WIP: 5E 2014 | Consolidated Classes

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5th Edition Manual of Classes

Contents

  • Classes

  • Artificer

  • Alchemist (TCE)
  • Armorer (TCE)
  • Artillerist (TCE)
  • Battle Smith (TCE)
  • Barbarian

  • Ancestral Guardian (XGE)
  • Battlerager (SCAG)
  • Beast (TCE)
  • Berserker (PHB)
  • Giant (BGG)
  • Juggernaut (TDCSR)
  • Storm Herald (XXGE)
  • Totem Warrior (PHB)
  • Wild Magic (TCE)
  • Zealot (XGE)
  • Bard

  • Creation (TCE)
  • Eloquence (TCE)
  • Glamour (XGE)
  • Lore (PHB)
  • Spirits (VRGR)
  • Swords (XGE)
  • Tragedy (TDCSR)
  • Valor (PHB)
  • Whispers (XGE)
  • Cleric

  • Arcana (SCAG)
  • Blood (TDCSR)
  • Death (DMG)
  • Forge (XGE)
  • Grave (XGE)
  • Knowledge (PHB)
  • Life (PHB)
  • Light (PHB)
  • Moon (TDCSR)
  • Nature (PHB)
  • Order (TCE)
  • Peace (TCE)
  • Tempest (PHB)
  • Trickery (PHB)
  • Twilight (TCE)
  • War (PHB)
  • Druid

  • Blighted (TDCSR)
  • Dreams (XGE)
  • Land (PHB)
  • Moon (PHB)
  • Shepherd (XGE)
  • Spores (TCE)
  • Stars (TCE)
  • Wildfire (TCE)
  • Fighter

  • Arcane Archer (XGE)
  • Battle Master (PHB)
  • Cavalier (XGE)
  • Champion (PHB)
  • Echo Knight (EGW)
  • Eldritch KNight (PHB)
  • Psi Warrior (TCE)
  • Purple Dragon Knight "Banneret" (SCAG)
  • Rune Knight (TCE)
  • Samurai (XGE)
  • Monk

  • Ascendant Dragon (FTD)
  • Astral Self (TCE)
  • Cobalt Soul (TDCSR)
  • Drunken Master (XGE)
  • Four Elements (PHB)
  • Kensei (XGE)
  • Long Death (SCAG)
  • Mercy (TCE)
  • Open Hand (PHB)
  • Shadow (PHB)
  • Sun Soul (XGE)
  • Paladin

  • Ancients (PHB)
  • Conquest (XGE)
  • Crown (SCAG)
  • Devotion (PHB)
  • Glory (TCE)
  • Oathbreaker (DMG)
  • Open Sea (TDCSR)
  • Redemption (XGE)
  • Vengeance (PHB)
  • Watchers (TCE)
  • Ranger

  • Beast Master (PHB)
  • Drakewarden (FTD)
  • Fey Wanderer (TCE)
  • Gloom Stalker (XGE)
  • Horizon Walker (XGE)
  • Hunter (PHB)
  • Monster Slayer (XGE)
  • Swarmkeeper (TCE)
  • Rogue

  • Arcane Trickster (PHB)
  • Assassin (PHB)
  • Imquisitive (XGE)
  • Mastermind (XGE)
  • Phantom (TCE)
  • Scout (XGE)
  • Soulknife (TCE)
  • Swashbuckler (XGE)
  • Thief (PHB)
  • Sorcerer

  • Aberrant Mind (TCE)
  • Clockwork Soul (TCE)
  • Divine Soul (XGE)
  • Draconic (PHB)
  • Lunar (DSotDQ)
  • Runechild (TDCSR)
  • Shadow (XGE)
  • Storm (XGEO
  • Wild (PHB)
  • Warlock

  • Archfey (PHB)
  • Celestial (XGE)
  • Fathomless (TCE)
  • Fiend (PHB)
  • Genie (TCE)
  • Great Old One (PHB)
  • Hexblade (XGE)
  • Undead (VRGR)
  • Undying (SCAG)
  • Wizard

  • Abjuration (PHB)
  • Bladesinging (TCE)
  • Blood MAgic (TDCSR)
  • Chronurgy (EGW)
  • Conjuration (PHB)
  • Divination (PHB)
  • Enchantment (PHB)
  • Evocation (PHB)
  • Graviturgy (EGW)
  • Illusion(PHB)
  • Necromancy (PHB)
  • Scribes (TCE)
  • Transmutation (PHB)
  • War (XGE)

UPDATED

October 20, 2025

  • Sources: BGG, DMG, DSotDQ, EGW, FTD, PHB, SCAG, TCE, TDCSR, VRGR, XGE, XGEO, XXGE
  • Includes Sidekicks
  • JUST NEED TO check pagination, images, accuracy, but overall -- good to go.

