Extra Aeiroth Classes

by DrakeBigShep

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Demonologist


In the face of demonic power, most heroes see death. A demonologist sees opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon the minions and powers of the abyss to fight beside them. They see a great power that can be tapped into to do their bidding to serve a greater purpose- not the mind-numbing decay of the lower planes as a beacon of fear.

Class Features

As a Demonologist, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per class_name level
  • Hit Points at 1st Level: 6 + your constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier after 1st level

Proficiencies


  • Armor: Light
  • Weapons: Daggers, Darts, slings, quarterstaff, light crossbow
  • Tools: none

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor
  • (a) quarterstaff or (b) dagger
  • (a) component pouch or (b) arcane focus
  • (a) Scholar's Pack or (b) Explorer's Pack
Demonology 101

Demonologists are NOT the same as warlocks. Where warlocks bargain their power from an outside source, Demonologists outwardly hunt it and steal it- specifically from the unwitting, mindless hoardes of the abyss.

If you want to play a character that steals power from devils, that would be a Diabolist. The language they gain from a level 1 feature would instead be infernal, and their minions would need to be reflavored to an infernal equivelant, such as imps. Discuss with your DM how to do these small changes, but mechanically the class will still play largely the same. Maybe different story though, who knows!

"Demons want to destroy, to consume all. They waste that power for mere destruction while I see it as source for a better purpose. I am doing the cosmos a favor by sacrificing demons for power. You're welcome."

                                                                -Gustak Ironpelt

Demonologist
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Abyssal Tongue, Pact Magic, Demon Summoning 2 2 1 1
2nd +2 Demonic Magic, Demonic Path 2 3 2 1
3rd +2 Demonologist Specialization 2 4 2 2
4th +2 Ability Score Improvement 3 5 2 2
5th +3 Soul Shards (3) 3 6 2 3
6th +3 Specialization Feature 3 7 2 3
7th +3 Demonic Power 3 8 2 4
8th +3 Ability Score Improvement 3 9 2 4
9th +4 Soul Shards (4) 3 10 2 5
10th +4 Specialization Feature 4 10 2 5
11th +4 Abyssal Arcanum (6th level) 4 11 3 5
12th +4 Ability Score Improvement 4 11 3 5
13th +5 Abyssal Arcanum (7th level) 4 12 3 5
14th +5 Specialization Feature 4 12 3 5
15th +5 Soul Shards (5), Abyssal Arcanum (8th level) 4 13 3 5
16th +5 Ability Score Improvement 4 13 3 5
17th +6 Abyssal Arcanum (9th level) 4 14 4 5
18th +6 Demonic Power Improvement 4 14 4 5
19th +6 Epic Boon 4 15 4 5
20th +6 Dark Soul 4 15 4 5

Abyssal Tongue

You can speak, read, and write Abyssal, the profane language of demons. Additionally, whenever you make a Charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check.

Pact Magic

Your research into abyssal magic and the oaths you've sworn to dark powers have given you facility with spells. See Chapter 10 of the Player's Handbook for the general rules of spellcasting.

Cantrips

You know two cantrips of your choice from the demonologist spell list. You learn additional demonologist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demonologist table.

Spell Slots

The Demonologist table shows how many demonologist spell slots you have to cast your demonologist spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your demonologist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the demonologist spell list. The Spells Known column of the Demonologist table shows when you learn more demonologist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new demonologist spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the demonologist spells you know and replace it with another spell from the demonologist spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your demonologist spells, so 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 demonologist 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 any demonologist spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your demonologist spells.

Demon Summoning

Demon Summoning You can summon demonic minions from the Abyss to aid you and do your bidding. Doing so requires you to perform a 10-minute ritual, at the end of which you summon a retriever, quasit, ferrolith, or lesser shadow demon to serve as your minion. If you choose the Domination specialization at 3rd level, you can also summon a ghour minion. You can perform this ritual once and regain the ability to do so when you finish a long rest, unless you expend a demonologist spell slot to do so again. The stat blocks for these creatures can be found in appendix C.

In combat, the summoned demon acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the demon can take any action of its choice, not just Dodge.

As an action, you can temporarily banish your minion. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can banish it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. If a summoned demonic minion drops to 0 hit points, it is immediately banished back to the lower planes and must be resummoned. You can only have one summoned demonic minion at a time; summoning a new one causes an existing minion to immediately be banished back to the lower planes.

Demonic Magic

Starting at 2nd level, the minions you summon begin to grant you secret knowledge or the Abyss. After you summon a demonic minion, you temporarily learn a number of spells from the Demonic Magic feature in the minion's stat block. You learn all the spells that you can cast with your warlock spell slots. These spells count as demonologist spells for you, but don't count against the number of demonologist spells you know. You know these spells until you summon a new demonic minion, and learn its Demonic Magic spells.

For example, if you are a 5th level demonologist and summon a quasit minion, you temporarily learn the spells silent image, invisibility, and blink. You do not learn the spells confusion or mislead, since they are too high level to cast with your demonology spell slots.

Demonic Path

Also starting at 2nd level, you can enhance your demon summoning capabilities, allowing you to choose a path of how to channel the Abyssal might. Choose one of the following:

Path of Supremacy

Your demonic minions add your intelligence modifier to their AC, and have an additional number of hit points equal to your demonologist level.

Path of Sacrifice

You may use your action to reduce your current demonic minion to 0 hit points, taking a path of sacrifice to gain some of its power. This path gives you several benefits, and lasts until you finish a long rest or summon another demonic minion. When you make a sacrifice, your hit point maximum and current hit points increase by your demonologist level. You also gain proficiency in the sacrificed demon's listed skills and saving throws. Finally, once per turn when you deal damage with a spell, you can add your intelligence modifier to one damage roll of that spell.

Demonologist Specialization

At 3rd level, you hone your study of profane magic towards a particular mastery. Choose Corruption, Domination, or Destruction, all detailed at the end of the class description. The specialization you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th vel, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Soul Shards

At 5th level, you can harvest fragments of souls and capture them in magical gems known as soul shards. You may have a maximum of three soul shards, increasing to four soul shards at 9th level, and five soul shards at 15th level. You may expend your soul shards to may use to fuel the soul rites listed below.

You regain all expended soul shards when you finish a long rest. You may also use your reaction to regain a soul shard when a living creature within 60 feet dies, harvesting a portion of their soul before it passes to the Fugue Plane. A creature must have a challenge rating of 1/4 or higher for their soul to be harvested in this way.

Soul Rites

You can spend soul shards on any of the following soul rites.

Create Healthstone. As an action, you may expend a soul shard to create a healthstone, which you may keep or give away. As a bonus action, anyone may crush a healthstone to regain hit points equal to 1d8 + your demonologist level. The healthstone is destroyed after use, or when you finish a long rest.

Create Soulstone. As an action, you may expend a soul shard to create a soulstone, which you may keep or give away. You may only have one soulstone in existence at a time; using this rite again immediately destroys the previous soulstone. When the bearer of your soulstone is reduced to 0 hit points but not killed outright, they may drop to 1 hit point instead, and the soulstone is destroyed. If not used, the soulstone is destroyed when you finish a long rest.

Abyssal Ward. When you roll a saving throw, you can use your reaction and expend a soul shard to reroll the saving throw. You can choose to use this rite after you make your initial roll, but before the DM declares whether the saving throw succeeds or fails.

Soul Burn. You can spend a soul shard when you cast a demonologist spell to make the spell ignore damage resistance and immunity.

Soul Conduit. You can use a soul shard to cast a demonologist spell you know without expending a spell slot. The spell must be of level at most half your proficiency bonus (rounded down) and is casted at its base level.

Demonic Power

Beginning at 7th level, you can draw even more magical power from your demonic minions. You can cast a Demonic Magic spell once without expending a warlock spell slot, and regain the ability to do so when you finish a long rest.

At 12th level, you can cast your current 1st level Demonic Magic spell at will, without expending a spell slot.

At 18th level, you can cast your current 2nd level Demonic Magic spell at will, without expending a spell slot.

Abyssal Arcanum

At 11th level, your investigations into the darkest mysteries of the lower planes have allowed you to discover a forbidden magical secret called an arcanum. Choose one 6th-level spell from the demonologist spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more demonologist spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Abyssal Arcanum when you finish a long rest.

Epic Boon

At 19th level, you unlock ancient secrets untouched by mortals for centuries. You gain an Epic Boon feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify.

Dark Soul

At 20th level, you can draw on your inner reserve of mystical power while calling on the terrible darkness of the Lower Planes to regain expended spell slots. You can spend 1 minute performing a profane ritual to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Mastery of Corruption


You specialize in the spreading of demonic magics to weaken and cripple your foes- foul energies that overwhelm the body and mind of anyone unfortunate enough to stand in your way. To master corruption is to embrace the dark rot that seeks to corrode all of existence.

Corruption Spell List

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a demonologist spell for you, but it doesn't count against the number of demonologist spells you know.

Demonologist Level Spells
3rd Bane, Inflict Wounds, Blindness/Deafness, Mind Spike
5th Slow, Vampiric Touch
7th Blight, Confusion
9th Antilife Shell, Contagion

Spreading Corruption

When you adopt this specialization at 3nd level, you learn to corrupt the efforts of others with dark magic. You have a number of corruption dice equal to your Intelligence modifier, which are d6s. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend a corruption die, rolling the die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. Using this feature requires verbal and somatic components as if casting a spell. A corruption die is expended when you use it. You regain all of your expended corruption dice when you finish a short or long rest. Your corruption dice change when you reach certain levels in this class. The dice become d8s at 6th level, d10s at 10th level, and d12s at 14th level.

Vile Embrace

Beginning at 6th level, when you cast a spell that deals necrotic or psychic damage, you can add your corruption die to one necrotic or psychic damage roll of that spell against one of its targets. This does not expend a corruption die. In addition, you can cast demonologist spells with a range of touch and make melee spell attacks against targets you can see within 60 feet.

Siphon Life

At 10th level, you have learned how to draw strength from the misery of your foes. Whenever you use Corruption, you gain temporary hit points equal to the number rolled.

Endless Corruption

Starting at 14th level, whenever you use Corruption, you can roll a d6 and use it instead of expending a corruption die. In addition, if you use Corruption on a creature and it dies before the end of your next turn, you can choose to regain an expended soul shard.

Mastery of Domination


Masters of Domination seek not to use the powers of demons, but to control demons themselves. They drag them from the abyss and bind them to their will, creating powerful minions at their disposal.


Domination Spell List

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a demonologist spell for you, but it doesn't count against the number of demonologist spells you know.

Demonologist Level Spells
3rd Command, Detect Evil and Good, Enhance Ability, Warding Bond
5th Crusader's Mantle (necrotic damage), Haste
7th Aura of Purity, Guardian of Faith (necrotic damage)
9th Circle of Power, Planar Binding

Genius Manipulator

When you adopt this specialization at 3rd level, your demonic magic becomes more powerful. You treat your intelligence modifier as if it were 2 higher for the purposes of determining your demon's statistics (and the bonus damage of Path of Sacrifice, if you select that feature at 2nd level).

Demonic Metamorphosis

Some domination demonologists that choose Path of Sacrifice take on the abyssal features of their sacrificed demons, growing horns, claws, even tattered wings, their bodies wreathed in shadowy energy.

Master Summoner

At 10th level, you have mastered taming larger, more powerful demons. You learn the spell summon greater demon, which does not count against your number of spells known. You can cast it once at its base level level without expending a spell slot, and regain the ability to do so when you finish a long rest. In addition, when you cast a spell that summons a demon, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting, and the demon automatically fails any saving throws made to resist your control. You must complete a short or long rest before you can use this ability again.

Abyssal Domination

Beginning at 14th level, the power you've claimed can dominate even some of the most powerful demons. When you use your Master Summoner feature to cast summon greater demon without expending a demonologist spell slot, you can choose to cast it at the level of your highest Abyss Arcanum.

Mastery of Destruction


The masters of embodying the chaos that defines the abyss. Those who embrace destruction use the demonic energies of the abyss to level everything in their path, leaving little more than sorched earth in their wake.

Destruction Spell List

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a demonologist spell for you, but it doesn't count against the number of demonologist spells you know.

Demonologist Level Spells
3rd Chromatic Orb, Hellish Rebuke, Heat Metal, Living Bomb
5th Fireball, Protection From Energy
7th Fire Shield, Wall of Fire
9th Destructive Wave, Pyroblast

Eradication

When you adopt this specialization at 3rd level, you learn one damaging demonologist cantrip of your choice, which does not count against your number of cantrips known. Your damaging demonologist cantrips deal an additional die of damage.

Havoc

At 6th level, when you cast a spell that targets only one creature and doesn't have a range of self, you can use this feature to target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, hold person cast at 3rd level or higher is not eligible, but conflagration is. Once you use this feature, you can't use it again until you finish a short or long rest.

Chaotic Energies

Beginning at 10th level, the chaotic energies you harness improve the destructive potential of your spells. Whenever you cast a spell that deals damage, the spell's damage dice increase in size by one step: d4 to d6, d6 to d8, d8 to d10, and d10 to d12. If a spell already deals its damage in d12 dice, they don't increase any further.

Unleash Chaos

When you reach 14th level, you may use your action to hurl a roaring bolt of chaotic energy towards a target within 120 feet. Your target must make a Dexterity saving throw. On a failed save, it takes force damage equal to 5d12 + twice your demonologist level, which ignores resistance and immunity to force damage. In addition, roll a d6 to determine what condition the target suffers until the end of your next round.

d6 Effect
1 The target is blinded.
2 The target is charmed.
3 The target is frightened.
4 The target is incapacitated.
5 The target is knocked prone.
6 The target suffers two conditions. Roll twice more, rerolling any 6.

On a successful save, the target takes half damage and suffers no additional effects. Once you use this feature, you can't use it again until you finish a long rest.

Mastery of Metamorphosis


Demons are often skilled in altering their own body to blend in or become more dangerous. Masters of metamorphosis excel at claiming this power to use it to great effect- using it to augment their physical abilities and give them control over their own, and to an extent, others' bodies.

Metamorphosis Spell List

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a demonologist spell for you, but it doesn't count against the number of demonologist spells you know.

Demonologist Level Spells
3rd Disguise Self, Shield, Alter Self, Enlarge/Reduce
5th Gaseous Form, Hand of Demogorgon
7th Polymorph, Stoneskin
9th Mislead, Seeming

Metamorphosis

When you adopt this specialization at 3rd level, you undergo a ritual to strengthen your own body by infusing it with demonic magics, leaving you permenantly altered for the better. You may use your intelligence modifier in place of dexterity for determining your AC if you did not already use intelligence to calculate your AC. Additionally you gain proficiency with one simple or martial weapon of your choice, that you use your intelligence for attack and damage rolls instead of strength or dexterity. Whenever you complete a long rest you may undergo a one hour ritual to change the weapon you have proficiency with.

Also, these changes leave you with a demonic feature. You may roll a d6 or work with your DM to choose your demonic feature.

Empowered Metamorphosis

Using a bonus action, you can also assume a more powerful form, fully embracing the demonic magics that flow through you. This form takes a demonic appearance based off the feature you took and lasts for 1 minute, until dispelled (no action required on your part), or you are incapacitated. While in this form you can make strength or dexterity based skill checks using your intelligence modifier and gain temporary hit points equal to your demonologist level. Additionally you can add your intelligence modifier to Intimidation checks.

You must complete a short or long rest before you can take this form again.

d6 Demonic Feature Empowered Appearance
1 Your arms and legs are covered in chitinous plates You gain a full exoskeleton and scorpion tail
2 You grow a tattered, yellow crest of fur running from head to lower back You take the appearance of a mutated, diseased gnoll
3 Your feet become avian as your hands and feet both grow sharp talons in place of nails You have shredded bird wings and a large beak
4 You sprout a long forked tail Your skin becomes scaly as tentacles protrude from your shoulders
5 You develop ram-like horns and cloven hooves You become bloated and corpulent with a head like a skull
6 Shadows drip from your skin like running slime Your body becomes semi-amorphous, glowing red eyes sprouting all over

Extra Attack

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

Metamorphic Empowerment

Starting at 10th level, your metamorphosis form grows stronger, allowing you to sustain yourself more easily. While in your more demonic form from your Metamorphosis feature, whenever you deal damage with a weapon or spell attack roll, you gain hit points equal to your constitution modifier. Additionally, you can use the metamorphosis twice, instead of once, before you must complete a short or long rest.

Demonic Fortification

Starting at 14th level, your mastery over demonic magic lets you temporarily reshape and fortify your body when it’s pushed to the limit. When you take damage while in Empowered Metamorphosis, you can use your reaction to reduce the damage taken by an amount equal to your demonologist level and gain temporary hit points equal to that amount.

While you have temporary hit points from this feature, you can spend any number of them to add necrotic damage to your melee attacks, up to an amount equal to your Intelligence modifier.

Once you use this feature to reduce damage, you must complete a short or long rest before you can do so again.

Minions


Retriever Minion

Medium fiend (demon), neutral evil


  • Armor Class 13 (demon hide)
  • Hit Points 5 + five times your demonologist level (d8s equal to your demonologist level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14(+2) 8 (-1) 14 (+2) 6 (-2)

  • Saving Throws Dex +2 plus PB, Wis +2 plus PB
  • Skills Perception +2 plus PB, Survival +2 plus PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Abyssal and the languages you speak
  • Proficiency Bonus equals your bonus

Demonic Magic. A demonologist who summons a retriever minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the demonologist class description.

1st level: detect magic

2nd level: see invisibility

3rd level: dispel magic

4th level: locate creature

5th level: dispel evil and good

Disrupt Magic. If the retriever damages a creature that then has to make a Constitution saving throw to maintain concentration on a spell, that saving throw is made with disadvantage.

Magic Resistance. The retriever has advantage on saving throws against spells and other magical effects.

Sense Magic. The retriever is always considered to be under the effects of the spell detect magic.

Actions

Shadow Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + your intelligence necrotic damage.

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + your intelligence slashing damage.


Quasit Minion

small fiend (demon), chaotic evil


  • Armor Class 12
  • Hit Points 4 + four times your demonologist level (d6s equal to your demonologist level)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 10 (0)

  • Saving Throws Dex +2 plus PB, Wis +2 plus PB
  • Skills Sleight of Hand +2 plus PB, Stealth +2 plus PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common, Infernal
  • Proficiency Bonus equals your bonus

Demonic Magic. A demonologist who summons a quasit minion temporarily learns the spells listed below.

1st level: silent image

2nd level: invisibility

3rd level: blink

4th level: confusion

5th level: mislead

Demon Sight. Magical darkness doesn't impede the quasit's darkvision.

Master's Gaze. While the quasit is within 100 feet of you, you can communicate telepathically. Additionally, you can use an action to see through the quasit's eyes and hear what it hears until the start of their next turn. During this time, you are deaf and blind with regard to your own senses.

Actions

Firebolt. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + your intelligence fire damage.

Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + your intelligence slashing damage.

Invisibility. The quasit magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.


Ferrolith Minion

Medium fiend (demon), chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 5 + five times your demonologist level (d8s equal to your demonologist level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 14 (+2)

  • Saving Throws Dex +2 plus PB, Wis +2 plus PB
  • Skills Deception +2 plus PB, Persuasion +2 plus PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common, Telepathy 60ft.
  • Profiency Bonus equals your bonus

Demonic Magic. A demonologist who summons a ferrolith minion temporarily learns the spells listed below.

1st level: charm person

2nd level: suggestion

3rd level: tongues

4th level: charm monster

5th level: dominate person

Shapechanger. The ferrolith can use its action to polymorph into a small or medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Soothing Mien. When summoned, the ferrolith gains the effect of the sanctuary spell, which uses your spellsave DC and can end early as normal. The ferrolith regains this effect whenever you complete a short or long rest..

Actions

Lash of Pain. Melee Weapon Attack: your spell attack modifier to hit, reach 10ft., one target you can see. Hit: 1d6 + your intelligence slashing damage.

Seduction. The ferrolith may use its action to magically enthrall another creature it can see within 30 ft. The target must succeed on a wisdom saving throw against your spellsave DC or be charmed by you and the ferrolith until the end of the demon's next turn. During this time the creature has disadvantage on all attack rolls.


Lesser Shadow Demon Minion

Medium fiend (demon), neutral evil


  • Armor Class 14 (shifting form)
  • Hit Points 5 + five times your demonologist level (d8s equal to your demonologist level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 10 (0) 14 (+2) 10 (0)

  • Saving Throws Con +2 plus PB, Wis +2 plus PB
  • Skills Insight +2 plus PB, Perception +2 plus PB
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Abyssal and the languages you speak, Telepathy 60ft.
  • Profiency Bonus equals your bonus

Demonic Magic. A demonologist who summons a ferrolith minion temporarily learns the spells listed below.

1st level: heroism

2nd level: blindness/deafness

3rd level: fear

4th level: stoneskin

5th level: antilife shell

Threatening Presence. Any creature damaged by the demon's attacks has disadvantage on any attack roll it makes on a target other than the demon, until the end of the demon's next turn.

Actions

Suffering. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d6 + your intelligence necrotic damage. Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + your intelligence bludgeoning damage.

Shadow Bulwark. The demon gains temporary hit points equal to your warlock level + your Intelligence modifier.


Ghour Minion

Medium fiend (demon hide), lawful evil


  • Armor Class 14 (chaotic armor)
  • Hit Points 5 + five times your demonologist level (d8s equal to your demonologist level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 14 (+2) 8 (-1) 14 (+2) 13 (+2)

  • Saving Throws Con +2 plus PB, Wis +2 plus PB
  • Skills Athletics +2 plus PB, Intimidation +2 plus PB
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Profiency Bonus equals your bonus

Demonic Magic. A demonologist who summons a ferrolith minion temporarily learns the spells listed below.

1st level: command

2nd level: hold person

3rd level: crusader's mantle (necrotic damage)

4th level: freedom of movement

5th level: hold monster

Abysal Armamants. The Ghour's weapon attacks are magical.

Intercept. When the ghour hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Blood Strike. Once on each of the ghour's turns it makes a slash attack, it can make another slash attack against a different creature that is within 5 feet of both the original target and ghour.

Actions

Slash. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d6 + your intelligence slashing damage.

Demonologist Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Light
  • Mage Hand
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Otherworldly Flame**
  • Poison Spray
  • Produce Flame
  • Resistance
  • Shadow Bolt**
  • Shadow Touch**
  • Shape Water
  • Toll the Dead
  • True Strike
1st Level
  • Absorb Elements
  • Agony**
  • Alarm
  • Arms of Hadar
  • Bane
  • Burning Hands
  • Cause Fear
  • Chromatic Orb
  • Charm Person
  • Command
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • False Life
  • Fog Cloud
  • Frostfire Bolt**
  • Hellish Rebuke
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Mage Armor
  • Protection from Evil and Good
  • Ray of Sickness
  • Silent Image
  • Sleep
  • Tasha's Caustic Brew
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Abyssal Stones**
  • Aganazzar's Scorcher
  • Alter Self
  • Arcane Lock
  • Blur
  • Conflagrate**
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Earthbind
  • Find Steed (fiend only)
  • Find Traps
  • Flaming Sphere
  • Hold Person
  • Invisibility
  • Knock
  • Living Bomb**
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Melf's Acid Arrow
  • Mind Spike
  • Nystul's Magic Aura
  • Phantasmal Force
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Silence
  • Suggestion
  • Web
3rd Level
  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Fly
  • Glyph of Warding
  • Hand of Demogorgon**
  • Hunger of Hadar
  • Hypnotic Pattern
  • Life Transference
  • Magic Circle
  • Major Image
  • Melf's Minute Meteors
  • Nondetection
  • Phantom Steed
  • Rain of Fire**
  • Remove Curse
  • Sending
  • Shadowburn**
  • Shadow Surge**
  • Speak with Dead
  • Stinking Cloud
  • Tiny Servant
  • Tongues
  • Water Breathing
4th Level
  • Arcane Eye
  • Banishment
  • Compulsion
  • Demonfire Barrage**
  • Dimension Door
  • Elemental Bane
  • Evard's Black Tentacles
  • Find Greater Steed (fiend only)
  • Freezing Touch**
  • Greater Invisibility
  • Hallucinatory Terrain
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Phantasmal Killer
  • Shadowfury**
  • Shadow of Moil
  • Summon Greater Demon
  • Vitriolic Sphere
5th Level
  • Cloudkill
  • Contact Other Plane
  • Creation
  • Dominate Person
  • Enervation
  • Geas
  • Hallow
  • Hold Monster
  • Immolation
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
6th Level
  • Arcane Gate
  • Channel Demonfire**
  • Circle of Death
  • Contingency
  • Drawmij's Instant Summons
  • Eyebite
  • Harm
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Programmed Illusion
  • Soul Cage
  • Summon Fiend
  • Tasha's Otherworldly Guise
  • True Seeing
7th Level
  • Finger of Death
  • Fire Storm
  • Phantom Singularity**
  • Plane Shift
  • Project Image
  • Sequester
  • Symbol
8th Level
  • Blast Wave**
  • Demiplane
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Frigid Nova**
  • Maddening Darkness
  • Maze
  • Trap the Soul
9th Level
  • Astral Projection
  • Blade of Disaster
  • Gate
  • Imprisonment
  • Psychic Scream
  • Rain of Chaos**
  • Weird

Priest


Unwavering in their devotion, priests are guided by their faith. They leave behind their temples, seeking to better the war-torn lands by their allies' sides, bringing a source of light to guide others in dark times. They strive to aid wherever and however they can, supporting their companions with a littany of spells that come from their prayer and devotion to their cause.

