearer can expend 1 Charge as an Action to cast the Catapult Spell using the Artificer's Spell Save DC, however this version has a range of Self (5 feet) meaning the wearer can load and catapult anything on their person and within reach, still using the spell's weight limitation of 1-5 pounds. The Launcher regains 1d4 Expended Charges at the end of the Wearer's Long Rest.
Repeating Shot
- Prerequisite: 6th-Level Artificer
- Item: A Simple or Martial Weapon with the Ammunition
- Property (Requires Attunement)
This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it when it's used to make a Ranged Attack, and it ignores the Loading Property if it has it.
If you load no Ammunition in the Weapon, it produces its own, automatically creating one piece of Magic Ammunition when you make a Ranged Attack with it. The Ammunition created by the Weapon vanishes the instant after it Hits or Misses a Target.
Homunculus Servant
Tiny Construct
- Armor Class 13 (Natural Armor)
- Hit Points 1 + your Intelligence Modifier + your Artificer Level (the Homunculus has a number of Hit Dice [d4s] equal to your Artificer Level)
- Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)
- Saving Throws Dex +2 plus PB
- Skills Perception +0 plus PB x 2, Stealth +2 plus PB, it shares all other Skill Proficiencies you have
- Damage Immunities Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60 ft., passive Perception 10 + (PB x 2)
- Languages understands the Languages you speak
- Challenge --- Proficiency Bonus (PB) equals your bonus
Evasion. If the Homunculus is subjected to an effect that allows it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions
Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB Force damage.
Reactions
Channel Magic. The Homunculus delivers a spell you cast that has a range of touch. The Homunculus must be within 120 feet of you.
Repulsion Shield
- Prerequisite: 6th-Level Artificer
- Item: A Shield (Requires Attunement)
The Wielder gains a +1 Bonus to Armor Class while wielding this Shield.
The Shield has 4 Charges. While wielding it, the Wielder can use a Reaction after being Targeted by an Melee Attack to expend 1 Charge to gain the Artificer's Intelligence Modifier in AC against that One Attack and force the Attacker to make a Strength Saving Throw against the Artificer's Spell Save DC or be Pushed up to 30 feet away.
Resistant Armor
- Prerequisite: 6th-Level Artificer
- Item: A Suit of Armor (Requires Attunement)
While wearing this Armor, the Wearer has Resistance to one of the following damage types, which you choose when you infuse the item: Acid, Cold, Fire, Force, Lightning, Poison, Psychic, Radiant, or Thunder.
Returning Weapon
Item: A Simple or Martial Weapon with the Thrown Property
This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it, and it returns to the Wielder's hand immediately after it is used to make a Ranged Attack.
Spell-Refueling Ring
- Prerequisite: 6th-Level Artificer
- Item: A Ring (Requires Attunement)
While wearing this Ring, the Wearer can recover One Expended Spell Slot as an Action. The recovered Slot can be of 3rd-Level or lower. Once used, the Ring can't be used again until the Wearer completes a Long Rest.
Class Specific Infusions
Whether as support Infusions for your Allies or gaining the benefits of Multiclassing, you can create Class-based Item Infusions depending on the Character's Class you are giving it for. You cannot gain an Class Item Infusion if you are not in contact with a Creature with Class Levels or you do not have Multiclass Levels in that specific Class. Even if you cannot use it, another Creature can, following the rules for Item Infusions.
Barbarian
Belt of Fury
Item: A Belt (Requires Attunement by a Barbarian)
While the Wearer is Raging, it gains a +1 Bonus to its Rage Damage Bonus. The Bonus increases to +2 when the Artificer reaches 10th-Level.
Helm of Raging Tenacity
- Prerequisite: 6th-Level Artificer
- Item: A Helmet (Requires Attunement by a Barbarian)
While the Wearer is Raging, when it drops to 0 Hit Points but is not killed outright, they can choose to end their Rage and drop to 1 Hit Point instead. Once used, the Helm can't be used again in this way until the Wearer completes a Long Rest.
Bard
Tuned Instrument
Item: A Musical Instrument (Requires Attunement by a Bard)
This Instrument is finely tuned and capable of magically projecting the bard's voice and music out to a range of 300 feet. As a Bonus Action, the Wielder can play the Instrument to regain one use of their Bardic Inspiration Feature as well as then immediately use it if they so choose. Once used, the Instrument can't be used again in this way until the Wielder completes a Long Rest.
Pitch-Enhanced Focus
Item: A Bard's Magical Focus (Requires Attunement by a Bard)
When the Wielder casts a damage-dealing Spell using this Item as their Spellcasting Focus, they gain a +1 Bonus to any Psychic or Thunder damage they deal. This Bonus applies +1 to each die of the Spell's damage (for example Thunderwave would deal 2d8 + 2).