Contents

Classes

Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can't stand against.

Class is the primary definition of what your character can do. It's more than a profession; it's your character's calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god's unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.

Your class gives you a variety of special features, such as a fighter's mastery of weapons and armor, and a wizard's spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve.

Each class entry in this chapter includes a table summarizing the benefits you gain at every lev-el, and a detailed explanation of each one.

Adventurers sometimes advance in more than one class. A rogue might switch direction in life and dabble in the cleric class while continuing to advance as a rogue. Elves are known to com-bine martial mastery with magical training and advance as fighters and wizards simultaneous-ly. Optional rules for combining classes in this way, called multiclassing, can be found in the Chapter 6.

Twelve classes—listed in the Classes table—are found in almost every D&D world and define most typical adventurers.

Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce warrior of primitive background who can enter a battle rage d12 Strength Strength & Constitution Light and medium armor, shields, simple and martial weapons
Bard An inspiring magician whose power echoes the music of creation d8 Charisma Dexterity & Charisma Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Cleric A priestly champion who wields divine magic in service of a higher power d8 Wisdom Wisdom & Charisma Light and medium armor, shields, simple weapons
Druid A priest of the Old Faith, wielding the powers of nature—moonlight and plant growth, fire and lightning—and adapting animal forms d8 Wisdom Intelli-gence & Wisdom Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Fighter A master of martial combat, skilled with a variety of weapons and armor d10 Strength or Dexterity Strength & Constitution All armor, shields, simple and martial weapons
Monk A master of martial arts harnessing the power of the body in pursuit of physical and spiritual perfection d8 Dexterity & Wisdom Strength & Dexterity Simple weapons, shortswords
Paladin A holy warrior bound to a sacred oath d10 Strength & Charisma Wisdom & Charisma All armor, shields, simple and martial weapons
Ranger A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization d10 Dexterity & Wisdom Strength & Dexterity Light and medium armor, shields, simple and martial weapons
Rogue A scoundrel who uses stealth and trickery to overcome obstacles and enemies d8 Dexterity Dexterity & Intelligence Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Sorcerer A spellcaster who draws on inherent magic from a gift or bloodline d6 Charisma Constitution & Charisma Daggers, darts, slings, quarterstaffs, light crossbows
Warlock A wielder of magic that is derived from a bargain with an extraplanar entity d8 Charisma Wisdom & Charisma Light armor, simple weapons
Wizard A scholarly magic-user capable of manipulating the structures of reality d6 Intelligence Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows

Artificer

Artificer
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st 2 Optional Rule: Firearm Proficiency, Magical Tinkering, Spellcasting 2 2
2nd 2 Infuse Item 4 2 2 2
3rd 2 Artificer Specialist, The Right Tool for the Job 4 2 2 3
4th 2 Ability Score Improvement 4 2 2 3
5th 3 Artificer Specialist Feature 4 2 2 4 2
6th 3 Tool Expertise 6 3 2 4 2
7th 3 Flash of Genius 6 3 2 4 3
8th 3 Ability Score Improvement 6 3 2 4 3
9th 4 Artificer Specialist Feature 6 3 2 4 3 2
10th 4 Magic Item Adept 8 4 3 4 3 2
11th 4 Spell-Storing Item 8 4 3 4 3 3
12th 4 Ability Score Improvement 8 4 3 4 3 3
13th 5 8 4 3 4 3 3 1
14th 5 Magic Item Savant 10 5 4 4 3 3 1
15th 5 Artificer Specialist Feature 10 5 4 4 3 3 2
16th 5 Ability Score Improvement 10 5 4 4 3 3 2
17th 6 10 5 4 4 3 3 3 1
18th 6 Magic Item Master 12 6 4 4 3 3 3 1
19th 6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th 6 Soul of Artifice 12 6 4 4 3 3 3 2

Class | Artificer

Class Features

As a Artificer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, firearms
  • Tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.