Class Features

As a priest, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per priest level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (4) + your Constitution modifier

Proficiencies


  • Armor: Light
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A holy symbol
Reverence

Priests are strictly a class for those who champion powers greater than themselves. While they don't need to worship a specific god, they do draw their strength from some other powerful source. You may choose for them to follow the teachings of a god, a pantheon, or perhaps follow the philosophy of the Shadowfell. Whatever your choice, they ultimately are voices for some form of higher power.

While similar to Cleric, they function as more of a thaumaturge- the miracle worker in the back of the battlefield supporting their party.

"The Light will always have its doors wide open to those who keep their minds open. It can read your heart and will always shine on those with noble intentions."

           -Eirik Snowguard

Priest
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Light and Shadow 3 4 2
2nd +2 Enlightenment, Words of Power 3 5 3
3rd +2 Divine Clergy 3 6 4 2
4th +2 Ability Score Improvement 4 7 4 3
5th +3 Faithful Restoration 4 9 4 3 2
6th +3 Words of Power, Clergy Feature 4 10 4 3 3
7th +3 Beacon of Hope 4 11 4 3 3 1
8th +3 Ability Score Improvement 4 12 4 3 3 2
9th +4 4 14 4 3 3 3 1
10th +4 Words of Power 5 15 4 3 3 3 2
11th +4 5 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 16 4 3 3 3 2 1
13th +5 5 17 4 3 3 3 2 1 1
14th +5 Clergy Feature 5 17 4 3 3 3 2 1 1
15th +5 5 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 18 4 3 3 3 2 1 1 1
17th +6 Words of Power 5 19 4 3 3 3 2 1 1 1 1
18th +6 Clergy Feature 5 20 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 5 21 4 3 3 3 3 2 1 1 1
20th +6 Divine Restoration 5 22 4 3 3 3 3 2 2 1 1

Spellcasting

As a conduit for divine power, you can cast priest spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Cantrips

At 1st level, you know three cantrips of your choice from the priest spell list. You learn additional priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priest table.

Preparing and Casting Spells

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

You prepare the list of priest spells that are available for you to cast, choosing from the priest spell list. When you do so, choose a number of priest spells as shown on the priest features table. The spells must be of a level for which you have spell slots.

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

Spellcasting Ability

Charisma is your spellcasting ability for your priest spells, since the power of your magic relies on your ability to project your faith, devotion, and will into the world. You use your Charisma whenever a priest spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a priest spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

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

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your priest spells.

Light and Shadow

All priests can channel the powers of light and darkness, though the specifics differ by tradition and belief. You know the spells bless and bane. You always have these spells prepared, and they don't count against the number of spells you can prepare each day.

You know one extra cantrip from the Priest spell list. In addition, your reverence gives you a bonus to your Medicine and Religion checks. The bonus equals your Charisma modifier (minimum of +1).

Enlightenment

At 2nd level, your devotion has unlocked a deep wellspring of power within yourself. This wellspring is represented by faith points, which allow you to create a variety of potent effects.

Faith Points

You have 2 faith points, and you gain more as you reach higher levels, as shown in the Faith Points column of the Priest table. You can never have more faith points than shown on the table for your level. You regain all spent faith points when you finish a long rest.

Flexible Casting

You can use your faith points to gain additional spell slots, or sacrifice spell slots to gain additional faith points. You learn other ways to use your faith points as you reach higher levels.

Creating Spell Slots. You can transform unexpended faith points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Faith Points. As a bonus action on your turn, you can expend one spell slot and gain a number of faith points equal to the slot's level.

Creating Spell Slots

Spell Slot Level Faith Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Words of Power

At 2nd level, you learn to pronounce magical words of great power, granted to you by whatever faith, philosophy, or patron you follow. You gain three of the following Words of Power options of your choice.

Whenever you gain a Priest level, you can replace one of your Words of Power with one you don’t know. You gain one more option at Priest levels 6, 10 and 17.

Ability Score Improvement

At 4th, 8th, 12th, and 16th levels, increase one ability score by 2 or two ability scores by 1 (max 20).

Faithful Restoration

At 5th level, when you finish a Short Rest, you can regain expended Faith Points, but no more than a number equal to half your priest level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.

Beacon of Hope

At 7th level, when you use Light and Shadow you can spend 1 faith point to remove the concentration requirement for it.

Epic Boon

At 19th level, you unlock abilities only accessible to only the most devout. You gain an Epic Boon feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify.

Divine Blessings

At 20th level, when you case Bane or Bless, you can use your next Power Word without spending Faith Points on it.

Power Word Options

Holy Word: Chastise

As a bonus action, you can spend 2 faith points to chastise a creature you can see within 60 feet. That creature must make a Wisdom saving throw against your Priest spellsave DC. On a failure, on its next turn it can use either an action or a bonus action, not both, and it can’t use reactions until the end of your next turn.

Holy Word: Sanctify

When you roll healing for a spell, you can spend 1 Faith Point to reroll a number of healing dice up to your Charisma modifier (minimum of one), and you must use the new rolls.

Holy Word: Serenity

When a creature you can see within 60 feet fails a Constitution saving throw to maintain concentration on a spell, you can expend 1 faith point and use your reaction to allow the creature to reroll the saving throw.

Power Word: Resistance

When a creature within 60 feet makes a saving throw, you may use your reaction and spend 3 faith points to allow that creature to reroll the saving throw. You can choose to use this feature after the creature makes its roll, but before the DM declares whether the saving throw succeeds or fails.

Power Word: Fortify

As a bonus action, you may spend 2 faith points and grant a creature you can see within 60 feet temporary hit points equal to 1d6 + your priest level.

Power Word: Shield

When a creature you can see within 60 feet is hit by an attack, you may use your reaction and spend 1 faith point to add your your proficiency bonus to their AC until the start of their next turn, including against the triggering attack.

Shadow Word: Execute

When a creature within 60 feet of you takes damage from an attack or spell, you can spend 2 faith points and use your reaction to deal necrotic damage to it equal to 1d10 + your priest level. If this damage doesn't reduce the creature to 0 hit points, you take half this damage, which can't be reduced or prevented in any way.

Shadow Word: Torment

You can spend 1 faith point when you cast a spell on a creature to inflict torment, provided the spell hit the target with an attack or it failed a saving throw against the spell. At the beginning of the target's next turn, it takes a number of d4s of necrotic damage equal to your proficiency bonus.

Shadow Word: Suffering

When you deal psychic or necrotic damage to a creature with a spell, you can spend 3 faith points to cripple its resolve. That creature has disadvantage on the next saving throw it makes before the end of your next turn.

Clergy of Discipline


Priests who stick to the philosophy of discipline follow the idea that preventing harm is often the best solution. Sometimes protecting allies from taking damage in the first place, sometimes smiting down foes before they can strike your allies.

Spells of Discipline

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a priest spell for you, but it doesn't count against the number of priest spells you know.

Priest Level Spells
3rd Hold Person, Silence
5th Beacon of Hope, Dispel Magic
7th Aura of Purity, Otiluke's Resilient Sphere
9th Antilife Shell, Circle of Power

Atonement

Starting at 3rd level, whenever you cast a spell of 1st level or higher that deals damage, choose another creature you can see within 60 feet to regain 1d8 hit points. You can't use this feature to restore hit points to an undead or a construct.

Confessor

Also at 3rd level, gain proficiency in the Insight skill. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Rapture

At 6th level, you can use your bonus action to empower yourself with righteous conviction. For 1 minute, or until incapacitated or dead, your Words of Power have their faith point cost reduced by 1. You can use this feature once at 6th level, and twice at 14th level. You regain all expended uses when you finish a short or long rest.

Contrition

When you reach 14th level, when you use a Power Word on a creature, your Atonement healing adds an extra d8 until the end of your next turn.

Pain Suppression

At 18th level, use your action to safeguard a creature you can see within 60 feet against harm and other ill effects for 1 minute. The creature gains resistance to all damage and has advantage on all saving throws. This effect uses your concentration and it ends if you or the target are incapacitated or die. Once used, can't be used again until finishing a long rest.

Clergy of Light

The best cure for a dark situation is a source of light. Priests of the light domain channel holy power of their diety to light the battlefield and heal their allies' wounds. They are dedicated to healing and allowing their allies to stand up to the dark forces of the world.

Spells of Light

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a priest spell for you, but it doesn't count against the number of priest spells you know.

Priest Level Spells
3rd Holy Fire, Lesser Restoration
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Wure wounds, Raise Dead

Disciple of Light

Starting at 3rd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Miracle Worker

Also at 3rd level, gain proficiency in the Medicine skill. Additionally, whenever you successfully stabilize a dying creature, that creature regains 1 hit point.

Shining Light

Starting at 6th level, you learn how to radiate holy energy to heal the injured. As an action, you present your holy symbol and evoke healing energy that restores hit points equal to five times your priest level, divided evenly among creatures within 30 feet. You can use this once at 6th level and twice at 14th level. You regain all expended uses when you finish a short or long rest.

Holy Resonance

When you reach 14th level, you begin to draw more power from your Holy Words. After invoking a Holy Word, the next spell you cast of 1st level or higher before the end of your next turn that restores hit points is cast one spell level higher while still using its normal spellslot, to a maximum of 5th level.

Illuminate Darkness

At 18th level, call upon the holy spirits to guide a fallen ally back to their body. When a creature you can see within 60 feet would drop to 0 hit points from damage or an effect that would kill it instantaneously, you can use your reaction to prevent that damage or effect. If the creature was below half their hit point maximum, they are healed to that value and resistant to all damage until the start of their next turn. You must complete a long rest before you use this feature again.

Clergy of Shadow

Some priests turn to the darkness instead of light, channeling forces of the Shadowfell, Void, or Negative Energy to strike with lethal, shadowy force. They walk a fine line of clarity and insanity, perpetually shrouded in a shadowy aura- living enigmas and walking contradictions.

Spells of Shadow

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a priest spell for you, but it doesn't count against the number of priest spells you know.

Priest Level Spells
3rd Mind Spike, Phantasmal Force
5th Mind Sear, Vampiric Touch
7th Evard's Black Tentacles, Phantasmal Killer
9th Contact Other Plane, Dominate Person

Mind Piercer

Starting at 3rd level, damaging cantrips that deal psychic or necrotic damage affect creatures avoiding the effect. When a creature succeeds on a saving throw against a cantrip or the spell misses, it takes half the cantrip's damage but no additional effect.

Master Manipulator

Also at 3rd level, you gain proficiency in the Deception skill. Additionally, you have advantage on Charisma checks to conceal your motives, intentions, or emotions and saving throws against spells that would read your mind, like detect thoughts or zone of truth.

Shadowform

Starting at 6th level, the shadows begin to always be more lively in your presence, almost as if they're ready to act on your command. You can use your bonus action to wreathe yourself in shadowy energy for 1 minute, or until incapacitated or dead. While in this form you gain the following benefits:

  • You add your Charisma modifier to the damage rolls of your priest spells that deal necrotic or psychic damage
  • You can cast damaging priest spells with a range of touch against targets seen within 30 feet of you
  • You are considered under half cover

You can use this feature once at 6th level and twice at 14th level, and you regain all expended uses on finishing a short or long rest.

Ghastly Visage

When you reach 14th level, shadowy reflections of yourself form from your spells to aid you in combat. Whenever you spend faith points to invoke a Shadow Word, a dark visage appears around you. These visages last for 1 minute or until destroyed. You can have a maximum of three at once. While present, you are under the mirror image With the number of images equal to the number of apparitions.

You may also use your bonus action to command a visage to assault a foe within 60 feet. Make a ranged spell attack. On a hit, the creature takes necrotic damage equal to 1d6 + half your priest level. Regardless of whether the attack hits or misses, the visage is destroyed.

Leeching Shadows

At 18th level, learn to steal life from enemies to restore allies. As a bonus action, you cause shadows to begin leeching at the lives of those you harm for 1 minute. When dealing damage to a creature with a spell of 1st level or higher, you may choose another creature you can see within 60 feet, and regain hit points equal to half the damage dealt. It a spell would target multiple creatures, you can choose an extra creature to gain temporary hit points equal to your Charisma modifier per target hit. Once used, can't be used again until finishing a long rest

Clergy of Storm

Some priests instead turn to nature- specifically the elemental forces of the storm. Storm priests channel the destructive powers of the tempest to show their faith. They use powerful winds to protect their allies and vicious bolts to smite those that stand against their faith.

Spells of Storm

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a priest spell for you, but it doesn't count against the number of priest spells you know.

Priest Level Spells
3rd Gust of Wind, Shatter
5th Lightning Bolt, Sleet Storm
7th Control Water, Storm Sphere
9th Destructive Wave, Maelstrom

Master Meterologist

You gain proficiency in the Nature Skill. Additionally the cantrips Lightning Strike, Druidcraft, Shocking Grasp, Gust, Ray of Frost, Frostbite, Thunderclap and Thunder Note are added to the Priest spell list for you and you may learn one of these cantrips of your choice. This additional cantrip does not count against the number of priest cantrips you know. Additionally your Shadow Words are instead changed to Storm Word: Electrocute, Aftershock, and Freeze

Storm Word: Electrocute When a creature within 60 feet of you takes damage from an attack or spell, you can spend 2 faith points and use your reaction to deal lightning damage to it equal to 1d10 + your priest level. If this damage doesn't reduce the creature to 0 hit points, you take half this damage, which can't be reduced or prevented in any way.

Storm Word: Aftershock You can spend 1 faith point when you cast a spell on a creature to cause loud thunder to echo around them, provided the spell hit the target with an attack or it failed a saving throw against the spell. At the beginning of the target's next turn, it takes a number of d4s of thunder damage equal to your proficiency bonus.

Storm Word: Freeze When you deal lightning or thunder damage to a creature with a spell, you can spend 3 faith points to cause the lingering magic to condensate and freeze. That creature has disadvantage on the next saving throw it makes before the end of your next turn.

Tomultuous Winds

Also, starting at 3rd level, you can use a bonus action on your turn to to cause a gust of win to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Lightning Rod

At 6th level, you may use your bonus action to begin channeling the storm. A number of creatures of your choice up to your Charisma modifier within 30 feet of you take to lightning damage equal to half your priest level (rounded down). For 1 minute, or until you are incapacitated or you die, you can add your Charisma modifier in lightning or thunder (you choose) damage to any priest spell you cast. Additionally, the ground around you becomes statically charged, causing creatures of your choice within 15 feet of you to be treated as if they are on difficult terrain. You can use this feature once at 6th level, and twice at 14th level. You regain all expended uses when you finish a short or long rest.

Rolling Thunder

When you reach 14th level, when you use a Storm Word on a creature loud thunder echoes out, assaulting the ears of anyone too close to them. Every creature, including the initial target, within a 10 foot radius must make a constitution saving throw. On a failure they take 1d8 thunder damage and are deafened until the end of your next turn. On a success they take half damage and are not deafened.

Tempest Guardian

At 18th level, you may use your action to call upon the storms themselves to protect a creature you can see within 60 feet. For 1 minute, whenever that creature is hit with a weapon attack, targeted by a spell, or subject to a class feature that deals damage, the attacker must make a constitution saving throw, taking 2d8 lightning damage on a failed save. Once you use this feature, you can’t use it again until you finish a long rest.

Clergy of the Styx

These priests are unholy messengers, revering the cruel pantheon of the lower planes. They call upon the damned to wield spiritual might and bring terror and destruction in the name of war, chaos, and domination. Where they walk, the air stinks of rot. Where they preach, the misery of the damned echo through their words.

Unholy Spell List

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a priest spell for you, but it doesn't count against the number of priest spells you know.

Priest Level Spells
3rd Darkness, Ray of Enfeeblement
5th Spirit Guardians (Necrotic Only), Magic Circle
7th Banishment, Summon Greater Demon
9th Contact Other Plane, Infernal Calling

Lower Planar Adept

When you join this clergy at 3rd level, you gain proficiency in the Arcana skill. Additionally, you have advantage on intelligence skill checks relating to fiends, undead, and monstrosities.

Unholy Touch

Also at 3rd level, your unholy practice allows you to evoke the lower planes to bring others closer to them. You learn one necromancy cantrip of your choice from any spell list. This cantrip counts as a priest cantrip for you and doesn't count against the number of priest cantrips you know. Additionally, you can choose for necromancy cantrips to deal your choice of Necrotic or Fire damage.

When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 10 feet of each other. At 10th level, the range within two creatures that you can target is increased to 15 feet.

Spirit Form

Starting at 6th level, you can manifest the evil spirits of the fallen to empower you. As a bonus action, you can assume a spirit form for 1 minute. While in this state you are considered undead instead of your normal creature type and gain the following benefits

  • You gain temporary hit points equal to 1d10 + your Priest level.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object or creature and are moved to the nearest available space.
  • You ignore the effects of non-magical difficult terrain.
  • You gain resistance to bludgeoning, piercing, slashing, and necrotic damage.
  • Once on each of your turns, when you deal damage to a creature with a weapon attack or spell dealing necrotic or fire damage, you can force it to make a Wisdom saving throw. On a failure, the target is frightened of you until the end of your next turn.

You can use this feature once at 6th level and twice at 14th level, and you regain all expended uses on finishing a short or long rest.

Unholy Words

Starting at 14th level, your words carry the wrath of the lower planes. When you use a Shadow Word, you can deal additional Necrotic or Fire damage equal to your 1d4 + charisma modifier.

Dive Through the Styx

Starting at 18th level, you can drag a a creature all the way through the lower planes, warping their mind to the very core. When a target is banished or bloodied within 90 feet of you, you can cause it to instead drag them through the river Styx to inflcit their mind with horrendous torment (no action required), dealing 3d10 necrotic damage and 3d10 psychic damage and are afflicted with an indefinite madness when they return at the start of their next turn. If this would reduce a creature to 0 hit points, their body and soul are claimed by the Styx as they do not return. They may only be resurrected by means of Resurrection or other, similar and powerful magic.

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

Priest Spells

Cantrips (0 Level)
  • Blade Ward
  • Chill Touch
  • Friends
  • Light
  • Mending
  • Message
  • Mind Flay**
  • Mind Sliver
  • Minor Illusion
  • Resistance
  • Sacred Flame
  • Shadow Bolt**
  • Shadow Touch**
  • Solar Wrath**
  • Spare the Dying
  • Starry Mote
  • Thaumaturgy
  • Word of Radiance

1st Level

  • Arms of Hadar
  • Bane
  • Bless
  • Cause Fear
  • Ceremony
  • Charm Person
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Dissonant Whispers
  • Feather Fall
  • Guiding Bolt
  • Healing Word
  • Illusory Script
  • Inflict Wounds
  • Inner Fire**
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
  • Silent Image
  • Sleep
  • Soothe Shadow**
  • Tasha's Hideous Laughter

2nd Level

  • Aid
  • Augury
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Cascade**
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Divine Star**
  • Gentle Repose
  • Hold Person
  • Holy Fire**
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Mental Overload**
  • Mind Spike
  • Phantasmal Force
  • Prayer of Healing
  • Protection from Poison
  • Ray of Enfeeblement
  • Shadow Colapse**
  • Suggestion
  • Tasha's Mind Whip
  • Zone of Truth

3rd Level

  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Daylight
  • Dispel Magic
  • Divine Wrath**
  • Enemies Abound
  • Fear
  • Fly
  • Glyph of Warding
  • Holy Nova**
  • Hunger of Hadar
  • Hypnotic Pattern
  • Intellect Fortress
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Mind Sear**
  • Remove Curse
  • Revivify
  • Sending
  • Shadow Surge**
  • Slow
  • Speak with Dead
  • Summon Shadowspawn
  • Tongues
  • Vampiric Touch

4th Level

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Charm Monster
  • Compulsion
  • Confusion
  • Death Ward
  • Divination
  • Freedom of Movement
  • Guardian of Faith
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Shadow of Moil

5th Level

  • Commune
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Mass Cure Wounds
  • Modify Memory
  • Raise Dead
  • Rary's Telepathic Bond
  • Scrying
  • Summon Celestial
  • Synaptic Static

6th Level

  • Eyebite
  • Forbiddance
  • Globe of Invulnerability
  • Harm
  • Heal
  • Heroes' Feast
  • Mass Suggestion
  • Mental Prison
  • Tasha's Otherworldly Guise
  • True Seeing
  • Word of Recall

7th Level

  • Crown of Stars
  • Divine Word
  • Etherealness
  • Phantom Singularity**
  • Plane Shift
  • Power Word Pain
  • Resurrection
  • Symbol

8th Level

  • Dominate Monster
  • Feeblemind
  • Holy Aura
  • Maddening Darkness
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Telepathy

9th Level

  • Astral Projection
  • Foresight
  • Mass Heal
  • Power Word Heal
  • Power Word Kill
  • Psychic Scream
  • True Resurrection
  • Weird

Grave Knight


When a lich's control of his soldiers and servents is broken, the former warriors seek revenge for the horrors committed under their command. After their vengeance is won, these now Grave Knights find themselves without a cause or home, searching for new purpose. Frost sharpens their strikes; blood fortifies their bodies; and undeath allows them to erupt in unholy rage in the heat of battle. A thousand atrocities are etched in the eyes of every Grave Knight, and foes who gaze into them too long will feel the warmth pulled from their bodies, replaced with cold steel.

Class Features

As a Grave Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Grave Knight level
  • Hit Points at 1st Level: 10 + your constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier after 1st level

Proficiencies


  • Armor: All armor
  • Weapons: Simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Deception, Insight, Intimidation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor
  • (a) greatsword or (b) martial melee weapon
  • (a) five javelins or (b) any simple melee weapon
  • (a) Dungeoner's Pack or (b) Explorer's Pack
  • Chainmail
  • A trinket reminding you of your past life
Agent of the Undying

All Grave Knights are powerful warriors that were brought back from a peaceful afterlife and forced to serve in undeath. When you select this class your creature type is both humanoid and undead. In order to multiclass into Grave Knight your character needs to have died and been resurrected at least once. You maintain all memories from before your death. Talk to your dungeon master about how this will be incorperated into your character's story- perhaps with a storyline of being freed from the chains that brought them back, or seeking vengeance on the one that killed them.

Their order is meant to match the method in which they died so keep this in mind for story development.

"Endlessly I march. Left, right, left, right. Unfeeling, unyielding, like the accursed winds of winter I once fought for; my now blessing and my former enslavement. I will never be truly free, but at least my path is mine to choose."

                                      -Eldric Strongthorn

Grave Knight
Level Proficiency Bonus Features Runes Rune Damage Spells Known 1st 2nd 3rd 4th 5th
1st +2 Rune Weapons, Spellcasting, Weapon Mastery 1 1d8 2 2
2nd +2 Fighting Style, Undead Constitution 2 1d8 3 2
3rd +2 Malefic Rites, Gravebound Order 2 1d8 4 3
4th +2 Ability Score Improvement 2 1d8 5 3
5th +3 Extra Attack 3 1d8 6 4 2
6th +3 Runeforging 3 1d8 6 4 2
7th +3 Subclass feature 3 2d8 7 4 3
8th +3 Ability Score Improvement 3 2d8 7 4 3
9th +4 4 2d8 9 4 3 2
10th +4 Will of the Grave 4 2d8 9 4 3 2
11th +4 Greater Runeforging 4 2d8 10 4 3 3
12th +4 Ability Score Improvement 4 2d8 10 4 3 3
13th +5 5 2d8 11 4 3 3 1
14th +5 Command Undead 5 2d8 11 4 3 3 1
15th +5 Subclass Feature 5 3d8 12 4 3 3 2
16th +5 Ability Score Improvement 5 3d8 12 4 3 3 2
17th +6 6 3d8 14 4 3 3 3 1
18th +6 Superior Runeforging 6 3d8 14 4 3 3 3 1
19th +6 Epic Boon 6 3d8 15 4 3 3 3 2
20th +6 Subclass Feature 6 3d8 15 4 3 3 3 2

Rune Weapons

You know how to inscribe dread runes on your melee weapons, empowering them and binding them to you. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapons must be within your reach throughout the ritual. You can only have a single two-handed melee weapon bound to you, or two one-handed melee weapons. Bonding new weapons immediately breaks the bond with any previous rune weapons.

While wielding a rune weapon, you gain the following benefits:

  • If you are surprised at the beginning of combat and aren't incapacitated, you can still take reactions before the end of your first turn of combat.
  • If you would be disarmed of a rune weapon, you can use your reaction to not be disarmed.
  • You can use two-weapon fighting with two one-handed rune weapons, even if they aren't light.
  • If you are wielding a one-handed rune weapon and no shield, you gain a +1 bonus to your AC.