Fighter
Blitz Weapon
Item: A Simple or Martial Weapon (Requires Attunement by a Fighter)
This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it. When the Wearer expends a use of their Action Surge Feature, the Magic Weapon's Damage Bonus doubles from +1 to +2 when Attacks are made with it.
Battlefield Medicine
Item: A Healer's Kit (Requires Attunement by a Fighter)
This Healing Kit has 4 Charges. In place of expending uses of their Second Wind Feature, the Wielder can expend 1 Charge to activate the Bonus Action for Second Wind. Additionally, the Wielder can use the Second Wind Feature on another creature within 5 feet of them. Used in either way, Second Wind also adds the Artificer's Intelligence modifier to the total result of HP restored. The Item regains 1d4 Expended Charges at the end of the Wielder's Long Rest.
Monk
Belt of Ki
Item: A Belt (Requires Attunement by a Monk)
This belt allows the Wearer to channel Ki energy through their body. As a Bonus Action the Wearer can restore Ki Points equal to the Artificer's Intelligence Modifier. Once used, the Belt can't be used again until the Wearer completes a Long Rest.
Enhanced Natural-Weapons
Item: Some form of Natural Weapon apparel, such as a pair of Handwraps or Bracelets (Requires Attunement by a Druid or Monk)
These Enhancers cause the Wielder's Natural Weapons—such as Unarmed Strikes or Claws—to strike with greater power. The Wearer gains a +1 Bonus to the Attack and Damage Rolls made with Natural Weapons or Unarmed Strikes and they count as Magic Weapon Attacks for the purposes of overcoming Damage Resistance or Immunity.
The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.
Rogue
Camouflage Cloak
Item: A Cloak (Requires Attunement by a Rogue)
This Cloak changes to match the surroundings nearest the Wearer, or the Wearer's can decide the color and patterns to better blend into the environment. So long as the Wearer moves at Half Speed or stays perfectly still, they gain a Bonus to their Dexterity (Stealth) Checks equal to the Artificer's Intelligence Modifier.
Smokepowder Satchel
Item: A Bag (Requires Attunement by a Rogue)
This Bag is filled with rudimentary smokepowder bombs. The Bag has 4 Charges. The Wearer can choose to spend an Action and expend 1 Charge to hurl a bomb up to 30 feet away at a Point they can see, creating a thick cloud of smoke which Heavily Obscures a 15-foot Radius. The cloud lasts until the End of the Wearer's Next Turn. The Bag regains 1d4 Expended Charges at the end of the Wielder's next Long Rest.
Sorcerer
Metamagic Repository
Item: A Necklace (Requires Attunement by a Sorcerer)
This Necklace passively stores and analyzes magic produced by the Sorcerer in an attempt to mimic the process. The Wearer gains 2 Sorcery Points which can be spent on Metamagic (these Points are added to any Sorcery Points they have from another source but can be used only on Metamagic). The Wearer regains all Expended Points when they complete a Long Rest.
Experimental Spell Conduit
Item: A Ring (Requires Attunement by a Sorcerer)
While wearing this Ring, the Wearer can transform and transfer Unexpended Sorcery Points into a Spell Slot they can bestow to others. As an Action, the Wearer can choose one Creature within 5 feet of them, and expend Sorcery Points via the Flexible Casting Feature to create a Spell Slot which they can then grant to the Creature. Once used, the Ring can't be used again until the Wearer completes a Long Rest.
Warlock
Eldritch Blooster
Item: A Rod, Staff, or Wand (Requires Attunement by a Warlock)
While holding this Item, the Wielder gains a +1 Bonus to Spell Attack and Damage Rolls when casting Eldritch Blast. This Bonus applies to each Beam of the Eldritch Blast.
The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.
Wizard
Upgraded Tome
Item: A Spellbook (Requires Attunement by a Wizard)
This Book has been given a whole suite of upgrades that any mage would want. Here are the following traits this book has:
- It has an amount of Pages equal to the Wizard's Intelligence Modifier plus the Artificer's Intelligence Modifier times 100 (min 200).
- The Book or anything written on its pages can't be damaged by fire or being immersed in water, and it does not deteriorate with age.
- It can be used to write conventional lines of text, even going so far as being able to self-record lines of conversation that is audible from at least 60 feet away from it. Any line of text written in the book, except recorded Spells, can be visible or invisible to other creatures than the Wielder. The state of visibility can be switched as an Action by the Wielder.
- The Book is sealed, and the Artificer can set a passphrase that must be inputed to open it.
These Upgrades to a Tome can be Infused onto an already magical tome, such as an Arcane Grimoire for instance, and when combined in this way counts as a single magic item the Wielder can Attune to. If the Wielder remove the Book from the Upgrades, their Attunement to the Upgrades ends.