Equipment

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


  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves' tools and a dungeoneer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Intelligence 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: light armor, medium armor, shields
  • Tools: thieves' tools, tinker's tools

  • Source: TCE, pg 9. Also found in ERLW, pg 54.

Artificer

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

Artificers in Many Worlds

Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations.

In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational.

Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi's home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers.

Creating an Artificer

To create an artificer, consult the subsections which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear below.


“Artificers invent cutting-edge problems, then try to solve them-loudly and often with collateral damage.”

— Tasha

Multiclassing and the Artificer

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose artificer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.

Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools, tinker's tools.

Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Class | Artificer

Artificer

The following information is from Eberron: Rising from the Last War, page 54.

Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting magical objects. To cast a spell, an artificer could use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power on an ally's armor, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.

Arcane Science

In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magic, allows Eberron's most miraculous projects to continue.

During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but countless lives were also lost because of the mass destruction unleashed by their creations.

Seekers of New Lore

Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs.

This drive for novelty pushes artificers to become adventurers. Eberron's main travel routes and populated regions have long since been explored. Thus, artificers seek the frontiers of civilization in hopes of making the next great discovery in arcane research.

Creating an Artificer

When creating an artificer, think about your character's relationship with the artisan who taught them their craft. Does the character have a rival? Talk to your DM about the role played by artificers in the campaign and the sort of organizations you might have ties to.

Artificers in Other Worlds

Eberron is the world most associated with artificers, yet the class can be found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor Vi—has run a multiverse-spanning business from there since leaving the world of her birth, Eberron. In the world-city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds—except, perhaps, by the tinker gnomes of Krynn.

Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose artificer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.

Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools, tinker's tools.

Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Class | Artificer

Optional Rule: Firearm Proficiency

The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Magical Tinkering

1st-level artificer feature


You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

1st-level artificer feature)


You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

The Magic of Artifice

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

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

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

Class | Artificer

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.


Spell save DC = 8 + Intelligence modifier + Proficiency Bonus

Spell attack modifier = Intelligence modifier + Proficiency Bonus

Ritual Casting

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

Infuse Item

2nd-level artificer feature


You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Artificer Infusions

Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Specialist

3rd-level artificer feature


Choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.

The Right Tool for the Job

3rd-level artificer feature


You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

4th-level artificer feature


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

If your DM allows the use of feats, you may instead take a feat.

Artificer Specialist Feature

5th-level artificer feature


You gain a feature granted by your Artificer Specialist choice.

Class | Artificer

Tool Expertise

6th-level artificer feature

Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

7th-level artificer feature

You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

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

Ability Score Improvement

8th-level artificer feature

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

If your DM allows the use of feats, you may instead take a feat.

Artificer Specialist Feature

9th-level artificer feature

You gain a feature granted by your Artificer Specialist choice.

Magic Item Adept

10th-level artificer feature

You've achieved a profound understanding of how to use and make magic items:

You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Spell-Storing Item 11th-level artificer feature

You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Ability Score Improvement

12th-level artificer feature

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

If your DM allows the use of feats, you may instead take a feat.

Class | Artificer

Magic Item Savant

14th-level artificer feature

Your skill with magic items deepens:

You can attune to up to five magic items at once. You ignore all class, race, spell, and level requirements on attuning to or using a magic item. Artificer Specialist Feature 15th-level artificer feature

You gain a feature granted by your Artificer Specialist choice.

Ability Score Improvement

16th-level artificer feature

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

If your DM allows the use of feats, you may instead take a feat.

Magic Item Master

18th-level artificer feature

You can now attune to up to six magic items at once.

Ability Score Improvement

19th-level artificer feature

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Soul of Artifice

20th-level artificer feature

You have developed a mystical connection to your magic items, which you can draw on for protection:

You gain a +1 bonus to all saving throws per magic item you are currently attuned to. If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.


Class source: TCE, page 9. Also found in ERLW, page 54.

Class | Artificer

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Alchemist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Alchemist Spells

Artificer Level Spell
3rd healing word, ray of sickness
5th flaming sphere, Melf's acid arrow
9th gaseous form, mass healing word
13th blight, death ward
17th cloudkill, raise dead

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

Class | Artificer

Experimental Elixir

d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Subclass source: TCE, pg 14. Also found in ERLW, pg 58.