Runic Power

You can use the runes inscribed on your rune weapon to perform powerful necromantic techniques in battle. You begin with one rune, and gain more as you reach higher levels, as shown in the Runes column of the Grave Knight table.

While wielding a rune weapon, you can spend runes to perform the Death Coil and Rune Strike techniques. These techniques, and other grave knight class features, involve rolling the Rune Damage dice listed in the Grave Knight table. Spent runes are unavailable until you finish a long rest, when all expended runes regain their power. You also regain the use of one expended rune when you finish a short rest.

Death Coil. As an action, you can spend a rune and send a bolt of necrotic energy towards a creature you can see within 120 feet. If the target is not undead, make a ranged spell attack using Charisma against it. On a hit, the creature takes necrotic damage equal to rolling your Rune Damage dice twice. If the target is undead, no attack roll is required, and the creature regains hit points equal to your Rune Damage.

Rune Strike. Once per turn when you hit a creature with a rune weapon, you can spend a rune to deal extra damage to the target equal to your Rune Damage dice.

Spellcasting

The dark power bestowed upon you by the forces of death have given you facility with spells. See Chapter 10 of the Player's Handbook for the general rules of spellcasting.

Spell Slots

The grave knight table shows how many spell slots you have to cast your grave knight spells of 1st through 5th level. 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the grave knight spell list.

The Spells Known column of the grave knight table shows when you learn more grave knight spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the grave knight spells you know and replace it with another spell from the grave knight spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your grave knight spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a grave knight spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use a rune weapon as a spellcasting focus for your Grave knight spells.

Weapon Mastery

The dark energies that flow through you enhance your ability to use weapons. You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Fighting Style

Starting at 2nd level, you adopt a style of fighting as your specialty. You gain a Fighting Style feat of your choice (see chapter 5 for feats).

Additional Fighting Style

Versatile Weapon Fighting

When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon. In addition, you gain a +1 bonus to AC if you are wielding that weapon with two hands.

Undead Constitution

Also starting at 2nd level, the necromantic energy empowering you makes you immune to disease and the poisoned condition.

Graveborn Order

When you reach 3rd level, you fully embrace the prower granted by the method of your resurection: Bloodborn, Frostbitten, or Plagueborn. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Malefic Rites

Your specialization allows you to channel the power of death to fuel magical effects. Each Malefic Rites option provided by your specialization explains how to use it.

When you use your Malefic Rites, you choose which option to use. You can use your Malefic Rites twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Grave Knight level 11.

Some Malefic Rites effects require saving throws. When you use such an effect from this class, the DC equals your grave knight spell save DC.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Runeforging

At 6th level, you can engrave your rune weapons with powerful enchantments. Your rune weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, choose one of the enchantments below. You gain the benefits of the chosen enchantment while wielding a rune weapon. You can choose a different enchantment from this list when you finish a long rest.

Frozen Skin: You increase your maximum hit points by your grave knight level, and subtract your Charisma modifier (minimum of 1) from any bludgeoning, piercing, and slashing damage that you take.

Grave Ward: You add your Charisma modifier to your saving throws.

Semi-corporeal Movement: Your speed increases by 10 feet, and you gain a bonus to initiative rolls equal to your Charisma modifier.

Will of the Grave

Beginning at 10th level, you've seen the true horrors of death, leaving you mentally unshakable. You become immune to the charmed and frightened condition.

Greater Runeforging

When you reach 11th level, you learn to bestow even more powerful enchantments on your rune weapons. Choose one of the enchantments below, and whether the enchantment deals cold or necrotic damage. You gain the benefits of the chosen enchantment while wielding a rune weapon. You can choose a different enchantment from this list and damage type when you finish a long rest.

Hypothermia: Once on your turn when you hit a creature with a rune weapon, you can deal an extra 1d8 damage and force the target to have disadvantage on the next saving throw it makes against the next grave knight spell you cast before the end of your next turn.

Hysteria: Once on your turn when you hit a creature with a rune weapon, you can deal an extra 1d8 damage and force the target to have disadvantage on any attack roll that isn't against you, until the end of your next turn.

Bloody Shrapnel: Once on your turn when you hit a creature with a rune weapon, you can deal an extra 1d8 damage to your target and to another creature you can see within 5 feet of it.

Command Undead

Beginning at 14th level, you can more easily exert your will over undead. You learn the spell dominate undead (found later in this supplement). You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

In addition, any undead that targets you with an attack or a harmful spell must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn't protect you from area effects, such as the explosion of a fireball. If you make an attack or cast a harmful spell that affects an undead, that creature is immune to this feature until you finish a long rest.

Superior Runeforging

At 18th level, you unlock the most powerful secrets of your rune weapons. Choose one of the enchantments below. You gain the benefits of the chosen enchantment while wielding a rune weapon. You can choose a different enchantment from this list when you finish a long rest.

Knowledge of the Liche: When you cast a grave knight spell that deals damage, you can add your Charisma modifier to one of the spell's damage rolls. In addition, when you take the Attack action on your turn, you may replace one of the attacks with casting a grave knight spell that has a casting time of 1 action.

Vampiric Regeneration: At the start of each of your turns, you regain hit points equal to 1d6 + your Charisma modifier if you have no more than half of your hit points left and aren't dead.

Nightwalker's Stride: Once on each of your turns, you can teleport up to 30 feet to an unoccupied space you can see. This does count against your movement for the turn. Each creature in between your starting and ending spaces takes necrotic damage equal to your Charisma modifier.

Epic Boon

At 19th level, your strength has hardened to embody the very power of the afterlife itself. You gain an Epic Boon feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify.

Order of the Bloodborn

Bloodborn grave knights are dark guardians who use corrupted life energy to sustain themselves, protect their allies, and destroy their enemies. They use the blood from those they slay to form restorative postules or shield to protect themselves, or to create temporary armaments to strike down foes or avenge the fallen. The blood that flows through everything is not something they are squeamish to and is instead a valuable resource.

Malefic Rites

When you choose this specialization at 3rd level, you gain the following two Malefic Rites options:

Blood Boil. As an action, you can use your Malefic Rites to unleash a wave of agony. Each creature within 15 feet, other than you, must make a Constitution saving throw. Targets take necrotic damage equal to your Rune Damage + your Charisma modifier on a failed save, or half as much damage on a successful one. A target that fails has disadvantage on attack rolls and ability checks until the end of your next turn.

Mark of Blood. You can use your bonus action to mark a creature you can see within 60 feet with vampiric magic using your Malefic Rites. Until the start of your next turn, whenever a creature deals damage to the marked target, the attacker gains hit points equal to your Rune Damage + your charisma modifier. A creature can only gain hit points from this feature once per turn.

Spells of the Bloody Grave

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a grave knight spell for you, but it doesn't count against the number of spells you know.

Grave Knight Level Spells
3rd Command, Death Grip
5th Lesser Restoration, Warding Bond
9th Life Transference, Slow
13th Aura of Purity, Locate Creature
17th Dominate Person, Greater Restoration

Blood Barrier

Beginning at 7th level, you can use a touch of blood that has been splattered on the battlefield to form a protective barrier. Whenever you spend a rune, you gain temporary hit points equal to your grave knight level plus your Charisma modifier.

Bloody Postules

When you reach 15th level, you can use the life essence of your defeated enemies to harm or heal. When a Small or larger creature dies within 30 feet of you, bloody postules begin to form on the corpse and remain there for 1 minute. When a creature you can see enters comes within 5 feet of the corpse, you can use your reaction to cause the postules to burst with sanguine energy that either heals the creature or deals necrotic damage to it. The healing or damage equals your Rune Damage + your charisma modifier, and the postules are destroyed afterwards. Constructs cannot regain hit points from this feature.

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

Gastly Rune Weapon

At 20th level, you are able to summon a spectral copy of your rune weapon, which dances menacingly around you. For 1 minute, the reach of your rune weapons is increased by 5 feet, and you gain the benefits of half cover. Creatures of your choice also gain the benefits of half cover while within 10 feet of you. Finally, when you take the Attack action on your turn, you can make one additional attack as a bonus action, as your dancing rune weapon attacks in tandem with you.

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

Order of the Plagueborn

The order of the Plagueborn embodies death and decay, spreading necromantic disease and raising undead minions to do their bidding. They see what has been done to them as a potent ability to use for a greater purpose, despite the suffering it caused them. In spite of this, the corpses they raise are mindless and soulless- unfeeling and incapable of understanding what is being done to them before they are swiftly sent back to their eternal rest.

Malefic Rites

When you choose this specialization at 3rd level, you gain the following two Malefic Rites options:

Raise Minion. As an action, you can reanimate a Small or Medium humanoid corpse you can see within 30 feet of you, using your Malefic Rites.

In combat, the undead minion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the undead minion can take any action of its choice, not just Dodge.

After 1 minute, when it drops to 0 hit points, or when you use an action to dismiss it, the undead minion crumbles into dust and is destroyed.

Domain of Pestilence. As an action, you can use your Malefic Rites to summon a swarm of spectral, plague-ridden insects to overwhelm your foes. Each creature within 15 feet, other than you, must make a Constitution saving throw. A target takes necrotic damage equal to your Rune Damage plus your charisma modifier on a failed save, or half as much damage on a successful one. In addition, choose one of the diseases detailed in the "Unholy Diseases" sidebar. Each target that fails its save suffers the effects of the chosen disease until the end of your next turn.

Spells of the Diseased Grave

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a grave knight spell for you, but it doesn't count against the number of spells you know.

Grave Knight Level Spells
3rd Corpse Explosion, Ray of Sickness
5th Anti-Magic Shell, Blindness/Deafness
9th Haste, Speak With Dead
13th Blight, Death and Decay
17th Army of the Dead, Contagion

Plaguebringer

At 7th level, you learn to spread plague and pestilence across the land with your own dark magic, or through a stronger undead minion. Choose one of the following features.

Master of Ghouls. When you use your Raise Minion Malefic Rite, the undead minion is not destroyed after 1 minute, and remains until it drops to 0 hit points, or you dismiss it. You can only have one minion at a time; raising a new one destroys an existing minion.

Outbreak. When you deal damage with a Runic Power technique, you can afflict your target with a terrible plague. Choose which of the diseases detailed in the "Unholy Diseases" sidebar to inflict on your target, which takes effect immediately. At the end of each of the creature's turns, it can make a Constitution saving throw against your spell save DC. On a failure, the creature takes necrotic damage equal to your Rune Damage and continues to suffer the effects of the disease. On a success, the creature takes half as much damage and suffers none of the disease's effects until the end of its next turn. The disease ends after 1 minute or when the creature has made three successful saving throws against it.

If a target is inflicted with a new unholy disease while already suffering from one, the original disease ends and the new one takes effect.

Plaguelord

Upon reaching 15th level, you have achieved mastery over your powers of pestilence and plague. You gain one of the following features, depending on your choice at 7th level:

Master of Ghouls. Unholy Pact. After you spend a rune, you add your Rune Damage to the damage of your undead minion's attacks until the end of the turn.

Outbreak. Bursting Sores. Whenever you make a successful attack with your rune weapon against a creature currently afflicted by an unholy disease, you also deal 1d8 damage to each other creature within 5 feet of it, other than yourself. This damage's type is the same as the additional damage of your Greater Runeforging enchantment.

Unholy Frenzy

At 20th level, as a magic action, you incite yourself or another undead creature you can see within 60 feet into a killing frenzy. For 1 minute, the frenzied creature gains the following benefits:

  • It has advantage on saving throws.
  • Its movement speed is doubled.
  • Once on its turn when it makes a melee weapon attack, it can make one additional melee weapon attack as a bonus action.

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

Order of the Frostbitten

Frostbitten knights are harbingers ofan icy doom, harnessing the strength of an avalanche and the fury of a blizzard to lay waste to their foes. They strike with cold efficiency, and unfeeling ruthlessness- hearts as cold as the air that sorrounds them. They were raised under an icy chill, bodies permenantly infused with the chill of the bitter arctic, or howling winds of the mountaintops. Marching forward, they leave nothing but frozen corpses in their wake.

Malefic Rites

When you choose this specialization at 3rd level, you gain the following two Malefic Rites options:

Frozen Heart. When you roll cold damage, you can use your Malefic Rites to deal maximum damage, instead of rolling.

Winter's Chill. As an action, you can use your Malefic Rites to unleash frozen winds that drains the life from nearby enemies. Each creature within 15 feet, other than you, must make a Constitution saving throw. They take cold damage equal to your Rune Damage + your charisma modifier on a failed save, or half as much damage on a successful one. You gain temporary hit points equal to your grave knight level, plus 5 for each creature that failed its saving throw.

Spells of the Frozen Grave

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a grave knight spell for you, but it doesn't count against the number of spells you know.

Grave Knight Level Spells
3rd Armor of Agathys, Chains of Ice
5th Howling Blast, Icebound Fortitude
9th Sleet Storm, Water Walk
13th Fire shield (Chill Shield only), Ice Storm
17th Cone of Cold, Deathwyrm's Fury

Cold Hearted Killer

Beginning at 7th level, your strikes become cold and unfeeling, striking with a cold precision. Your melee weapon attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a melee weapon attack, you deal additional cold damage equal to your rune damage.

Gale Strikes

Starting at 15th level, your weapons swing with the speed and grace of the frigid winds. Once on each of your turns when you use your Rune Strike ability, you may use your bonus action to make an additional melee weapon attack.

Permafrost Rune Weapon

At 20th level, you shroud your weapon in ice that is constantly refreezing after each strike. As a magic action you can empower your rune weapon with icy might. For 1 minute, you regain an expended rune at the beginning of each of your turns. The effect ends if you reach 0 hit points or fall unconscious. Once you use this feature, you can't use it again until you finish a long rest.


Undead Minion

Medium undead, neutral evil


  • Armor Class 14(natural armor)
  • Hit Points 5 + five times your grave knight level ([d8s] equal to your grave knight level)
  • Speed 30 feet

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 6 (-2) 10 (+2) 6 (-2)

  • Saving Throws DEX +2 plus PB, CON +2 plus PB
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak but cannot speak more than groans
  • Proficiency Bonus equals your bonus

Shambling Rush. At the beginning of its turn, the minion may double its speed until the end of its turn. If it hits a Large or smaller creature on the same turn, the creature must succeed on a Strength saving throw against your spell save DC or be knocked prone. Once the minion uses this trait, it can't use it again until it moves 0 feet on one of its turns.

Diseased. When you summon an undead minion, choose one of the diseases detailed in the "Unholy Diseases" sidebar. When the minion makes a successful melee weapon attack, its target must make a Constitution saving throw against your spell save DC. On a failed save, it is afflicted by the chosen disease for 1 minute. The diseased creature can repeat the saving throw at the end of each of its turns, ending the disease on a success.

Actions

Putrid Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB necrotic damage.

Gnaw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing damage.


Army of the Dead

Huge swarm of Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 100
  • Speed 20 feet

STR DEX CON INT WIS CHA
1 (+4) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities necrotic, poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages you speak but cannot speak more than groans
  • Proficiency Bonus equals your bonus

Swarm. The army can occupy another creature's space and vice versa, and the army can move through any opening large enough for a Medium zombie. The army can't regain hit points or gain temporary hit points.

Overwhelm. Whenever a hostile creature ends its turn occupying the army's space, the army can make an immediate Slams attack against it.

Actions

Multiattack. The army can make up to three Slams attacks, and each attack must be against a different target.

Slams. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 4d6 + 4 bludgeoning damage, or 2d6 + 2 bludgeoning damage if the army has half of its hit points or fewer. If the target is Large or smaller, it is also grappled (escape DC equals your spell save DC).

Grave Knight Spells

1st Level

  • Absorb Elements
  • Bane
  • Cause Fear
  • Chains of Ice
  • Command
  • Compelled Duel
  • Corpse Explosion
  • Death Grip
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor (deals necrotic damage)
  • False Life
  • Fog Cloud
  • Heroism
  • Ice Knife
  • Inflict Wounds
  • Protection from Evil and Good
  • Ray of Sickness
  • Thunderous Smite
  • Wrathful Smite

2nd Level

  • Anti-Magic Shell
  • Augury
  • Blindness/Deafness
  • Calm Emotions
  • Darkness
  • Darkvision
  • Find Steed (steed is undead)
  • Gentle Repose
  • Hold Person
  • Howling Blast
  • Icebound Fortitude
  • Ray of Enfeeblement
  • Silence
  • Snilloc's Snowball Swarm
  • Zone of Truth

3rd Level

  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Crusader's Mantle (deals necrotic damage)
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Gaseous Form
  • Glyph of Warding
  • Ice Lance
  • Intellect Fortress
  • Life Transference
  • Magic Circle
  • Revivify
  • Sleet Storm
  • Speak with Dead
  • Stinking Cloud
  • Summon Undead
  • Water Walk

4th Level

  • Arcane Eye
  • Banishment
  • Blight
  • Death and Decay
  • Death Ward
  • Dominate Undead
  • Find Greater Steed (steed is undead)
  • Ice Storm
  • Locate Creature
  • Phantasmal Killer
  • Staggering Smite
  • Stoneskin
  • Vitriolic Sphere

5th Level

  • Antilife Shell
  • Army of the Dead
  • Banishing Smite
  • Circle of Power
  • Cloudkill
  • Danse Macabre
  • Deathwyrm's Fury
  • Dispel Evil and Good
  • Enervation
  • Hallow
  • Hold Monster
  • Negative Energy Flood

Shaman

Shamans are spiritual guides and practitioners, speaking for the elemental forces of the world. Unlike some other mystics, shamans commune with forces that are not strictly benevolent; the elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos and act as moderators among earth, fire, air, and water, using totems imbued with elemental spirits to punish foes that threaten that balance.

Hit Points


  • Hit Dice: 1d8 per shaman level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 from Arcana, History, Insight, Medicine, Nature, Persuasion, Religion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) any simple melee weapon
  • (a) scale mail or (b) leather armor
  • (a) light crossbow and 20 bolts or (b) 2 handaxes
  • (a) a priest's pack or (b) an explorer's pack
  • a shield and a shamanic totem
Shamanism

Shamans are very similar to druids in many ways. They revere the spirids of the wilds, but in particular those that tie into the primordial forces of nature- the elements. To them, the spirits of nature manifest in the forms of air, water, earth, and fire and should be treated with great respect.

As such the wield them with reverence. A gentle breeze, a babbling brook, a campfire, or even a simple boulder- this is all life to them and should never be taken for granted.

"Disturb the tides and you get a tsunami. Rattle the earth and it shall quake. Disrupt the wind and you stir forth a typhoon. And one spark is all it takes to make a fire. Test not the elements for they show no mercy to those that wrong them."

                                   -Thoralon the Totem Warrior

Shaman
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Primordial,Spellcasting, Elemental Attunement 2 4 2
2nd +2 Totem Summing 2 5 3
3rd +2 Shaman Subclass 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 3 9 4 3 2
6th +3 Specialization Feature 3 10 4 3 3
7th +3 3 11 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 Totem Mastery 4 13 4 3 3 3 2
11th +4 4 14 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Specialization Feature 4 17 4 3 3 3 2 1 1
15th +5 4 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 18 4 3 3 3 2 1 1 1
17th +6 - 4 19 4 3 3 3 2 1 1 1 1
18th +6 Specialization Feature 4 19 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 4 20 4 3 3 3 3 2 1 1 1
20th +6 Elemental Ascension 4 20 4 3 3 3 3 2 2 1 1

Primordial

You can speak, read, and write Primordial, the languages of elementals. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Spellcasting

As a conduit for elemental power, you can cast shaman spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the shaman spell list and new spells.

Cantrips

At 1st level, you know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at 4th and 10th levels, as shown in the Cantrips Known column of the Shaman table.

Spell Slots

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

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

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the shaman spell list.

The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells. Your magic comes from your devotion to the elements. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom_ modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

You can use a shamanic totem as a spellcasting focus for your shaman spells.

Elemental Attunement

Also at 1st level, you can align your spirit with one of the elements. Choose one of the elemental attunements listed below. You can change your attuned element whenever you finish a long rest.

Air. When you make a Dexterity check, you can roll a d4 and add the number rolled to the ability check. You also gain a +2 bonus to your AC against ranged weapon attacks.

Earth. When you make a Strength check, you can roll a d4 and add the number rolled to the ability check. While you aren't wearing heavy armor, you also subtract 2 from any bludgeoning, piercing, and slashing damage that you take.

Fire. When you make a Charisma check, you can roll a d4 and add the number rolled to the ability check. You also gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1).

Water. When you make a Wisdom check, you can roll a d4 and add the number rolled to the ability check. You also subtract 2 from any acid, cold, fire, lightning, or thunder damage that you take.

Totem Summoning

Beginning at 2nd level, you can summon a totem which channels the power of the elements. Using a shamanic totem, you can take an action to magically summon a Small elemental totem in an unoccupied space on a horizontal surface within 30 feet of you.

You can use Totem Summoning twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use at 7th, and 15th levels. You can have only one elemental totem summoned at a time; an existing totem is destroyed if you use this feature again to summon a new one.

The totem is a magical object. It has an AC of 18 and hit points equal to five times your shaman level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss it early as an action.

You choose whether to summon a totem of Air, Earth, Fire, or Water. At the end of your turn, you can choose to use one of the element's listed totem powers. Totem powers use your shaman spell attack modifier and spell save DC, and have a range of 30 feet. Totem powers that involve rolling 1d4 roll additional dice as you gain shaman levels: 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Air Totem Powers

Totems of Air can strike enemies with crackling lightning and heighten the agility of your allies.

Stormbolt: Make a ranged spell attack roll against a creature you can see within the totem's range. On a hit, the target takes 1d4 lightning damage, and it can't make opportunity attacks until the start of its next turn.

Tailwind: Choose a number of creatures you can see within the totem's range, up to your wisdom modifier. Each creature adds 10 feet to its movement speed, and its movement doesn't provoke opportunity attacks, until the end of its next turn.

Earth Totem Powers

Totems of Earth can incapacitate enemies with grasping vines and grant allies great resilience.

Earthgrab: Choose a creature you can see within the totem's range, which must be within 5 feet of the ground. The creature must succeed on a Strength saving throw or be restrained by the vines until the end of your next turn.

Stone Bulwark: Choose a number of creatures you can see within the totem's range, up to your wisdom modifier. Each creature gains temporary hit points equal to your Wisdom modifier.

Fire Totem Powers

Totems of Fire can bless your allies' weapons with searing flame or radiate blazing heat to burn your enemies.

Flameburst: Choose a creature you can see within the totem's range. They must make a Constitution saving throw. On a failed save, the target takes 1d4 fire damage, or half as much damage on a successful one.

Flametongue: Choose a creature you can see within the totem's range. The next successful weapon attack that creature makes, until the end of its next turn, deals additional 1d4 fire damage.

Water Totem Powers

Totems of Water can restore the vitality of your allies or freeze your enemies with chilling ice.

Soothing Tides: A creature you can see within the totem's range regains hit points equal to your Wisdom modifier. This power can restore a creature to no more than half of its hit point maximum, and has no effect on undead or constructs.

Icechill: Choose a creature you can see within the totem's range. They must succeed on a Constitution saving throw or take 1d4 cold damage, and have its speed reduced by 10 feet until the end of your next turn.

Shaman Specialization

At 3rd level, you choose a specialization which focuses your growing mastery over the elements. Choose Elemental, Enhancement, or Restoration, all detailed at the end of the class description. The specialization you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th level. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 or pick a feat for which you are eligible. As normal, you can't increase an ability score above 20 using this feature.

Totem Mastery

Beginning at 10th level, you gain the following benefits:

  • The range at which you can summon your totem, and the range of totem powers, increases to 60 feet.
  • You can use a bonus action to move your totem to an unoccupied space on a horizontal surface within 60 feet of you.
  • You can cast spells as though you were in your totem's space, though you still use your own senses.

Epic Boon

At 19th level, the elements infuse your very being, bestowing primordial strength unto you. You gain an Epic Boon feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify.

Elemental Ascension

When you reach 20th level, you can assume the form of a mighty elemental avatar. You can use your action to cast investiture of flame, investiture of ice, investiture of stone, or investiture of wind (found in Xanathar's Guide to Everything) without expending a spell slot and without requiring concentration. While using this feature, you can use the investiture's special action once on your turn for free, without using an action. In addition, when you cast a spell using a spell slot, it is cast one spell level higher, to a maximum of 9th level.

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

Elemental Channeler

They speak on behalf of the elements, using their bodies and magic as a conduit for the elements to flow forth with destructive force. They do not command the elements, only call out for their aid, speaking in their voice. Despite this, they have expert control when directing this elemental force, able to drown battlefields, create violent tempests, or melt mountains.

Elemental Conduit Spells

Many shamans tend to have an element they favor to call on. Choose 2 affinities, these spells are added to your spell list without impacting your number of spells known. When you complete a long rest, you can change one of your affinities to another list of your choice.