The Barbarian
| Level | Proficiency Bonus | Class Features | Rages | Rage Damage | Barbaric Instincts |
|---|---|---|---|---|---|
| 1st | +2 | Rage, Primal Path, Unarmored Defense, Weapon Mastery | 2 | +2 | - |
| 2nd | +2 | Danger Sense, Reckless Attack, Barbaric Instincts | 2 | +2 | 2 |
| 3rd | +2 | Martial Maneuvers, Primal Knowledge | 3 | +2 | 2 |
| 4th | +2 | Ability Score Improvement | 3 | +2 | 2 |
| 5th | +3 | Extra Attack, Fast Movement | 3 | +3 | 2 |
| 6th | +3 | Furious Resistance, Path Feature | 4 | +3 | 3 |
| 7th | +3 | Impulsive Ferocity, Instinctive Pounce, Barbaric Instinct | 4 | +3 | 3 |
| 8th | +3 | Ability Score Improvement | 4 | +3 | 3 |
| 9th | +4 | Brutal Critical (1 die) | 4 | +4 | 3 |
| 10th | +4 | Path Feature | 5 | +4 | 3 |
| 11th | +4 | Brutal Strikes, Indomitable Might, Relentless Rage | 5 | +4 | 3 |
| 12th | +4 | Ability Score Improvement | 6 | +4 | 3 |
| 13th | +5 | Brutal Critical (2 dice), Barbaric Instinct | 6 | +5 | 4 |
| 14th | +5 | Path Feature | 7 | +5 | 4 |
| 15th | +5 | Persistent Rage | 7 | +5 | 4 |
| 16th | +5 | Ability Score Improvement | 8 | +5 | 4 |
| 17th | +6 | Brutal Critical (3 dice), Barbaric Instinct | 8 | +6 | 5 |
| 18th | +6 | Enraged Regeneration, Path Feature | 9 | +6 | 5 |
| 19th | +6 | Ability Score Improvement | 9 | +6 | 5 |
| 20th | +6 | Primal Champion | Unlimited | +6 | 5 |
Barbarian Class Features
As a Barbarian, you gain the following Features.
Hit Points
- Hit Dice: 1d12 per Barbarian Level
- Hit Points at 1st Level: 12 + your Constitution Modifier
- Hit Points at Higher Levels: 1d12 + your Constitution Modifier per Barbarian Level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Simple Weapons, Martial Weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose Two (2) from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment.
- (a) a Greataxe or (b) any Martial Melee Weapon
- (a) Two Handaxes or (b) any Simple Weapon
- An Explorer's pack and Four Javelins
1st-Level: Rage
In Combat, you fight with primal ferocity. On your turn, you can enter a Rage as a Bonus Action. While Raging, you gain the following benefits if you aren't wearing Heavy Armor.
- You have Advantage on Strength Checks and Strength Saving Throws.
- When you make a Melee or Thrown Weapon Attack using Strength, you gain a Bonus to the Damage Roll that increases as you gain Levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Table.
- You have Resistance to Bludgeoning, Piercing, and Slashing Damage.
If you are able to cast Spells, you can't cast them or Concentrate on them while Raging.
Your Rage lasts until the end of your next turn. It ends early if you have the Incapacitated Condition or don Heavy Armor. If your Rage is still active on your turn, you can extend the Rage for another round by doing one or more of the following Actions:
- Make an Attack Roll against an Enemy or Hostile Creature.
- Force an Enemy to make a Saving Throw against one of your Effects.
- Take a Bonus Action to extend your Rage.
Each time you extend your Rage, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
You can enter your Rage a number of times shown for your Barbarian Level in the Rages Column of the Barbarian Table, you regain One (1) Expended Use when you complete a Short Rest, and you regain all Expended Uses when you complete a Long Rest.
1st-Level: Primal Path
You choose a path that shapes the nature of your Rage. Your choice grants you features at 1st Level, and again at 6th, 10th, and 14th Levels.
1st-Level: Unarmored Defense
While you aren't wearing any Armor, your Base Armor Class equals 10 + your Dexterity and Constitution Modifiers. You can use a Shield and still gain this benefit.
1st-Level: Weapon Mastery
Choose Two (2) Simple or Martial Weapons of your choice. You gain the Weapon Mastery of those weapons, providing powerful traits. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices or masteries.
2nd-Level: Danger Sense
You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have Advantage on Dexterity Saving Throws against effects that you can see, such as Traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
2nd-Level: Reckless Attack
You can throw aside all concern for defense to attack with fierce desperation. When you make an Attack Roll on your turn, you can decide to attack Recklessly. Doing so gives you Advantage on Attack Rolls using Strength during this turn, but Attack Rolls against you have Advantage until the start of your next turn.
