Introduction
This document exists to port all of the currently unported Dungeons & Dragons 5th Edition (2014) Subclasses to Dungeons & Dragons 2024. This will mainly use my Revised Subclasses from 2024
- PHB24: Player's Handbook 2024
- DMG24: Dungeon Master's Guide 2024
- MM25: Monster Manual 2025
- AAG: Astral Adventurer's Guide
- BGG: Bigby's Guide to Giants
- DMG: Dungeon Master's Guide
- DSotDQ: Dragonlance: Shadow of the Dragon Queen
- EEPC: Elemental Evil Player's Companion
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FTD: FIzzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MOT: Mythic Odysseys of Theros
- MCoC: Magniloth's Compendium of Changes
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MTF: Mordenkainen's Tome of Foes
- PHB: Player's Handbook
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
Barbarian
Base Class
You can find the base class Here
Path of the Ancestral Guardian
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Ancestral Protectors
At 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Spirit Shield
At 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by two rolls of your Rage Die.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Constitution is your spellcasting ability for these spells.
After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.
Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
Battlerager
Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. This style of combat is mainly the realm of dwarves, but some have taken trusted friends and taught them the ways of the battlerager, meaning that there are some non-dwarven battleragers. These are mainly close friends of dwarves or those who were raised among dwarves as one of their own.
Battlerager Defenses
At 3rd level, you gain the ability to use Medium Armor as a weapon. When you gain this feature and again whenever you finish a Long Rest, you can enhance a suit of Medium Armor on your person to have brutal, jagged spikes on it that can harm foes.
While you are wearing medium armor enhanced by this feature and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal one roll of your Rage Damage Die in piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target takes piercing damage equal to your Strength Modifier if your grapple check succeeds.
Battlerager Charge
At 6th level, you can take the Dash action as a bonus action while you are raging as well as part of the Bonus Action you take to begin your Rage.
Reckless Abandon
At 10th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to a roll of your Rage Damage Die plus your Barbarian Level. They vanish if any of them are left when your rage ends.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack or Unarmed Strike, the attacker takes piercing damage equal to a roll of your Rage Damage Die plus your Strength Modifier that ignores Resistance and Immunity. A creature can only take this Damage Once per Round. You must be wearing Medium Armor modified by your Battlerager Defenses Feature to use this feature.
Path of the Beast
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Form of the Beast
Starting at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Constituion modifier to the attack and damage rolls when you attack with it.
You choose the weapon's form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals piercing damage equal to a roll of your Rage Damage Die on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your Constitution Modifier (minimum 1), provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals slashing damage equal to a roll of your Rage Damage Die on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals piercing damage equal to a roll of your Rage Damage Die on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d6, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul
At 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to their Damage Type.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
- You gain a swimming speed equal to your walking speed, resistance to Cold Damage while raging, and you can breathe underwater.
- You gain a climbing speed equal to your walking speed, resistance to Thunder Damgae while raging, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- You gain resistance to Lightning Damage while raging, and your jump distance is doubled, or tripled while raging.
Infectious Fury
Starting at 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 plus your Constitution modifier plus your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee weapon attack or Unarmed Strike against another creature of your choice that you can see.
- The target takes two rolls of your Rage Damgae Die in psychic damage.
You can use this feature a number of times equal to your Constitution Modifier (minimum once), and you regain all expended uses when you finish a short or long rest.
Call of the Hunt
At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).
You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll your Rage Damage Die once and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your Constituion Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Path of the Giant
Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.
Giant Power
At 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant.
In addition, you learn the Prestidigation, Thaumaturgy, or Druidcraft Cantrip (your choice). Constitution is your Spellcasting ability for this Spell.
Giant's Havoc
At 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits.
Crushing Throw. When you make a successful Ranged Attack with a Thrown Weapon using Strength, you can add your Rage Damgae Die to the attack's Damage Roll.
Giant Stature. Your Reach increases by 5 feet, and if youa are smaller than Large, you become Large, along with anything you are wearing. if there isn't enough room for you to increase your size, your size doesn't change.
Elemental Cleaver
At 6th level, Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.
When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals extra damage of the chosen type equal to one roll of your Rage Damage Die when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.
Mighty Impel
At 10th level, your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose a creature within your reach that is one or more sizes smaller than you and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 plus your proficiency bonus plus your Strength modifier) to avoid the effect.
If the creature is willing and an ally and it lands within 5 feet of another creature, it can use its Reaction to make a Melee Weapon Attack or Unarmed Strike against that creature, gaining a bonus to the damage it deals on a hit equal to your Strength Modifier (minimum +1).
If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
Demiurgic Colossus
At 14th level, The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are the same size as you or or smaller.
Path of the Juggernaut
Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.
Thunderous Blows
At 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you're raging, you can push that creature up to 5 times your Strength Modifier (minimum 5) feet away from you in a direction of your choice. A creature that is two or more sizes or more larger than you makes a Strength saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier. On a success, the creature is not pushed.
At 10th level, the distance you can push a creature increases to ten times your Strength Modifier.
Spirit of the Mountain
At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can't be knocked prone or moved against your will.
Demolishing Might
At 6th level, your melee weapon attacks deal extra damage to constructs equal to a single roll of your Rage Damage Die, and deal double damage to objects and structures.
Resolute Stance
At 6th level, you can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can't be grappled, attack rolls against you have disadvantage, and your weapon attacks are made with disadvantage.
Hurricane Strike
At 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier or be knocked prone. This leap costs no movement and does not provoke opportunity attacks.
Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack or Unarmed Strike against that creature.
Unstoppable
At 14th level, your fury in battle makes you unstoppable. While you're raging, your speed cannot be reduced, and you are immune to the frightened, paralyzed, prone, and stunned conditions.
If you are frightened, paralyzed, or stunned, you can still use a bonus action to enter a rage (even if you can't otherwise take actions). You aren't affected by any of these conditions while you're raging, and if you are affected by any of these conditions when you enter your rage, they instantly end.
Storm Herald
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.
Storm Aura
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you finish a Long Rest.
If your aura's effects require a saving throw, the DC equals 8 plus your proficiency bonus plus your Constitution modifier.
Desert. When this effect is activated, when a hostile creature enters your aura, or when a hostile creature ends its turn in your aura, it takes fire damage equal to one roll of your Rage Damage die Plus your Constitution Modifier. You do not take this damage.
Sea. When this effect is activated and at the end of each of your turns, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes two rolls of your Rage Damage Die in lightning damage on a failed save, or half as much damage on a successful one.
Tundra. When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to a roll of your Rage Damage Die plus your Constituion Modifier, as icy spirits inure it to suffering.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the 2024 Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swim speed equal to your Speed.
Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the 2024 Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
Raging Storm
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to three rolls of your Rage Damage Die or half as much on a successful save.
Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature takes one roll of your Rage Damage Die in Lightning Damage and is knocked prone, as if struck by a wave On a successful save, the creature is not knocked prone and takes no damage.
Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or it takes Cold Damage equal to two rolls of your Rage Damage Die and its speed is reduced to 0 until the start of your next turn, as magical frost covers it. On a successful save, the creature takes half damage and its speed is not reduced.
Wild Magic
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
Magical Awareness
At 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your Constitution Modifier (minimum once), and you regain all expended uses when you finish a short or long rest.
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 plus your proficiency bonus plus your Constitution modifier.
| d8 | Magical Effect |
|---|---|
| 1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take necrotic damage equal to two rolls of your Rage Damage Die. You also gain one roll of your Rage Damage Die in temporary hit points. |
| 2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take one roll of your Rage Damage Die in force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
| 4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
| 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes force damage equal to one roll of your Rage Damage Die, as magic lashes out in retribution. |
| 6 | Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
| 7 | Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
| 8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take radiant damage equal to two rolls of your Rage Damage Die and be blinded until the start of your next turn. On a successful save, a creature takes half damage is not blinded. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Bolstering Magic
At 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
- For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
- Roll 1d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after it finishes a long rest.
You can take this action a number of times equal to your Constiution Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Unstable Backlash
At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
Controlled Surge
Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Bard
Base Class
You can find the base class Here
College of Creation
Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, paintings, and poetry, and their teachers share this lesson:
"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."
Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons-as two of the song's first singers.
Mote of Potential
At 3rd level, whenever you give a creature a Bardic Inspiration die, you can utter a word from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
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Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
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Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
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Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
Performance of Creation
At 3rd level, as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your Charsima Modifier (minimum one hour). For examples of items you can create, see the equipment chapter of the Player's Handbook.
Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
Animating Performance
At 6th level, as an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried.. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.
In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.
When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.
Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
Creative Crescendo
At 14th level, when you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.
You are no longer limited by gp value when creating items with Performance of Creation.
College of Eloquence
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken or well-written argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
Silver Tongue
At 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Unsettling Words
Also at 3rd level, You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Unfailing Inspiration
At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Universal Speech
At 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma Modifier (minimum 1). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
You have a number of uses of this Feature equal to your Charisma Modifier (minimum once), and regain all expended uses you finish a Short or Long Rest.
Infectious Inspiration
At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma Modifier (minimun once), and you regain all expended uses when you finish a long rest.
College of Satire
Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king's royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand's affair with an aged duchess or a mocking satire of a paladin of Helm's cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.
Satirical Prowess
At 3rd level, you gain proficiency with thieves' tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient in the Sleight of Hand Skill, choose another skill proficiency. If you are already proficient with thieves' tools, choose another tool proficiency.
Tumbling Fool
At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. You gain the following benefits:
- You can take the Dash action as a Bonus Action instead. If you expend a use of your Bardic Inspiration feature, you can take the disengage action as a Bonus Action using this feature.
- You gain a climb speed equal to your speed.
- You take half damage from falling (Rounded down). At 14th level, you gain immunity to falling damage.
Fool's Insight
At 6th level, your ability to gather stories and lore gains a supernatural edge. You learn the Detect Thoughts spell, and it is treated as a Bard spell for you and does not count against the number of Bard Spells you know.
If a creature succeeds on its saving throw against a detect thoughts spell cast by you, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.
Fool's Luck
Starting at 14th level, you seem to have a knack for pulling yourself out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.
You can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll to re-roll ability check, saving throw, or attack roll and roll that Bardic Inspiration to the new result, potentially turning failure into a success.
College of Swords
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Bonus Proficiencies
At 3rd level, you gain proficiency with medium armor and martial weapons.
If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Fighting Style
At 3rd level, You gain a Fighting Style feat of your choice.
Blade Flourish
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Master's Flourish
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
College of Tragedy
Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.
Poetry in Misery
At 3rd level, you learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally 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 regain one expended use of your Bardic Inspiration feature.
Sorrowful Fate
At 3rd level, you exploit a foe's peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma save instead.
If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result plus your, and is plagued with regret until the end of your next turn, being unable to use the Vocal component of spells. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.
You can use this Feature a number of times equal to your Charisma Modifier (minimum once), and recover all expended uses you finish a short or long rest.
Tale of Hubris
At 6th level, you learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 30 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 19 or 20.
At 14th level, the critical hit range of this feature becomes 18-20.
Impending Misfortune
At 6th level, your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a saving throw, you can gain a +5 bonus to the roll, but the next attack roll or saving throw you make takes a −5 penalty. If not used, this penalty disappears when you finish a short or long rest.
You can't use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points.
Nimbus of Pathos
At 14th level, you can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks.
- The creature adds your Charisma Modifier to its AC.
- It adds your Charisma Modifier to its attack rolls and saving throws.
- When the creature hits a target with a weapon attack or spell attack, that target takes extra radiant damage equal to a roll of your Bardic Inspiration die (this does not expend a use of that feature).
- Any weapon attack against the creature scores a critical hit on a roll of 18–20.
When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can't use it again until you finish a long rest.
College of Whispers
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
Psychic Blades
At 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal extra psychic damage to that target equal to a roll of your Bardic Inspiration Die. You can do so only once per round on your turn.
Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can't use it again until you finish a short or long rest.
Mantle of Whispers
At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
Shadow Lore
At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.
The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can't use it again until you finish a long rest.
Cleric
Base Class
You can find the base class Here
Arcana Domain
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Arcana Domain Spells
At 3rd level, when you reach a Cleric level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | detect magic, magic missile, magic weapon, Nystul's magic aura, prestidigitation |
| 5th | dispel magic, magic circle |
| 7th | arcane eye, Leomund's secret chest |
| 9th | planar binding, teleportation circle |
Arcane Initiate
At 3rd level, you gain proficiency in the Arcana skill, and you learn two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Arcane Abjuration
Starting at 3rd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.
| Cleric Level | Banishes Creatures of CR... |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Arcane Mastery
At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Blood Domain
The Blood Domain centers around the understanding of the natural life force as it exists within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit's anchor within the mortal shell.