Shaman Level Fire Air Water Earth
3rd Burning Hands, Flaming sphere Fog Cloud, Gust of Wind Create or Destroy Water, Gentle Repose Maximilian's Earthen Grasp, Dust Devil
5th Fireball Lightning Bolt Tidal Wave Erupting Earth
7th Wall of Fire Thunderstorm** Control Water Stoneskin
9th Immolation Control Winds Cone of Cold Wall of Stone

Bonus Cantrip

When you choose this specialization at 3rd level, you learn one additional shaman cantrip of your choice.

Primal Recovery

Also at 3rd level, you can regain some of your magical energy by sitting in meditation and communing with the elemental spirits. During a short rest, you choose expended spell slots to recover, up to 5th level. The spell slots can have a combined level that is equal to or less than half your shaman level (rounded up). You can't use this feature again until you finish a long rest.

Echo of the Elements

Beginning at 6th level, your spells reverberate with elemental power. When you roll damage for a shaman spell and roll the highest number possible on a die, you can roll an additional damage die a number of times equal to your wisdom modifier. Roll those dice again and add those rolls to the damage. You may only reroll each die once with this feature.

Elemental Harmony

When you reach 14th level, you speak in unison with the elements themselves, your power harmoniously intertwined with theirs. You learn the Conjure Elemental spell. Any elemental summoned or created by a spell that you cast gains the following benefits while under your control:

  • Its hit point maximum is increased by an amount equal to your shaman level.
  • When it makes an attack, you can replace its natural attack modifier with your spell attack modifier.
  • It adds your wisdom modifier to its damage rolls.
  • The damage from its attacks is considered magical.

In addition, whenever you start casting such a spell, you can modify it so that its cast time becomes 1 action and it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Elemental Eruption

At 18th level, when you cast a spell, you can choose to allow the elements themselves to fully take control, surging you with elemental might. During this turn any spell of 6th level or lower has advantage on any spell attack, any saving throws made against the spell have disadvantage, and the spell deals maximum damage. After using this feature, you can't cast spells until the end of your next turn. Once you use Elemental Overload, you can't use it again until you finish a long rest.

Elemental Warrior

Warriors who enhance their weapons with elemental might, cutting foes down as they call to the elements for aid. They make a show of force with elemental savagery using their mastery over the elements and martial prowess to rip those who threaten the balance between the elements and material life to shreds. To stand in their way is to stand in front of the rage of the elements themselves.

Elemental Warrior Spells

To channel the unfiltered rage of the elements, you are granted additional spells at certain levels in this class.

Level Spells
3rd Searing Smite, Thunderous Smite
5th Blur, Enhance Ability
9th Haste, Spirit Beast**
13th Fire Shield, Stoneskin
17th Destructive Wave, Sundering**

Elemental Training

When you choose this subclass at 3rd level, you gain proficiency with martial weapons. When wielding a weapon you are proficient with, you can use it as a spellcasting focus for your shaman spells.

Additionally when making attacks with Maces, Handaxes, Clubs, Unarmed Strikes, or one-handed improvised wapons you may choose to use your Dexterity modifier to for attack and damage rolls instead of your strength.

Finally, you refer to the Elemental Warrior Spellasting table to determine your spells known and spell slots gained whenever you gain a level in this class. Instead of a full caster, your levels in shaman are now a half caster for calculating your spellslots.

Fighting Style

Also at 3rd level, you gain a Fighting Style feat of your choice (see PHB chapter 5). You may also choose Druidic Warrior.

Versatile Weapon Fighting.

While wielding a single versatile weapon in two hands and no other weapons, you gain a +1 bonus to both attack rolls and damage rolls made with that weapon. If you are wielding the versatile weapon with two hands, you also gain a +1 bonus to your Armor Class (AC).

Bonus Cantrips

Additionally at 3rd level, you learn how to infuse your weapons with elemental fury. Youlearn one of the following cantrips: Acid-bite Blade, Booming Blade, Chilling Blade, or Green-flame Blade. You gain an additional cantrip at 7th, 11th, and 15th levels from this list, or another shaman cantrip of your choice if all are known.

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

Elemental Weapon Infusion

Starting at 6th level, when you take the Attack action on your turn, you can attack twice instead of once. You may replace one attack with casting a shaman cantrip.

Enhanced Fury

At 14th level, you can choose two Elemental Attunement options after finishing a long rest. Additionally, once per turn, your successful melee weapon attacks deal an extra 1d8 damage of acid, cold, fire, lightning, or thunder (your choice).

Elemental Weapon Augmentation

Beginning at 18th level, when you take the Attack action on your turn, you may replace one attack with casting a shaman spell with a casting time of 1 action. You can only replace one attack per turn using this ability.

Elemental Spiritualist

The elements can harm, but they can also heal. Spiritualists guide the elemental spirits to soothe the body and soul, repairing even the most greivous of wounds to prevent eternal slumber.

Elemental Spiritualist Spells

To channel the spirits of the elements, you are granted additional spells at certain levels in this class.

Level Spells
3rd Cure Wounds, Create or Destroy Water, Calm Emotions, Wellspring
5th Aura of Vitality, Chain Heal
7th Aura of Purity, Control Water
9th Maelstrom, Tranquil Rain

Deep Healing

When you choose this specialization at 3rd level, you learn how to call upon the elemental spirits for aid when your allies are near death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the spare the dying cantrip, which doesn't count against the number of shaman cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Spiritual Guard

Also at 3rd level, you can invoke the elemental spirits to safeguard your allies. When another creature you can see within 60 feet of you takes damage, you can use your reaction to reduce that damage by 2d6 plus + your wisdom modifier. In addition, you can choose to apply one of the following elemental effects:

Air Shield: If you used this reaction in response to a melee attack, the attacker must make a successful Strength saving throw or be pushed straight backwards 15 feet.

Earth Shield: The defended creature gains temporary hit points equal to the amount by which you reduced the damage.

Fire Shield: If you used this reaction in response to a melee attack, the attacker must make a successful Dexterity saving throw or take fire damage equal to the amount by which you reduced the damage, or half as much damage on a successful save.

Water Shield: The defended creature has advantage on the next saving throw it makes before the end of its next turn.

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

Deluge

Beginning at 6th level, the spirits surge forth to aid your allies, soothing them like fresh spring water. whenever you use a spell of 1st level or higher to restore hit points to more than one creature, all affected creatures regain additional hit points equal to 2 + the spell's level.

Spirit Tide

At 14th level, you can replenish the spirits of nearby allies with a swell of restorative energy. As an action, choose a number of creatures within 60 feet that you can see, up to your Wisdom modifier. For each target, roll 1d4 and choose one of the following effects:

  • The creature regains one expended spell slot, the level of which equals their number rolled or lower (the creature's choice).
  • The creature regains hit points equal to your Wisdom modifier, and can choose to spend hit dice to regain hit points as if they completed a short rest. It can spend a number of hit dice up to the number you rolled (the creature's choice).

You can use this feature once, and regain the ability to use it again when you finish a long rest.

Resurging Elements

When you reach 18th level, you can extend the protective elemental energy you invoke to safeguard your allies. As a bonus action on your turn, you can expend a use of Elemental Aegis and ward a creature you can see within 60 feet. For 1 minute, you can use your reaction to defend the warded target with your Elemental Aegis feature without expending its uses. You can only ward one creature at a time with this feature, but can continue to use Elemental Aegis to defend other creatures, expending uses as normal. You can use Resurging Elements again to ward a new creature, ending the ward on the previous target.

Elemental Cursebinder

The spirits of the damned whisper through you, latching onto your enemies and weighing them down with their eternal wrath. Those that incur the wrath of the spirits are to be subsumed and offered back to the spirits to be given back to the primal elements that make up the world.

Cursebinder Spells

Cursebinders focus on hexes, curses, and charms of all kinds to slowly rip the souls of enemies apart. You are granted additional spells at certain levels in this class.

Shaman Level spells
3rd Bane, Hex, Enlarge/Reduce, Ray of Enfeeblement
5th Bestow Curse, Speak With Dead
7th Elemental Bane, Death Ward
9th Contagion, Raise Dead

Bonus Cantrip

Starting at 3rd level, you learn the Vicious Mockery cantrip. However, its name is changed to Spiritual Binding and its damage type is changed to necrotic.

Chains of the Damned

Starting at 3rd level, when you curse an enemy you can tether them to the spirits of vengeance that will slowly sunder their spirit back into their primal elemental energies. Once per turn, if they, or another creature, attempt to dispel, remove or make a saving throw to end the effects of a debuff or condition that you have applied to them with a shaman spell, take necrotic damage equal to your wisdom modifier.

Echo of Censure

Starting at 6th level, the spirits shriek and wail, assaulting the souls of those unfortunate enough to be caught by your hexes. When one of your shaman cantrips deals necrotic damage to a target, all creatures effected by a debuff or condition caused by you take 1d4 necrotic damage. This increases to 1d6 at 10th level, and 1d8 at 14th.

Lingering Malediction

Starting at 14th level, the spirits linger when you use your curses to weaken enemies. When you cast Bane or Hex you can choose to cast it without needing to concentrate on them. You can cast these spells this way twice, and regain one use when you complete a short rest and all uses when you complete a long rest. If you want to have a second instance of either of these spells active you must concentrate on the second casting of the spell.

Chain of the Forsaken

Finally, at 18th level, the final breath of the damned shakes the spirit of everyone around them, unleashing their frustrations with one last outlash. When a creature you have applied a debuff to reaches 0 hit points, their own spirit angrily lashes out at up to three creatures within 30 feet, applying your choice of Hex or Bane to them them for 1 minute. If those creatures are already under either of those effect, the spirits intensify their suffering, forcing them to make a Constitution save or take 6d8 necrotic damage and become frightened of you until the end of their next turn.

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

Shaman Spells

Cantrips (0 Level)
  • Acid Splash
  • Acid-Bite Blade**
  • Blade Ward
  • Chilling Blade**
  • Control Flames
  • Create Bonfire
  • Flurry**
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Guidance
  • Invoke Elements**
  • Lightning Strike**
  • Mending
  • Mold Earth
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Spare the Dying
  • Toll the Dead
  • Thunderclap

1st Level

  • Absorb Elements
  • Armor of Agathys
  • Bless
  • Burning Hands
  • Ceremony
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Elemental Shock**
  • Entangle
  • Feather Fall
  • Fog Cloud
  • Healing Word
  • Heroism
  • Ice Knife
  • Lightning Shield**
  • Purify Food and Drink
  • Sanctuary
  • Thunderwave

2nd Level

  • Agbazzar's Scorcher
  • Augury
  • Cascade**
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Flaming Sphere
  • Gentle Repose
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants
  • Maximilian's Earthen Grasp
  • Protection from Poison
  • Pyrotechnics
  • Shatter
  • Skywrite
  • Snilloc's Snowball Swarm
  • Warding Wind
  • Wellspring**

3rd Level

  • Bestow Curse
  • Blizzard**
  • Call Lightning
  • Chain Heal**
  • Clairvoyance
  • Dispel Magic
  • Earthen Spike**
  • Elemental Weapon
  • Erupting Earth
  • Fly
  • Haste
  • Ice Lance**
  • Lesser Chain Lightning**
  • Magic Circle
  • Meld into Stone
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Sleet Storm
  • Speak with Dead
  • Spirit Beast**
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall

4th Level

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Conjure Minor Elemental
  • Control Water
  • Death Ward
  • Divination
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Ice Storm
  • Lava Surge**
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Elemental
  • Thunderstorm**
  • Watery Sphere

5th Level

  • Commune
  • Conjure Elemental
  • Control Winds
  • Geas
  • Greater Restoration
  • Immolation
  • Legend Lore
  • Maelstrom
  • Legend Lore
  • Maelstrom
  • Reincarnate
  • Scying
  • Sundering**
  • Transmute Rock
  • Tranquil Rain**
  • Wall of Stone

6th Level

  • Bones of the Earth
  • Chain Lightning
  • Elemental Blast**
  • Find the Path
  • Flesh to Stone
  • Heal
  • Heroes' Feast
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Otiluke's Freezing Sphere
  • Primordial Ward
  • Wall of Ice
  • Wind Walk
  • Word of Recall

7th Level

  • Fire Storm
  • Glacial Spike**
  • Magma Blast**
  • Plane Shift
  • Regenerate
  • Sequester
  • Symbol
  • Temple of the Gods
  • Whirlwind

8th Level

  • Abi-Dalzim's Horrid Wilting
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Incendiary Cloud
  • Tsunami

9th Level

  • Foresight
  • Gate
  • Imprisonment
  • Mass Heal
  • Storm of Vengeance

Survivalist

From an early age, the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become survivalists. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies.

Class Features

As a Survivalist, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Survivalist level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per survivalist level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longbow and 20 arrows or (b) a light crossbow and 20 bolts
  • (a) two shortswords or (b) two simple melee weapons
  • (a) scale mail or (b) leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
Naturalists & Bounty Hunters

While rangers use a touch of primal magic to act as one with the wilds, survivalists rely purely on keen instinct to survive and hunt. They are the predator lying in wait for their meal, ready to take down their prey or mark before they can react.

                    "One shot is all I need. The jungle and its                ravenous beasts will do the rest. No matter how             well you hide, my scope WILL find you so say            goodbye to your head."

                                   -Seraphina Hearthstrum

Survivalist
Level Proficiency Bonus Features Techniques Known Focus Dice Focus Die Size
1st +2 Trailblazer, Hunting Tactics, Weapon Mastery - - -
2nd +2 Fighting Style, Focus 2 2 d4
3rd +2 Survivalist Path, Wild Lore 3 3 d4
4th +2 Ability Score Improvement 3 3 d4
5th +3 Extra Attack 4 4 d6
6th +3 Animal Aspect, Hunting Tactics Improvement 4 4 d6
7th +3 Path Feature 5 5 d6
8th +3 Ability Score Improvement 5 5 d6
9th +4 - 6 5 d8
10th +4 Camouflage, Animal Aspect 6 5 d8
11th +4 Path Feature 7 6 d8
12th +4 Ability Score Improvement 7 6 d8
13th +5 Readiness 8 6 d10
14th +5 Animal Aspect, Hunting Tactics Improvement 8 6 d10
15th +5 Path Feature 9 7 d10
16th +5 Ability Score Improvement 9 7 d10
17th +6 - 10 7 d12
18th +6 Feral Senses 10 7 d12
19th +6 Epic Boon 11 8 d12
20th +6 Foe Slayer 11 8 d12

Trailblazer

You excel at swift, alert, and stealthy movement, both solo and with companions. Moving through nonmagical difficult terrain costs you no extra movement. When traveling for an hour or more, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel pace.
  • Your group doesn't suffer the penalty to passive Wisdom (Perception) scores imposed by traveling at a fast pace.
  • Your group can travel stealthily even at a normal pace.

Weapon Mastery

You extensive training in the wilderness has enhanced your ability to use weapons. You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Hunting Tactics

At 1st level, you choose how you hunt your quarry: alone or with a loyal animal companion. Choose one of the following features:

Lone Wolf

You are able to focus your cunning and expertise fully on your chosen quarry, to deadly effect. As a bonus action, you can mark a creature you can see within 120 feet as your quarry. If you possess physical traces of a creature such as blood, a lock of hair, a body part, or the like, you can mark a creature even if they aren't visible or within range. For the next hour, you gain the following benefits:

  • Once per round, when you hit the marked target with a weapon attack, you can deal an additional 1d4 damage to it. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the marked creature.

You may maintain only one mark at a time; if you use this feature to mark a new creature, your previous mark fades immediately. You may end a mark at any time. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

At 6th level, your mark lasts until you finish a long rest. Whenever a creature you have marked forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, you have advantage on the roll. You also gain an additional focus die.

At 14th level, your mark lasts indefinitely. If you miss with an attack roll against a marked target, you can turn the miss into a hit. You must finish a long rest before you can use this ability on the same creature again. You also gain another additional focus die.

Animal Companion

You have a beast companion that accompanies you on your adventures and fights alongside you. Your beast is either a Beast of the Land or a Beast of the Sky, though you determine what kind of specific animal it is (for example, a wolf, bear, or any other animal your DM deems appropriate). The stat blocks for these creatures can be found at the end of the Survivalist section, and use your proficiency bonus (PB) in several places. You also choose one of the special traits listed in the "Beast Abilities" side bar for it.

In combat, the beast acts on your turn. It can move and use its reaction independently, but it typically takes only the Dodge action unless you use a bonus action on your turn to command it to take another action. This action can be one listed in its stat block or some other action you specify. Alternatively, you can use one of your attacks when you take the Attack action to command the beast to take the Attack action instead. If you are incapacitated, the beast can take any action of its choice.

If your animal companion dies you can spend one of your hit dice to revive it with 1 hit point at the end of a short rest. During this rest, the companion can spend its Hit Dice to regain additional hit points. A dead animal companion also revives with full hit points at the end of a long rest, but you do not regain any hit dice upon completing this long rest.

You may only have one animal companion at a time. If you befriend a beast using Animal Handling or the animal friendship spell and wish to make it your companion, you can do so at the end of a short rest. At this time, your previous pet peacefully departs. You choose whether your new animal companion is a Beast of the Land or a Beast of the Sky, along with new talents for it.

6th Level: Your beast's innate attacks count as magical for overcoming resistance and immunity to nonmagical attacks and damage. You may also choose an additional pet talent for it. Additionally, you can cast beast sense on your animal companion at will.

14th Level: When your beast is reduced to 0 hit points but not killed outright, you can choose for it to be restored to half its maximum hit points. Your beast can't use this ability again until you finish a long rest.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Great Weapon Fighting, Quickshot, Two Weapon Fighting, Versatile Weapon Fighting. You can't take a Fighting Style option more than once, even if you later get to choose again.

Beast Abilities

Your beast knows one of the talents below at 1st level, and learns an additional talent at 6th level. The pets of beast master survivalists learn a talent when that specialization is chosen at 3rd level.

Armored hide. The beast has +2 to its AC, and resistance to nonmagical bludgeoning, piercing, and slashing damage.

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, it must succeed on a Strength saving throw against your survivalist focus save DC or be knocked prone.

Constrictor. When the beast deals damage with its innate attack, the target is grappled (escape DC equal to your survivalist focus save DC). Until this grapple ends, the beast can't attack a different target. The beast can grapple a creature at most one size larger than itself.

Dire. The beast is one size larger, and has an additional number of hit points equal to twice your survivalist level.

Enhanced senses. The beast doubles the proficiency bonus added to its Wisdom (Perception) rolls and can't be surprised. It also has either tremorsense (Beast of the Land) or blindsight (Beast of the Sky) out to a range of 60 feet.

Pack tactics. The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Poisonous. Once per turn, the beast may try to poison a creature damaged by its innate attack. The creature must make a Constitution saving throw against your survivalist focus save DC or be poisoned until the end of the beast's next turn.

Protector. The first creature the beast attacks on its turn has disadvantage on any attack roll it makes on a target other than the beast, until the end of the beast's next turn.

Prowl. The beast may add your proficiency bonus to its Dexterity (Stealth) rolls. In addition, any hit the beast scores against a creature that is surprised is a critical hit.

Swift. The beast's speed increases by 20. In addition, the beast doesn't provoke opportunity attacks

Quickshot Fighting Style

You ignore the loading property of ranged weapons you are proficient in.

Focus

When you reach 2nd level, you learn to use cunning techniques that are fueled by special dice called focus dice.

Focus Dice

You have two focus dice, which are d6s. A focus die is expended when you use it on a focus technique. You regain all of your expended dice when you finish a short or long rest. You gain additional focus dice as you level, as shown in the Focus Dice column of the Survivalist table. Your focus dice become d8s at 5th level, d10s at 9th level, and d12s at 17th level, as shown in the Focus Die Size column of the Survivalist table.

Focus Techniques

You learn two focus techniques of your choice, which are detailed under "Focus Techniques" at the end of the survivalist class description. You also know the Call of the Wild technique, which does not count against your number of techniques known. Many techniques enhance an attack in some way. You can use only one technique per attack.

You learn additional techniques at the levels shown in the Techniques Known column of the Survivalist table. Each time you gain a survivalist level, you can also replace one technique you know with a different one.

Saving Throws

Some of your focus techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Focus save DC = 8 + your proficiency bonus +

your Wisdom modifier

Focus attack modifier = your proficiency bonus +

your Wisdom modifier

Path of the Wild

At 3rd level, you choose a method of survival that you strive to emulate: Beast Taming, Marksmanship, or Trap Laying, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Wild Lore

Also at 3rd level, your connection with the wilds allows you to cast certain spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for new spells. You can use a druidic focus as a spellcasting focus for your Wild Lore spells. If a Wild Lore spell requires a spell attack roll or saving throw, it uses your focus attack modifier or focus save DC.

You can use this feature to cast spells a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you complete a long rest. You can also use your Wild Lore feature by expending one focus die per level of the spell you wish to cast. This does not count against your normal uses of this feature. You may also cast them with spellslots you posses of the appropriate level.

You are initially able to cast animal friendship, and are able to cast additional spells as you gain Survivalist levels, as shown in the table below. Your choice of Survivalist specialization also grants you additional Wild Lore spells.

Wild Lore Spells

Survivalist Level Spells
3rd animal friendship
5th locate animals or plants
9th flare
13th locate creature
17th commune with nature

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Animal Aspect

At 6th level, you learn to emulate a beast of the wild. Choose one of the aspects listed below. You learn an additional aspect at 10th and 14th level.

Aspect of the Chameleon

You can use the Hide action as a bonus action, and you can try to hide when you are only lightly obscured from the creature from which you are hiding.

Aspect of the Cheetah

Your speed increases by 10 feet, and you can use the Dash action as a bonus action.

Aspect of the Fox

Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Aspect of the Monkey

You can use the Disengage action as a bonus action, and oppportunity attacks against you are made with disadvantage.

Aspect of the Turtle

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Aspect of the Viper

You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Camouflage

When you reach 10th level, you are able to blend in with your surroundings with almost supernatural skill. Creatures have disadvantage on Wisdom (Perception) checks to detect you, provided you have moved at most half your speed since the beginning of your most recent turn. You are still automatically detected if any effect or action causes you to no longer be hidden. In addition, when traveling at a slow pace for an hour or more, Wisdom (Perception) checks made to detect your group have disadvantage.

Readiness

Starting at 13th level, when you roll initiative and have no focus dice remaining, you regain one focus die.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Epic Boon

At 19th level, you unlock secrets of the wilderness that few are able to survive to master. You gain an Epic Boon feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against an enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Path of Beast Taming

Prerequisite: Animal Companion chosen at 1st level

Beast Tamers are one with the wildlife of the wilds, seeking their companionship to form unbreakable bonds. Their beast companions are their source of strength and resolve, creating strength from the bonds they share. To anger one is to incur the wrath of the other, an unshakable duo that will leave even the most hardened warriors reeling.

Kindred Spirits

When you choose this Path at 3rd level, you learn how to form and strengthen your bonds with the creatures of the wild. You gain proficiency in the Animal Handling skill if you did not already have it. If you did have it you may gain another skill from those available to Survivalist.

In addition, you can cast the spells listed in the Beast Taming Lore Spells table with your Wild Lore feature, at the survivalist levels listed.

Beast Taming Lore Spells

Your bond with your animal companion gives you the ability to cast the following spells.

Survivalist Level Spells
3rd speak with animals
5th beast sense
9th feign death
13th dominate beast
17th awaken

Master of Beasts

Also at 3rd level, your bond with your animal companion increases their strength. You treat your proficiency bonus as if it was 2 higher for determining your animal companion's statistics.

In addition, your beast gains one of the special traits listed in the "Beast Talents" sidebar, in addition to the special traits gained at 1st and 6th level.

Spirit Bond

At 7th level, the thrill of combat empowers your beast's inner spirit, turning your success into their drive. Whenever you roll a focus die for a focus technique, your animal companion regains hit points equal to the result rolled.

Beast Cleave

When you reach 11th level, the thrill of the hunt allows your beast to take on hoards of enemies. When your animal companion attacks on its turn, it can make another attack against a different creature that is within 5 feet of the original target and within its attack range. Your pet can make this additional attack at most once per turn.

Bestial Wrath

At 15th level, you can empower your companion with depths of poweryou can use your action to endow your animal companion with the fury of the Ancients. For 1 minute, your pet gains the following benefits:

  • It gains 50 temporary hit points, which are lost after 1 minute.
  • It has advantage on saving throws.
  • It adds your focus die to its damage rolls (no focus dice are actually expended).

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

Path of Marksmanship

A sharpshooter, an experienec bowman, one picking their quarry off from safe within the brush. Survivalists who take the path of a Marksman specialize in ranged weaponry to bring down enemies from a distance, giving their quarry little chance- or time- to struggle. One shot, one kill. That is the Marksman's motto.

Keen Awareness

When you choose this specialization at 3rd level, you take a path of observation and keen awareness of your sorroundings. You gain proficiency in the Perception skill, if you did not already have it. If you did have it you may gain another skill from those available to Survivalist.