2nd-Level: Barbaric Instincts
You've thrown yourself into the thick of battle enough that it has given you a set of specific instincts that give you an edge over other combatants.
You gain Two (2) Instincts, as detailed at the end of the class description. If an Instinct has prerequisites, you must have them to gain it. You can swap Instincts at the same time you meet its prerequisites. If you gained Proficiencies or other benefits from an Instinct, you lose them when you swap it out.
You learn One (1) Additional Instinct at 7th, 13th, and 17th Level.
3rd-Level: Martial Maneuvers
Your understanding of the field of battle and the rage within grants you one of the following Features of your choice. See Martial Maneuvers at the end of the Classes Description.
3rd-Level: Primal Knowledge
You gain Proficiency in One (1) Skill of your choice from the list of Skills available to Barbarians at 1st Level.
4th-Level: Ability Score Improvement
When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th-Level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.
5th-Level: Extra Attack
You can Attack twice, instead of once, whenever you take the Attack Action on your turn.
5th-Level: Fast Movement
Your Speed increases by 10 feet while you aren't wearing Heavy Armor.
6th-Level: Furious Resistance
Your Rage allows you to overcome all forms of harm that comes your way. Whenever you take Damage while Raging, you can use your Reaction to gain Resistance to that type of damage, and you remain Resistant to that Damage Type until your Rage ends. You can only use this reaction an amount of times equal to your Constitution modifier. You regain all expended uses when you complete a Long Rest.
6th-Level: Primal Path Feature
You gain a Feature from your Barbarian Subclass.
7th-Level: Barbaric Instincts
You learn One (1) Additional Barbaric Instinct.
7th-Level: Impulsive Ferocity
Your instincts are so honed that you have Advantage on Initiative Rolls. When you enter Combat by rolling Initiative, you can choose to enter a Rage (no action required), and if you are Surprised at the beginning of Combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your Rage before doing anything else on that turn.
7th-Level: Instinctive Pounce
As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
8th-Level: Ability Score Improvement
You gain an Ability Score Improvement.
9th-Level: Brutal Critical
You can roll One (1) additional Weapon Damage Die when determining the extra Damage for a Critical Hit with a Melee Attack.
This increases to Two (2) additional dice at 13th level, and Three (3) additional dice at 17th level.
In addition, your Critical Hit Range with your Melee Attacks increases by 1, causing you to land a Critical Hit on a Roll of a 19 or 20 when making Attacks. It increases by 1 again at 13th level (18-20), and at 17th level (17-20).
10th-Level: Primal Path Feature
You gain a Feature from your Barbarian Subclass.
11th-Level: Brutal Strikes
Melee Weapons deal One (1) Extra Die of its Damage whenever you hit with it.
11th-Level: Indomitable Might
If your total for a Strength Check is less than your Strength Score, you can use that score in place of the total.
11th-Level: Relentless Rage
Starting at 11th level, your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're Raging and don't die outright, you can make a DC 10 Constitution Saving Throw. If you succeed, your Hit Points instead changes to a number equal to twice your Barbarian Level.
Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.
13th-Level: Barbaric Instincts
You learn One (1) Additional Barbaric Instinct.
14th-Level: Primal Path Feature
You gain a Feature from your Barbarian Subclass.
15th-Level: Persistent Rage
Your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. The Rage still ends if you have the Incapacitated condition or don Heavy Armor.
16th-Level: Ability Score Improvement
You gain an Ability Score Improvement.
17th-Level: Barbaric Instincts
You learn One (1) Additional Barbaric Instinct.
18th-Level: Enraged Regeneration
Your Rage causes your body to regenerate wounds that would be fatal to others. While raging, 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 your Hit Points left. Additionally, if you put a severed body part of yours back in place while Raging, the part reattaches.
18th-Level: Primal Path Feature
You gain a Feature from your Barbarian Subclass.
19th-Level: Ability Score Improvement
You gain an Ability Score Improvement.
20th-Level: Primal Champion
You embody the power of the wilds. Your Strength, Dexterity, and Constitution Scores each increase by 4. Your maximum for those Scores is now 24.
Barbaric Instincts
The Barbaric Instincts are presented in alphabetical order.
Beefy Body
Your Hit Point Maximum increases by an amount equal to your Barbarian Level. Whenever you gain a Level, your Hit Point Maximum increases by 1 hit point.
Demolisher
Prerequisite: 7th-Level
You deal Double Damage to Objects and Structures.
Fighting Instinct
You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options.
Hauler's Strength
Your Carrying Capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have Advantage on Strength checks made to push, pull, lift, or break objects.
Infallible Attacks
Prerequisite: 17th-Level
While Raging, your Attack Rolls can't suffer from Disadvantage.
Immense Rage
The maximum number of times you can Rage increases by an amount equal to your Proficiency Bonus (minimum of +2).