Blood Domain Spells
At 3rd level, when you reach a Cleric level specified in the Blood Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | False Life, Hold Person, Ray of Enfeeblement, Sleep |
| 5th | Haste, Slow |
| 7th | Blight, Stoneskin |
| 9th | Dominate Person, Hold Monster |
Blood Rites
At 3rd level, you gain proficiency with the Medicine Skill.
Bloodletting Focus
At 3rd level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature that takes damage from the spell takes extra necrotic damage equal to 2 Plus the spell's level. This has no effect on Undead or Constructs.
Crimson Bond
At 3rd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. This bond lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).
While the bond is in effect, you can use an action to learn the target's approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target's senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target's senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are blinded or deafened (respectively) with regard to your own senses. When the connection ends, the bond is lost.
Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.
Blood Puppet
At 6th level, you can use your Channel Divinity to briefly control a creature's actions—whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw, and isn't incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control. This has no effect on Constructs.
On the affected creature or animated corpse's turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:
- Interact with an object
- Make a single attack
- Do nothing
An animated corpse or an unconscious creature takes its turn immediately after yours, but can't move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.
An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).
At 17th level, the target of this feature can be Huge or smaller.
Sanguine Recall
At 6th level, At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can't be reduced in any way. You can't use this feature again until you finish a long rest.
For example, if you're an 8th-level cleric, you can recover up to four levels of spell slots—a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage.
Vascualar Corruption Aura
At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 necrotic damage. If a hostile creature regains hit points while in the aura, it regains only half as many hit points as expected. This has no effect on Undead or Constructs.
Once you use this feature, you can't use it again until you finish a long rest.
Fate Domain
Gods of fate perceive the future and how the choices mortals make drive them toward their destinies. Some deities consider the future preordained, while others understand the multiverse as a place of infinite possibility. Clerics who draw power from the forces of fate sometimes receive visions directly from their deity and receive fleeting omens of the future. They share impossible knowledge with their allies and prophesize their enemies' doom.
Fate Domain Spells
At 3rd level, when you reach a Cleric level specified in the Fate Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | Dissonant Whispers, Heroism, See Invisibility, Warding Bond |
| 5th | Beacon of Hope, Clairvoyance |
| 7th | Death Ward, Divination |
| 9th | Commune, Geas |
Omens and Portents
At 3rd level, You can perceive signs of the future in everyday objects and events, such as flights of birds or ripples made in water by a thrown stone. You can cast the augury spell without expending a spell slot and, when you cast the spell in this way, the spell has no verbal, somatic, or material components. Once you cast the spell in this way, you cannot do so again until you finish a long rest.
Ties That Bind
At 3rd level, You can temporarily tie your fate to others. As an action, you can touch one object or creature and magically tie a strand of fate from yourself to it for 1 hour or until you use this feature again. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC to resist this effect. While the target is bound to you and on the same plane of existence as you, you can sense the direction to the target's location, and you know the direction of its movement if it is in motion.
In addition, once per turn when you cast a spell using a spell slot to deal damage or restore hit points to the target, roll a d6, and the target receives extra damage or healing, respectively, equal to the number rolled.
You can use this feature's action a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Strands of Fate
At 3rd level, You can use your Channel Divinity to see and manipulate the strands of fate that weave around other individuals. As a bonus action, you can enter this state for up to 1 minute or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever another creature you can see makes an attack roll or an ability check, you can use a reaction to give the roll advantage or disadvantage (your choice).
Insightful Striking
At 6th level, as a bonus action, you can choose one creature you can see within 30 feet of yourself. Your magic grants you a brief vision of the target's defenses. Until the end of your next turn, you gain one of the following effects of your choice:
- The next time you make an attack roll against the target, roll a d6 and add the number rolled to the total.
- The next time the target must make a saving throw against a spell you cast, the target must roll a d6 and subtract the number rolled from the saving throw.
You can use this bonus action a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Visions of the Future
At 17th level, Your knowledge of the future allows you to guide an individual to achieve their greatest possible success. You can cast the foresight spell once without expending a spell slot; when you cast the spell in this way, the spell's duration is 1 minute for that casting. Once you cast the spell in this way, you can't do so again until you finish a long rest.
Forge Domain
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Forge Domain Spells
At 3rd level, when you reach a Cleric level specified in the Forge Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | Green-Flame Blade (TCE), Heat Metal, Identify, Magic Weapon, Searing Smite |
| 5th | Elemental weapon, Protection FromEenergy |
| 7th | Fabricate, Wall of Fire |
| 9th | Animate objects, Creation |
Knowledge of the Forge
At 3rd level, you gain proficiency with smith's tools.
Blessing of the Forge
At 3rd level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- While wearing medium armor or using the Unarmored Defense from your Divine Protection Class Feature, you gain a +1 bonus to AC.
Saint of Forge and Fire
At 17th level, your blessed affinity with fire and metal becomes more powerful:
- You gain immunity to fire damage
- While wearing medium armor or using the Unarmored Defense from your Divine Protection Class Feature, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Grave Domain
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
Grave Domain Spells
At 3rd level, when you reach a Cleric level specified in the Grave Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | bane, chill touch, false life, gentle repose, ray of enfeeblement |
| 5th | revivify, vampiric touch |
| 7th | blight, death ward |
| 9th | antilife shell, raise dead |
Circle of Mortality
At 3rd level, you gain the ability to manipulate the line between life and 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 cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave
At 3rd level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once). You regain all expended uses when you finish a long rest.
Path to the Grave
Starting at 3rd level, you can use your Channel Divinity to mark another creature's life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
Sentinel at Death's Door
At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once). You regain all expended uses when you finish a long rest.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Moon Domain
Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favor, and reveal or conceal as they see fit. Most Moon clerics worship the Moonweaver herself, but her followers are as varied as the stars in the sky. Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain. Other Moon clerics worship not the gods but the moons themselves, especially those with an innate connection to the lunar cycles through lycanthropy.
Moon Domain Spells
At 3rd level, when you reach a Cleric level specified in the Moon Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | faerie fire, invisibility, moonbeam, silent image |
| 5th | hypnotic pattern, major image |
| 7th | greater invisbility, fount of moonlight |
| 9th | dream, passwall |
Moonlit Clarity
At 3rd level, you learn to shine light upon the mind's most dire moments, shielding those you protect. When a creature within 30 feet of you that you can see makes a Wisdom saving throw, you can use your reaction to grant that creature advantage on the save.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once), regaining all expended uses when you finish a long rest.
Blessing of the Full Moon
At 3rd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:
Blessing of the Watchful Moon. For 1 hour, the blessed creature's speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.
Blessing of the Blood-Drenched Moon. For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature's allies is within 5 feet of the target and the ally isn't incapacitated.
Mind of Two Moons
At 6th level, you can use your Channel Divinity to invoke the twofold arcana of Exandria's moons. By expending one use of Channel Divinity, you can cast a second concentration spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells.
Eclipse of Ill Omen
At 17th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can't be seen, and even on other planes. As a bonus action, you can manifest an area of reddish, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make saving throws with disadvantage. When you create this eclipse, you can choose any number of creatures that are unaffected by it.
This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Mind of Two Moons feature.
Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can't regain hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Nature Domain
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Nature Domain Spells
At 3rd level, when you reach a Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | animal friendship,barkskin, speak with animals, spike growth, thorn whip |
| 5th | plant growth, wind wall |
| 7th | dominate beast, grasping vine |
| 9th | insect plague, tree stride |
Acolyte of Nature
At 3rd level, you learn one druid cantrip of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Charm Animals and Plants
At 3rd level, you can use your Channel Divinity to charm animals and plants.
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Divine Elements
At 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Master of Nature
At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Order Domain
The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.
Order Domain Spells
At 3rd level, when you reach a Cleric level specified in the Order Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | command, heroism, hold person, true strike, zone of truth |
| 5th | mass healing word, slow |
| 7th | compulsion, locate creature |
| 9th | commune, dominate person |
Bonus Proficiencies
At 3rd level, you gain proficiency in the Intimidation and Persuasion skills if you are not already proficient in these skills.
Order's Demand
At 3rd level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Embodiment of the Law
At 6th level, you become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.
Order's Wrath
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Peace Domain
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Peace Domain Spells
At 3rd level, when you reach a Cleric level specified in the Peace Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | aid, friends, heroism, sanctuary, warding bond |
| 5th | beacon of hope, sending |
| 7th | aura of purity, Otiluke's resilient sphere |
| 9th | greater restoration, Rary's telepathic bond |
Bonus Proficiencies
At 3rd level, you gain proficiency in the Insight and Persuasion skills.
Emboldening Bond
At 3rd level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 15 feet of you (this can include yourself) equal to your Wisdom Modifier (minimum one creature). You create a magical bond among them for 1 minute or until you use this feature again. While any bonded creature is within 15 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per round.
At 17th level, the range of this ability increases to 30 feet.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Balm of Peace
At 3rd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 1d6 Plus your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
Protective Bond
At 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 15 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead and this damage cannot be reduced in any way.
At 17th level, the range of this ability increases to 30 feet.
Expansive Bond
At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 30 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the damage can be reduced by anything that would normally reduce it, such as resistance or immunity.
Protection Domain
The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.
Protection Domain Spells
At 3rd level, when you reach a Cleric level specified in the Protection Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | aid, protection from evil and good, protection from poison, shield of faith |
| 5th | protection from energy, slow |
| 7th | guardian of faith, otiluke's resilient sphere |
| 9th | antilife shell, wall of force |
Shield the Faithful
At 3rd level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.
Radiant Defense
At 3rd level, you can use your Channel Divinity to cloak your allies in radiant armor.
As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 Plus your cleric level.
Blessed Protection
At 6th level, when you cast the Shield of Faith Spell on a creature, it recovers hit points equal to 2d8 Plus your Wisdom Modifier.
Indomitable Defense
At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Tempest Domain
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
Tempest Domain Spells
At 3rd level, when you reach a Cleric level specified in the Tempest Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | fog cloud, gust of wind, shatter, shocking grasp, thunderwave |
| 5th | call lightning, sleet storm |
| 7th | control water, ice storm |
| 9th | destructive wave, insect plague |
Bonus Proficiency
At 3rd level, you gain proficiency with navigator's tools.
Wrath of the Storm
At 3rd level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once). You regain all expended uses when you finish a long rest.
Destructive Wrath
At 3rd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Stormborn
At 17th level, you gain a fly speed equal to your current speed and can hover whenever you are not underground or indoors.
Twilight Domain
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Twilight Domain Spells
At 3rd level, when you reach a Cleric level specified in the Twilight Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | dancing lights, faerie fire, moonbeam, see invisibility, sleep |
| 5th | aura of vitality, fear |
| 7th | aura of life, greater invisibility |
| 9th | circle of power, mislead |
Bonus Proficiency
At 3rd level, you gain proficiency in the Stealth skill.
Eyes of the Night
At 3rd level, You can see through the deepest gloom. You have darkvision out to a range of 60 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom Modifier (minimum one). The shared darkvision lasts for 10 minutes . Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Vigilant Blessing
At 3rd level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Channel Divinity: Twilight Sanctuary
At 3rd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 15-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your cleric level.
- You end one effect on it causing it to be charmed or frightened.
The radius of this feature increases to 30 feet at 17th level.
Step of the Night
At 6th level, you can draw on the mystical power of night to move in an instant. As a bonus action when you are in dim light or darkness, you can magically teleport to an unoccupied space within 30 feet of you.
You can use this bonus action a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Twilight Shroud
At 17th level, the twilight that you summon offers a protective embrace: you and your allies gain +1 AC while in the sphere created by your Twilight Sanctuary.
Druid
Base Class
You can find the base class Here
Circle of the Blighted
Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake unleashed by druids themselves, a land can become cursed with magic that warps any druid bound to that land. Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they serve, exalting the natural process of decay and using it to further their goals—or sometimes to seek a means to end the curse that plagues them.
Circle of the Blighted Spells
At 3rd level, when you reach a Druid level specified in the Circle of the Blighted Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
|---|---|
| 3rd | bane, ray of enfeeblement, ray of sickness, wither and bloom (SCC) |
| 5th | bestow curse, stinking cloud |
| 7th | blight, sickening radiance (XGE) |
| 9th | cloudkill, insect plague |
Defile Ground
At 3rd level, you can use a bonus action to corrupt a patch of land or an area of water in a 10-foot emenation centered on a point within 60 feet of you. This corruption lasts for 1 minute. The corrupted area is difficult terrain for creatures that are hostile to you. Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra 1d4 necrotic damage. You can move this patch of corruption up to 30 feet as a bonus action. Flying creatures are unaffected by the corruption. At 10th level, the emenation of this feature becomes 20 feet and its damage becomes 1d6.