In addition, you can cast the spells listed in the Marksmanship Lore Spells table with your Wild Lore feature, at the Survivalist levels listed.

Marksmanship Lore Spells

Your training with observation and ranged weaponry gives you the ability to cast the following spells.

Survivalist Level Spells
3rd endless quiver
5th eyes of the eagle
9th clairvoyance
13th arcane eye
17th scrying

Sniper Training

Also at 3rd level, you learn how to take shots that would be otherwise impossible, able to strike critical points from distances others may be unable to even see from. Whenever you make a ranged weapon attack, you gain the following benefits:

  • You add 30 feet to its normal and long range values.
  • You score a critical hit on a roll of 19 or 20.
  • If you would make the attack roll with disadvantage, you instead roll normally, as long as you can see your target.

Precise Aim

At 7th level, you rarely miss a shot, knowing how to strike vital points with precision. Whenever you roll a focus die for a focus technique, whenever you roll a 1 on the die, you may reroll the die but must use the new roll.

Scattershot

Starting at 11th level, you are able to unleash a hail of arrows, bolts, or bullets on crowds of enemies. You can use your action to make a ranged weapon attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Rapid Fire

At 15th level, your aim and reflexes reach their pinacle, able to focus and unleash a vicious volley on your quarry while still remaining agile. As a bonus action you can activate this ability for 1 minute, you gain the following benefits:

  • Once on your turn when you make a ranged weapon attack, you can make an additional ranged weapon attack against the same target with the same weapon.
  • You have advantage on Dexterity saving throws.

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

Path of Trap Laying

A sharpshooter, an experienec bowman, one picking their quarry off from safe within the brush. Survivalists who take the path of a Marksman specialize in ranged weaponry to bring down enemies from a distance, giving their quarry little chance- or time- to struggle. One shot, one kill. That is the Marksman's motto.

Knowledge of the Wild

When you choose this specialization at 3rd level, you take a path of knowledge of trapping your quarry and using the land to your advantage. You gain proficiency in the Survival skill, if you did not already have it. If you did have it you may gain another skill from those available to Survivalist.

In addition, you can cast the spells listed in the Trapping Lore Spells table with your Wild Lore feature, at the Survivalist levels listed.

Trapping Lore Spells

Your training with traps and the layout of the land gives you the ability to cast the following spells.

Survivalist Level Spells
3rd detect poison and disease
5th enhance ability
9th plants
13th freedom of movement
17th tree stride

Survivalist's Cunning

Also at 3rd level, you have learned how to create a variety of explosive devices and cunning traps for use in combat. At the end of a long rest, choose two Survival Gear options from the list at the end of this specialization. You can use each option twice, and regain all uses when you complete a long rest.

You can choose an additional Survival Gear option at 7th level (three options) and 15th level (four options).

Exhilerating Thrill

At 7th level, the thrill of a sprung trap invigorates you. Whenever you roll a focus die for a focus technique, you gain temporary hit points equal to the result rolled.

Guerilla Tactics

Beginning at 11th level, your survival gear has increased effectiveness. You gain the following benefits:

  • The damage dice of your traps and bombs doubles to 4d8.
  • The range of your bombs increases to 60 feet, and their effect radius increases to 20 feet.
  • When you target a creature with a trap, it has disadvantage on the first saving throw it makes against the trap.

Alpha Predator

At 15th level, you can use your bonus action to greatly improve your hunting prowess for a short time. For 1 minute, you may perform one focus technique that you know for free on your turn, using but not expending a focus die. During this time, enemy creatures within 20 feet of you have disadvantage on saving throws against your focus techniques.

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

Survival Gear

The following options for gear are available to you to choose.

Dart Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with a trap that shoots poisonous darts. The creature must make a Constitution saving throw against your focus save DC. On a failed save, the creature takes 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and suffers no additional effects. At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the condition on a success.

Explosive Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with an explosive trap that explodes with a powerful blast. The creature must make a Dexterity saving throw against your focus save DC. On a failed save, the creature takes 2d8 fire damage, is pushed 15 feet away from you in a straight line, and is knocked prone. On a successful save, the creature takes half as much damage and suffers no additional effects.

Flash Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing a flash bomb at a point you can see within 30 feet, which blinds creatures with searing light. Each creature within a 10 foot radius of that point must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no additional effects.

Freezing Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with a freezing trap that encases it in solid ice. The creature must make a Constitution saving throw against your focus save DC. On a failed save, the creature takes 2d8 cold damage and is petrified for 1 minute or until it takes any further damage. On a successful save, the creature takes half as much damage and suffers no additional effects. At the end of each of its turns, a petrified creature can repeat the saving throw, ending the condition on a success.

Icy Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing an icy bomb at a point you can see within 30 feet, which covers the ground in slick ice. Each creature within a 10 foot radius of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage, and is knocked prone. On a successful save, a creature takes half as much damage and suffers no additional effects. Until the end of your next turn, the area is considered difficult terrain, and any creature that enters the area or ends its turn there must succeed on a Dexterity saving throw or fall prone.

Poison Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing a poison bomb at a point you can see within 30 feet, which creates a lingering, poisonous cloud. Each creature within a 10 foot radius of that point must make a successful Constitution saving throw or take 2d8 poison damage. On a successful save, the creature takes half as much damage. Until the end of your next turn, the area is heavily obscured. Creatures that enter the area or end their turn there must make a Constitution saving throw. A creature takes 2d8 poison on a failed save, or half as much damage on a successful one.

Steel Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with a steel trap that clamps shut with its metal teeth. The creature must make a Dexterity saving throw against your focus save DC. On a failed save, the creature takes 2d8 piercing damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and suffers no additional effects. A restrained creature can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your focus save DC.

Wildfire Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing a wildfire bomb at a point you can see within 30 feet, which explodes in a fiery blast. Each creature within a 10 foot radius of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage immediately, and 2d8 fire damage again at the beginning of its next turn. On a successful save, a creature takes half as much damage immediately, and no additional damage.

Focus Techniques

The focus techniques are presented in alphabetical order.

Aimed Shot

Prerequisite: Marksmanship specialization

When you make a ranged weapon attack, you can expend a focus die to take deadly aim. The attack ignores half cover and three-quarters cover, and you add the focus die to the attack's damage roll.

Arcane Shot

Prerequisite: Marksmanship specialization

When you make a ranged weapon attack, you can expend a focus die to empower your ammunition with arcane magic. Instead of making an attack roll, your target must make a Dexterity saving throw. On a failed save, your target takes damage as if it were hit by the attack, plus the focus die's roll. On a successful save, a target takes half as much damage. This attack deals force damage instead of the attack's normal damage type.

Bursting Attack

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

Call of the Wild

When you make an ability check with a Survivalist class skill, you can expend one focus die. Roll the focus die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Coordinated Assault

Prerequisite: Survival specialization

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

Deterrence

On your turn, you can use a bonus action and expend one focus die, rolling the die. Until the beginning of your next turn, weapon attack rolls against you are made with disadvantage, and damage you take from weapon attacks is reduced by the focus die roll.

Disarming Attack

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

Disorienting Attack

When you hit a creature with a weapon attack, you can expend one focus die to disrupt its spellcasting. You add the focus die to the attack's damage roll. If the creature has to make a Constitution saving throw to maintain concentration on a spell as a result of this attack, that saving throw is made with disadvantage.

Exhilaration

On your turn, you can use a bonus action and expend one focus die to gain temporary hit points equal to the focus die roll + half your survivalist level.

First Strike

You can expend a focus die when you roll initiative to add the focus die roll to the total. During your first turn in combat, you have advantage on attack rolls against creatures that have not yet acted.

Hydra's Bite

When you hit a creature with a weapon attack, you can expend one focus die to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within range of your weapon. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your focus die plus your Strength of Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

Intimidation

Prerequisite: Beast Mastery specialization

When your animal companion deals damage with a weapon attack, you can expend one focus die to have it attempt to frighten its target. You add the focus die to the attack's damage roll, and the creature must make a Wisdom saving throw. On a failed save, the creature is frightened of your beast until the end of your beast's next turn.


Beast of the Sky

Medium beast, unaligned


  • Armor Class 12 + PB
  • Hit Points 4 + five times your Survivalist level ([d8s] equal to your survivalist level)
  • Speed 10 ft. fly 60 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Saving Throws Dex +2 plus PB, Con +2 plus PB
  • Skills Acrobatics +2 plus PB, Perception +2 plus PB
  • Senses darkvision 60 ft., passive Perception 12 + PB
  • Languages understands the languages you speak
  • Profiency Bonus (PB) equals your bonus

Keen Sight. The beast has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Creature Name makes Number and type of attacks

Shred. Melee Weapon Attack: Attack: your focus attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.


Beast of the Land

Medium beast, unaligned


  • Armor Class 12 + your wisdom
  • Hit Points 5 + five times your Survivalist level ([d8s] equal to your survivalist level)
  • Speed 40 ft. climb 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Saving Throws Dex +2 plus PB, Con +2 plus PB
  • Skills Athletics +2 plus PB, Perception +2 plus PB
  • Senses darkvision 60 ft., passive Perception 12 + PB
  • Languages understands the languages you speak
  • Profiency Bonus (PB) equals your bonus

Keen Sight. The beast has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Creature Name makes Number and type of attacks

Maul. Melee Weapon Attack: Attack: your focus attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + wisdom slashing damage.

Dracomancer


Prerequisite: You must have a Dragonmark or be a kobold, dragonborn, or half-dragon (DM’s discretion for other draconic bloodlines).

Dracomancers are arcane prodigies born from or touched by dragonkind. Whether through ancient bloodlines, magical branding, or deliberate transformation, they channel raw draconic magic with unmatched control. Some use the elemental wrath of chromatic dragons to scorch the battlefield; others wield the wisdom and intillect of gem dragons to protect and empower allies. No matter the path, a Dracomancer is a living conduit of primal, elemental force—every spell a roar, every surge of magic a beat of ancient wings.

Class Features

Hit Points


  • Hit Dice: 1d8 per Dracomancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dracomancer level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, two martial melee weapons of your choice
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Investigation, Medicine, and Persuasion

Equipment


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two simple weapons or (b) one martial melee weapon
  • (a) Any simple melee weapon or (b) a healer’s kit
  • (a) A dungeoneer’s pack or (b) an explorer’s pack
  • (a) A draconic focus and scale mail
Draconic Magic

When making a Dracomancer, think about your source of magic. Are you channeling ancient memories of an ancestor? Are you a living experiment, altered by a cult or wyrm's sorcery? Is your power a gift or a hunger? Do you simply have a fascination with draconic magic you encountered? Discuss with your DM on where this power would come from to incorperate into your story. If you're multiclassing, consider how these powers would manifest and show themselves.

Also, the subclasses are meant to be a reflection of which kind of dragon the powers came from as well! Strength for Metalic, Destruction for Chromatic, and Preservation for Gem!

"I carry the power of dragon kind; their arcane fury is my will. It is a heavy torch to carry, but I will achieve glory for the honor of my kind! My clan! My family!"

                               -Fafnir Lindstrum

Dracomancer
Level Proficiency Bonus Features Essence Points Essence Abilities Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Draconic Heritage, Spellcasting - - 2 2 2
2nd +2 Essence 2 2 2 3 2
3rd +2 Draconic Path 3 2 2 4 3
4th +2 Ability score Improvement 3 2 2 5 3
5th +3 Essence Burst 4 3 2 6 4 2
6th +3 Tempered Scales 4 3 2 6 4 2
7th +3 Subclass feature 5 4 2 7 4 3
8th +3 Ability score Improvement 5 4 2 7 4 3
9th +4 6 5 2 9 4 3 2
10th +4 Tip the Scales 6 5 3 9 4 3 2
11th +4 Rescue 7 5 3 10 4 3 3
12th +4 Ability score Improvement 7 6 3 10 4 3 3
13th +5 5 6 3 11 8 3 3 1
14th +5 Inherent Resistance 8 6 4 11 4 3 3 1
15th +5 Subclass Feature 9 7 4 12 4 3 3 2
16th +5 Ability score Improvement 9 7 4 12 4 3 3 2
17th +6 9 7 4 14 4 3 3 3 1
18th +6 Fury of the Aspects 10 8 4 14 4 3 3 3 1
19th +6 Epic Boon 10 8 4 15 4 3 3 3 2
20th +6 Subclass Feature 10 8 4 15 4 3 3 3 2

Draconic Heritage

Your inner fire draws upon the might of the draconic magic. You have advantage on Charisma, Intelligence, or Wisdom check made regarding dragons.

Spellcasting

You have learned how to harness draconic power, enabling you to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting, and the Spells section of this book to see the Decomancer Spell List and spell abilities.

Cantrips

At 1st level, you learn two Dracomancer cantrips of your choice from the Dracomancer spell list. You learn additional Evoker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dracomancer table.

Preparing and Casting Spells

The Dracomancer table shows how many spell slots you have to cast your Evoker spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Dracomancer spells that are available for you to cast, choosing from the Dracomancer spell list. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Evoker spells requires time spent refocusing the Aspectal energies within you: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Dracomancer spells. You use your Intelligence whenever an Dracomancer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw or ability check DC for an Dracomancer spell, and when making a spell attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Essence

Your inner draconic flame fuels your arcane power, allowing you to enhance your various abilities with its power.

Essence Points

You have two Essence points, which can be expended to use Essence Abilities. You gain additional Essence points at higher levels, as shown in the Essence Points column of the Dracomancer table. You regain all of your expended Essence points when you finish a short or long rest.

Essence Abilities

You learn two Essence abilities of your choice, which are detailed under “Essence Abilities” at the end of the Dracomancer class description. You also know the “Hover” Essence ability, which does not count against your number of Essence abilities known. Many Essence abilities enhance a spell in some way. You can use only one Essence ability per turn. You learn additional Essence abilities at the levels shown in the Essence abilities column of the Dracomancer table. Each time you gain an Dracomancer level, you can also replace one Essence ability you know with a different one.

Draconic Path

When you reach 3rd level, you commit the use of your powers to one of the following paths: Augmentation, Devastation, or Preservation. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include specialization spells.

Path Spells

Each path has a list of associated spells. You gain access to these spells at the levels specified in the path description. They are automatically added to your libram, and you always have them prepared. Path spells don’t count against the number of spells you can prepare each day. If you gain a Path spell that doesn’t appear on the Dracomancer spell list, the spell is nonetheless an Dracomancer spell for you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or two ability scores by 1. You can’t increase an ability score above 20 using this feature.

Essence Burst

Beginning at 5th level, whenever you critically strike while casting a Dracomancer cantrip or spell of 1st level or higher, you regain 1 Essence point.

Tempered Scales

By 6th level, your hide toughens with your magical nature. You reduce damage from nonmagical weapon attacks by 3.

Tip the Scales

Starting at 10th level, your use of your latent draconic magic has grown more efficient, allowing you to unleash the magic in massive, controled surges. You may use this feature to cast any 1st-level Dracomancer spell as if it were cast using the highest level spell slot availible. However only the lowest level spell slot that can be consumed for the casting of the spell is consumed. Once you use this feature, you cannot use it again until you finish a long rest.

Rescue

Beginning at 11th level, you may dash to the rescue of an ally in danger. When an ally within 30ft of you is targeted by an attack or forced to make a Dexterity saving throw to take only half damage, you may move to that ally’s location as a reaction and move with them to an unoccupied location withing 30ft of that ally’s original location. This feature does not provoke oppourtunity attacks. If this feature causes the ally to become out of range of the triggering attack, spell, or effect: the action, bonus action, reaction, or feature that was used for the triggering attack, spell, or effect is consumed as if it had proceeded as normal. Once you use this feature, you cannot use it again until you finish a short or long rest.

Inherent Resistance

By 14th level, the magic coursing through your veins has given you a modicum of resistance to magical effects. You have advantage on saving throws against spells. Furthermore, you have resistance against damage of one damage type of your choice of fire, cold, lightning, poison or acid.

Fury of The Dragons

Beginning at 18th level, you may use your action to briefly release a surge of draconic power that bolsters you and up to four other allies within 60ft of you. For one minute, all affected creatures may add a d4 to any attack or damage rolls, as well as any saving throws, and each affected creature gains the effects of a 3rd-level Aid spell. Once you use this feature, you may not use it again until you finish a long rest.

Epic Boon

At 19th level, you unlock secrets of the wilderness that few are able to survive to master. You gain an Epic Boon feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify.

Path of Strength

The dragons that call the mountains and sands home are known for their sturdiness from scales hardened by the harsh environments they life in. They burrow deep into the earth, using the strength of the land itself to enforce their will. Dracomancers that call on this magic embrace the strength of scales hardened by the pressures of stone to strengthen themselves and their allies.

Path Spells

Dracomancer Level Spells
3rd Earth Tremor, Faerie Fire
5th Earthbind, Enhance Ability
9th Erupting Earth, Slow
13th Blistering Scales, Stone Shape
17th Breath of Eons, Skill Empowerment

Draconic Attunement

When you choose this specialization at 3rd level you choose a draconic attunement to benefit from. You choose which attunement to benefit from at the end of each long rest, and may not change your attunement before the end of your next long rest. A creature may benefit from only one of your attunements at once, and if you choose a different attunement, the benefits of the previous attunement cease. If another ally is granting another attunement, then a creature may benefit from both attunements at onec (as long as the attunements are different). You may choose one of the following Draconic Attunements to benefit from:

  • Iron Attunement: When you choose this attunement, you and up to four allies of your choice within 30ft of you may gain temporary hit points equal to half of your Dracomancer level rounded up.

  • Brass Attunement: While you benefit from this attunement, the movement speed of you and up to four allies of your choice within 30ft of you increases by 5ft.

Earthen Might

Also at 3rd level, you can bless yourself and your allies with incredible strength. As an action you grant a boon of strength to you and up to four allies of your choice within 30ft of you may add half of your intelligence modifier (rounded down) to to all attack and damage rolls for a number of rounds equal to your intelligence modifier. You may use this feature twice. You regain one use when you complete a short rest and all uses of this when you finish a long rest.

Bond of the Earth

Beginning at 7th level, whenever you cast a spell of 1st level or higher that requires concentration, up to two allies of your choice within 30ft. of you gain the following benefit for the duration: whenever you take the attack action or cast a spell that deals damage or restores hit points to a creature, you may roll each of the dice used to determine the amount of damage or healing done twice, and choose one of the rolls to keep. You may reroll the dice once each round that you are affected by this ability.

Scale's Favor

The draconic blessing strenghtens your Attunements. Starting at 15th level, you gain the following benefits:

  • Iron Attunement: The temporary hit points granted by this feature now add your Intelligence modifier to the amount.

  • Brass Attunement: The additional movement granted by this feature now equals 15ft.

Stone's Endurance

By 20th level, your mastery of the earth has reached its full potential, allowing you to soak potentially fatal blows as if you were made of scale-covered stone. Whenever you, or a creature within 30ft. of you would be reduced to 0 hit points, or killed outright, you may use your reaction to change that creature's current hit points to an amount equal to your level. Each creature of your choice within 30ft. of that creature then regains hit points equal to half of your level. Once you use this feature, you may not use it again until you finish a Long Rest.

Path of Devestation

Dragons that embody the elemental forces of magic themselves wield destructive power, able to sunder entire armies with a single breath. The flames that scorch the earth leave little more than a charred landscape and the Dracomancers that call on these powers to wield embrace destruction to level foes that dare to challenge them.

Wrathful Spells

Dracomancer Level Spells
3rd Lesser Disintigrate, Magic Missile
5th Dragon's Breath, Scorching Ray
9th Lightning Bolt, Shattering Star
13th Confusion, Storm Sphere
17th Deep Breath, Cloudkill

Destructive spells

Beginning at 3rd level, you excel at rapidly destroying your foes. Once per turn, when you deal damage with a Dracomancer cantrip or spell you add your Intelligence modifier to the damage roll.

Chromatic Devestation

Starting at 3rd level, each time that you cast a damaging spell using a spell slot of 1st level or higher, you gain a chromatic charge. Out of combat, any unused chromatic charges disappear after you complete a short rest. As an action, you may consume any number of your chromatic charges to lob a coalesced orb of draconic power towards an enemy within 30ft. That creature must make a Dexterity saving throw, taking a number of d10 force, fire, lightning, cold, acid, or poison (you choose) equal to the number of chromatic charges that you consumed to take this action on a failed save. On a successful save, the target takes only half damage.

Chromatic Surge

At 7th level, your Magic Missile spell has become bolstered by raw arcane power. It now does a d6 damage per missile, rather than a d4. Additionally, instead of gaining a Chromatic Charge you can choose to add an additional bolt dealing fire, lightning, cold, acid, or poison damage (you choose.)

Dragonrage

Starting at 15th level, your draconic magic can be unleashed in incredible bursts to devestate whole armies. whenever you use the Chromatic Devestation feature, you may enhance it, causing it to unleash three Chromatic Devestations instead of one. Each Chromatic Devestation targets a different creature within 30ft. of you, and deals a number of d10 damage equal to the number of chromatic charges that you expended for this use of the Chromatic Devestation feature. For each Chromatic Devestation, choose whether it deals force, fire, lightning, cold, acid, or poison damage. Furthermore, until the end of your next turn, your damaging cantrips and spells of 1st level always regenerate an Essence point as if they had critically struck. Once you use this feature, you cannot use it again until you finish a long rest.

Devestating Speed

Starting at 20th level, whenever you cast a spell of 1st level or higher that has a casting time of one action, and that does not require concentration, you may use you bonus action to cast a dracomancer cantrip with a casting time of one action, and that does not require concentration.

Path of Preservation

The mind is a powerful tool, linked to the body in a dance where the strength of one can amplify the strength of the other. Dracomancers can call on fortifying the mind and body together to restore life back to those who need it and preserve the body as if time itself has ignored it.

Preservation Spells

Evoker Level Spells
3rd Cure Wounds, Dissonant Whispers
5th Echo, Calm Emotions
9th Sending, Mass Healing Word
13th Death Ward, Psychic Lance
17th Rary's Telepathic Bond, Renewing Blaze

Mind and Body as One

Starting at 3rd level, whenever you cast a spell of 1st level or higher that restores hit points to a creature that has fewer current hit points than you, that creature regains additional hit points equal to your Intelligence modifier.

Regenerative Magic

Beginning at 7th level, your connection to the bodies and minds of others deepens so much that their restoration also restores you. Whenever you cast a spell of 1st level or higher that restores hit points to at least one other creature, but not yourself, you may regain a number of hit points equal to 2 + the spell's level.

Pain Supression

By 15th level, you are able to use the power of the mind to supress the pain of your allies' recent wounds so the body heals them faster. As an Action, you and up to four other allies of your choice within 30ft. of you regain a number of hit points equal to half the damage that you took within the last round. Once you use this feature, you cannot use it again until you finish a long rest.

Mental Stasis

Starting at 20th level, your own mental fortitude has grown strong enough that you can manifest memories of spells cast. As a bonus action, taken when you cast a spell of 1st level or higher that restores hit points to yourself or another creature, you may store a memory of it. While stored as a memory, the spell remains ready to cast, frozen in the moment of memory in which it was duplicated. As a bonus action, you may cast the spell by releasing it from the time loop. Upon its release, the spell immediatly takes effect. If the spell requires concentration, it lasts for the full duration without requiring concentration. No spell slot is consumed for the casting of the duplicate spell. Once you use this feature, you may not use it again until you finish a Long Rest. Any stored spells vanish after a Long Rest.

Essence Abilities

Bestow Wyrmstone

Prerequisite: Strength Specialization
As an action, you may spend 1 Essence point to create two Wyrmstones, one of which you may give to an ally within 30ft of you. As a bonus action, a creature in possesion of a Wyrmstonee may activate it, teleporting to an unoccupied space witin 5ft of the creature who is in possesion of the other Wyrmstone. Once a Wyrmstone has been used, it cannot be used again until you finish a short rest. A creature may not be in possesion of more than one Wyrmstone at a time. A Wyrmstone is destroyed after a long rest. You cannot have more than one set of Wyrmstones of your making in existence at once.

Bombardment

Prerequisite: Devastation Specialization
When you damage a creature with a spell of 1st level, you may use your bonus action and spend 2 Essence points to mark it for Bombardment. The next time that creature takes damage, it takes an additional amount of fire, cold, lightning, poison, or acid damage (you choose when activating this feature) equal to half of the triggering damage.

Comforting Thoughts

Prerequisite: Preservation Specialization
When you cast a spell of 1st level or higher that restores hit points to any number of creatures, you may use your bonus action and spend 3 Essence points. A number of nourishing memories equal to the spell slot level consumed for the casting of the triggering spell are produced, each one landing in an unoccupied space within 30ft of you. At the end of your next turn, each creature of your choice within 5ft of a seedling regains a number of d4 hit points equal to the total number of memories produced. The memories then vanish.

Redirect Excess

Prerequisite: Preservation Specialization
Whenever you restore hit points to a creature using a spell of 1st level or higher that targets only one creature you may use your bonus action and spend 1 Essence point to redirect any healing beyond the target’s hit point maximum to another creature of your choice within 30ft of you.