Class | Artificer

Armorer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Tools of the Trade

3rd-level Armorer feature

You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Armorer Spells

3rd-level Armorer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Armorer Spells

Artificer Level Spell
3rd magic missile, thunderwave
5th mirror image, shatter
9th hypnotic pattern, lightning bolt
13th fire shield, greater invisibility
17th passwall, wall of force

Arcane Armor

3rd-level Armorer feature

Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

3rd-level Armorer feature

You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian. You design your armor to be in the front line of conflict. It has the following features:

  • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

  • Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

  • Powered Steps. Your walking speed increases by 5 feet.

  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Class | Artificer

Armor Modifications

9th-level Armorer feature

You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Armor

15th-level Armorer feature

Your Arcane Armor gains additional benefits based on its model, as shown below.

Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

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

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.


Subclass source: TCE, pg 15. Also found in ERLW, pg 59.

Class | Artificer

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.

The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artillerist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artillerist Spells

Artificer Level Spell
3rd shield, thunderwave
5th scorching ray, shatter
9th fireball, wind wall
13th ice storm, wall of fire
17th cone of cold, wall of force

Eldritch Cannon

At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

Class | Artificer

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannons

Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Firearm

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Explosive Cannon

Starting at 9th level, every eldritch cannon you create is more destructive:

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.


Subclass source: TCE, pg 17. Also found in ERLW, pg 59.

Class | Artificer

Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Battle Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Battle Smith Spells

Artificer Level Spell
3rd heroism, shield
5th branding smite, warding bond
9th aura of vitality, conjure barrage
13th aura of purity, fire shield
17th banishing smite, mass cure wounds

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender 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 defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Jolt

At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Defender

At 15th level, your Arcane Jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Subclass source: TCE, pg 18. Also found in ERLW, pg 60.

Class | Artificer

Artificer Spell List

Name Level Time School C. Range
Acid Splash Cantrip Action Conj. 60 feet
Booming Blade Cantrip Action Evoc. Self (5-foot radius)
Create Bonfire Cantrip Action Conj. × 60 feet
Dancing Lights Cantrip Action Evoc. × 120 feet
Fire Bolt Cantrip Action Evoc. 120 feet
Frostbite Cantrip Action Evoc. 60 feet
Green-Flame Blade Cantrip Action Evoc. Self (5-foot radius)
Guidance Cantrip Action Divin. × Touch
Light Cantrip Action Evoc. Touch
Lightning Lure Cantrip Action Evoc. Self (15-foot radius)
Mage Hand Cantrip Action Conj. 30 feet
Magic Stone Cantrip Bonus Trans. Touch
Mending Cantrip 1 Min. Trans. Touch
Message Cantrip Action Trans. 120 feet
Poison Spray Cantrip Action Conj. 10 feet
Prestidigitation Cantrip Action Trans. 10 feet
Ray of Frost Cantrip Action Evoc. 60 feet
Resistance Cantrip Action Abj. × Touch
Shocking Grasp Cantrip Action Evoc. Touch
Spare the Dying Cantrip Action Necro. Touch
Sword Burst Cantrip Action Conj. Self (5-foot radius)
Thorn Whip Cantrip Action Trans. 30 feet
Thunderclap Cantrip Action Evoc. 5 feet
Absorb Elements 1st Reaction Abj. Self
Alarm 1st (rit.) 1 Min. Abj. 30 feet
Catapult 1st Action Trans. 60 feet
Cure Wounds 1st Action Evoc. Touch
Detect Magic 1st (rit.) Action Divin. × Self
Disguise Self 1st Action Illu. Self
Expeditious Retreat 1st Bonus Trans. × Self
Faerie Fire 1st Action Evoc. × 60 feet
False Life 1st Action Necro. Self
Feather Fall 1st Reaction Trans. 60 feet
Name Level Time School C. Range
Grease 1st Action Conj. 60 feet
Identify 1st (rit.) 1 Min. Divin. Touch
Jump 1st Action Trans. Touch
Longstrider 1st Action Trans. Touch
Purify Food and Drink 1st (rit.) Action Trans. 10 feet
Sanctuary 1st Bonus Abj. 30 feet
Snare 1st 1 Min. Abj. Touch
Tasha's Caustic Brew 1st Action Evoc. × Self (30-foot line)
Aid 2nd Action Abj. 30 feet
Air Bubble 2nd Action Conj. 60 feet
Alter Self 2nd Action Trans. × Self
Arcane Lock 2nd Action Abj. Touch
Blur 2nd Action Illu. × Self
Continual Flame 2nd Action Evoc. Touch
Darkvision 2nd Action Trans. Touch
Enhance Ability 2nd Action Trans. × Touch
Enlarge/Reduce 2nd Action Trans. × 30 feet
Heat Metal 2nd Action Trans. × 60 feet
Invisibility 2nd Action Illu. × Touch
Kinetic Jaunt 2nd Bonus Trans. × Self
Lesser Restoration 2nd Action Abj. Touch
Levitate 2nd Action Trans. × 60 feet
Magic Mouth 2nd (rit.) 1 Min. Illu. 30 feet
Magic Weapon 2nd Bonus Trans. × Touch
Protection from Poison 2nd Action Abj. Touch
Pyrotechnics 2nd Action Trans. 60 feet
Rope Trick 2nd Action Trans. Touch
See Invisibility 2nd Action Divin. Self
Skywrite 2nd (rit.) Action Trans. × Sight
Spider Climb 2nd Action Trans. × Touch
Vortex Warp 2nd Action Conj. 90 feet
Web 2nd Action Conj. × 60 feet
Ashardalon's Stride 3rd Bonus Trans. × Self
Blink 3rd Action Trans. Self
Class | Artificer Spell List