Once you use this feature, you can't use it again until you finish a short or long rest.
Blighted Shape
At 3rd level, your physical form begins to show effects of the corruption you wield, tracing blackened veins across your skin, producing gnarled, bony protrusions, or other eerie phenomena. You gain proficiency in the Intimidation skill.
Additionally, while you are transformed by your Wild Shape feature, you gain a +2 bonus to AC as gnarled spines protrude from your body. Your beast form also gains darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if it already has that sense.
Call of the Shadowseeds
At 6th level, you learn to summon the feral children of the forest from the life force of your enemies. When a creature that is not undead or a construct takes damage within the area of your Defile Ground feature, you can use your reaction to summon a blighted sapling in an unoccupied space within 5 feet of the creature. You can direct the sapling to make an attack against any creature within 5 feet of it as a part of this reaction. The sapling then acts on your initiative, obeying your verbal commands.
The blighted sapling remains in your service until it's reduced to 0 hit points, until the end of your next long rest, or until you summon another sapling, at which point it crumbles into foul-smelling mulch. You can use this feature equal to your Wisdom Modifier (minimum once), regaining all expended uses when you finish a long rest.
The sapling uses the statistics below. Its features scale based on your level and proficiency bonus (PB).
Foul Conjuration
At 10th level, the creatures you conjure are malformed and bloated with toxins. Any beast, fey, or plant (including your blighted sapling) summoned or created by your spells or class features gains the following traits:
Blighted Resilience. The creature has immunity to necrotic and poison damage and to the poisoned condition.
Toxic Demise. When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.
Toxic Demise Table
| Creature CR | Damage |
|---|---|
| 1/4 or lower | 1d4 necrotic |
| 1/2 | 1d6 necrotic |
| 1 or higher | A number of d8s of necrotic damage equal to the creature's Challenge Rating |
| No CR | A number of d6s of necrotic damage equal to your Wisdom Modifier (minimum 1d6) |
Incarnation of Corruption
At 14th level, your physical form begins to take on the tainted traits of the land you are bonded to. Your skin grows ashen, and your eyes darken or turn completely white. Spines and jagged spurs emerge from your body, granting you resistance to necrotic damage and a +2 bonus to AC.
Additionally, whenever you start your turn within the radius of the corruption created by your Defile Ground feature, you can use a bonus action to gain temporary hit points equal to your proficiency bonus.
Blighted Sapling
Medium Plant, Unaligned
- Armor Class 11 Plus PB (natural armor)
- Hit Points 6 Plus four times your druid level (the companion has a number of Hit Dice [d6s] equal to your druid level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
- Damage Vuln. fire
- Damage Res. necrotic, poison
- Condition Imm. blinded, deafened, poisoned
- Senses blightdight 60 ft. (blind beyond this radius), passive Perception 9
- Languages understands the languages you speak
- Challenge -
- Proficiency Bonus equals your bonus
Blighted Resilience (10th level or higher). The creature has immunity to necrotic and poison damage and the poisoned condition.
Toxic Demise (10th level or higher). When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.
Actions
Multiattack. When you reach 14th level in this class, the blighted sapling makes two claw attacks.
Claws. Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 2d4 plus PB piercing damage.
Circle of Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Spells
At 3rd level, when you reach a Druid level specified in the Circle of Dreams Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
|---|---|
| 3rd | darkness, dissonant Whispers, invisibility, sleep |
| 5th | Catnap, Hypnotic Pattern |
| 7th | Hallucinatory Terrain, Phantasmal Killer |
| 9th | Awaken, Dream |
Balm of the Summer Court
At 3rd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Walker in Dreams
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.
This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.
Once you use this feature, you can't use it again until you finish a long rest.
Circle of the Primeval
The Circle of the Primeval teaches that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids summon and bond with the spirit of a primeval behemoth—a hulking creature that once ruled the ancient world alongside the giants. The most well-known primeval behemoths are the dinosaurs, but spirits bonded with members of the Circle of the Primeval have also taken the form of ancient predecessors to today's common beasts and other fantastical titanic creatures.
Circle of the Primeval Spells
At 3rd level, when you reach a Druid level specified in the Circle of the Primeval Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
|---|---|
| 3rd | comprehend languages, enlarge/reduce, earth tremor (XGE), maimilian's earthen grasp (XGE) |
| 5th | erupting earth (XGE), thunder step (XGE) |
| 7th | dominate beast, guardian of nature (XGE) |
| 9th | commune with nature, wrath of nature (XGE) |
Keeper of Old
At 3rd level, your connection to the mighty primeval behemoths allows you new insight into the ancient world. You gain proficiency in the History skill if you don't already have it, and double your proficiency bonus with any ability check you make using the History Skill.
Additionally, you learn how to speak, read, and write primordial.
Primeval Companion
At 3rd level, you can call upon the primeval creature whose spirit is bound to you. As an action, you can expend one use of your Wild Shape feature to summon your primeval companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you.
The primeval companion is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Primeval Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may evoke ancient predators like raptors or saber-toothed tigers, or it might be more inclined for defense, appearing as an armored ankylosaurus or a wooly rhino. These choices have no effect on the companion's game statistics.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.
Prehistoric Conduit
At 6th level, you learn how to channel your magic through your primeval companion. When you cast a spell with a range other than self, the spell can originate from you or your primeval companion.
In addition, if the primeval companion is affected by a spell you cast that allows creatures to make a saving throw against its effects, the primeval companion has advantage on its saving throw. If the primeval companion would normally take half damage on a successful save against this spell, the companion instead takes no damage on a successful save and half damage with no additional effects on a failed save.
Titanic Bond
At 10th level, your primeval companion grows to Large size, and when you summon it, you can grant it either a climbing speed or a swimming speed equal to its walking speed.
In turn, the primeval companion lends you some of its terrifying might. Once per turn while your primeval companion is summoned, when you hit a creature with an attack or deal damage to a creature you can see with a spell you cast, you can force that creature to make a Wisdom saving throw against your spell save DC; on a failure, the creature is frightened of you until the end of your next turn.
Scourge of the Ancients
At 14th level, you have learned to fully harness the titanic legacy of your companion. As part of the bonus action you use to command your companion, you can expend a spell slot of any level to heighten your primeval companion's might, granting it the following benefits:
-
Hulking Behemoth. The companion becomes Huge and gains temporary hit points equal to 10 times the level of the spell slot expended. If there isn't enough room for the companion to become Huge, it attains the maximum possible size in the space available.
-
Mauler. On a hit, the companion's Strike deals additional damage equal to 1d8 plus the level of the spell slot expended.
-
Titanic Stride. The companion's walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.
These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.
Primeval Companion
Medium Beast, Unaligned
- Armor Class 13 Plus PB (natural armor)
- Hit Points 10 Plus five times your druid level (the companion has a number of Hit Dice [d10s] equal to your druid level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 17 (+3) 6 (-2) 12 (+1) 8 (-1)
- Saving Throws Dex +2+PB, Con +3+PB
- Senses darkvision 60 ft., passive Perception 11
- Languages understands the languages you speak
- Challenge -
- Proficiency Bonus equals your bonus
Actions
Strike. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB bludgeoning, piercing, or slashing damage (your choice).
Reactions
Intercept Attack. When a creature the companion can see hits a target with an attack, and the target is within 5 feet of the companion, the target instead takes half the damage. The companion takes the remainder of the damage.
Circle of the Shepherd
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Circle of the Shepherd Spells
At 3rd level, when you reach a Druid level specified in the Circle of the Shepherd Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
|---|---|
| 3rd | Animal Friendship, Animal Messenger, Speak With Animals, Summon Beast |
| 5th | Conjure Animals, Speak With Plants |
| 7th | Charm Monster, Conjure Woodland Beings |
| 9th | Awaken, Commune with Nature |
Speech of the Woods
At 3rd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Spirit Totem
At 3rd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.
The effect of the spirit's aura depends on the type of spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 Plus your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Mighty Summoner
Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:
- The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Guardian Spirit
Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
Faithful Summons
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.
Circle of Spores
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Circle of Spores Spells
At 3rd level, when you reach a Druid level specified in the Circle of Spores Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
|---|---|
| 3rd | blindness/deafness, false life, gentle repose, inflict wounds |
| 5th | animate dead, gaseous form |
| 7th | blight, confusion |
| 9th | cloudkill, contagion |
Halo of Spores
At 3rd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbiotic Entity
At 3rd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature equal to your Wisdom Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.
Spreading Spores
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
While the cube of spores persists, you can't use your Halo of Spores reaction.
Fungal Body
At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Circle of Twilight
The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.
These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.
Circle of Twilight Spells
At 3rd level, when you reach a Druid level specified in the Circle of Twilight Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
|---|---|
| 3rd | detect evil and good, gentle repose, lesser restoration, sanctuary |
| 5th | remove curse, revivify |
| 7th | death ward, guardian of nature (XGE) |
| 9th | hallow, raise dead |
Harvest's Scythe
At 3rd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d4s equal to your druid level.
When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to your proficiency bonus or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead.
You regain the expended dice when you finish a long rest.
At 6th level, these dice increase to d6s. At 10th level, they become d8s. At 14th level, they become d10s.
Speech Beyond the Grave
At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. You learn the spell Speak With Dead. It counts a Druid Spell for you, does not count against the number of Druid Spells you have prepared, and you may cast it without material components. You understand what the target of this casting says even if it does not speak a language you know, and it can understand your questions, even if you don't share a language or it is not intelligent enough to speak.
Watcher at the Threshold
At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws.
Paths of the Dead
At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. You learn the etherealness spell. It counts a Druid Spell for you and it does not count against the number of Druid Spells you have prepared.
Additionally, you have advantage on any saving throws made against a spell or other effect used by an undead.
Circle of Wildfire
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
Circle of Wildfire Spells
At 3rd level, when you reach a Druid level specified in the Circle of Wildfire Spells table, you thereafter always have the listed spells prepared.
| d6 | Circle Spells |
|---|---|
| 3rd | burning hands, cure wounds, flaming sphere, scorching ray |
| 5th | plant growth, revivify |
| 7th | aura of life, fire shield |
| 9th | flame strike, mass cure wounds |
Summon Wildfire Spirit
At 3rd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 5 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 10 minutes, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Enhanced Bond
At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Cauterizing Flames
At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 Plus your Wisdom modifier.
You can use this reaction equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Blazing Revival
The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.
Once you use this feature, you can't use it again until you finish a long rest.
Wildfire Spirit
Small Elemental, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 5 Plus five times your druid level
- Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (0)
- Damage Immunities fire
- Condition Immunities charmed, frightened, grappled, prone, restrained
- Senses darkvision 60 ft., passive perception 12
- Languages understands the languages you speak
- Challenge -
- Proficiency Bonus equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
Fighter
Base Class
You can find the base class Here
Arcane Marksman
An Arcane Marksman studies a unique method of combat with Ranged weapons that weaves magic into attacks to produce supernatural effects. Arcane Marksmen are some of the most elite warriors among any army. They stand watch over the fringes of kingdoms, keeping a keen eye out for trespassers and using magic-infused ammunition to defeat monsters and invaders before they can reach settlements. Over the centuries, the methods of these marksmen have been learned by many people who can also balance arcane aptitude with marksmanship.
Arcane Marksman Lore
At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you attack with a Ranged Weapon the Ammunition property as part of the Attack action, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll. You have four uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:
Arcane Shot save DC = 8 plus your proficiency bonus plus your Dexterity modifier
Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the attack must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the attack hits it.
Beguiling Shot. Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the attack takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Shot. You imbue your attack with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the attack hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Shot. You weave necromantic magic into your attack. The creature hit by the attack takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Shot. When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the attack takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Shot. You use transmutation magic to give your attack an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the attack shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The attack passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the attack, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Shot. Using divination magic, you grant your attack the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity saving throw. Otherwise, the attack disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the attack, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Shot. You weave illusion magic into your attack, causing it to occlude your foe's vision with shadows. The creature hit by the attack takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Magic Shot
At 7th level, you gain the ability to infuse ammunition with magic. Whenever you fire nonmagical ammunition from a ranged weapon with the Ammunition property, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition immediately after it hits or misses its target.