Flutter

As a bonus action, you may spend 1 Essence point to gain the following benefits for a number of rounds equal to your Intelligence modifier:

  • Your speed is increased by 10ft
  • You are unaffected by nonmagical difficult terrain
  • You may take the Dash action as a bonus action.

Landslide

As an action, you may spend 2 Essence points to force all creatures witin a 20ft long 10ft wide rectangle originating from yourself to make a Dexterity saving throw or become grappled until the beginning of your next turn. A creature may use its action to repeat the saving throw, ending the grapple on a success.

Lesser Disintigrate

Prerequisite: Devastation Specialization
As an action, you may spend 2 Essence points to cast the “Lesser Disintigrate” spell at 1st level without expending a spell slot.

Mind’s Flame

Prerequisite: Preservation Specialization
When you cast the spell “Fire Breath”, you may use your bonus action and spend 2 Essence points to heal all allies within its area of effect for a number of hit points equal to the spell’s initial damage roll. The allies healed do not take damage from the spell.

Earth's Bloom

Prerequisite: Strength Specialization
Whenever you reduce a creature to 0 hit points using a spell of 1st level or higher, you may use your bonus action and spend 2 Essence points to cast the spell “Emerald Blossom” at 1st level without expending a spell slot. You do not have to have “Emerald Blossom” prepared to use this feature.

Strong Scales

Whenever you cast a spell that increases your armor class, you may use your bonus action and spend 1 Essence point to heighten its effects. For a number of rounds equal to your intelligence modifier, you gain immunity to the following conditions: Frightened, Paralyzed, Petrified, Prone, and Stunned.

Oppressing Roar

As a bonus action, you may spend 1 Essence point to give each creature of your choice within a 15ft cone originating from yourself 1 -1d6 penalty on the next saving throw made before the end of your next turn.

Sharper than Stone

Perequisite: Strength Specialization
As a bonus action, you may spend 1 Essence point to grant an ally within 30ft of you the ability to critically hits on a d20 roll of 18-20. This lasts for a number of rounds equal to half your intelligence modifier (rounded up)

Resonating Stones

Prerequisite: Strength Specialization, 15th level
When you cast a spell that targets an area, you may use your bonus action and spend 3 Essence points to modify the spell as follows: For each enemy beyond one damaged by this spell, add an additional damage die of the spell’s die type to the damage roll, to a maximum of three additional dice.

Chromatic Burst

Prerequisite: Devastation Specialization
When you cast a damaging spell of 1st level, you may use your bonus action and spend 2 Essence points to create two missiles as created by the “Magic Missile” spell. Each missile targets a creature of your choice within range of the triggering spell.

Detonation

Prerequisite: Devastation Specialization, 15th level
Whenever you use your “Chromatic Devestation” feature, you may use your bonus action and expend 3 Essence points to cast a 3rd level “Fireball” spell centered on one of the targets of your “Chromatic Devestation”. The spell slot is consumed as normal.

Terror of The Skies

Prerequisite: 17th level
Whenever you cast the spell “Deep Breath”, “Breath of Eons”, or “Dream Flight”, you may use your bonus action and spend 3 Essence points to force each enemy within its area of effect to make a Constitution saving throw or become frightened of you until the beginning of your next turn. A creature may repeat the saving throw at the end of its turn, ending the effect on a success.

Mental Delay

Prerequisite: Preservation Specialization, 15th level
When an ally within 30ft of you takes damage, you may use your bonus action and spend 1 Essence point to delay half of the damage taken from being taken until the beginning of the damaged creature’s turn.

Draconic Stride

As a bonus action, you may spend 2 Essence points to allow yourself and up to four other creatures of your choice to move up to 20ft as a reaction. This movement does not provoke oppourtunity attacks.

Dracomancer Spells

Cantrips
  • Acid Splash
  • Control Flames
  • Create Bonfire
  • Dracobolt
  • Elementalism
  • Gust
  • Obsidian Scales
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shocking Grasp
  • Spare the Dying
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Chromatic Orb
  • Command
  • Detect Magic
  • Emerald Blossom
  • Fire Breath
  • Goodberry
  • Lesser Disintigrate
  • Living Flame
  • Obsidian Scales
  • Sanctuary
  • Sleep
2nd Level
  • Aid
  • Alter Self
  • Continual Flame
  • Dragon's Breath
  • Echo
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Protection From Poison
  • Suggestion
  • Verdant Embrace
  • Warding Bond
3rd Level
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Earthen Spike
  • Fear
  • Fly
  • Glyph of Warding
  • Haste
  • Remove Curse
  • Revivify
  • Shattering Star
4th Level
  • Arcane Eye
  • Blistering Scales
  • Deathwyrm's Embrace
  • Charm Monster
  • Emerald Communion
  • Freedom of Movement
  • Locate Creature
  • Temporal Anomaly
  • Time Lock
5th Level
  • Breath of Eons
  • Control Winds
  • Deep Breath
  • Dream Flight
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Renewing Blaze
  • Summon Dragon
  • Sundering
  • Circle of Power

Monk

Warrior of the Mist

Warriors of the Mist are unique among those who heal. The energies they channel are mysterious, but those who weave the mists wield the power of life's essence. The inner tranquility that guides them allows them to weave healing magic and martial arts, sustaining their allies while punishing their foes.

Bonus Proficiencies

When you select this specialization at 3rd level, you gain proficiency in the Medicine skill and herbalism kit.

Soothing Mists

Also at 3rd level, you learn to use your focus to cast certain healing spells. When you take the Attack action on your turn, you can spend 1 focus point to replace one of the attacks with casting the spell cure wounds. At higher levels, you can spend more focus to cast more powerful spells, as shown in the Soothing Mists Spells table. Spells cast using this feature have a range of 30 feet, and use Wisdom as their spellcasting ability.

Soothing Mists Spells

Monk Level Spells Focus Point Cost
3rd cure wounds 1
5th lesser restoration 2
9th revivify 3
13th death ward 4
17th greater restoration 5

Grace of the Mists

Beginning at 6th level, the mists guide your movement through the battlefield. When you cast a spell using Soothing Mists, you can use Flurry of Blows, Patient Defense, or Step of the Wind this turn without spending focus points.

Gust of Mists

At 11th level, your channeling of the mists becomes more potent. When you cast a spell using your Soothing Mists feature, you can restore a number of hit points equal to one roll of your Martial Arts die, in addition to the spell's other effects. You can spend additional focus point to increase this healing: for each focus point you spend, up to your Wisdom modifier, you can increase the hit points restored by an additional roll of your Martial Arts die.

Concealing Mists

When you reach 17th level, you can evoke the mists to guard you and your allies. As an action, you can spend 5 focus points to summon a shroud of healing mists for 1 minute. The area within 30 feet of you is heavily obscured and moves with you. Creatures of your choice ignore this obscurement. When a friendly creature enters the area for the first time or starts its turn there, you can restore a number of hit points to that creature equal to one roll of your Martial Arts die.

Warrior of the Winds Monk

Monks of this path train to harness unparalleled agility, moving with the grace and precision of a breeze through the battlefield. Their relentless conditioning allows them to strike with rapid, fluid movements, overwhelming foes before they can react. In combat, they embody the very essence of speed and momentum, flowing like the wind and leaving devastation in their wake.

Swiftness of the Wind

When you select this specialization at 3rd level, you gain proficiency in the Athletics or Acrobatics skill, if you did not already have them. In addition, you can use either your Strength or Dexterity to determine your jump distance.

Combat Conditioning

Also at 3rd level, you have improved your focus abilities through intense training. Your Flurry of Blows, Patient Defense, and Step of the Wind features are improved, as described below.

Fists of Fury. Once per turn, when you hit a target with one of the attacks granted by your Flurry of Blows, you can deal bludgeoning damage equal to your Martial Arts die to any other creature of your choice within your reach and within 5 feet of the original target.

Dampen Harm. When you use Patient Defense, you also gain temporary hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

Tiger's Rush. When you use Step of the Wind, the next successful melee weapon attack or unarmed strike you make before the end of your next turn forces your target to make a successful Strength saving throw against your focus save DC or be knocked prone.

Deep Breathing

At 6th level, you learn to harness your inner calm to replenish your focus. As a bonus action on your turn, you can regain focus points equal to your Wisdom modifier (minimum 1) and gain temporary hit points equal to 1d8 + your wisdom modifier. You must finish a short or long rest before you can use this feature again.

Combo Strikes

Beginning at 11th level, you can create devastating chains of attacks in battle. When you take the Attack action on your turn and attack the same target with both attacks, you have advantage on attacks made with your next Flurry of Blows before the end of your next turn.

Kick of the Rising Wind

At 17th level, you learn to target a wavering target with a devestating kick. When you successfully hit an unarmed strike with advantage, you can spend a focus point to do a forceful rising kick. This turns the attack into a critical hit and adding an additional 2d12 thunder damage, after the extra damage on a critical hit has been rolled. You can use this feature a number of times equal to your wisdom modifier and regain all uses when you complete a long rest.

Paladin

Oath of Light

Paladins that take this oath seek to banish shadows and bring forth the radiance of divine truth. Sworn to uphold justice and hope, these paladins channel the brilliance of the heavens to illuminate even the darkest corners of the world. With unwavering resolve, they stand as beacons against the forces of darkness, their presence a testament to the power of light over shadow.

Tenets of Light

Shine the Way. Be a guiding light for others, offering hope and clarity in times of confusion. Lead with compassion, ensuring that the path of righteousness is always illuminated.

Embrace the Dawn. The light is a symbol of renewal and growth. Always strive to better yourself and others; every dawn is a chance for a new beginning.

Banish the Shadows. Darkness in all its forms—ignorance, fear, and prejudice—must be illuminated. Where shadows gather, bring the light of truth, driving away deception and despair.

Radiant Justice. Justice is the purest form of light. Protect the innocent, punish the wicked, and ensure that your actions are as unyielding and clear as the rising sun.

Light of Dawn

Starting at third level, you repel the shadows, illuminating gloom and doom for your allies. As an action, you can use your Channel Divinity to radiate light that banishes darkness and heals injured allies. Magical darkness is dispelled in a 30-foot cone in front of you, and allies within that area regain hit points equal to 1d6 + your paladin level, up to half of their hit point maximum. Undead or constructs cannot regain hit points from this feature.

Oath of Light Spells

To be able to banish darkness your oath grants you the following spells

Paladin Level Spells
3rd bless, healing word
5th beacon of light, prayer of healing
9th daylight, mass healing word
13th aura of purity, freedom of movement
17th holy weapon, mass cure wounds

Lightbringer

By 7th level, the light strengthens your healing, allowing you to illuminate the battlefield with radiance. You gain the following benefits:

  • You can use your Lay on Hands ability on creatures you can see within 30 feet of you.
  • If your Lay on Hands to restores at least 5 hit points to a creature, you add your charisma modifier to the amount healed.

Divine Purpose

Starting at 15th level, your divinity guarantees you can always stave off the darkness of death. When you would normally roll one or more dice to restore hit points with a spell or paladin class feature (such as your Light of Dawn Channel Divinity), you can use the maximum roll on a number of dice equal to your charisma modifier.

Avenging Crusader

At 20th level, as an action, you can transform into an avatar of light. For 1 minute, bright light shines from you in a 30- foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when you activate this feature. You also gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells.

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

Wizard

School of Weave Channeling

Those who tap into the raw weave are known as arcane channelers, connecting to and using pure magic itself. They embrace the pure arcane energies that sorround everything, using the mysterious force to empower your spellcasting and increase its potency.

Bonus Cantrip

When you choose this specialization at 3rd level, you learn the arcane communion cantrip, which doesn't count against the number of wizard cantrips you know.

Arcane Residue

Also at 3rd level, you capture a small piece of the arcane weave whenever you cast a spell, able to hold onto it and unleash the raw magic on command. When you cast a spell using a spell slot, you gain a number of arcane charges equal to half the spell's level, rounded up. You can have a maximum number or charges equal to your intelligence modifier, and all accumulated charges dissipate when you finish a short or long rest.

Before you roll damage for a spell, you can spend arcane charges to roll a number of the spell's damage dice equal to their maximum value, up to the number of arcane charges spent. When you spend arcane charges on a spell, that spell does not generate arcane charges.

Powered by the Weave

Beginning at 6th level, when you use your Arcane Recovery feature, the combined level of spell slots you may recover increases by 2. It increases to 3 at 10th level and 4 at 14th level.

Arcane Barrier

When you reach 10th level, you learn how to siphon arcane energy from harmful magic for your own benefit. When you make a saving throw against a spell, you can use your reaction to give yourself advantage on the roll. On a failed save, you suffer the spell's effect, but take only half damage (if any). On a successful save, you take no damage from the spell. Regardless of whether your saving throw succeeds or fails, you gain arcane charges as if you had cast the spell. You regain the ability to use this feature after completing a short or long rest.

Overclock

At 14th level, you have mastered the use the residual arcane magics for both offense and defense. When you spend arcane charges, you may maximize a number of damage dice equal to twice the number of arcane charges spent. In addition, your accumulated arcane energy protects you. Whenever you make a saving throw you can choose to expend arcane charges, gaining a bonus to the roll equal to twice the number of charges spent.

School of Pyromania

Pyromanic wizards embrace the destructive nature of fire, learning to harness and control its wild nature. Learning to master fire is to walk the thin line of mastery and mania. Some jest that fireball isn't always a solution but... How accurate is that statement, really?

Firey Savant

Beginning when you select this school at 3rd level, when you select this subclass and whenever you gain a level, you learn an additional spell, but that spell must deal fire damage. You also learn the Control Flames cantrip. This cantrip does not impact your number of wizard cantrips known.

Fan the Flames

Also at 3rd level, you learn how to enhance the volatile power of your fiery magic. Whenever you cast a spell that deals fire damage, you can add your intelligence modifier to one damage roll of the spell.

Critical Mass

Beginning at 6th level, your fire is extremely hard to avoid, leaving foes scorched no matter how well they can get out of the way. When you roll a 1 on the die for a damage roll, you can reroll a number of dice equal to your intelligence modifier, but you must use the new roll. Additionally, you ignore resistance to fire damage.

Cauterize

At 10th level, you can quickly burn your own wounds to seal them and prevent fatal blows. If you are reduced to 0 hit points, you can use your reaction to draw on the fiery energy that burns within you. You are instead reduced to 1 hit point, and each creature within 10 feet of you must make a constitution saving throw against your wizard save DC or take fire damage equal to half your mage level + your Intelligence modifier on a failed save, or half damage on a success. Once you use this feature, you can't use it again until you finish a long rest.

Wildfire

When you reach 14th level, you learn how to unleash the true destructive potential of your fire magic. When you roll fire damage for a spell and roll the highest number on any of the dice, roll those dice again and add those rolls to the damage. You can add these rolls a number of times equal to your intelligence modifier. You may only reroll each die once with this feature.

Acid-Bite Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5 feet)
  • Components: S, M (A melee weapon worth at least 1 sp)
  • Duration: 1 round
  • Classes: Artificer, Shaman, Sorcerer, Warlock, Wizard

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and becomes coated in corrosive bile until the start of your next turn. If the target willingly attacks a creature other than the caster before then, it immediately takes 1d8 acid damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for attacking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Arcane Blast

Evocation cantrip

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard

You strike a creature or object you can see within range with a blast of pure magic. Make a ranged spell attack against the target, which ignores cover. On a hit, the target takes 1d8 force damage and is pushed 5 feet away from you. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Dracobolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Dracomancer, Sorcerer

As you make a swiping gesture at a nearby enemy, a blue orb of magic hits that enemy. Your target must make a Dexterity saving throw. On a failed save, the target takes 1d10 force damage. On a succesful save, the target takes half damage. The spell’s damage increases when you reach higher levels; 2d10 at 5th level, 3d10 at 11th, and 4d10 at 17th level.

Chilling Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5 feet)
  • Components: S, M (A melee weapon worth at least 1 sp)
  • Duration: 1 round
  • Classes: Artificer, Shaman, Sorcerer, Warlock, Wizard

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and becomes engulfed by a freezing aura until the start of your next turn. If the target willingly uses a reaction before then, it immediately takes 1d8 cold damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for taking a reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Flurry

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Shaman, Sorcerer, Wizard

A blast of snow streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage.

The spell creates more than one blast when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.

Invoke Elements

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Up to 1 minute
  • Classes: Druid, Shaman, Sorcerer, Wizard

You invoke a minor portion of the elements, within range. You create one of the following magical effects within range:

  • You create a harmless sensory effect that predicts what the weather will be for the next 24 hours.
  • You light or put out a small flame.
  • You cause gusts of wind or mists to fill a 5 ft cube.
  • You cause harmless tremors in the ground for 1 minute.
  • You cool or heat up a small amount of liquid.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Lightning Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Shaman, Sorcerer, Warlock, Wizard

You hurl a bolt of lightning at a target within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal or is made primarily of metal. On a hit, the target takes 1d8 lightning damage. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mind Flay

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Priest, Sorcerer, Warlock, Wizard

You fire a beam of psychic energy at a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage. If you used this spell against that target on your previous turn, it instead takes 1d12 psychic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Otherworldly Flame

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Demonologist, Sorcerer, Warlock

A flame skitters across the ground towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. These flame ignores fire resistance and creatures immune to fire damage are considered to be resistant. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shadow Bolt

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Demonologist, Priest, Sorcerer, Warlock, Wizard

You hurl a bolt of necrotic shadow at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. You have advantage on the attack roll if the target is in dim light or darkness. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shadow Touch

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Demonologist, Priest, Sorcerer, Warlock

You channel necrotic energy into your fingertips and unleash it toward a creature within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d4 necrotic damage immediately. The target must also succeed on a Constitution saving throw. On a failed save, the creature takes an additional 1d4 necrotic damage at the start of its next turn. The spell’s damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Solar Wrath

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Priest, Wizard

You release a blast of suns wrath against a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 1d10 radiant damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Thunder Note

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard

You emit a crashing bang with a localized point of intensity targeting a creature within range. The target must succeed on a Constitution saving throw or take 1d8 thunder damage and become deafened until the start of their next turn. Constitution saving throws to maintain concentration on spells triggered by this damage are made with disadvantage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Agony

Necromancy 1


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Demonologist, Warlock

You curse a creature that you can see within range with crippling pain. Immediately, and at the end of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage, of half as much damage on a successful save. In addition, choose one ability when you cast the spell. The target has disadvantage on ability checks made with this ability until the spell ends. If the target drops to 0 hit points before this spell ends, you can use an action on a subsequent turn of yours to curse a new creature. The spell ends after three successful saving rolls are made against it.

At Higher Levels. The damage increases by 1d6 for each slot level above 1st.

Chains of Ice

Evocation 1


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Grave Knight, Ranger, Sorcerer, Warlock, Wizard

You summon chains of ice to bind a creature you can see within range. Your target must succeed on a Strength saving throw or take 2d8 cold damage and be restrained by the frozen chains until the spell ends. If the target succeeds on the save, it takes half as much damage and isn't restrained.

A creature restrained by the chains or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

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

Corpse Explosion

Necromancy 1


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Grave Knight,

You gesture towards a corpse of size Small or larger you can see within range, which then explodes with necrotic energy. Each creature within 10 feet of the corpse must make a Dexterity saving throw. On a failed save, a creature takes 2d6 necrotic damage, or half as much damage on a success.

At Higher Levels. You can target an additional corpse and the damage increases by 1d6 for each slot level above 1st. A creature in the area of more than one explosion is affected only once.

Death Grip

Necromancy 1


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S, M (a chain with a hook)
  • Duration: Instantaneous
  • Classes: Grave Knight, Warlock

You extend grasping necrotic energy towards a Huge or smaller creature you can see that is currently at least 10 feet away from you, and within the spell's range. The creature must make a successful Strength saving throw or be moved to an unoccupied space within 5 feet of you, and your next attack roll against them this turn is made with advantage.

Dream Breath

Evocation 1


  • Casting Time: 1 Action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 30 seconds
  • Classes: Druid, Ranger, Shaman, Wizard

You release a powerful surge of vitalizing emerald mist from the Dream. Up to four creatures of your choice within the cone regain 1d6 hit points. At the start of each turn during which you maintain your concentration on this spell, you may use your action to restore an additional d6 hit points to each creature who recieved the initial healing of this spell. If you use your action to do anything else, your concentration is broken and the spell ends

At Higher Levels. The initial healing increases by 1d6 for each slot level above 1st and the duration is reduced by 6 seconds (one round) for each spell slot level above 1st.

Elemental Shock

Evocation 1


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Ranger, Shaman, Wizard

You overwhelm a creature you can see within range with elemental energy. Choose one of the shocks listed below, and then make a ranged spell attack against the target. If the attack hits, the creature takes 2d10 damage and suffers the listed effect.

  • Earth Shock. The spell deals acid damage, and the next attack roll the target makes before the end of your next turn has disadvantage.
  • Flame Shock. The spell deals fire damage, and the target is set ablaze. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.
  • Frost Shock. The spell deals cold damage, and the target's speed is halved until the end of your next turn.
  • Wind Shock. The spell deals thunder damage, and the target is pushed up to 10 feet away from you in a straight line.

At Higher Levels. The damage increases by 1d10 for each slot level above 2nd.

Emerald Blossom

Evocation 1


  • Casting Time: 1 Action
  • Range: Self (15-foot radius sphere)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Dracomancer, Druid, Ranger, Shaman

A lush bud of fey energy appears centered on you. It releases a soothing wave of healing energy, restoring 1d6 hit points to up to five creatures of your choice within its area of effect.

At Higher Levels. Tthe healing increases by 1d6 for every slot level above 1st.

Endless Quiver

Conjuration 1


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (one piece of ammunition for the target weapon worth at least 1 cp, consumed)
  • Duration: 10 minutes
  • Classes: Ranger

You touch a ranged weapon, which is then capable of producing its own ammunition. For the duration of the spell, that ranged weapon ignores the ammunition property. Instead, 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.

Fire Breath

Evocation 1


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 30 seconds
  • Classes: Demonologist, Sorcerer, Warlock, Wizard

You release a pent-up blast of fire from your mouth, which burns every creature in its path. All creatures within the cone must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a success. At the start of each turn during which you maintain your concentration on this spell, you may use your action to deal an additional 1d6 fire damage to each creature who failed its saving throw against this spell. If you use your action to do anything else, your concentration is broken and the spell ends.

At Higher Levels: The initial damage increases by 1d6 for each slot level above 1st.

Frostfire Bolt

Evocation 1


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of glass and sulfur)
  • Duration: Instantaneous
  • Classes: Demonologist, Sorcerer, Warlock, Wizard

You hurl a blue flamed bolt at a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 fire damage and 2d6 cold damage and the target's movespeed is reduced by 5 until the start of your next turn.

At Higher Levels: The fire or cold damage increases by 1d6 for each slot level above 1st.

Inner Fire

Abjuration 1


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, (a candle wick)
  • Duration: 8 hours
  • Classes: Cleric, Paladin, Priest

You touch a willing creature and it is protected by your faith and conviction until the spell ends. The target's uses your spellcasting modifier to calculate their base AC instead of their dexterity. The spell ends if you dismiss the spell as an action. This ability does not stack with Mage Armor.

Lesser Disintigrate

Evocation 1


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Dracomancer

You figre a ray of magic-infused frost, striking one creature of your choice within range. The target must make a Dexterity saving throw, taking 2d6 force damage and 2d6 cold damage on a failed save. On a successful save, the target takes half damage.

At Higher Levels: The cold and force damage both increases by 1d6 per slot level above 1st.

Living Flame

Evocation 1


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Dracomancer

A bolt of pure fire, infused with chromatic magic that seeks out a friend or a foe.

  • Friend: One creature of your choice within range regains 1d10 hit points.
  • Foe: Make a ranged spell attack against a creature within range. On a hit, the target takes 2d10 fire damage.

At Higher Levels: The damage or healing increases by 1d10 per every other slot level above 1st.

Obsidian Scales

Abjuration 1


  • Casting Time: 1 action
  • Range: Se;f
  • Components: V, S
  • Duration: 30 seconds
  • Classes: Artificer, Dracomancer

The sturdiness of ancient dragons courses through your veins, turning your skin hard as rock. When you cast this spell, you gain a bonus to your AC equal to your Constitution modifier until the spell ends. In addition, until the spell ends, you have advantage on Constitution saving throws.

Shadow Soothe

Necromancy 1


  • Casting Time: 1 bonus action
  • Range: 45 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Priest

A creature of your choice that you can see within range regains hit points equal to 2d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: The healing adds an additional 1d8 temporary hit points for each spellslot level above 1st.

Star Burst

Evocation 1


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: 1 round
  • Classes: Bard, Druid, Wizard

You launch a brilliant bolt of starfire at one target within range. Make a ranged spell attack against the target. The target takes 2d10 force damage on a hit.

Whether you hit or miss, each creature within 5 feet of the target must make a Dexterity saving throw. Each of these creatures takes 1d10 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels. The initial damage increases by 1d10 for each slot level above 2nd.