Magehunter Surge
Prerequisite: 13th-Level
When you are forced to make a Saving Throw against a Spell, you can immediately use your Reaction to move up to half your Speed towards the Spell's Caster. If you end this movement within your reach of the target, you can immediately make one Melee Weapon Attack against the target as part of that reaction.
Nomadic Traveler
You gain a climbing and swimming speed equal to your movement speed.
Olympic Contester
Prerequisite: 7th-Level
Your strength is so mighty, that when you Contest a Creature using Strength (Athletics) checks made to Shove, Grapple, or Push, the Creature you contest has Disadvantage on the opposed role, so long as they are equal to your Size or Smaller.
Predator's Speed
While Raging, your Movement Speed increases by 10 feet.
Reaver's Rush
While Raging, other creatures have Disadvantage on Opportunity Attacks against you, and you can take the Dash Action as a Bonus Action on your turn (taking this Dash action extends your Rage).
Resilient Constitution
Prerequisite: 7th-Level
While Raging, you have Advantage on Constitution Saving Throws.
Subclass Specific Instincts
When you reach 3rd-Level, you gain access to Instincts you may swap out when you meet their Subclass prerequisite.
Frenzy Strike Instinct
Prerequisite: Path of the Berserker
While Raging with Berserker's Frenzy, if you use Reckless Attack on your Bonus Action Frenzy Attack using a Strength-based attack, you deal extra damage to your target, which is a number of d8s equal to half your Rage Damage bonus (min 1d8), and add them together to the total damage of the attack.
Immortal Guardian
Prerequisite: 7th-Level, Path of the Ancestral Guardian
When you use your Spirit Shield on a Creature, it gains a Bonus to AC equal to your Proficiency Bonus until the end of your next turn.
Monstrous Adaptation Instinct
Prerequisite: Path of the Beast
When you enter your Rage and take the Form of the Beast, you can choose to select all of the natural weapon's forms available to you.
Warding Spirits
Prerequisites: 14th-Level, Path of the Ancestral Guardian
When you use your Spirit Shield on a Creature, it gains Advantage on all Saving Throws until the end of your next turn.
Wing Adaptation
Prerequisite: 13th-Level, Path of the Beast
You gain the following natural weapon option when you enter your Rage and take the Form of the Beast.
Wings. A pair of beastial leathery wings or furred feathers (your choice) sprout from your shoulders, granting you Flight equal to your Movement Speed, so long as you aren't wearing Heavy Armor. It deals 1d8 bludgeoning damage on a hit. Once on each of your turns when you attack with your wings using the Attack action, the target must succeed on a Strength saving throw (DC equal to 8 + your Constitution modifier + your Proficiency Bonus) or be knocked prone.
Primal Paths
- Path of the Ancestral Guardian
- Path of the Beast Unleashed
- Path of the Berserker
- Path of the Dragon's Fury
- Path of the Mighty Giant
- Path of the Relentless Wrath
- Path of the Skull Reaper
- Path of the Storm's Wrath
- Path of the Totem Warrior
- Path of the Zealot
- Path of Wild Magic
Path of the Ancestral Guardian
1st-Level: Ancestral Protectors
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.
6th-Level: Spirit Shield
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 2d12.
When you reach certain Levels in this Class, you can reduce the damage by more: by 3d12 at 10th-Level, by 4d12 at 14th-Level, and by 5d12 at 15th-Level.
10th-Level: Consult the Spirits
You gain the ability to consult with your ancestral spirits. When you do so, you cast the Arcane Eye, Augury, or Clairvoyance spell, without using a Spell Slot or Material Components. Rather than creating a spherical sensor or an eye, this use of Arcane Eye and 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.
14th-Level: Vengeful Ancestors
Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of Force Damage equal to the damage that your Spirit Shield prevents.
18th-Level: Spirit Warriors
While you're Raging, your ancestral spirits join you in battle. Enemy Creatures who start their turn or move within 30 feet of you for the first time on a turn take 10 Force Damage.
Path of the Beast Unleashed
1st-Level: Form of the Beast
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 Constitution Modifier, 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.
Horn. A single horn or pair of horns sprout from your head. It deals 1d6 Piercing Damage on a hit. If you move at least 20 feet straight towards a target and hit it with your horns, the target takes an additional amount of damage, which is a number of d6s equal to your Rage Damage bonus.
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.
6th-Level: Bestial Soul
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.
You can also 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.
10th-Level: Infectious Fury
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 equal to 8 + your Constitution Modifier + your Proficiency Bonus) 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 Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
14th-Level: Call to Hunt
The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your Rage, you can choose a number of other willing Creatures you can see within 30 feet of you equal to your Constitution Modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the Rage ends, whenever the chosen Creatures hits a Target with an Attack Roll and deals Damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
18th-Level: Unleash the Beast
When you enter your Rage, you can choose to Cast the Polymorph Spell, but in this way it is not considered Spellcasting prohibited by Rage, and you do not require Concentration to maintain it. Additionally, when casted in this way, you keep any Racial Traits or Class Features, as well as keep the ability to speak.