Curving Shot
At 7th level, you learn how to direct an errant attack toward a new target. When you make an attack roll with a piece magic ammunition and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Ever-Ready Shot
Starting at 15th level, your magical marksmanship is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
Brute
Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.
Brutish Strikes
At 3rd level, you learn two additional Martial Strikes.
At 11th level, you add an additional die of your weapon's damage to the damage dealt with strikes.
Brutish Power
At 3rd level, you have advantage on any Skill Check that uses Strength. Additionally, you treat any Weapon that uses strength for its attack and damage rolls as magical for the purpose of piercing resistance and immunity.
At 11th level, this also applies to Strength Saving Throws.
Brutish Durability
At 7th level, your toughness allows you to shrug off assaults that would devastate others. You add your Constitution Modifier to any saving throws you make.
If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style feature.
Brutish Survivalist
At 10th level, you ignore extreme temperatures and the length of time you can go without food and water is doubled.
Additionally, you are immune to poison damage and the poisoned condition.
Devastating Critical
At 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your level in the fighter class.
Undying Brutality
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 10 Plus your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
Cavalier
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Additionally, the cost of Barding for your mount is halved for you as your reputation precedes you.
Finally, mounting or dismounting a creature costs you no movement.
Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
A creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack equal to your Strength Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.
Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature equal to your Strength Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.
Hold the Line
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 Plus your proficiency bonus Plus your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Echo Knight
Feared by their foes, the Echo Knight has mastered the art of summoning the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
Manifest Echo
When you take this Archetype at 3rd Level, You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 Plus your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
- As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature equal to your Strength Modifier (minimum once). You regain all expended uses when you finish a long rest.
Echo Avatar
At 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Shadow Martyr
At 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest.
Reclaim Potential
By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 Plus your Constitution modifier, provided you don't already have temporary hit points.
You can use this feature equal to your Strength Modifier (minimum once). You regain all expended uses when you finish a long rest.
Legion of One
At 18th level, you can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Monster Hunter
As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.
Bonus Proficiencies
At 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can choose to gain proficiency with thieves' tools in place of one skill choice.
Hunter's Maneuvers
At 3rd level, any damage you deal with a Superiority Die is Radiant or Necrotic (you choose which when you deal damage with a Superiority Die).
Hunter's Mysticism
At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.
In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.
Monster Slayer
At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.
Against The Darkness
At 10th level, you are immune to the frightened effect and have advantage on saving throws you make against abberations, fey, fiends, and undead.
Rend Monster
At 15th level, when you score a critical hit, the target of the attack has disadvantage on all attack rolls and saving throws it makes against creatures other than you until the end of your next turn, and you can roll a Superiority Die once and add that result to the damage without expending a superiority die.
You can roll two Superiority Dice with this feature if the target is an aberration, a fey, a fiend, or an undead.
Slay Monster
At 18th level, you can replace one Attack you make with a use of this feature. The target makes a Constitution Saving Throw a gainst your Maneuver Save DC. On a failed save, if it has less than 100 hit points remaining, it is reduced to 0 hit points. If it has more than 100 hit points remaining and fails the save or succeeds on the save, it takes 5d10 Radiant Damage that ignores resistance and immunity instead. Aberrations, fey, fiends, and undead make this save with Disadvantage, and the threshold for the feature is 150 hit points against such creatures.
You must finish a Short or Long Rest to use this feature again.
Rune Knight
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
Bonus Proficiencies
At 3rd level, you gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
Rune Carver
Starting at 3rd Level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
| Fighter Level | Number of Runes |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 Plus your proficiency bonus Plus your Constitution modifier.
Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Giant's Might
Also at 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature equal to your Strength Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.
Runic Shield
At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature equal to your Strength Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Great Stature
Starting at 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll and you have advantage on Strength (Athletics) Skill Checks made to push, pull or lift nonliving objects. You also gain 10 x the result of your roll to increase your height in carrying capacity.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
Master of Runes
Starting at 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut
At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Strength Before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Sharpshooter
The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.
Deadly Aim
At 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
- The attacks ignore half and three-quarters cover.
- On each hit, the weapon deals 1d4 additional force damage. This increases to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 18th level.
You can use this feature a number of times equal to your Dexterity Modifier (minimum once). You regain all expended uses of it when you finish a short or long rest.
Ranged Weapon Mastery
At 3rd level, if a weapon with the Ranged Property also has the Loading property, you ignore the Loading property with that weapon.
Additionally, making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll.
Careful Eyes
At 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
In addition, you gain proficiency in one of the following skills of your choice: Perception, Investigation, or Survival.
Long Range Shooting
At 10th level, you no longer suffer disadvantage for firing beyond a weapon's normal range.
Headshot
At 10th level, if you score a Critical Hit with a weapon that has the Ranged property, you roll an additional die of damage with that weapon after caculating the critical hit's damage.
Rapid Fire
At 15th level, if you have Advantage on a Ranged Weapon Attack, you can forgo that advantage to make an additional attack with that weapon against the same target as the first attack as part of the Attack Action.
You can use this feature a number of times equal to your Dexterity Modifier (minimum once) and regain all expended uses when you finish a Short or Long Rest.
Snap Shot
At 18th level, when you roll Initiative, you can immediately draw a Ranged Weapon on your person provided you have the hands available to wield it, and then make a single Ranged Weapon Attack against one creature within that weapon's Normal Range.
You must finish a Short or Long Rest to use this Feature again.
Distant Shot
At 18th level, you triple the Long Range value of any Ranged Weapon you wield.
Monk
Base Class
You can find the base class Here
Warrior of the Ascendant Dragon
The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.
Dragon Disciple
Starting at 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:
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Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a short or long rest.
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Draconic Strike. When you damage a target with an unarmed strike or Monk Weapon, you can change the damage type to acid, cold, fire, lightning, or poison.
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Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
At 3rd level, you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your focus save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
The damage of this feature increases to three rolls of your Martial Arts die at 11th level and four rolls at 17th level.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 focus points to use this feature again.
Wings Unfurled
At 6th level, when you move on your turn, you can spend 2 focus points to unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
At 17th level, these wings no longer cost focus to use and can be summoned or dismissed as a Bonus Action, remaining active and granting their benefits until dismissed.
Aspect of the Wyrm
At 11th level, the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 15 feet from you for 1 minute. This aura's radius becomes 30 feet at 17th level. For the duration, you gain one of the following effects of your choice:
Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your focus save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Ascendant Aspect
At 17th level, your draconic spirit reaches its peak. You gain the following benefits:
Augment Breath. When you use your Breath of the Dragon, you can spend 1 focus point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to five rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your focus save DC or take 3 x your Martial Arts die in acid, cold, fire, lightning, or poison damage (your choice).
Warrior of the Astral Self
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their focus as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
Forms of Your Astral Self
The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.
When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
Arms of the Astral Self
At 3rd Level, your mastery of your power allows you to summon a portion of your astral self. As a bonus action, you can summon the arms of your astral self. You an dismiss them at any time as a Bonus Action.
While this feature is active, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can use the spectral arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls.
- Your unarmed strikes with the arms benefit from any Monk Class Feature that your normal unarmed strikes would benefit from.
- As an Action, you can spend 2 focus points to force each creature of your choice that you can see within 10 feet of you to make a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
Visage of the Astral Self
At 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 focus point to summon this visage. It vanishes early if you are incapacitated or die and you can end it early as a Bonus Action or as part of the Bonus Action you use to end your Arms of the Astral Self.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain one of the following benefits. You choose which when you activate the feature and may spend 1 focus point as a Bonus Action to change which feature you benefit from.
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Body of the Astral Self
At 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits.
Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 Plus your Wisdom modifier (minimum reduction of 1).
Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.
Awakened Astral Self
At 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 4 focus points to summon the arms, visage (of which you gain all three benefits at once), and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die or choose to end it early as a Bonus Action.
While your astral self is awakened, you gain the following benefits.
Armor of the Spirit. You gain a +2 bonus to Armor Class.
Astral Barrage. Your Flurry of Blows Focus Feature has its cost reduced to 0 focus points.
Astral Connection. You can spend 12 focus points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you. You do not need to have your Astral Self active to do so.
Warrior of the Cobalt Soul
The monks of the Cobalt Soul are the embodiment of the maxim: "Know your enemy." Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes' mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.
Extract Aspects
At 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Extort Truth
At 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 focus point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.
Mystical Erudition
At 6th level, you learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to gain Expertise with that skill instead.
At 11th level and again at 17th level, you gain the benefits of this feature a second (11th) and third (17th) time, choosing a different skill and language each time you would gain the benefits of this feature.
Mind of Mercury
At 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 2 focus points to take an additional reaction. You can use only one reaction per triggering effect.
Debilitating Barrage
At 17th level, you've gained the knowledge to undermine a creature's fortitude. When you hit a creature with an unarmed strike, you can spend 3 focus points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.
If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Warrior of the Drunken Fist
Warriors of the Drunken Fist learn to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
Bonus Proficiencies
At 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
If you spend 2 additional focus points as part of this feature, you gain the benefits of the Dodge action against the next attack made against you.
Tipsy Sway
At 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Drunkard's Luck
At 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 focus points to cancel the disadvantage for that roll.
Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to two additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Warrior of the Kensei
Kensei Monks train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Path of the Kensei
At 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
Kensei Weapons. You gain Proficiency with all Martial Weapons except those that have the Special Quality. Additionally, choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any weapon that lacks th special property. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons.
When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above. If a weapon has been selected with your Monastic Weapons Training Class feature, it also counts as a Kensei Weapon for you.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn while the weapon is in your hand and you aren't incapacitated.
Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes extra damage of the weapon's type equal to one roll of your Martial Arts Die. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies. If you are already proficient with both of these, you may instead choose one set of Artisan's Tools with which you are not proficient.
One With the Blade
At 6th level, you extend your power into your kensei weapons, granting you the following benefits.
Empowered Kensei Weapons. Your attacks with your kensei weapons deal their normal damage type or force damage (you choose which when you deal damage with your Kensei Weapons).
Deft Strike. When you hit a target with a kensei weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further. As a bonus action, you can expend up to 3 focus points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of focus points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it once and must use the new result. You can use this feature only once on each of your turns.
Warrior of Long Death
Monks of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When a creature within 5 feet of you is reduced to to 0 hit points, you gain temporary hit points equal to your a roll of your Martial Arts Die plus your Wisdom Modifier (minimum of 1 temporary hit point).
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As part of the Attack Action, you may spend 2 Focus Points to replace one Attack with this feature. If you do, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw against your Focus Save DC or be frightened of you until the end of your next turn.
Mastery of Death
Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 4 focus points (no action required) to have 1 hit point instead. The cost of this feature increases by 2 Focus Points for each use beyond the first, and resets to 4 focus points in cost after you finish a Short or Long Rest.
Additionally, you have Advantage on Death Saving Throws.
Touch of the Long Death
Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 focus points. The target must make a Constitution saving throw, and it takes one roll of your Martial Arts die in necrotic damage per focus point spent on a failed save, or half as much damage on a successful one.
Warrior of the Sun Soul
Monks of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the power of the soul to empower one's self and strike down evil.
Radiant Energy Bolt
Starting at 3rd level, you can hurl searing bolts of magical radiance.
You learn how to make a special Ranged Spell Attack with a range of equal to your Walking Speed Plus 5 in feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, it uses your Martial Arts die for damage, and any feature from the Monk Class that would apply to your Unarmed Strikes or Monk Weapons (Such as Flurry of Blows) also applies to this attack option.
Radiant Energy Beam
At 6th level, you learn how to condense your Energy Bolts into a powerful beam of radiant energy. As an Action, you can spend 2 Focus Points. If you do, you unleash a 5 foot wide beam of energy from your hands with a length of 60 feet. Each creature within this area must make a Dexterity Saving Throw against your Focus Save DC or take two rolls of your Martial Arts die in Radiant damage. A creature that succeeds takes half damage instead.
You can spend additional Focus Points to roll one additional Martial Arts die per 1 Focus Point spent. The maximum number of Focus Points you can spend on this feature is equal to your Wisdom Modifier (minimum one).
At 17th level, the width of this beam becomes 15 feet and its length doubles to 120 feet.
Searing Energy Wave
At 6th level, you gain the ability to unleash searing waves of energy. You can spend 1 focus point to cast the burning hands spell as an action. Alternatively, you can spend 2 focus Points to cast this spell as a Bonus Action. When you cast this spell using Focus Points, it does Radiant instead of Fire damage.
You can spend additional focus points to cast burning hands in this way as a higher-level spell. Each additional focus point you spend increases the spell's level by 1. The maximum number of focus points that you can spend on the spell equals one plus your Wisdom Modifier (Minimum two).