Name Level Time School C. Range
Catnap 3rd Action Ench. 30 feet
Create Food and Water 3rd Action Conj. 30 feet
Dispel Magic 3rd Action Abj. 120 feet
Elemental Weapon 3rd Action Trans. × Touch
Flame Arrows 3rd Action Trans. × Touch
Fly 3rd Action Trans. × Touch
Glyph of Warding 3rd 1 Hr. Abj. Touch
Haste 3rd Action Trans. × 30 feet
Intellect Fortress 3rd Action Abj. × 30 feet
Linked Glyphs 3rd 1 Hr. Abj. Touch
Protection from Energy 3rd Action Abj. × Touch
Revivify 3rd Action Necro. Touch
Tiny Servant 3rd 1 Min. Trans. Touch
Water Breathing 3rd (rit.) Action Trans. 30 feet
Water Walk 3rd (rit.) Action Trans. 30 feet
Arcane Eye 4th Action Divin. × 30 feet
Elemental Bane 4th Action Trans. × 90 feet
Name Level Time School C. Range
Fabricate 4th 10 Min. Trans. 120 feet
Freedom of Movement 4th Action Abj. Touch
Leomund's Secret Chest 4th Action Conj. Touch
Mordenkainen's Faithful Hound 4th Action Conj. 30 feet
Mordenkainen's Private Sanctum 4th 10 Min. Abj. 120 feet
Otiluke's Resilient Sphere 4th Action Evoc. × 30 feet
Stone Shape 4th Action Trans. Touch
Stoneskin 4th Action Abj. × Touch
Summon Construct 4th Action Conj. × 90 feet
Animate Objects 5th Action Trans. × 120 feet
Bigby's Hand 5th Action Evoc. × 120 feet
Create Spelljamming Helm 5th Action Trans. Touch
Creation 5th 1 Min. Illu. 30 feet
Greater Restoration 5th Action Abj. Touch
Skill Empowerment 5th Action Trans. × Touch
Transmute Rock 5th Action Trans. 120 feet
Wall of Stone 5th Action Evoc. × 120 feet
Class | Artificer Spell List

Barbarian

Barbarian

Closest to the dark elves, pwent lowered his head, with its long helmet spike, and impaled one elf through the chest, blasting through the fine mesh of drow armor easily and brutally. The second drow managed to deflect the next battlerager's charge, turning the helmet spike aside with both his swords. But a mailed fist, the knuckles devilishly spiked with barbed points, caught the drow under the chin and tore a gaping hole in his throat. Fighting for breath, the drow managed to score two nasty hits on his opponent's back, but those two strikes did little in the face of the flurry launched by the wild-eyed dwarf.

— R.A. Salvatore, Siege of Darkness

Many of the lands of the Sword Coast and the North are savage, where day-to-day survival is a struggle. Such lands breed hardy tribes and fierce warriors, such as the Reghed and Uthgardt barbarians of the North and the seafaring Northlanders of the Moonshae Isles and the northernmost reaches of the Sword Coast.