Abyssal Stones

Necromancy 2


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: S, M (a piece of fur from a demon)
  • Duration: 1 hour
  • Classes: Artificer, Demonologist

You create a pedestal of stone with a bowl on top, filled with a swirling blue and black liquid containing up to 5 stones. As an action, a creature can reach into the liquid and pull out a stone. The stone keeps it's potency for 24 hours before turning to glass. As a bonus action, a creature can crush a stone to regain 2d4 + 2 hit points.

Once a creature have reached into the liquid, doing so again yields no additional stones until a new well is summoned using a spell slot.

At Higher Levels: The pedestal creates an additional stone for each spellslot level above 2nd.

Arcane Burst

Evocation 2


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard

You emit a pulse of destructive arcane energy. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw or take 2d10 force damage, and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect.

Beacon of Light

Abjuration 2


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Paladin

You bless a creature you can see within range with a radiant boon. Until the spell ends, whenever you cast a spell of 1st level or higher that restores hit points to a creature within 30 feet of the beacon of light target, the blessed creature regains hit points equal to 1d6 + your spellcasting modifier.

At Higher Levels. The healing increases by 1d6 for each slot level above 2nd.

Cascade

Evocation 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a crystal shard)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Druid, Paladin, Priest, Shaman

You launch a bolt of magical energy that cascades between targets. When you cast this spell, choose an initial target, which can be an enemy or an ally within range. If the initial target is an enemy, make a ranged spell attack. On a hit, the bolt deals 1d8 radiant or necrotic damage (your choice) to the target. If the initial target is an ally, the bolt heals them for 1d8 hit points. It then splits into two smaller bolts, one that heals and one that deals damage.

On each of your turns for the duration of the spell, you can use a bonus action to bounce the bolts to another target within 30 feet of the previous target. The bolts deal damage to enemies and heal allies. If there is no target within range for a bolt to bounce to, that bolt fades. If both bolts fade the spell ends.

Conflagrate

Evocation 2


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M(a pinch of sulfur)
  • Duration: Instantaneous
  • Classes: Demonologist, Sorcerer, Warlock, Wizard

You set a creature you can see within range ablaze with debilitating flame. The target must make a Constitution saving throw. On a failed save, it takes 4d8 fire damage, and is incapacitated until the end of your next turn. On a successful save, the target takes half as much damage and isn't incapacitated.

At Higher Levels. Tthe damage increases by 1d8 for each slot level above 2nd.

Cyclone

Evocation 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Druid, Ranger, Wizard

A whirl of wind 5-foot wide and 15-foot high rushes up around a target within range. The target must make a successful Dexterity saving throw, or be restrained and take 1d4 bludgeoning damage at the start of each of its turns for the spells duration. A restrained target can use its action to make a Dexterity saving throw. On a successful save, the target forces itself out of the cyclone in an empty space within 5 feet of it.

At Higher Levels: You conjure one additional cyclone beneath a target within range for every slot levels above 2nd.

Divine Star

Evocation 2


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Priest

A mote of divine light streaks forward in a 30 feet long and 5 feet wide line from you in a direction you choose. Each allied creature in the stars path regains 1d6 hit points, and each enemy creature must make a Dexterity saving throw, taking 2d6 radiant damage on a failed save, or half as much on a successful one.

At Higher Levels: The spell's healing and damage increases by 1d6 for each slot level above 2nd.

Echo

Evocation 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Dracomancer, Paladin

You wrap a creature in restorative magic. For the duration, when you cast a spell that restores hit points to any number of creatures, the target of this spell recieves healing equal to half of the hit points resored to any one creature healed by the triggering spell.

Eyes of the Eagle

Transmutation 2


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a feather from an eagle)
  • Duration: Concentration, up to 1 hour
  • Classes: Ranger

You touch a willing creature to give it the ability to see at great distances. Until the spell ends, the target has advantage on Wisdom (Perception) checks. Additionally, they may see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away.

Holy Fire

Evocation 2


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Paladin, Priest

You smite a creature you can see within range with righteous flame. Immediately, and at the end of each of its turns, the target must make a Dexterity saving throw. It takes 1d6 fire damage and 1d6 radiant damage on a failed save, or half as much damage on a successful one and the spell ends. For the spell's duration, the burning target sheds bright light in a 10- foot radius and dim light for an additional 10 feet. These magical flames can't be extinguished by nonmagical means.

At Higher Levels: The fire damage increase by 1d6 for each slot level above 2nd.

Howling Blast

Evocation 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Grave Knight, Ranger, Wizard

An icy gale suddenly erupts around a point of your choice within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. A cold fog hangs in the air afterwards, making the area heavily obscured until the beginning of your next turn.

At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.

Icebound Fortitude

Transmutation 2


  • Casting Time: 1 reaction, which you take when you are dealt bludgeoning, piercing, or slashing damage
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Grave Knight, Sorcerer

You temporarily freeze your own blood and make your skin as hard as ice. Until the start of your next turn, you have resistance to bludgeoning, piercing, and slashing damage, including against the triggering damage.

Living Bomb

Evocation 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of oil-soaked string)
  • Duration: 1 round
  • Classes: Artificer, Demonologist, Sorcerer, Warlock, Wizard

You envelop a creature within range with shadow energies. Each creature in a 10 foot radius around the target must make a Constitution saving throw. On a failed save the original creature takes 2d8 necrotic damage immediately, and all targets in range, including the original, take an additional 2d4 necrotic damage. On a successful save, the targets take half damage.

At Higher Levels: The initial damage increases by 1d8 for each slot level above 2nd.

Mental Overload

Enchantment 2


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: 1 round
  • Classes: Priest, Sorcerer, Warlock, Wizard

You overload the senses of a creature you can see within range with a psychic onslaught. The target must make an intelligence saving throw. On a failed save, it takes 3d10 psychic damage and has disadvantage on ability checks and attack rolls until the end of your next turn. On a successful save, the target takes half as much damage and suffers no additional effects.

At Higher Levels. The damage increases by 1d10 for each slot level above 2nd.

Rejuvination

Evocation 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

You imbue a creature you can see within range with restorative magic. The creature regains hit points equal to 1d6 + your spellcasting ability modifier immediately. Until the spell ends, the creature regains 1d6 hit points at the beginning of each of its turns. This spell has no effect on undead or constructs.

At Higher Levels. The initial and recurring healing increase by 1d6 for every two slot levels above the 2nd.

Shadow Collapse

Illusion 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Priest, Sorcerer, Warlock, Wizard

You envelop a creature within range with shadow energies. Each creature in a 10 foot radius around the target must make a Constitution saving throw. On a failed save the original creature takes 2d8 necrotic damage immediately, and all targets in range, including the original, take an additional 2d4 necrotic damage. On a successful save, the targets take half damage.

At Higher Levels: The initial damage increases by 1d8 for each slot level above 2nd.

Verdant Embrace

Abjuration 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Priest, Sorcerer, Warlock, Wizard

You invoke the energy of life to heal yourself or another creature within range. If you heal a creature other than yourself, you move to an available space within 5 feet of its location, healing it for 4d6 hit points. If you heal yourself, you heal for 4d6 hit points.

At Higher Levels: The healing increases by 1d6 for each spell slot level above 2nd.

Wellspring

Evocation 2


  • Casting Time: 1 action
  • Range: self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Shaman

You emit a wave of soothing energy. Each creature in a 15- foot cone regains hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. The healing increase by 1d6 for each slot levels above the 2nd.

Arcane Barrage

Evocation 3


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard

You unleash three bursts of arcane energy at targets you can see within range. Make a ranged spell attack for each ray. On a hit, the target takes 4d4 force damage. The bursts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. The spell creates one more burst for each slot level above 3rd.

Blizzard

Conjuration 3


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial of chilled water)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Shaman, Sorcerer, Wizard

A cold light flashes from your hand into the sky, as blue shards hurl down at a point you choose within range, slashing through flesh with biting cold. Each creature in a 15-foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A target takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

As an action on each of your turns before the spell ends, you can call down another blizzard at a location within range.

At Higher Levels. The damage increases by 1d6 for each slot level above 3rd.

Chain Heal

Evocation 3


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Shaman

You create a beam of soothing energy that surges toward a creature of your choice that you can see within range. Three beams then leap from that target to up to three other creatures within 30 feet of the first target and a creature can be targeted by only one of the beams. Each target regains hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. The healing increases by 1d8 for each slot level above 3th.

Divine Wrath

Divination 3


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Priest

You release a burst of radiant energy in a blast centered around you. Each creature of your choice in a 15-foot-radius centered on you must make a Wisdom saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The blast spreads around corners.

At Higher Levels. The damage increases by 1d6 for each slot level above 3rd.

Earthen Spike

Transmutation 3


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a granite pebble)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Dracomancer, Shaman, Wizard

You place your hand to the ground and erupt a large stalagmite beneath a creature within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 6d8 bludgeoning damage and is lifted 20 feet into the air as a 15-foot wide and 20 feet high spike rises beneath it. On a successful saving throw, the target takes half damage.

Each creature within 5 feet of the chosen target must also make a Dexterity saving throw. On a failed save, the target takes 3d8 bludgeoning damage.

The creature is then pushed back 5 feet. The stalagmite remains until your concentration is broken, at which point it crumbles to sand and any target slides back to the ground.

At Higher Levels. The damage increases by 1d8 for each slot level above 3rd.

Faerie Swarm

Evocation 3


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Druid

You summon faerie magic to harry and distract a creature you can see within range. The target must make a Dexterity saving throw. It takes 4d6 force damage on a failed save, or half as much damage on a successful one. If the target fails its saving throw, its movement speed is halved and they have disadvantage on attack rolls for the spell's duration. At the end of each of its turns, the target repeats the saving throw. On a failed save it takes 3d6 force damage, and on a successful one it takes half as much damage and the spell ends.

At Higher Levels. The immediate and recurring damage increase by 1d6 for each slot level above 3rd.

Flare

Transmutation 3


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (flint and tinder)
  • Duration: 1 round
  • Classes: Artificer, Ranger

You summon a burst of bright light at a point you can see within range, illuminating the area within 30 feet of that point until the end of your next turn. During this time, the area is brightly lit, and invisible creatures and objects within it are revealed. In addition, Dexterity (Stealth) checks made within the illuminated area are made with disadvantage.

Hand of Demogorgon

Conjuration 3


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a fragment of igneous rock)
  • Duration: Concentration, up to 1 minute
  • Classes: Demonologist, Warlock, Wizard

You conjure a demonic meteor to crash into a point you can see within range. Each creature within 10 feet of that point must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

As the meteor explodes, a quasit bursts forth to aid you for the spell's duration, using the Quasit Swarm stat block. The quasits begin in the space where the meteor fell, even if it is occupied.

The quasit swarm is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. The quasits disappear when it drops to 0 hit points or when the spell ends, banished back to the Abyss.

At Higher Levels. The meteor's damage increases by 1d6 for each slot level above 3rd. In addition, use the higher level wherever the spell's level appears in the Quasit Swarm stat block.

Holy Nova

Evocation 3


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Priest

A wave of holy energy bursts forth from you, searing your enemies while restoring your allies. Each hostile creature within 30 feet of you must succeed on a Constitution saving throw or take 5d6 radiant damage, or half as much damage on a successful save. Each friendly creature within 30 feet of you regains 1d6 hit points.

At Higher Levels. The amount rolled increases by 1d6 for each slot level above 6th.


Quasit Swarm

Medium swarm of tiny fiends (demon), chaotic evil


  • Armor Class 12 + level of the spell
  • Hit Points 30 + 10 for each spell level above 3rd
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 10 (0)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Proficiency Bonus equals your bonus

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny imp. The swarm can't regain hit points or gain temporary hit points. When the swarm is at half HP or less, the damage of its attacks and Implosion are halved.

Demon Sight. Magical darkness doesn't impede the quasit's darkvision.

Actions

Multiattack. The swarm makes a number of attacks equal to half this spell's level (rounded down.)

Firebolt. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 2d6 + your intelligence fire damage.

Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d6 + PB slashing damage.

Implosion. The swarm violently explodes in a fiery blast, reducing it to 0 hit points. Each creature within 10 feet of the swarm must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, plus an additional 1d6 for each spell level above 3rd. A target takes half as much damage on a successful save. If the swarm occupies a creature's space, that creature has disadvantage on its saving throw.

Ice Lance

Evocation 3


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small shard of glass or crystal)
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard

You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 cold damage. If the target is on the ground or adjacent to a wall, or a similar large, immobile object, it must make a strength saving throw or be pinned to that surface and restrained until the end of your next turn. A pinned creature can end this effect early by using its action to make a successful Strength check against your spell save DC.

At Higher Levels. The amount rolled increases by 1d6 for each slot level above 6th.

Lesser Chain Lightning

Evocation 3


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a silver lightning rod)
  • Duration: Instantaneous
  • Classes: Shaman, Sorcerer, Wizard

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: The lightning can form a chain through one additional target for each slot level above 3rd.

Mind Sear

Illusion 3


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Priest, Sorcerer, Warlock

Choose one creature within range, which begins to glow with an eerie darkness. It suffers no ill effects, but you may use your bonus action to cause them to radiate corrosive shadow energy. All other creatures within 15 feet of the initial target must make a successful Wisdom saving throw or take 3d6 psychic damage, or half on a success. On each of your turns until the spell ends, you can use your bonus action to repeat this shadowy pulse, dealing damage to all creatures within 15 feet of the initial target. The spell ends if your initial target is ever more than 120 feet away from you.

At Higher Levels: The damage increases by 1d6 for each slot level above 3rd.

Rain of Fire

Conjuration 3


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of sulfur)
  • Duration: Instantaneous
  • Classes: Demonologist, Wizard, Warlock

A cloud of smoldering darkness appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the dark cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of hellfire rains down from the cloud to strike that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down hellfire in this way again, targeting the same point or a different one.

The spell damages objects within 5 feet of a hellfire strike and ignites flammable objects that aren't being worn or carried.

At Higher Levels. The damage increases by 1d10 for each slot level above 3rd.

Shadowburn

Illusion 3


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Demonologist, Wizard, Warlock

You unleash a shadowy blaze on a creature you can see within range. The target must make a Dexterity saving throw. On a fail, they take 4d6 fire damage and 3d6 necrotic damage, or half as much damage on a successful one.

At Higher Levels. The fire and necrotic damage both increase by 1d6 for each slot level above 3rd.

Shadow Surge

Illusion 3


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of black glass)
  • Duration: Instantaneous
  • Classes: Demonologist, Priest, Wizard, Warlock

A bead of void magic forms from your palm and shoots to a point you choose within range and blankets the area in inky darkness. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 7d6 necrotic damage on a failed save, or half as much damage on a successful one. The darkness spreads around corners and extinguishes all sources of non-magical light.

At Higher Levels. The necrotic damage increases by 1d6 for each slot level above 3rd.

Shattering Star

Conjuration 3


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Dracomancer, Bard, Druid, Wizard, Warlock

An orb of pure force hurtles toward one creature of your choice within range. Make a ranged spell attack against that creature. On a hit, that creature takes 3d10 force damage. Additionally, if you hit your target, the target takes 1d10 extra force damage every time that it takes damage until the end of your next turn.

At Higher Levels. The initial damage increases by 1d10 for each slot level above 3rd

Spirit Beast

Transmutation 3


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a trophy from a dire beast)
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Druid, Shaman

You transform into a spirit beast, a spectral creature capable of moving swiftly and stealthily. You decide the exact form of your spirit beast, though wolves and raptors are particularly common choices.

The transformation lasts for the spell's duration, or until you drop to 0 hit points or die. Your game statistics are replaced by the spirit beast statistics, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the spirit beast. If the spirit beast has the same proficiency as you and the bonus in its stat block is higher than yours, use the spirit beast's bonus instead of yours.

When you transform, you assume the beast's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You are limited in the actions you can perform and can't speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment while transformed.

Astral Surge

Evocation 4


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Wizard

You summon a beam of celestial radiance to strike a target you can see within range. The target must make a Dexterity saving throw. A target takes takes 4d6 force damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. The radiant damage increase by 1d6 for each slot level above 4rd.

Blistering Scales

Abjuration 4


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small igneous rock in the shape of a dragon’s scale worth 50gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Dracomancer

You summon four scale-like objects that swirl around a creature of your choice within range. For the duration of the spell, or until the last object is destroyed, the target gains an AC bonus equal to your spellcasting ability modifier. Additionally, whenever the target is hit by a melee attack, the attacker takes 2d8 fire, cold, lightning, poison, or acid damage (you choose when casting the spell).

Each time that this happens, one scale vanishes. Once all four scales have vanished, the spell ends.

Death and Decay

Necromancy 4


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Grave Knight, Druid, Ranger, Warlock, Wizard

You reach out towards a point you can see within range, creating a 20-foot radius sphere filled with festering, necrotic energy that withers and decays everything within it. When a creature enters the blighted area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 4d8 necrotic damage. In addition, until the beginning of its next turn, the creature subtracts 1d4 from all of its attack rolls and saving throws, as if under the effect of the bane spell. On a successful save, the creature takes half as much damage, and suffers no additional effects.

Undead creatures in the spell's area take no damage, and are bolstered by its necrotic power. While standing in the spell's area, undead creatures add 1d4 to their attack rolls and saving throws, as if under the effect of the spell bless.

At Higher Levels. The damage increases by 1d8 for each slot level above 4th.

Deathwyrm's Fury

Necromancy 4


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a scale from a slain dragon)
  • Duration: Instantaneous
  • Classes: Dracomancer, Grave Knight, Wizard

You summon the spirit of a deceased dragon to breath destruction on your enemies. You choose whether to summon a red dragon, white dragon, or black dragon. It appears hovering above you and unleashes its breath weapon, tainted by necrotic power, before vanishing. The spell fails if there is insufficient room for the dragon to appear. Any living dragons that witness you cast this spell will almost surely view you as a sworn enemy, if they didn't already.

Red. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d8 fire damage and 3d8 necrotic damage on a failed save, or half as much damage on a successful one.

White. The dragon exhales an icy blast at a point within 120 feet. Each creature within 20 feet of that point must make a Dexterity saving throw, taking 3d8 cold damage and 3d8 necrotic damage on a failed save, or half as much damage on a successful one.

Black. The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw, taking 3d8 acid damage and 3d8 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. The necrotic damage increases by 1d8 for each slot level above 4th.

Demonfire Barrage

Evocation 4


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a chunk of brimstone)
  • Duration: Instantaneous
  • Classes: Demonologist, Warlock, Wizard

You manifest three bolts of abyssal fire above your head and direct them towards creatures you can see within range. They must make a Dexterity saving throw. On a failed save, they take 3d6 fire damage, or half as much on a successful one. The bolts all strike simultaneously, and you can direct them to hit one creature or several. A creature makes only one saving throw for all bolts striking it.

At Higher Levels. The spell creates one more bolt for each spell level above 4th.


Spirit Beast

Medium undead


  • Armor Class 12 + spellcasting ability modifier
  • Hit Points 5x your character level
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) - - -

  • Saving Throws STR +2 plus PB, DEX +2 plus PB, CON +2 plus PB
  • Skills Acrobatics +2 plus PB, Athletics +2 plus PB, Stealth +2 plus PB
  • Senses darkvision 60 ft.
  • Languages Abyssal, Common
  • Proficiency Bonus equals your bonus

Spirit Walk. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d6 + your intelligence fire damage.

Invisibility. You turn invisible until you attack, make a damage roll, force someone to make a saving throw, or the spell ends.

Divine Shield

Abjuration 4


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small silver mirror)
  • Duration: 1 minute
  • Classes: Paladin

You form a divine ward to protect yourself against attacks. Until the spell ends, you gain immunity to all damage dealt by weapon attacks and spells. The spell doesn't protect you against natural sources of damage, such as molten lava.

If you make an attack or cast a spell that affects an enemy creature, this spell ends.

Emerald Communion

Evocation 4


  • Casting Time: 1 action, which can be taken even while Incapacitated, Paralyzed, Prone, Stunned, or Unconcious
  • Range: self (15-foot radius sphere)
  • Components: S
  • Duration: Concentration, up to 30 seconds
  • Classes: Demonologist, Warlock

You reach out to the feywilds, briefly bridging the gap between it and your location. When you cast this spell, you immediatly regain 2d12 hit points. If you are restored to your hit point maximum, any extra hit points that would be restored beyond your hit point maximum may be diverted to another creature within range.

For each round that you maintain concentration on this spell, you regain an additional 1d12 hit points. While you maintain concentration on this spell, you are considered to be unconcious. However, you are aware of your surroundings.

At Higher Levels. The initial healing increases by 1d12.

Freezing Touch

Evocation 4


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of cold water)
  • Duration: Concentration, up to 1 minute
  • Classes: Demonologist, Warlock, Wizard

Ice forms on your finger tips. Make a melee spell attack against a creature within range. On a hit, the creature is encapsulated in ice and is restrained for the duration and takes 3d6 cold damage at the start of each of its turns.

On the end of each of the creatures turns, it can make a Strength saving throw. On a successful save it breaks itself out of the ice, ending the spell. After the spell ends their movespeed is reduced by 10 until the end of their next turn.

Lava Surge

Evocation 4


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Shaman, Sorcerer, Wizard

You take a stone and rapidly melt it into a ball of lava that you launch at a target. Make a ranged spell attack against a creature or object within range. On a hit, the target takes 4d8 fire damage. If the target has taken fire damage from a spell or spell-like effect within the last round, the spell is considered a critical hit if it hits.

Shadow Fury

Illusion 4


  • Casting Time: 1 action
  • Range: self (15-foot radius)
  • Components: V, S
  • Duration: 1 round
  • Classes: Demonologist, Warlock

You unleash a wave of necrotic energy to overwhelm nearby foes. Each creature within 15 feet of you must succeed on a Constitution saving throw or take 3d6 necrotic damage, and be incapacitated until the end of your next turn. A creature that succeeds on its saving throw takes half as much damage and isn't incapacitated.

At Higher Levels. The damage increases by 1d6 for each slot level above 4th.

Temporal Anomaly

Transmutation 4


  • Casting Time: 1 action
  • Range: self (10 foot by 30 foot rectangle)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Dracomancer,

A swirling mass ofchronal energy hurtles away from you in a direction that you choose, granting each creature of your choice within a 10 foot by 30 foot rectangle in that direction 4d6 temporary hit points, which vanish when the spell ends.

At Higher Levels. The healing increases by 1d6 for each spelslot level above 4th.

Thunderstorm

Evocation 4


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Shaman, Sorcerer, Wizard

You erupt with thunderous might, knocking enemies away from you. Each creature within 15 feet of you must succeed on a Constitution saving throw or take 5d8 thunder damage, and be pushed 15 feet away from you. A creature that succeeds on its saving throw takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. The damage increase by 1d8 for each slot level above 4rd.

Time Lock

Transmutation 4


  • Casting Time: 1 action
  • Range: self (10 foot by 30 foot rectangle)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Dracomancer

A swirling mass of chronal energy hurtles away from you in a direction that you choose to lock you within time. Each creature of your choice in a 10 foot by 30 foot rectangle in that direction gain 4d6 temporary hit points, which vanish when the spell ends.

At Higher Levels. The healing increases by 1d6 for each spelslot level above 4th.

Breath of Eons

Evocation 5


  • Casting Time: 1 action
  • Range: self (10-foot by 30-foot rectangle)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Dracomancer, Sorcerer, Warlock, Wizard

With a bone-shaking roar you launch yourself forward in a 30-foot long surge. Each creature in the 10ft. wide rectangle must make a Dexterity saving throw, taking 2d10 fire damage and 2d10 force damage on a failed save, or half as much on a success. In addition, until the end of your next turn, each creature that failed its saving throw takes an additional d6 force damage the first time that it takes damage each turn until the beginning of your next turn. After you cast this spell, you appear in an unoccupied location on the opposite side of the rectangle from where you cast it.

Death Chain

Evocation 5


  • Casting Time: 1 action
  • Range: self (20-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Grave Knight, Warlock

Ghastly chains erupt from you towards three different creatures within range. Make a ranged spell attack against each target. On a hit, a target takes 4d8 necrotic damage and becomes chained together with you and any other target hit for the spell's duration.

Chained creatures must succeed on a Strength saving throw to move more than 20 feet away from you. On a successful save, the target breaks the chain, ending the spells effect on them. Whenever you or another chained creature takes damage from a weapon attack or spell, each other creature chained together (including you) takes psychic damage equal to half the damage taken.

Damage you take through this spell does not disrupt your concentration or require a check to maintain it.

At Higher Levels. You can attempt to chain one additional creature for each slot level above 5th.

Deep Breath

Evocation 5


  • Casting Time: 1 action
  • Range: self (10-foot by 30-foot rectangle)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Dracomancer, Sorcerer, Wizard

With a bone-shaking roar you launch yourself 20ft into the air, and then surge 30ft foward, spewing molten cinders at the enemies beneath you. Each creature in the 10ft. wide rectangle must make a Dexterity saving throw, taking 5d10 fire damage on a failed save, or half as much on a success. After you cast this spell, you appear in an unoccupied location on the opposite side of the rectangle from where you cast it.