At 17th level, the area of the cone increases to 30 feet.
Searing Soul Blast
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion that utterly devastates evil beings. As an action, you can spend 2 Focus Points to create an orb of power and hurl it at a point you choose within 120 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw against your Focus Save DC or take four rolls of your Martial Arts die in radiant damage. On a successful save, creatures take half damage instead. Fiends and Undead make this saving throw with disadvantage and take an additional roll of your martial arts die in damage on a failed save.
You can increase the sphere's damage by spending focus points. Each point you spend, to a maximum equal to your Wisdom Modifier (minimum one), increases the damage by one more roll of your Martial Arts die.
At 17th level, the radius increases to 40 feet.
Soaring Sunlight
At 11th level, you gain a fly speed equal to your speed and can hover. If you already have a fly speed, it is instead increased by 10 feet.
Aura of the Sun
At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
While this shield is active, any undead or fiend within the bright light of this feature has disadvantage on attack rolls and saving throws and you have immunity to Necrotic damage as well as resistance to Radiant Damage. If you already have Resistance to Raidant damage from another source, you instead gain immunity.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals one roll of your Martial Arts Die Plus your Wisdom Modifier. Undead and Fiends instead take damage equal to two rolls of your Martial Arts Die Plus your Wisdom Modifier.
Paladin
Base Class
You can find the base class Here
Oath of Conquest
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
These paladins share the following tenets:
- Shatter your enemies' resolve with overwhelming force.
- Tolerate no dissent and treat your word as law.
- Strength is the ultimate rule.
Oath of Conquest Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of Conquest Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | command, wrathful smite |
| 5th | hold person, enthrall |
| 9th | bestow curse, fear |
| 15th | compulsion, phantasmal killer |
| 17th | dominate person, hold monster |
Conquering Presence
At 3rd level, you can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike
At 3rd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Conquest
At 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
At 18th level, the radius of this feature increases to a 30-foot emanation.
Scornful Rebuke
At 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.
Invincible Conquerer
At 20th level, as a Bonus Action, you can imbue your Aura of Protection with overwhelming power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Conquerer's Guard. You and allied creatures within the aura have resistance to all damage.
Overwhelming Offense. When you take the Attack action on your turn, you can make one additional attack as part of that action.
Unmatched Brutality. Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Oath of the Crown
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.
These paladins share the following tenets:
- Obey and respect the law.
- Always stay true to your word.
- Do what you must for the sake of order.
- Accept the consequences of your actions.
Oath of the Crown Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of the Crown Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | compelled duel, divine favor |
| 5th | silence, zone of truth |
| 9th | aura of vitality, beacon of hope |
| 15th | banishment, guardian of faith |
| 17th | circle of power, hold monster |
Challenge of the Crown
At 3rd level, as a bonus action, you can expend a use of your Channel Divinity feature to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Turn the Tide
At 3rd level, as a bonus action, you can expend a use of your Channel Divinity feature to bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d10 Plus your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Aura of Loyalty
At 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
At 18th level, the radius of this feature increases to a 30-foot emanation.
Unyielding Dedication
At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
Absolute Law
At 20th level, as a Bonus Action, you can imbue your Aura of Protection with the strength of law, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Law of Disarming. You and any allied creatures within your aura have resistance to bludgeoning, piercing, and slashing damage.
Law of Life. You and any allied creatures within your aura have advantage on Death Saving Throws.
Wisdom of Law. You and any allied creatures within your aura have advantage on Wisdom saving throws.
Oath of the Open Sea
The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.
These paladins share the following tenets:
- Live free and protect the freedom of others.
- Let nature guide you.
- Embrace change.
- Be proactive in your duties.
Oath of the Open Sea Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of the Open Sea Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | create or destroy water, purify food and drink |
| 5th | augury, misty step |
| 9th | call lightning, create food and water |
| 15th | control water, freedom of movement |
| 17th | commune with nature, jallarzi's storm of radiance |
Marine Layer
At 3rd level, you can expend a use of your Channel Divinity feature as an action to channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).
Fury of the Tides
At 3rd level, you can expend a use of your Channel Divinity feature as a bonus action to channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.
Aura of Liberation
At 7th level, you fill nearby creatures with the energy of movement. While you're not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.
At 18th level, the radius of this feature increases to a 30-foot emanation.
Stormy Waters
At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes bludgeoning damage equal to 1d10 plus your Charisma Modifier (minimum +0) and must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Myththical Swashbuckler
At 20th level, as a Bonus Action, you can imbue your Aura of Protection with the power of the seas, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Batten the Hatches. You have advantage on Athletics checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
Divine Duelist. If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
Fast Footwork. You can take the Dash or Disengage action as a bonus action.
Move Like the Waves. You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.
Oath of Redemption
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
These paladins share the following tenets:
- Nurture peace and understanding
- Use violence only as a last resort.
- Guide those seeking redemption.
- Act with wisdom.
Oath of Redemption Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of Redemption Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | comprehend languages, sleep |
| 5th | calm emotions, hold person |
| 9th | hypnotic pattern, tongues |
| 15th | charm person, otiluke's resilient sphere |
| 17th | hold monster, wall of force |
Emissary of Peace
At 3rd level, you can use your Channel Divinity feature to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Persuasion checks for the next 10 minutes.
Rebuke the Violent
At 3rd level, you can use your Channel Divinity feature to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Guardian Aura
At 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
At 18th level, the radius of this aura increased to a 30-foot emanation.
Protective Spirit
At 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d8 plus half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
Avatar of Peace
At 20th level, as a Bonus Action, you can imbue your Aura of Protection with the power of the seas, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Dissuade Harm. You and any allied creatures within your aura gain Resistance to all damage.
Peaceful Nature. If you attack a creature, cast a spell on a creature, or deal damage to a creature by any means other than this feature while it is active, none of the other benefits of this feature affect that creature until you finish a Long Rest.
Punishment. When a creature hits you with an attack, it takes Radiant damage equal to half of the damage you took from the attack plus your Charisma Modifier.
Oath of Treachery
The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.
These paladins lack tenents, as this oath lacks any substance beyond a lust for power and personal safety.
Oath of Treachery Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of Treachery Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | disguise self, dissonant whispers |
| 5th | invisibility, mirror image |
| 9th | gaseous form, major image |
| 15th | greater invisibility, phantasmal killer |
| 17th | mislead, seeming |
Conjure Duplicate
At 3rd level, you can user your Channel Divinity feature as an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
Poison Strike
At 3rd level, you can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 plus your paladin level, or 20 plus your paladin level if you had advantage on the attack roll.
Aura of Treachery
At 7th level, you emanate an aura of discord, which gives you the following benefits.
Deceptive Guile. You and any allied creature within a 10-foot emanation of you are immune to the Charmed condition. At 18th level, this radius becomes a 30-foot emanation.
Treacherous Misdirection. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability a number of times equal to your Charisma Modifier (minimum once). You regain all expended uses of this ability when you finish a short or long rest.
Treacherous Escape
At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
Icon of Deceit
At 20th level, as a Bonus Action, you can imbue your Aura of Protection with the power of deceit, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Decieve Sight. You are invisible.
Manipulate Foe. If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
Sneaky Strikes. If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.
Oath of the Watchers
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
These paladins share the following tenets:
- Be ever-alert for the threats you face.
- Stay true to your allies.
- Never take deals or gifts from fiends or their allies.
- Remain ready to defend at any time.
Oath of the Watchers Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of the Watchers Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | detect evil and good, prtoection from evil and good |
| 5th | detect thoughts, see invisibility |
| 9th | dispel magic, nondetection |
| 15th | arcane eye, banishment |
| 17th | dispel evil and good, hallow |
Watcher's Will
At 3rd level, you can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Abjure the Extraplanar
At 3rd level, You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
Aura of the Sentinel
At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the radius of this aura becomes a 30-foot emanation.
Vigilant Rebuke
At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 plus your Charisma modifier force damage to the creature that forced the saving throw.
Mortal Bulwark
At 20th level, as a Bonus Action, you can imbue your Aura of Protection with the power of the material plane, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Eyes of Truth. You gain truesight with a range of 120 feet.
Strikes of Truth. You and any allied creatures within the aura have Advantage on attack rolls made against aberrations, celestials, elementals, fey, and fiends.
Watcher's Expulsion. When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
Ranger
Base Class
You can find the base class Here
Drakewarden
Your connection to the natural world takes the form of a dragon hatchling. As your powers grow, your dragon grows as well, blossoming from a draconic companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.
Drakewarden Spells
At 3rd level, when you reach a Ranger level specified in the Drakewarden Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | chromatic orb |
| 5th | dragon's breath |
| 9th | fear |
| 15th | compulsion |
| 17th | summon dragon |
Draconic gift
At 3rd level, The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You learn the Thaumaturgy cantrip, and it counts as a Ranger spell for you.
Additionally, you learn how to speak, read, and write Draconic or one other language of your choice if you already know how to speak, read, and write Draconic.
Dragon Companion
At 3rd level, You are bonded with a dragon hatchling that serves as your dragon companion and uses the Dragon Companion stat block. The dragon is Friendly to you and your allies and obeys your commands.
The Dragon in Combat. In combat, the dragon 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 to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, the dragon acts on its own and isn't limited to the Dodge action.
Resurrecting the Dragon. If the dragon companion has died within the last hour, you can take a Magic action to touch the dragon and expend a Spell Slot of 1st-Level. The dragon returns to life after 1 minute with all its Hit Points restored.
Otherwise, you can perform a 1-hour ceremony to resurrect the dragon; this ceremony can be performed as part of a Short or Long Rest.
The Dragon's Color. Choose one option from the table below when you gain this feature. Your Dragon Companion becomes a dragon of that type, gains Resistance of the Damage Type associated with its color on the table, and its Breath Weapon Action deals damage of that type.
| Color | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Dragon Companion
Medium Dragon, Neutral
- Armor Class 13 + Your Constitution Modifier
- Hit Points 5 + 5 times your Ranger Level (the dragon has a number of Hit Dice [d8s] equal to your Ranger Level)
- Speed 30 ft., fly 30 ft
- Proficiency Bonus Equal to your Proficiency Bonus
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 8 (-1) 13 (+1) 10 (+0)
- Resistances The Damage Type associated with the Dragon's color.
- Senses Darkvision 60 ft., passive Perception 11
- Languages can speak, read, and write the languages you know.
Stalwart Bond. Add your Proficiency Bonus to any ability check or saving throw the dragon makes.
Actions
Bite. Melee Attack Roll: Bonus equals your Strength or Dexterity modifier, reach 5 ft. Hit: 1d8 + 3 plus your Strength or Dexterity modifier (whichever was used for the Attack Roll) damage of the Dragon's damage type.
Breath Weapon (2/Day). Dexterity Saving Throw: DC 8 plus your Proficiency Bonus plus your Strength or Dexterity modifier (your choice when the dragon uses this Action), each creature in a 15-foot Cone. Failure: The target takes your proficiency bonus in d6s damage of the Dragon's type. Success: the damage taken is halved.
Bond of Fang and Scale
At 7th level, the bond you share with your dragon intensifies, protecting you and stoking the dragon's fury. You and your dragon gain the following benefits.
Dragon Mount. The dragon grows to Large size. You can use the dragon as a mount if you are Medium or smaller, but while you're riding it, the dragon's Fly Speed is 15 feet. It takes you only 5 feet of movement to mount or dismount the dragon.
Improved Breath Weapon. The dragon's Breath Weapon becomes a 30-foot Cone, and can now be used 3 times a day. A creature affected by your Hunter's Mark Spell makes its save against the Breath Weapon with Disadvantage.
Shared Resistance. You gain Resistance to the Damage Type your Dragon Companion's Breath Weapon deals, and you are no longer a valid target for your Dragon Companion's Breath Weapon.
Dragon's Breath
At 11th level, you can replace one Attack you make with the Attack Action with a use of your Dragon Companion's Breath Weapon. When you use this feature, the cone emanates from you instead of your Dragon Companion, and it does not count against your Dragon Companion's uses of their Breath Weapon.
Once you use this feature, you can't do so again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Draconic Pinnacle
At 11th level, your dragon companion gains the following benefits.
Superior Mount. The dragon grows to Huge size, and both its Speed and its Fly Speed increase to 40 feet. Additionally, the dragon no longer reduces its Fly Speed while you're riding it.
Wings of Protection. The dragon gains a reaction that it can use to protect you from harm. When it takes this reaction, your Resistance to its damage type becomes Immunity until the start of your next turn. You must finish a Long Rest for the dragon to use this reaction again.