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.
Path of the Berserker
1st-Level: Frenzy Rage
You go into a Frenzy when you Rage. When you enter your Rage, or as a Bonus Action on each of your Turns while Raging, you can make a Single Melee Weapon Attack.
6th-Level: Mindless Rage
You can't be Charmed, Frightened, or Stunned while Raging. If you are Charmed, Frightened, Stunned when you enter your Rage, the effect is suspended for the duration of the Rage.
10th-Level: Berserker's Boost
While you are Raging, you gain an additional Bonus Action, a maximum of Two (2) Bonus Actions you can take on your Turn.
14th-Level: Retaliation
When you take Damage from a Creature that is within 5 feet of you, you can use your Reaction to make a Melee Weapon Attack with Advantage against that Creature.
You can use this Feature without using a Reaction, but can only do so once between your turns. You can use this Feature without using a Reaction an amount of times equal to your Proficiency Bonus, and regain all uses at the end of a Long Rest.
18th-Level: Reckless Rampage
While you are Raging, whenever you Reckless Attack and make Attack Rolls against a target you can forgo the Advantage on your Attack to instead make an Additional Weapon Attack against that target, as part of the same Attack. Additional Attacks made in this way cannot gain Advantage through any means, but they can gain Disadvantage.
Path of the Dragon's Fury
1st-Level: Draconic Rage
Choose one type of dragon as your Draconic Instinct. The damage type associated with each dragon is used by features you gain later. You can also read, speak, and write Draconic.
Draconic Instinct
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
While Raging, you gain Resistance to the Damage Type associated with your Draconic Instinct. Additionally, the Damage Type for your Rage Damage Bonus is now that of your Draconic Instinct's, whenever you apply it to the Damage of your Weapon Attacks.
1st-Level: Dragonscale Defense
While you are not wearing any Armor, your Armor Class equals 13 + your Dexterity Modifier + your Constitution Modifier. You can still use a Shield and still gain this benefit.
6th-Level: Furious Bellow
When you enter your Rage, or as a Bonus Action on each of your turns while you are Raging, you can exhale a blast of elemental energy. This blast either manifests as a 15-foot cone or a 30-foot line that is 5-feet wide (your choice). Each creature within the blast must make a Dexterity saving throw, of which the DC equals 8 + your Proficiency Bonus + your Constitution modifier. On a failed save, a creature takes 1d12 + your Constitution modifier + your Rage Damage bonus, or half as much damage on a successful saving throw, the damage type of which is that of your Draconic Instinct's.
You can use this feature a number of times equal to half your Proficiency Bonus (minimum of 1) per Rage (excluding when you activate this feature as part of your Rage).
The damage die of this feature increases by 1d12 when you reach 10th-level (2d12), 14th-level (3d12), and 18th-level (4d12).
10th-Level: Scarred Dragonhide
The marks and strain of your Draconic Rage do not fade from you when you are not Raging. Your scales grant you Resistance to Bludgeoning, Piercing, and Slashing damage against nonmagical attacks. Additionally, you just gain Resistance to your Draconic Instinct damage type without needing to rage.
14th-Level: Wings of Fury
When you enter a Rage, massive dragon wings sprout from your back. You gain a Flying Speed equal to your Walking Speed.
When you enter your Rage, and subsequently as a Bonus Action on each of your turns, you can furiously beat your wings causing a gust of wind. Each creature within 5 feet of you must make a Strength Saving Throw. On a Failed Save, a creature takes 1d12 + your Strength Modifier in Bludgeoning Damage and is knocked Prone.
18th-Level: Draconic Majesty
While you are Raging, you deal an additional 1d12 Damage with your Weapon Attacks, the type being that of your Draconic Instinct. Whenever you enter your Rage, you project a fearful presence, forcing Creatures of your choice within 120 feet of you to make a Wisdom Saving Throw (DC equals 8 + your Constitution Modifier + your Proficiency Bonus) or become Frightened of you for 1 minute. A creature can repeat the Saving Throw at the end of each of their turns.
Path of the Mighty Giant
1st-Level: Giant Magic
When you choose this path, you learn to speak, read, and write Giant or one other Language of your choice if you already know Giant. Additionally, you learn a Cantrip of your choice: either Druidcraft or Thaumaturgy. Constitution is your Spellcasting Ability for this Spell.
1st-Level: Gigantic Havoc
While Raging, you gain the following benefits:
Giant Stature. Your Reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing or carrying. If there isn't enough room for you to increase your size, your size doesn't change. Additionally, your Movement Speed increases by 10 feet.