Dream Flight

Evocation 5


  • Casting Time: 1 action
  • Range: self (10-foot by 30-foot rectangle)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Dracomancer, Sorcerer, Wizard

As you inhale deeply you launch yourself 20ft into the air, and then surge 30ft foward, healing all allies in your path. Each creature of your choice within the 10ft. wide rectangle regains 5d10 hit points. After you cast this spell, you appear in an unoccupied location on the opposite side of the rectangle from where you cast it.

Pyroblast

Evocation 5


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M(an igneous rock and sulfur)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You hurl an immense fiery boulder towards a target you can see within range. Make a ranged spell attack dealing 3d8 bludgeoning damage against the target. This attack is automatically a critical hit if it is successful.

Hit or miss, the boulder then explodes. The target and each creature within 10 feet of it must make a Dexterity saving throw. A target takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. The fire damage increases by 1d8 for each slot level above 5th.

Renewing Blaze

Abjuration 5


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Dracomancer, Bard, Cleric, Druid

One target of your choice is wreathed in protective flames with a metalic sheen. At the start of your next turn, that creature regains hit points equal to the number of hit points it lost since the end of your previous turn.

Sundering

Evocation 5


  • Casting Time: 1 action
  • Range: self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Dracomancer, Shaman, Warlock

You strike the earth, and explosively sunder the ground in a line originating from you that is 60 feet long and 5 feet wide. The line follows the elevation of the ground, even traveling up walls or down cliffs. Each target within 5 feet of this line must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

In addition, the ground in the sundered line becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. The damage increases by 1d8 for each slot level above 5th.

Tranquil Rain

Conjuration 5


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pure rainwater)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Druid, Shaman

You do a dance to summon a soothing drizzle. Healing rain falls from the sky in a 20-foot-radius, 40-foot- high cylinder centered on a point you can see within range.

Until the spell ends, whenever you or a creature you can see enters the area for the first time on a turn or starts its turn there, you can choose to restore 2d6 hit points to it. This spell has no effect on undead or constructs.

At Higher Levels. The healing increases by 1d6 for each slot level above 5th.

Channel Demonfire

Evocation 6


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M(a pinch of sulfur)
  • Duration: Concentration, up to 1 minute
  • Classes: Demonologist, Sorcerer, Wizard

You suffuse your body with searing demonfire, which you can use to immolate your foes. When you cast the spell, and as an action on your subsequent turns, you can choose three different targets you can see within 120 feet of you. Make a ranged spell attack for each target. On a hit, they take 6d6 fire damage. Regardless of if these attacks hit or miss, you also take 1d6 fire damage, which can't be reduced or prevented in any way.

At Higher Levels. The damage increases by 1d6 for each slot level above 6th.

Elemental Blast

Evocation 6


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a stone touched by elements of air, fire, and water)
  • Duration: Instantaneous
  • Classes: Druid, Shaman, Wizard

You unleash a bolt of pure elemental energy against a target you can see within range, which must make a Dexterity saving throw. A target takes takes 4d6 cold damage, 4d6 fire damage, and 4d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. The cold, fire, and lightning damage all increase by 1d6 for each slot level above 6th.

Phantom Singularity

Necromancy 7


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M(a piece of obsidian)
  • Duration: Concentration, up to 1 minute
  • Classes: Demonologist, Priest, Warlock

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 20 feet. The area within this sphere is filled with horrifying darkness that saps the will and life of creatures within it. As a bonus action, you can move the sphere up to 20 feet.

The sphere's area is filled with magical darkness, which spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 7th level or lower, can't illuminate the area. Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Wisdom saving throw. The creature takes 6d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is frightened until the beginning of its next turn.

For the spell's duration, you regain 3d6 hit points at the beginning of each of your turns, provided this spell damaged a creature since the end of your last turn.

At Higher Levels. The damage and healing increase by 1d6 for each slot level above 7th.

Glacial Spike

Evocation 7


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Shaman, Sorcerer, Wizard

You form a large spike of ice above your head and launch it at a creature that you can see within range, causing it to shatter across their body. The target must make a Constitution saving throw. It takes 7d8 cold damage plus 30 piercing damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it and everything it is wearing and carrying, except magic items, are frozen and shatter. The creature can be restored to life only by means of a resurrection, true resurrection or a wish spell.

At Higher Levels. The damage increases by 1d8 for each slot level above 7th.

Magma Blast

Transmutation 7


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pound of igneous rock, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Druid, Shaman, Sorcerer, Wizard

You clasp your hands together on a handful of stones, creating a ball of dripping magma, and launching it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 8d10 fire damage, and an additional 1d6 fire damage at the start of each of its turn for the next minute, until someone takes an action extinguish the flames.

At Higher Levels. The initial damage increases by 1d10 for each slot level above 7th.

Blast Wave

Evocation 8


  • Casting Time: 1 action
  • Range: Self(60-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Demonologist, Sorcerer, Wizard

Orange light flashes as a 15-foot tall wall of fire expands outward from your position. Each creature hit by the wall must make a Constitution saving throw. On a failed save, a creature takes takes 12d6 fire damage and is knocked prone. Taking half damage on a successful save.

This spell dispels any darkness in its area that was created by a spell, and makes the area brightly lit until the start of your next turn.

Frigid Nova

Evocation 8


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (glass dust and water)
  • Duration: Instantaneous
  • Classes: Demonologist, Sorcerer, Wizard

Frigid cold rapidly expands in a 15-foot-radius centered on a point you choose within range. Each creature in the area must succeed on a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage and their movespeed is reduced to 0 for the next minute as ice encases the lower part of their legs. On a successful save, it takes half as much damage and isn't restrained by this spell.

A creature can break the restraint by using their action to make a Strength saving throw, or deal a total of 40 hit points worth of damage to the ice. The ice has an AC of 10 and is vulnerable to fire damage.

Rain of Chaos

Conjuration 9


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M(a fragment of igneous rock)
  • Duration: Concentration, up to 10 minutes
  • Classes: Demonologist, Wizard

Blazing meteors of brimstone and felfire plummet to the ground at three different points you can see within range. Each creature in a 20-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 5d6 fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one meteor strike is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

On your next turn, towering immoliths appear at each of the three points where the meteorites fell, using the Bound Immolith stat block. Each infernal begins in the space where a meteor fell, even if it is occupied, but must use its movement to move to an unoccupied space.

The immoliths are allies to you and your companions. In combat, the immoliths share your initiative count, but take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, they take the Dodge action and use their move to avoid danger. The immoliths disappear when they drop to 0 hit points or when the spell ends, crumbling into ash.


Bound Immolith

Large fiend (demon), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 100
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 2(-4) 10(+0) 2(-4)

  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities Poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Understands abyssal and the languages you speak
  • Proficiency Bonus equals your bonus

Immutable Form. The immolith is immune to any spell or effect that would alter its form.

Magic Resistance. The immolith has advantage on saving throws against spells and other magical effects.

Magic Weapons. The immolith's weapon attacks are magical.

Siege Monster. The immolith deals double damage to objects and structures.

Immolation Aura. When a creature begins its turn within 5 feet of the immolith, or enters that area for the first time on a turn, it must make a Constitution saving throw against your spell save DC. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The infernal makes two slam attacks.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d12 + 5 bludgeoning damage.

Variant Items

Variations on the Tasha's Items for Wizard, Cleric, and Sorcerer for the classes listed here.

Amulet of the Pious

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a priest)


This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your priest spells. The bonus is determined by the amulet's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are wearing the amulet, you can regain 5 faint points. This property of the amulet can't be used again until the next dawn.

Amulet of the Damned

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a grave knight)


This amulet bears the symbol of a profane order carved into metal or stone. While you wear the cursed symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your grave knight spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Malefic Rites feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Demonic Grimoire

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a demonologist)


While you are holding this leather-bound book, you can use it as a spellcasting focus for your demonologist spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your demonologist spells. The bonus is determined by the book's rarity.

In addition, you can regain one demonologist spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Spiritual Effigy

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a shaman)


While you are holding this small figure, you can use it as a spellcasting focus for your shaman spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your shaman spells. The bonus is determined by the book's rarity.

While you carry this effigy, you can use your Totem Summoning feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Variant for Bass Classes

Just a nice selection of the same theme applied to more baseline classes!

Wildlife Codex

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid)


While you are holding this leather-bound book, you can use it as a spellcasting focus for your druid spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your druid spells. The bonus is determined by the book's rarity.

While you carry this book, you can use your Wildshape feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Trailkeeper's Charm

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a ranger)


This charm bears the symbol of a natural order carved into wood or stone. While you wear the verdant symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your ranger spells. The bonus is determined by the amulet's rarity.

While you wear this charm, you can use your Favored Enemy feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

(If Favored Foe) While you wear this charm, you can cause Favored Foe feature's die size to increase by 1 tier (1d4>1d6). Once this property is used, it can't be used again until the next dawn.

Runeforge Manual

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a artificer)


While you are holding this leather-bound book, you can use it as a spellcasting focus for your artificer spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your artificer spells. The bonus is determined by the book's rarity.

This manual has a selection of infusions determined by the book's rarity. If you spend an hour to read this book, you can infuse an item with one infusion that is listed in the book, even if it isn't one of your known infusions.

Championship Belt

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a pugilist)


This finely detailed belt is fashioned with a fancy buckle. While wearing it, you gain a bonus to the saving throw DCs of your moxie features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain moxie points equal to a roll of your Fisticuffs die. You can’t use this action again until the next dawn.

Feats

Thrown Weapon Master

Prerequisite: Level 4+


You are an expert at the techniques of throwing weapons, and their application in combat. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with thrown weapons.
  • When you hit a creature with a ranged weapon attack with a thrown weapon, you have advantage on your next melee weapon attack against it before the end of your next turn.
  • You can engage in two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, if at least one of them has the thrown property.

Blessings of the Gods

Prerequisite: Level 4+


You are favored by one of the gods. You gain the Following Benefits

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn one priest cantrip of your choice. You also learn the bless and enhance ability spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spellcasting ability for these spells matches that increased by the feat.

Inspirational Change

Prerequisite: Human, Level 4+


You've broken stereotypes of your race or preconcieved notions about your heritage, becoming a positive example of change. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. You must complete a short or long rest before you use this feature again.

Demonic Resilience

Prerequisite: Level 4+


Your past exposure to demonic power has made you resistant to abyssal energies. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You have resistance to fire damage and necrotic damage.
  • Whenever a fiend forces you to make a Wisdom saving throw, you have advantage on the roll.

Muradin's Blessing

Prerequisite: Dwarf, Ursine, or Caoraa, Level 4+


Muradin has blessed your kind, increasing your natural toughness. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Earthen Heritage

Prerequisite: Dwarf, Caoraa, or Earth Genasi, Level 4+


You are especially attuned to your earthen ancestry. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mold earth cantrip. You also learn the absorb elements and earthbind spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spellcasting ability for these spells matches that increased by the feat.

Mechanical Ingenuity

Prerequisite: Gnome, Warforged, Artificer, Level 4+


You have a natural aptitude with artifice and magic. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You have a natural aptitude with artifice and magic. You learn the identify spell and can cast it at will, without expending a spell slot or requiring material components. You also learn the knock and detect magic spells which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spellcasting ability for these spells matches that increased by the feat.

Strength of the Horn

Prerequisite: Minotaur, Caoraa, Cervidaen, Level 4+


Your horns and natural sturdiness provide you enhanced protection. You gain the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • Your hide is tough enough to turn blades. While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.
  • Minotaur, Caoraa. When you successfully shove a creature, the target also takes damage as if hit by your horns unarmed strike.
  • Cervidaen. You can choose to regrow your horns during a short rest instead of a long rest.

Touch of the Grave

Prerequisite: Having died and been resurrected at least once, Level 4+


You surge with the dark magic used to reanimate you. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain resistance to necrotic damage.
  • You learn one cantrip and one 1st level spell of your choice from the necromancy school of magic. You can cast the 1st level spell without expending a spell slot, and regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have. The spells' spellcasting ability is the ability increased by this feat.

Alchemist

Prerequisite: Level 4+


You have studied the secrets of alchemy and are an expert in its practice. You gain the following benefits:

  • Increase your Constitution, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with alchemist's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • With 10 minutes of work, you can improve the potency of one potion of healing of any rarity with your alchemist's supplies. The creature drinking the potion can forgo the potion's die roll and regain the maximum number of hit points. You must finish a short or long rest to use this ability again, and any potions you have modified lose their improvement when you finish a long rest.

Bandit

Prerequisite: stealth proficiency, Level 4+


You are a master thief, knowing exactly where people tend to hide things. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with thieve's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check to locate hidden doors, compartments, or stashed valuables, you can roll an additional 1d4 and add it to the result.
  • Locks you pick using thieves’ tools do not make noise, and you leave no visible sign of tampering.

BlackSmith

Prerequisite: Level 4+


You are a master blacksmith, able to more easily create powerful weapons and armor. You gain the following benefits:

  • Increase your Strength, Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using smith's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can use your smith's tools to temporarily improve a melee weapon's balance or sharpness, giving it the ability to deal fierce damage. When this weapon deals damage, its wielder can expend the improvement to roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. You must finish a short or long rest before you can improve a weapon again, and any weapons you have modified lose this improvement when you finish a long rest.

Brewmaster

Prerequisite: Level 4+


You are a master brewer that can create alcohol that could knock even ogres on their backs. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with brewer's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • With 10 minutes of work and access to alcoholic ingredients, you can use your brewer's supplies to create a single dose of extremely potent liquor. A creature that drinks this concoction must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or fall unconscious for 1 minute. When they awaken, they must repeat the saving throw or gain the poisoned condition for 1 hour. A creature that is immune to poison automatically succeeds on the saving throw. You must complete a short or long rest before you can create another potent drink. Any unused doses lose their potency when you finish a long rest.

Ceramicists

Prerequisite: Level 4+


You are a master of pottery and ceramics that can create beautiful and functional works of art from a humble lump of clay. You gain the following benefits:

  • Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with potter's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • With 1 hour of work and access to clay or mud and a kiln or magical heat source, you can craft craft a small ceramic item. These items have a DC to determine what they are hiding or replicating. That DC is calculated as 8 + your proficiency bonus + your Intelligence or Wisdom modifier. You must complete a short or long rest before you can create another ceramic item. Ceramic Decoy. It can be used as a convincing replica of a small object that requires a successful Investigation check to detect the fake. Sealed Vessel. It can hide a Tiny object, which requires a successful Investigation check to find.

Chauffeur

Prerequisite: Level 4+


You are an excellent driver or pilot, able to get a vehicle into a location, no matter how tight the clock or rough the road. You gain the following benefits:

  • Increase your Dexterity, Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with navigator's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Choose a type of vehicle: land, sea, or air. You gain a +1d4 bonus to any ability check you make to operate, pilot, or navigate a vehicle of that type.
  • Whenever you attempt to repair a damaged vehicle of your chosen type, you can do so in half the normal time and with half the materials, provided you have access to the right tools.
  • Through contacts in trade or piracy, you can usually acquire transport of a vehicle type at favorable. At the DM’s discretion, you may be able to purchase or commission vehicles at a discount or with custom modifications.

Countifeiter

Prerequisite: Level 4+


You are an expert at faking signatures, able to fool even banks with false identities. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with forgery kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 8 hours, you can study and create a false identity. A complete identity backed by forged documents, a personal history, and supporting items like letters of introduction, travel papers, name, or heraldry. Choose one social role associated with the persona: such as merchant, noble, tax collector, knight, scribe, diplomat, or any societal role your DM agrees as impersonatable. You may only have one false persona at a time
  • While operating under your false identity, you can add 1d4 to Charisma (Deception) and Intelligence (History or Investigation) checks related to maintaining that identity. Additionally, creatures who would be expected to respect or defer to that role will treat you as though you are a legitimate figure of authority unless given reason to doubt you.

Enchanter

Prerequisite: Level 4+


You have studied the mystical art of enchanting, giving you greater facility with magic and magical items. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Arcana skill. If you're already proficient in Arcana, you instead double your proficiency bonus for any ability check you make with this skill.
  • You learn the detect magic spell, and can cast it once without expending a spell slot. You regain the ability to do so when you finish a short or long rest. You can also cast this spell using any spell slots you have.
  • Magic items with charges can never be destroyed as a result of you expending their last charge. In addition, when such items regain expended charges, they regain one additional charge. You must be attuned to the magic item to gain this benefit, or touching them if they do not require attunement.

Engineer

Prerequisite: Level 4+


You are an expert at constructing dangerous devices---and avoiding their dangerous effects! You gain the following benefits:

  • Increase your Dexterity, Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with tinker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using tinker's tools, it requires half the amount of materials and time to craft.
  • 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.

Gaffer

Prerequisite: Level 4+


You are a master glassblower, creating gorgeous works of glass with ease. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with glassblower's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 10 minutes, you can use your glassblower's tools, some sand and a source of heat to create a non-magical glass bauble. The bauble is a tiny trinket that can fetch up to 10gp if sold to collectors, artists, or nobles. You can use this bauble as a distraction or bribe, granting advantage on a single Charisma check made to impress or distract a creature interested in art, wealth, or craftsmanship. Once used in this way, creatures will not be interested in the item again should they learn they were deceived. You must complete a short or long rest before you create another bauble.
  • Alternatively, as an action, you can throw the glass bauble to shatter in a 5-foot radius. Creatures in the area must succeed on a DC 12 Wisdom (Perception) check or be distracted by the dazzling shards, suffering disadvantage on their next attack roll before the end of their next turn.

Gardener

Prerequisite: Level 4+


You are a master with a spade, allowing plants to flourish under your care. You gain the following benefits:

  • Increase your Strength, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Nature skill. If you are already proficient, you add double your proficiency bonus to checks you make with the skill.
  • You learn the druidcraft cantrip if you don’t already know it. You also learn the Speak With Plants and Plant Growth spells. Once per long rest, you can cast speak with plants or plant growth without expending a spell slot. Wisdom or Intelligence is your spellcasting ability for these spells. You may also cast them with spellslots that you already have.

Herbalist

Prerequisite: Level 4+


You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:

  • Increase your Constitution, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with herbalism kits. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You automatically succeed on checks made to determine whether plants are edible or poisonous using your herbalism kit.
  • You can apply herbal remedies to help yourself or your allies recover from maladies. During a short or long rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and either a component pouch or access to local herbs to use this benefit.

Jewelcrafter

Prerequisite: Level 4+


You are a practiced jewelcrafter, capable of making jewelry of great beauty and power. You gain the following benefits:

  • Increase your Dexterit, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with jeweler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using jeweler's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can use your jeweler's tools to craft a small trinket that can restore one's strength. You can keep this trinket or give it away. As a bonus action, a creature can use this trinket to regain hit points equal to 1d6 + your level. A trinket can be used once, at which point it loses its potency. You must complete a short or long rest before you can create another trinket, and any unused trinkets lose their potency when you complete a long rest.

Leatherworker

Prerequisite: Level 4+


You have mastered the art of working with leather and hide, and can use such materials to reinforce armor. You gain the following benefits:

  • Increase your Dexterity, Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with leatherworker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using leatherworker's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can use your leatherworker's tools to reinforce armor with leather or hide, giving it the ability to lessen a terrible blow. When the armor's wearer is hit by an attack, they can expend the improvement to gain resistance to any bludgeoning, piercing, and slashing damage dealt by that attack. You must finish a short or long rest before you can improve armor again, and any armor you have modified lose this improvement when you finish a long rest.

Masquerader

Prerequisite: Level 4+


You are a master tailor, and even know how to weave protective properties into clothing. You gain the following benefits:

  • Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with disguise kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 8 hours, you can forge or repurpose a costume using common materials and your disguise kit. This outfit is good enough to grant you entrance to a noble function, religious rite, formal gathering or other gathering that your DM would deem appropriate, so long as no one has reason to doubt your legitimacy.
  • While attending a party, feast, gala, or other social event, you can adopt a false identity using your costume. As long as you do not do anything to reveal your identity, other creatures will not know you are disguising yourself. You can communicate secretly using gestures and signals, allowing you to convey simple messages to allies without speaking.

Miner

Prerequisite: Level 4+


You have spent extensive time in the darkness of caves and other underground environments. You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with mason's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you make an Intelligence or Wisdom check related to underground environments, your proficiency bonus is doubled if you are using a skill that you're proficient in.
  • You can't become lost while underground, except by magical means and gain tremorsense range of 10 feet.

Painter

Prerequisite: Level 4+


You are a paster of painting, able to create images so advanced they may seem slightly real. You gain the following benefits:

  • Increase your Dexterity, Intelligence or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with painters's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You learn the Minor Illusion cantrip without impacting your number of cantrips known. Its spellcasting ability is either Intelligence or Charisma, you choose when you select this feat.
  • You can use painter's tools to paint over an illusion of a non-magical object. When you do so, the item is made into a real, non-magical version of the object. The item fades when you complete a long rest.

Scribe

Prerequisite: Level 4+


You are an expert in the art of inscription, and are especially proficient with spell scrolls. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with calligrapher's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using calligrapher's supplies, it requires half the amount of materials and time to craft.
  • You can use a spell scroll even if its spell is not on your class's spell list, but otherwise using the normal rules for using a spell scroll. If your class doesn't allow you to cast spells, you can attempt to use a spell scroll anyway, using the normal rules for casting a spell from a scroll of a level higher than you can normally cast. In this case you choose whether to use Intelligence, Wisdom, or Charisma as your spellcasting ability.
  • When you cast a spell from a spell scroll, you can use your spell save DC and spell attack bonus, instead of those provided by the spell scroll.

Sculptor

Prerequisite: Level 4+


You are an expert at carving masterful works of art out of wood. You gain the following benefits:

  • Increase your Strength, Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with woodcarver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of a short rest, you can carve a small wooden object, such as a holy symbol, focus, miniature idol, mask, charm, or stylized tool, that holds minor function or symbolism. This object can function as an arcane focus, druidic focus, or holy symbol for spellcasting.
  • You can carve a protective fetish- a small wooden charm that can be worn or carried. A creature carrying this charm may roll a d4 and add the result to one saving throw of their choice. A charm can be used once, at which point it loses its potency. You must complete a short or long rest before you can create another charm, and any unused charms lose their potency when you complete a long rest. You must complete a short or long rest before you can make another charm.

Shoemaker

Prerequisite: Level 4+


You are a master cobbler, able to craft and modify footwear with exceptional comfort and durability. You gain the following benefits:

  • Increase your Dexterity, Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cobbler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 10 minutes, you can use your cobbler's tools modify a pair of boots or shoes to better fit their wearer’s stride. A creature wearing footwear you've modified in this way can increase their walking speed by 5 feet until they complete a long rest. When a creature's shoes are enhanced in this way, they can expend the improvement to dash as a bonus action, after which the shoes lose the enchantment. You must complete a short or long rest before you can modify boots in this way again.

Skinner

Prerequisite: Level 4+


Your experience hunting and skinning beasts has made you knowledgeable about the anatomy of all manner of creatures. You gain the following benefits:

  • Increase your Strength, Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Survival skill. If you're already proficient in Survival, you instead double your proficiency bonus for any ability check you make with this skill.
  • If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its anatomy. You learn its creature type and its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. In addition, you have advantage on the next attack roll you make against that creature before you finish your next long rest.

Tailor

Prerequisite: Level 4+


You are a master tailor, and even know how to weave protective properties into clothing. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with weaver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using weaver's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can line a cloak or clothing with a special weave that is resistant to elemental energy. To use this benefit, you must have weaver's tools with you, and the cloth item must be within reach. When the item's wearer takes acid, cold, fire, lightning, or thunder damage, they can expend the improvement to gain resistance to that damage. You must finish a short or long rest before you can improve a cloth item again, and any items you have modified lose this improvement when you finish a long rest.

Woodworker

Prerequisite: Level 4+


You are a master tailor, and even know how to weave protective properties into clothing. You gain the following benefits:

  • Increase your Strength, Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with carpenter's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 1 hour, you can use your carpenter’s tools and available wood, scrap, or debris to build a makeshift barricade. The barricade provides half cover to Medium or smaller creatures and full cover to Small or smaller creatures. It has AC 15 and 10 hit points and lasts until destroyed or dismantled.
  • Whenever you make an ability check to repair or reinforce a wooden object or structure, you can add 1d4 to the roll.

Special Thanks!

I felt many of the classes, if adjusted and reflavored, would work well within the aeiroth setting and even found inspiration to design a couple subclasses that built on pre-existing ideas. I also did some work to convert them to the 2024 ruleset
The original module was created by reddit user Silverblade1234 and credit goes to them.
Module art: Credit to myself. The character illustrations provided are my own work and can be found on my socials!
Though if furry kink art bothers you, maybe skip checking them out.
And thank you to my players

For putting up with my constant need to add new classes and subclasses. You guys being willing to make characters with them, try them out, and play them in one shots has really helped stoke my enjoyment for homebrewing and converting! Love y'all!

 

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