Draconic Perfection
At 15th level, your Dragon Companion gains the following benefits.
Perfected Mount. The dragon grows to Gargantuan size, and its Speed, its Fly Speed and its Swim Soeed increase to 50 feet.
Perfected Breath Weapon. The dragon's Breath Weapon becomes a 60-foot Cone, and can now be used 4 times a day. The breath weapon deals an additional 2d6 damage of its Damage Type against creatures affected by your Hunter's Mark Spell.
Perfected Bite. The dragon's Bite Attack now does 2d8 Damage of the dragon's damage type.
Horizon Walker
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
Horizon Walker Spells
At 3rd level, when you reach a Ranger level specified in the Horizon Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | protection from evil and good |
| 5th | misty step |
| 9th | magic circle |
| 15th | banishment |
| 17th | hallow |
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As a bonus action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
Once per round, when you hit a creature with a weapon attack, the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage until the start of your next turn.
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Spells
At 3rd level, when you reach a Ranger level specified in the Monster Slayer Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | guilding bolt |
| 5th | locate animals or plants |
| 9th | fear |
| 15th | locate creature |
| 17th | scrying |
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As a bonus action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your wisdom modifier (minimum once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d8 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Supernatural Defense
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Mage's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
Primeval Guardian
Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
Primeval Guardian Spells
At 3rd level, when you reach a Ranger level specified in the Primeval Guardian Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | entangle |
| 5th | ray of enfeeblement |
| 9th | conjure animals |
| 15th | polymorph |
| 17th | legend lore |
Guardian Soul
At 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You can undergo this transformation a number of times equal to your Wisdom Modifier (minimum once) and regain all expended uses of this feature when you finish a Short or Long Rest. You undergo the following changes while in your guardian form.
- Your size becomes Large, unless you were larger.
- Any speed you have becomes 5 feet, unless the speed was lower.
- Your reach increases by 5 feet.
- You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
Piercing Thorns
At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d8 piercing damage to one creature you hit with a weapon attack. At 11th level, this damage increases to 2d8 and it ignores Resistance and Immunity.
Ancient Fortitude
At 7th level, you gain the endurance of ancient forests. You gain resistance to bludgeoning, piercing, and slashing damage while in your guardian form.
Rooted Defense.
At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within a 30-foot emanation centered on you is difficult terrain for your enemies.
Guardian Aura
At 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to 2d10 + your Wisdom Modifier (minimum plus 0). This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
Swarmkeeper
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
Swarmkeeper Spells
At 3rd level, when you reach a Ranger level specified in the Swarmkeeper Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | ray of sickness |
| 5th | web |
| 9th | stinking cloud |
| 15th | giant insect |
| 17th | insect plague |
Swarmkeeper's Grasp
At 3rd level, you learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance.
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack.
- The attack's target takes 1d6 piercing damage from the swarm.
- The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- You are moved by the swarm 5 feet horizontally in a direction of your choice.
Writhing Tide
At 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a fly speed equal to your speed and can hover. This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses when you finish a long rest.
Mighty Swarm
Starting at 11th level, your Gathered Swarm grows mightier in the following ways:
- The damage of Gathered Swarm increases to 2d6.
- If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
At 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
You can use this feature a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses when you finish a long rest.
Rogue
Base Class
You can find the base class Here
Inquisitive
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
Ear for Deceit
At 3rd level, you develop a talent for picking out lies. If a creature tells you a lie, you instantly know you've been lied to (though you do not know the exact nature of the lie, nor how much of what was said was a lie.
Eye for Detail
Starting at 3rd level, you can take the Search and Study Actions as Bonus Actions instead.
When you take the Search or Study Action as a Bonus Action, you can roll 1d6 and add the result to the roll. You may do so a number of times equal to your Dexterity Modifier (minimum once), and regain all expended uses when you finish a Short or Long Rest.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. You can take the Study Action as a Bonus Action to target a creature you can see. It must make a Deception Skill Check against your own Investigation Skill Check. On a failure, you treat that creature as a valid target for your Sneak Attack feature, even if it would not be, until the start of your next turn.
You can use this feature a number of times equal to your Dexterity Modifier (minimum once), and regain all expended uses when you finish a Short or Long Rest.
Reliable Eye
Starting at 9th level, you have advantage on any Insight or Investigation Skill Checks you make.
Unerring Eye
At 13th level, your senses are almost impossible to foil. As a Bonus Action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Dexterity Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.
Eye for Weakness
At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6 and you score a critical hit on a roll of 19 or 20.
Mastermind
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
Master of Intrigue
At 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactics
At 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
Additionally, you gain one additional Maneuver Die and learn one additional Maneuver from the list in the Rogue (2024) Revised document.
Insightful Manipulator
At 9th level, you can replace any Deception Skill Check you make to manipulate a creature into believing you are someone you aren't with an Insight Skill Check instead.
Additionally, you gain Expertise with the Disguise Kit, Forgery Kit, and the Gaming Set you chose with your Master of Intrigue Feature if you don't have Expertise with a tool listed above already.
Misdirection
At 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature is within 5 feet of you, you can use your reaction to have the attack target that creature instead of you.
Soul of Deceit
At 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Deception Skill Check contested by the mind reader's Insight Skill Check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Finally, if you would be hit with an attack, you can use a reaction to force that attack to miss instead. You must finish a short or long rest to force an attack to miss in this way again.
Scout
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.
Skirmisher
At 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
At 13th level, you can move your full speed instead.
Survivalist
At 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Superior Mobility
At 9th level, your speed increases by 20 feet. This speed increase grows by another 5 feet at 13th and again at 17th level.
Additionally, you can pass through a space occupied by another creature if it is at least one size larger than you.
Finally, if you avoid all damage from a spell or other effect with your Evasion class feature, you can move up to 15 feet away from the creature that forced you to make that saving throw.
Ambush Master
At 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls.
In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Sudden Strike
At 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as part of that Action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn. This attack cannot benefit from Steady Aim or Power Attack.
Swashbuckler
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Fancy Footwork
At 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee weapon attack or unarmed strike against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity
At 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
Also at 3rd level, you gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Persuasion skill check contested by a creature's Insight skill check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Elegant Maneuver
At 13th level, your maneuver dice become d8s.
Additionally, if you would be hit by a melee weapon attack or unarmed strike, you can use your reaction to reduce the attack roll of the attacker by your charisma modifier, potentially turning a hit into a miss.
Master Duelist
At 17th level, your mastery of the blade lets you turn failure into success in combat. Once per Turn, if you miss with an attack roll, you can roll it again with advantage.
You can use this feature a number of times equal to your Dexterity Modifier (minimum once), and regain all uses at the end of a Long rest.
Sorcerer
Base Class
You can find the base class Here
Divine
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name, or your birth aligns with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
Divine Spells
At 3rd level, When you reach a Sorcerer level specified in the Divine Spells table, you thereafter always have the listed spells prepared.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the Cleric spell list.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Cure Wounds, Healing Word, Lesser Restoration, Prayer of Healing |
| 5th | Aura of Vitality, Mass Healing Word |
| 7th | Fount of Moonlight, Guardian of Faith |
| 9th | Greater Restoration, Mass Cure Wounds |
Favored by the Gods
At 3rd level, divine power guards your destiny. You learn the Guidance Cantrip, it counts as a Sorcerer Cantrip for you, and does not count against the number of cantrips you know. Additionally, you can cast Guidance as a Reaction as well as an Action.
Empowered Healing
At 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per round.
Otherworldly Wings
At 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a fly speed equal to your speed and can hov er. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action, when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. When you do, any allied creatures within a 30-foot emanation of you that have fewer than half their hit points remaining can roll 3d6 plus your Charisma modifier and recover that many hit points.
Once you use this feature, you can't use it again until you finish a short or long rest.
Giant
The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.
Giant Spells
At 3rd level, When you reach a Sorcerer level specified in the Giant Spells table, you thereafter always have the listed spells prepared.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Abjuration or a Transmutation spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Burning Hands, Enlarge/Reduce, Hold Person, Thunderwave |
| 5th | Call Lightning, Sleet Storm |
| 7th | Ice Storm, Stoneskin |
| 9th | Bigby's Hand, Jallarzi's Storm of Radiance |
Jotun Resilience
At 3rd level, you add your Charisma Modifier (minimum +0) to any Constitution Saving Throw you make to maintaon concentration on a spell.
Additionally, you learn the Elementalism Cantrip if you don't already know it, it counts as a Sorcerer cantrip for you, and does not count against the number of cantrips you know.
Lost Soul of Ostoria
At 6th level, when you cast one of your Giant Spells, you can spend 2 Sorcery Points to use any of the following options. You can only use one of the following options per casting of a Giant Spell. You cannot use Metamagic on a Spell if you use one of these options.
Cloud Giant's Transposition. You can magically teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 plus 5 times your Constitution modifier (minimum 10 feet).
Fire Giant's Fury. Must be used with a Spell that deals Damage. Add your Charisma Modifier (minimum +1) to the damage the spell deals.
Frost Giant's Guard. You gain temporary hit points equal to your Charisma modifier (minimum of 1).
Hill Giant's Wrath. You can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 plus 5 times your Charisma modifier (minimum of 10 feet). A target can choose to fail this save.
Stone Giant's Skin. You gain a bonus to your AC equal to your Charisma Modifier (minimum +1) until the end of your next turn.
Storm Giant's Gaze. Up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to 1d6 plus your Charisma modifier (minimum +0).
Rage of Fallen Ostoria
At 14th level, when you cast a Sorcere spell of 1st level or higher during your turn, you can increase your Size by one category - from Medium to Large for example. The size increase lasts for 1 minute, ends early if you die or are incapacitated, and grants the following benefits. You must finish a Short or Long Rest to use this feature again, unless you expend a 6th-level Spell slot (no action) to do so again.
- Your reach increases by 5 feet.
- Your speed increases by 5 feet.
- You have Advantage on Strength Checks and Strength Saving Throws.
- You gain Resistance to Cold, Fire, Lightning, or Thunder Damage. You choose which when you activate this feature.
- You gain temporary hit points equal to your Sorcerer Level.
Blessing of the All Father
At 18th level, you gain a permanent +1 to Constitution Saving Throws you make.
Additionally, you can now use Rage of the Fallen Ostoria twice before you must finish a Short or Long Rest, but no more than Once per Round. If you use your Rage of the Fallen Ostoria feature again while already under its effects, you gain the following benefits.
- Increase your Reach by 5 feet (10 feet total).
- Increase your speed by 5 feet (10 feet total).
- Choose a second Damage Type to gain resistance to.
- Gain additional temporary hit points equal to your Sorcerer Level (maximum 2 times your Sorcerer Level).
Lunar
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.
Lunar Spells
At 3rd level, When you reach a Sorcerer level specified in the Lunar Spells table, you thereafter always have the listed spells prepared.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Evocation or a Illusion spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Blindness/Deafness, Color Spray, Moonbeam, Ray of Sickness |
| 5th | Hypnotic pattern, Nondetection |
| 7th | Control Water, Fount of Moonlight |
| 9th | Dream, Mislead |
Moon Fire
At 3rd level, you learn the Sacred Flame cantrip. It counts as a Sorcerer spell for you, and does not count against the number of cantrips you know. In addition, when you cast Sacred Flame as a Sorcerer Spell, you can target one creature as normal or two creatures that are within 5 feet of each other.
Lunar Boon
At 6th level, when you use a Metamagic Option on a Lunar Spell, you reduce the cost of that Metamagic by 1 (to a minimum of 0). You can use this feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses when you finish a Long Rest.
Waxing and Waning
At 6th level, you can cast a 1st-level Spell from the Lunar Spell table without expending a Spell Slot. You must finish a Short or Long Rest to do so again.
Lunar Empowerment
At 14th level, the power of the moon saturates you. You can spend 1 Sorcery Point to gain one of the following benefits for 1 hour. You can use this feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses when you finish a Short or Long Rest.
- You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Investigation and Perception checks while within the bright light you shed.
- You have advantage on Stealth checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
- You have resistance to necrotic and radiant damage.
Lunar Phenomenon
At 18th level, you can use a bonus action to use one of the following options. You can use each option once, and regain the ability to use an option you have used when you finish a long rest, unless you spend 6 sorcery points to use that option again.
- You radiate moonlight for a moment. each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
- You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.
- You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.
Phoenix
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you.