Mighty Strikes. Whenever you hit with a Weapon Attack or an Unarmed Strike, you deal an extra 1d6 Damage on a Hit.
6th-Level: Mighty Impel
As a Bonus Action while Raging, you can choose one Medium or smaller creature within your Reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your Proficiency Bonus + your Strength Modifier) to avoid the effect.
If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the Creature falls, taking Damage as normal and landing Prone.
10th-Level: Elemental Infusion
When you enter your Rage, you can choose one Weapon that you are holding and infuse it with one of the damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your Rage, the weapon's damage type changes to the chosen type, it deals an additional 1d6 damage of the chosen type when it hits, and it gains the Thrown Property with a normal range of 60 feet and a long range of 120 feet. If you throw the weapon, it reappears in your hand the instant it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.
While Raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.
14th-Level: Colossal Havoc
When you Rage, your Reach increases by 10 feet, your size can increase to Large or Huge (your choice) and you can use your Mighty Impel to move creatures that are Large or smaller.
In addition, the extra damage dealt by your Mighty Strikes increases to 2d6.
18th-Level: Titanic Blood
When you Rage, you gain Resistance to all Damage. In addition, the extra damage dealt by your Elemental Infusion increases to 2d6.
Path of the Relentless Wrath
1st-Level: Unbreakable Rampage
When you enter your Rage, or as a Bonus Action on each of your turns you can empower body's defenses, giving you 1d4 + your Constitution Modifier in Temporary HP.
When you reach certain levels in this class, you increase the Die's size to gain more Temporary HP: 1d6 at 5th, 1d8 at 10th, 1d10 at 15th, and 1d12 at 20th.
6th-Level: Obliterating Attacks
You deal Double Damage to Objects and Structures with your Weapon Attacks.
Whenever you hit a Creature with a Melee Weapon Attack, you can expend one of your Hit Dice, rolling it and dealing extra Damage of the weapon's type equal to the result rolled. You can only spend an amount of Hit Dice with this feature equal to your Constitution Modifier (min of 1), and you cannot spend any more until you finish a Long Rest, of which the amount of times you've spent on this feature Hit Dice returns to 0, and you regain spent Hit Dice from your Long Rest.
10th-Level: Unstoppable Advance
While Raging, you gain the benefits of the Freedom Of Movement Spell that lasts as long as you are Raging. Additionally, you also have Advantage on Saving Throws against being Charmed, Frightened, Poisoned, Stunned, or put to Sleep.
14th-Level: Invulnerability
While Raging, as a Reaction, you can Reduce Damage you take from a Single Attack to 0. You can use this ability up to your Constitution Modifier (min 1) per Rage.
18th-Level: Unstoppable Rage
You are permanently under the effects of Rage, even if you're Incapacitated or Unconscious.
Path of the Skull Reaper
1st-Level: Grim Rampage
While Raging, when you reduce a Creature to 0 Hit Points, you gain Temporary Hit Points equal to your Constitution Modifier + your Barbarian Level (Minimum of 1 Temporary Hit Point).
1st-Level: Terrorize
When you Reduce a Creature to 0 Hit Points, you can brutally revel in the kill and force creatures of your choice that can see or hear you within 10 feet of you to make a Wisdom Saving Throw (DC equals 8 + your Proficiency Bonus + your Strength Modifier) or be Frightened of you for 1 minute. The Frightened Creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. You can use this ability only Once per Rage.
6th-Level: Soulrending Strikes
You gain Resistance to Necrotic Damage. Additionally, when you enter your Rage, you can choose one Weapon that you are holding and infuse it with soulrend, which causes it to deal an additional 1d6 Necrotic Damage when it Hits. When you hit a Frightened Creature with soulrend, you deal 2d6 Necrotic Damage instead.
10th-Level: Skullkeeper
As a Reaction when a Creature you can see dies within 30 feet of you, you can open a free hand and cause a Tiny skull to appear there. The DM determines the skull's form.
You can have a maximum number of skulls equal to your Proficiency Bonus, and you can't create one while at your maximum.
You can use skulls in the following ways:
- While a skull is on your person, you have advantage on Death Saving Throws and Constitution Saving Throws.
- When you activate Terrorize, you can destroy one of your skulls on your person to cause creatures making the save to take your Barbarian Level in Psychic Damage, or half as much if they succeed.
- Whenever you make a Reckless Attack, you can destroy one of your skulls to have your Attacks ignore Damage Resistances until the end of your turn.
- When you would be Reduced to 0 Hit Points, you can destroy one of your skulls to have 1 Hit Point instead.