Phoenix Spells
At 3rd level, When you reach a Sorcerer level specified in the Phoenix Spells table, you thereafter always have the listed spells prepared.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Evocation or a Conjuration spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 3rd | burning hands, flaming sphere, hellish rebuke, scorching ray |
| 5th | fireball, fly |
| 7th | fire shield, wall of fire |
| 9th | flame strike, reincarnate |
Ignite
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
Additionally, you gain resistance to fire damage.
Mantle of the Phoenix
At 3rd level, you can unleash the phoenix fire that blazes within you.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits. You can use this feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses when you finish a Long Rest.
- You shed bright light in a 15-foot emanation and dim light for an additional 15 feet.
- Any creature that hits you with a melee weapon attack or Unarmed strike or that touches you takes fire damage equal to 1d6 plus your Charisma modifier.
- Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.
Phoenix Spark
At 6th level, you have learned how to fight off death like your namesake. When you would be reduced to 0 hit points, you can use your reaction to be reduced to 1 hit point instead, and deal fire damage equal to 2d6 plus your charisma modifier to all creatures within a 10-foot emanation of you.
If you use this feature while under the effects of your Mantle of the Phoenix Feature, you instead deal 4d6 plus your charisma modifier in fire damage with this feature.
Once you use this feature, you must finish a Long Rest to use it again.
Nourishing Fire
At 14th level, flames mend your wounds. When you cast a spell that deals fire damage from the Phoenix Spell table, you recover hit points equal to 2d6 plus the spell's slot level plus your charisma modifier.
Reborn in Fire
At 14th level, you halve the cost of the materials for the Reincarnate spell when you cast it, and when it is cast on you, it does not require material components at all.
Form of the Phoenix
At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of the Phoenix feature, you gain additional benefits:
- You have a fly speed equal to your speed and can hover.
- You have immunity to fire damage and resistance to all other forms of damage except for force and psychic damage.
- If you use your Phoenix Spark, that feature deals an extra 4d6 fire damage to each creature.
Flaming Rebirth
At 18th level, if you would die, you can use a reaction to spend 12 sorcery points to cast the Reincarnate Spell on yourself without material components and without expending a Spell Slot. If you do, you choose the Species you reincarnate as, rather than rolling on the table. You suffer 1 level of exhaustion after doing so, and this level of exhaustion can only be removed by finishing a Long Rest. Furthermore, the Sorcery Points spent to recover this creature do not replenish until you finish a Long Rest with no ranks of Exhaustion gained from this feature. If you have levels of exhaustion from this feature, you cannot use this feature again, and once you use this feature you cannot use it again until you have no levels of exaustion from this feature and finish a long rest.
Additionally, when you cast the Reincarnate Spell on another creature, you can choose what Species they reincarnate as.
Runechild
The mysterious weave and flow of magic is feared by many folk across Exandria. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and which sees a sorcerer named as a Runechild.
Rune Child Spells
At 3rd level, When you reach a Sorcerer level specified in the Rune Child Spells table, you thereafter always have the listed spells prepared.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Abjuration or a Transmutation spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 1st | Comprehend Languages, Darkvision, Identify, Lesser Restoration |
| 5th | Gylph of Warding, Magic Circle |
| 7th | Divination, Mordenkainen's Private Sanctum |
| 9th | Greater Restoration, Teleportation Circle |
Essence Runes
At 3rd level, your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in this class. These runes can manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.
At the end of a turn during which you spent one or more sorcery points, a number of your essence runes equal to the number of sorcery points you spent begin to glow with stored energy, becoming charged runes. You use these charged runes to power your Runechild subclass features. Also, as a bonus action, you may spend a sorcery point to convert two essence runes into two charged runes.
If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action. If you have 5 or more charged runes, you emit bright light in a 5-foot radius and dim light for an additional 5 feet.If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune. Any charged runes also revert to inert essence runes after you finish a long rest.
Glyph of Aegis
At 3rd level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a reaction. Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total.
At 6th level, you can touch a creature as an action and expend up to 3 charged runes to transfer your protective power to it for up to 1 hour. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total. You can't transfer this power to a creature already under the effect of Glyph of Aegis.
At 14th level, the dice used with this feature become d8s.
Sigilic Augmentation
At 6th level, you can channel your runes to temporarily bolster your physical capabilities. When you make a Strength, Dexterity, or Constitution ability check, you can expend a charged rune as a reaction to gain advantage on the roll.
In addition, when you are forced to make a Strength, Dexterity, or Constitution saving throw, you can use your reaction and expend a charged rune to gain advantage on the saving throw. Once you use this feature in this way, you can't use it in this way again until you complete a short or long rest.
Manifest Inscriptions
At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you expend one charged rune to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 minute.
You have advantage on Arcana skill checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language you can't read, you can understand them while they are glowing as if you knew that language.
Runic Torrent
At 14th level, you can channel runic energy to overpower even the staunchest defenses. When you cast a spell, you can expend 2 charged runes to cause the spell to deal force damage instead of its usual damage types. Additionally, all creatures targeted by the spell or within the spell's area must succeed on a Strength saving throw against your spell save DC or be knocked prone or pushed up to 15 feet away from the spell's point of origin (your choice).
Once you use this feature, you can't do so again until you complete a short or long rest.
Arcane Exemplar
At 18th level,Starting at 18th level, you can use a bonus action and expend a charged rune to become a being of pure magical energy. While in your exemplar form, you gain the following benefits. Your exemplar form lasts until the end of your turn. However, you can expend a charged rune at the end of your turn (no action required) to extend the duration until the end of your next turn. When your exemplar form ends, you are stunned until the end of your next turn. Once you use this feature, you can't use it again until you complete a long rest unless you spend 6 Sorcery Points to do so.
- You gain a fly speed equal to your speed and can hover.
- Creatures have Disadvantage on saving throws against your Sorcerer spells.
- You have Resistance to all damage dealt by spells.
- Whenever you cast a spell of 1st level or higher, you regain hit points equal to 1d6 plus that spell's level.
Sea
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
Sea Spells
At 3rd level, When you reach a Sorcerer level specified in the Sea Spells table, you thereafter always have the listed spells prepared.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Evocation or a Conjuration spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Calm Emotions, Create or Destroy Water, Darkvision, Ice Knife |
| 5th | Water Breathing, Water Walk |
| 7th | Aura of Purity, Control Water |
| 9th | Cone of Cold, Greater Restoration |
Soul of the Sea
At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your speed.
Additionally, you gain resistance to Cold damage.
Curse of the Sea
When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.
When you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies):
Cold damage. If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.
Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.
Watery Defense
At 6th level, you gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to 1d6 plus Your charisma modifier, and then you can move up to 30 feet without provoking opportunity attacks.
Once you use this special reaction, you can't use it again until you finish a short or long rest.
Shifting Form
Starting at 14th level, you gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there.
On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Liquid Form
Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:
- You no longer need to eat, drink, or sleep.
- A critical hit against you becomes a normal hit.
- You have resistance to bludgeoning, piercing, and slashing damage.
Stone
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.
Stone Spells
At 3rd level, When you reach a Sorcerer level specified in the Stone Spells table, you thereafter always have the listed spells prepared.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Abjuration or a Transmutation spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Enlarge/Reduce, Magic Weapon, Shield, Thunderous Smite |
| 5th | Meld Into Stone, Slow |
| 7th | Stone Shape, Stoneskin |
| 9th | Hold Monster, Wall of Stone |
Stone's Durability
At 3rd level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in the Sorcerer class.
Additionally, while not wearing armor, you have a base Armor Class of 10 + your Constitution Modifier + your Charisma modifier, and your skin assumes a stony appearance. At 10th level, your base Armor Class increases by +1. You can use a shield and benefit from this feature.
Stone Guard
At 3rd level, you gain proficiency with shields.
Stone Strikes
At 3rd level, you can roll 1d6 in place of the normal damage of your Unarmed Strikes or any Simple or Martial weapon you wield that you are proficient with that deals Bludgeoning damage. This die changes to a d8 at 6th level, a d10 at 14th level, and a d12 at 18th level. Additionally, you can use your Constitution Modifier instead of your Strength or Dexterity modifier for their Attack and Damage rolls with your Unarmed Strikes or weapons affected by this feature.
Stone Aegis
At 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection. As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 1d6 + your charisma modifier. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
In addition, Once per Round, when a creature you can see within 30 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack or Unarmed Strike against the attacker. If that attack hits, it deals an extra 1d6 force damage. This extra damage increases to 2d6 at 14th level and 3d6 at 17th level.
Stone's Edge
At 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals Bludgeoning or Thunder damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to 2d6 plus your Constitution Modifier. This feature can only be used once per casting of a spell.
You must finish a short or long rest to use this feature again.
Earth Master's Aegis
Beginning at 18th level, when you use your Stone Aegis to protect an ally, you can choose up to three additional creatures to gain its benefits.
Storm
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
Storm Spells
At 3rd level, When you reach a Sorcerer level specified in the Storm Spells table, you thereafter always have the listed spells prepared.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Evocation or a Conjuration spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Gust of Wind, Shatter, Thunderwave, Witch Bolt |
| 5th | Call Lightning, Lightning Bolt |
| 7th | Aura of Life, Control Water |
| 9th | Commune With Nature, Jallarzi's Storm of Radiance |
Wind Speaker
At 3rd level, the arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Tempestuous Magic
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air 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.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to 1d6 plus your Charisma modifier.
Storm Guide
At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
If it is neither, you can spend 2 Sorcery Points to cause harmless rain to fallin a 20-foot radius emanation centered on you or harmless wind to blow in a 100-foot radius emanation centered on you. This effect lasts for 1 hour or until you end it (no action required).
Storm's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals 2d6 plus your Charisma modifier. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Wind Soul
At 18th level, you gain immunity to lightning and thunder damage. You also gain a fly speed equal to your speed and can hover.
As a bonus action, you can spend 6 Sorcery Points to choose a number of creatures within 30 feet of you equal to 2 + your Charisma Modifier (Minimum three creatures. The chosen creatures gain a flying speed equal to your speed for 1 hour.
Once you spend Sorcery Points in this way, you can't do so again until you finish a short or long rest.
Warlock
Base Class
You can find the base class Here
Fathomless
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
Fathomless Eldritch Magic
At 3rd level, you can cause Eldritch Blast to deal Cold Damage instead of Necrotic Damage.
Fathomless Spell List
At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fathomless Spells table, you thereafter always have the listed spells prepared.
| Level | Spells |
|---|---|
| 3rd | Arms of Hadar, Create or Destroy Water, Gust of Wind, Ray of Frost, Silence, Thunderwave |
| 5th | Lightning Bolt, Sleet Storm |
| 7th | Control Water, Summon Elemental (Water Only) |
| 9th | Bigby's Hand (Appears as a tentacle), Cone of Cold |
Tentacle of the Deeps
At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 30 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. The Tentacle has Hit Points equal to 4 plus 2 times your Warlock Level and an Armor Class equal to 12 plus your Proficiency Bonus and uses your Ability Scores and Proficiency Bonus to make Saving Throws. It is proficient in the same Saving Throws you are. It is immune to all Conditions. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d6 cold damage, and its speed is reduced by 5 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 1d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Gift of the Sea
At 3rd level, you gain a swim speed equal to your speed, and you can breathe underwater.
Oceanic Soul
At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
Guardian Coil
At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
Grasping Tentacles
At 10th level, you learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you 2d8 plus your Charisma Moddifier temporary hit points. Additionally, taking damage cannot break your concentration on this spell.
Fathomless Plunge
At 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
Once you use this feature, you can't use it again until you finish a short or long rest.
Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
Genie Eldritch Magic
At 3rd level, you choose a Genite Kind from the table below. You can cause Eldritch Blast to deal the Damage Type associated with that Kind instead of Necrotic Damage.
| Kind | Element | Eldritch Magic |
|---|---|---|
| Dao | Earth | Bludgeoning |
| Djinni | Air | Thunder |
| Efreeti | Fire | Fire |
| Marid | Water | Cold |
Genie Spell List
At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Genie Spells table, you thereafter always have the listed spells prepared.
| Level | Spells |
|---|---|
| 3rd | Blur, Burning Hands, Elementalism, Fog Cloud, Phantasmal Force |
| 5th | Create Food and Water, Wind Wall |
| 7th | Fabricate, Mordenkainen's Private Sanctum |
| 9th | Creation, Seeming |
Additionally, when you reach 17th level, you gain the Wish Spell. You treat it as part of your Mystic Arcanum (9th Level) Feature, but it is gained in addition to the spell you gain with that Feature.
Genie's Vessel
At 3rd level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.
| d6 | Vessel |
|---|---|
| 1 | Oil Lamp |
| 2 | Urn |
| 3 | Ring with a compartment |
| 4 | Stoppered Bottle |
| 5 | Hollow statuette |
| 6 | Ornate lantern |
While you are touching the vessel, you can use it in the following ways:
Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Elemental Gift
At 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
In addition, as a bonus action, you can give yourself a fly speed equal to your speed that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your Charisma Modifier (minimum once), and you regain all expended uses when you finish a Short or long rest.
Sanctuary Vessel
At 10th level, you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.
In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
Limited Wish
At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
Once you use this feature, you can't use it again until you finish a long rest.
Raven Queen
Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.
Raven Queen Eldritch Magic
At 3rd level, your Eldritch Blast Cantrip ignores resistance when it deals Necrotic Damage.
Raven Queen Spells
At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Raven Queen Spells table, you thereafter always have the listed spells prepared.
| Level | Spells |
|---|---|
| 3rd | Arcane Vigor, Inflict Wounds, Silence, Sleep |
| 5th | Bestow Curse, Speak with Dead |
| 7th | Blight, Locate Creature |
| 9th | Destructive Wave (must be Necrotic), Dispel Evil and Good |
Sentinel Raven
At 3rd level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven (from the 2025 Monster Manual), and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the raven back to you — no matter where it is or whether it died — and it reappears within 5 feet of you.
Soul of the Raven
At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As a bonus action, you and the raven return to normal.
Raven's Shield
At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
Queen's Right Hand
At 14th level, you can channel the Raven Queen's power to slay a creature. You can cast finger of death as a Warlock Spell.
After you cast the spell with this feature, you can't do so again until you finish a long rest.
Seeker
Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron's gifts, you wander the world seeking lore that you can share with the Seeker.
Seeker Eldritch Magic
At 3rd level, and again when you finish a Long Rest, you can change your Eldritch Blast's Damage Type to Necrotic or any Damage Type other than Force, Bludgeoning, Piercing, or Slashing.
Seeker Spells
At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Seeker Spells table, you thereafter always have the listed spells prepared.
| Level | Spells |
|---|---|
| 3rd | Detect Magic, Feather Fall, Locate Object, See Invisibility |
| 5th | Glairvoyance, Sending |
| 7th | Dimension Door, Locate Creature |
| 9th | Legend Lore, Planar Binding |
Shielding Aurora
At 3rd level, you can invoke the Seeker's power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to 2d8 + your Charisma modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.
Astral Refuge
At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.
Once you use this feature, you can't use it again until you finish a short or long rest.
Far Wanderer
At 10th level, you no longer need to breathe, and you gain resistance to Poison damage and advantage on saving throws made against the poisoned condition.
Astral Sequestration
At 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.
During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.
Once you use this ability, you cannot use it again until you complete a long rest.
Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Undying Eldritch Magic
The Undying's Eldritch Magic Damage Type is Poison.
Undying Spell List
At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undying Spells table, you thereafter always have the listed spells prepared.
| Level | Spells |
|---|---|
| 3rd | Arcane Vigor, False Life, Ray of Enfeeblement, Ray of Sickness |
| 5th | Animate Dead, Speak with Dead |
| 7th | Aura of Life, Death Ward |
| 9th | Cloudkill, Contagion |
Among the Dead
At 3rd level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on Death Saving Throws and Saving Throws made against any disease.
Form of Dread
At 3rd level, you manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed. You can transform a number of times equal to your Charisma Modifier (minimum once), and regain all expended uses of this feature when you finish a long rest.
- You gain temporary hit points equal to 1d8 + your warlock level.
- Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your Warlock Spell Save DC, and if the saving throw fails, the target is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
Grave Touched
At 6th level, you no longer need to eat, drink, or breathe, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Defy Death
At 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Charisma modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.
This feature can be used a number of times equal to your Charisma Modifier (minimum once), and you regain all uses when you finish a Short or Long Rest.
Undying Husk
At 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.
Indestructable Life
When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature (no additional action required), the part reattaches.
This feature can be used a number of times equal to your Charisma Modifier (minimum once), and you regain all uses at the end of a Long Rest.
Additionally, you no longer age.
Wizard
Base Class
You can find the base class Here
Blood Magic
Considered taboo by many societies and magic practitioners, the use of blood magic—also known as hemocraft—is a rare art that harnesses the latent powers of a creature's vitality to fuel and amplify the caster's own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life's blood to reach new heights of frightening magical prowess.
Magical Circulation
At 3rd level, increase your hit point maximum by 3. At every wizard level you gain beyond 3rd, increase your hit point maximum by 1.
Blood Channelling
At 3rd level, you are able to use your own depleted life essence to channel your magical abilities. You can use your own body as an arcane focus for any Wizard spell except if the Spell has Material components that are consumed by the spell or that have a cost specified in the spell.
In addition, when casting a wizard spell that has a cost specified in the spell, you can forego the component by taking 1d6 necrotic damage per 50 gp of the cost of the component (minimum 1d6). This damage can't be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.
Sanguine Burst
At 3rd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a Wizard spell you've cast of 1st level or higher, you can choose to take necrotic damage equal to the spell's level to reroll a number of the damage dice up to your Intelligence modifier (minimum one) once. This damage can't be reduced in any way, and you must use the new results.
Bond of Mutual Suffering
At 6th level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took.
This feature cannot be used against constructs or undead. You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest.
Glyph of Hemorrhaging
At 10th level, when you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 necrotic damage. At the end of each of the creature's turns, it can make a Constitution saving throw against your Wizard spell save DC, ending the curse on a success.
This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can't use it again until you finish a short or long rest.
Thicker Than Water
At 18th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your Intelligence Modifier (Minimum 1).
In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Chronurgy
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
Chronal Shift
At 3rd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
This feature can be used a number of times equal to your Intelligence Modifier (minimum once), and you regain all uses at the end of a Long Rest.
Temporal Awareness
At 3rd level, you can add your Intelligence modifier to your initiative rolls.
Momentary Stasis
At 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your Wizard spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
This feature can be used a number of times equal to your Intelligence Modifier (minimum once), and you regain all uses at the end of a Long Rest.
Temporal Lock
At 6th level, you no longer age and cannot be aged by magic. Additionally, you add the Slow Spell to your spellbook for free.
Arcane Abeyance
At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can take the Magic Action to release the spell within, whereupon the bead disappears. The spell uses your Wizard Spell Attack bonus and Wizard Spell Save DC, and the spell treats the creature who released it as the caster for all other purposes.
Once you create a bead with this feature, you can't do so again until you finish a short or long rest.
Convergent Future
At 18th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
You can use this feature once, and regain all uses when you finish a Long Rest unless you expend a 9th-level Spell Slot to use it again.
Fixed Point
At 18th level, you add the Time Stop Spell to your Spellbook for free.
Additonally, when a creature other than you casts the spell Time Stop, you can use your reaction to expend a 9th-level spell slot to make yourself immune to its effects, acting and moving normally as if you had cast the spell yourself.
You must finish a Long Rest to use the second part of this feature again.
Graviturgy
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.
Adjust Density
At 3rd level, as a bonus action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
Upon reaching 6th level in this class, you can target an object or a creature that is Huge or smaller. Upon reaching 10th level in this class, you can target an object or creature that is gargantuan or smaller. Upon reaching 18th level in this class, this feature lasts for 1 minute and no longer requires concentration, but you can only target a single creature with this feature at a time, and if you target a second creature the effects end on the first.
Center of Mass
At 3rd level, you have advantage on saving throws against spells or other effects that would forcibly move you.
At 10th level, you cannot be moved against your will.
Gravity Well
At 6th level, you've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
Violent Attraction
At 10th level, when another creature that you can see within 30 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 2d6 damage of the weapon's type.
Alternatively, if a creature within 30 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 4d6.
You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a long rest. The distance of this feature increases to 60 feet at 18th level.
Event Horizon
At 18th Level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 6d6 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and its speed is reduced by half until the start of its next turn.
Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Lore Mastery
Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.
Lore Master
Starting at 3rd level, you become a compendium of knowledge on a vast array of topics. Your gain proficiency with two of the following skills: Arcana, History, Nature, or Religion.
In addition, choose two Skills with which you are Proficient from the list above. You gain Expertise with those Skills.
Spell Secrets
At 3rd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, poison, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell).
Altering Spells
While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you're playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ.
Alchemical Casting
At 6th level, when you cast a Wizard spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice.
You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest.
Prodigious Memory
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a long rest.
Master of Magic
At 18th level, your knowledge of magic allows you to duplicate almost any spell. You learn one spell of your choice from any class's spell list and any school of magic. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it.
Onomancy
Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it. That distinction creates power that onomancers seek to tap. By speaking a target's true name, the wizard's spells slip between the cracks of the target's defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms.
True Names
Onomancy, or naming magic, is a method of spellcasting that uses a creature's true name to enhance a spell's effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name's origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, "My name is..." Your true name is how you finish that sentence.
You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one's true name is never a quick choice; it's something that happens over time as a name becomes the creature's truth.
As a quick guide, a creature has a true name if it understands at least one language or it has an alignment.
Linguistic Expert
At 3rd level, you learn two languages of your choice and gain Expertise with calligrapher's supplies.
Extract Name
At 3rd level, you can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your Wizard spell save DC. On a successful save, you discern that this magic failed, and you can't use this feature on the target again for 48 hours. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target's name or the fact that the target lacks a name.
You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.
Fateful Naming
At 3rd level, you can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. You add the Bane and Bless Spells to your Spellbook, and treat them as Wizard Spells.
You can cast either spell without expending a spell slot if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Resonant Utterance
At 6th level, You learn words of power called Resonants, which allow you to tailor your spells through the use of a target's true name.
Resonants Known. When you gain this feature, you learn two Resonants of your choice, which are detailed in the list below. Each time you gain a level in this class, you can replace one resonant you know with a different one.
Using a Resonant. You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of the verbal component the spell. You can use Resonants a number of times equal to 1 + your Intelligence Modifier (minimum twice), and you regain all expended uses when you finish a long rest.
Resonant Options
Absorption. When you cast a spell that deals damage to the named target, you gain 2d6 temporary hit points. The number of temporary hit points you gain increases to 3d6 when you reach 10th level and 4d6 when you reach 18th level in the wizard class. These temporary hit points do not stack with other sources of temporary hit points or themselves, and replace any existing temporary hit points.
Devastation. If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.
Dissolution. The first time the named creature takes damage from the spell, that creature takes an extra 1d6 psychic damage. The extra psychic damage increases to 2d6 when you reach 10th level and 3d6 when you reach 18th level in the wizard class.
Nullification. If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Arcana Skill check with a DC equal to 12 + the level of the chosen spell.
Puppetry. The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet horizontally. A creature may only be affected by this resonant once per round.
Sympathy. If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell. If the spell has a saving throw, the target has advantage on that saving throw if it is in total cover.
Inexorable Pronouncement
At 10th level, you learn two new Resonants of your choice from your Resonant Utterance feature.
Relentless Naming
At 18th level, you have learned how to bypass a named creature's defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force damage to the creature, instead of the spell's normal damage type.
You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest.
Scribes
Magic of the book - that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge. Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
Scribing Savant
At 3rd level, when you copy a Wizard spell into your Spellbook, the cost is 75 GP times the Spell's Level instead of 100 GP times the spell's level.
Wizardly Quill
At 3rd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
- The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
- The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
- You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.
Awakened Spellbook
At 3rd level, using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
While you are holding the book, it grants you the following benefits:
- You can use the book as a spellcasting focus for your wizard spells.
- When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
- When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
Manifest Mind
At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.
Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.
Mind Scrivener
Starting at 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. A creature holding the scroll can cast the spell from the scroll using your Spell Save DC and Spell Attack Bonus by reading it as an action, and the spell vanishes from the scroll when the spell is cast from the scroll or when you finish your next long rest.
You are also adept at crafting spell scrolls. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
One With the Word
At 18th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Arcana checks, as the spellbook helps you remember magical lore.
Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.
Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.
Once you use this reaction, you can't do so again until you finish a long rest.
War
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.
Arcane Deflection
At 3rd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +4 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Tactical Wit
At 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence Modifier (minimum 1). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per Round when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals 3d6 plus your Intelligence Modifier.
Durable Magic
At 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +1 bonus to AC and a +2 bonus to all saving throws.
Deflecting Shroud
At 18th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.
Credits
Art (In Order)
- nishi
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Original Subclasses: Wizards of the Coast, Matthew Mercer (EGW/TDSCR content) Changes: Me, SmugCoffeeMan Additions: Me, SmugCoffeeMan
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Changelog
1.0
- Created the document.