14th-Level: Soulchain Harpoon
You manifest a spectral chain connected to a harpoon formed from your soul. When you enter your Rage, or as a Bonus Action on each of your turns, you can launch the harpoon at a creature within 60 feet of you, forcing the creature to make a Strength Saving Throw (DC equals 8 + your Proficiency Bonus + your Strength Modifier) or take 1d12 Force Damage and become Grappled by the harpoon. Additionally on a Failed Save, you choose either a) pulling the Grappled Creature to an unoccupied space within 5 feet of you or b) pulling yourself towards the Grappled Creature and landing in an unoccupied space within 5 feet of it.
18th-Level: Reaper's Stride
On your turn while Raging, every Attack you make with a Weapon allows you to move up to 20 feet without provoking Attacks of Opportunity. Additionally, whenever you reduce a Creature to 0 Hit Points, you can one additional Melee Weapon Attack requiring no Action, but you can only make this Special Attack only once on your turn.
Path of the Storm's Wrath
1st-Level: Storm Aura
You emanate a stormy, magical aura while you Rage. The Aura extends 10 feet from you in every direction, but not through Total Cover.
Your Aura has an effect that activates when you enter your Rage, and you can activate the effect again on each of your turns as a Bonus Action. Choose Desert, Sea, or Tundra. Your Aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a Level in this Class.
Desert. When this effect is activated, all other creatures in your aura take Double your Proficiency Bonus in Fire Damage each.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity Saving Throw. On a Failed Save, the target takes 1d12 + your Proficiency Bonus in Lightning Damage.
Tundra. When this effect is activated, each creature of your choice (including yourself) gains Double your Proficiency Bonus in Temporary Hit Points, as icy spirits inure it to suffering.
6th-Level: Storm Soul
The storm grants you benefits even when your Aura isn't active. The benefits are based on the environment you choose for your Storm Aura.
Desert. You gain Resistance to Fire Damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Sea. You gain Resistance to Lightning Damage, and you can Breathe Underwater. You also gain a Swimming Speed equal to your Walking Speed.
Tundra. You gain Resistance to Cold Damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an Action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
10th-Level: Shielding Storm
You learn to use your mastery of the storm to protect others. Each creature of your choice has the Damage Resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
14th-Level: Raging Storm
The power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Desert. Whenever a Creature hits you with an Melee Attack within 5 feet of you, they take Fire Damage equal to half your Barbarian Level.
Sea. Once per turn, when you use your Storm Aura and you Hit a Creature in your aura with an Attack, you can force that Creature to make a Strength Saving Throw or be knocked Prone, as if struck by a wave.
Tundra. Whenever the effect of your Storm Aura is activated, you can choose one Creature you can see in the aura. That creature must succeed on a Strength Saving Throw, or its Speed is Reduced to 0 until the start of your next turn, as magical frost covers it.
18th-Level: Primordial Storm
Your Storm Aura increases from 10 feet to 30 feet in every direction, but not through Total Cover. The Aura counts as Difficult Terrain for Creatures other than yourself and allies of your choice (requiring no action). You also gain Immunity to the Damage based off of the environment you choose your Storm Aura.
Path of the Zealot
1st-Level: Divine Fury
You can channel divine fury into your weapon strikes. While you're Raging, you deal an additional 1d6 Damage with Weapons you wield on a Hit. The extra Damage is Necrotic or Radiant; you choose the Type of Damage when you gain this Feature.
1st-Level: Warrior of the Gods
Your soul is marked for endless battle. When a Spell or Magic Item restores any of your Hit Points, you can roll a d12 and regain additional Hit Points equal to the number rolled. You can use this benefit a number of times equal to your Constitution Modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
In addition, if a spell, such as the Raise Dead spell 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.
6th-Level: Fanatical Focus
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.
10th-Level: Zealous Presence
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.
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.
14th-Level: Holy Fervor
You gain a Flying Speed equal to your Walking Speed and can Hover. In addition, the extra damage dealt by your Divine Fury increases to 2d6.
18th-Level: Rage Beyond Death
If you take Damage that Reduces you to 0 Hit Points, you can use your Reaction to delay falling Unconscious, and you can immediately take an extra 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.
Path of Wild Magic
1st-Level: Magical Senses
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 Constitution Modifier, and you regain all expended uses when you finish a Long Rest.
1st-Level: Wild Surge
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 equals 8 + your Proficiency Bonus + your Constitution Modifier.
6th-Level: Bolstering Magic
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 deals an additional 1d6 Force damage whenever they hit with an Attack 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.
10th-Level: Unstable Backlash
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.
14th-Level: Controlled Surge
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.
18th-Level: Magical Rupture
When you roll damage for an Attack and roll the highest number possible on any of the dice, choose up to your Strength Modifier in those dice, roll them again, and add that roll to the damage. You can only use this Feature only once per turn.