Barbarians of these lands are most often humans or half-orcs, occasionally half-elves born of contact between savage human tribes and the elves of the North or Western Heartlands, or tieflings from tribes known to consort with fiends. Dwarf barbarians are famed and feared warriors among the fiercely proud clans that have reclaimed territories like Mithral Hall and Gautlgrym. Barbarians of most other races hail from warmer southern lands, rather than the Savage North, although southern foundlings are sometimes adopted in the North and raised by tribes there.

Source: Sword Coast Adventurer's Guide

Class | Barbarian

Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st 2 Rage, Unarmored Defense 2 2
2nd 2 Danger Sense, Reckless Attack 2 2
3rd 2 Primal Path, Primal Knowledge 3 2
4th 2 Ability Score Improvement 3 2
5th 3 Extra Attack, Fast Movement 3 2
6th 3 Path Feature 4 2
7th 3 Feral Instinct, Instinctive Pounce 4 2
8th 3 Ability Score Improvement 4 2
9th 4 Brutal Critical (1 die) 4 3
10th 4 Path feature 4 3
11th 4 Relentless Rage 4 3
12th 4 Ability Score Improvement 5 3
13th 5 Brutal Critical (2 dice) 5 3
14th 5 Path feature 5 3
15th 5 Persistent Rage 5 3
16th 5 Ability Score Improvement 5 4
17th 6 Brutal Critical (3 dice) 6 4
18th 6 Indomitable Might 6 4
19th 6 Ability Score Improvement 6 4
20th 6 Primal Champion Unlimited 4
Class | Barbarian

Class Features

As a Barbarian, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Artificer level after 1st

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Equipment

You start with the following items, plus anything provided by your background:


  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack, and four javelins

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Strength 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: shields
  • Weapons: simple weapons, martial weapons

  • Source: PHB, pg 46. Available in the SRD 5.1.

Barbarian

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.

A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.

Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.

These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Primal Instinct

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.

Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

A Life of Danger

Not every member of the tribes deemed "barbarians" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.

Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

Creating a Barbarian

When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?

What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to "civilized" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.

Quick Build

You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.

Class | Barbarian

The following information is from Xanathar’s Guide to Everything, page 8.

I have witnessed the indomitable performance of barbarians on the field of battle, and it makes me wonder what force lies at the heart of their rage.

— Seret, archwizard

The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.

It can be tempting to play a barbarian character that is a straightforward application of the classic archetype—a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way, consider adding some flourishes to make your barbarian stand out from all others; see the following sections for some ideas.

Rawr! I'm really angry! Funny, I don't feel any stronger. Maybe because I'm always angry, I'm always in top condition. Stands to reason.

— Xanathar

Personal Totems

Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life—perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.

A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem.

Consider creating one or more personal totems for your character—objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.

Personal Totems

d6 Totem
1 A tuft of fur from a solitary wolf that you befriended during a hunt
2 Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate
3 A necklace made from the claws of a young cave bear that you slew singlehandedly as a child
4 A small leather pouch holding three stones that represent your ancestors
5 A few small bones from the first beast you killed, tied together with colored wool
6 An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch

Tattoos

The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.

Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?

Tattoos

d6 Tattoo
1 The wings of an eagle are spread wide across your upper back.
2 Etched on the backs of your hands are the paws of a cave bear.
3 The symbols of your clan are displayed in viny patterns along your arms.
4 The antlers of an elk are inked across your back.
5 Images of your spirit animal are tattooed along your weapon arm and hand.
6 The eyes of a wolf are marked on your back to help you see and ward off evil spirits.

Superstitions

Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.

Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.

Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.

Class | Barbarian

If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?

Superstition

d6 Superstition
1 If you disturb the bones of the dead, you inherit all the troubles that plagued them in life.
2 Never trust a wizard. They're all devils in disguise, especially the friendly ones.
3 Dwarves have lost their spirits, and are almost like the undead. That's why they live underground.
4 Magical things bring trouble. Never sleep with a magic object within ten feet of you.
5 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body.
6 If an elf looks you in the eyes, she's trying to read your thoughts.

Class | Barbarian

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Knowledge

3rd-level barbarian optional feature

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

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

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Path Feature

At 6th level, you gain a feature from your Primal Path.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Instinctive Pounce

7th-level barbarian optional feature

As part of the bonus action you take to enter your rage, you can move up to half your speed.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Brutal Critical (1 die)

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Path feature

At 10th level, you gain a feature from your Primal Path.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Class | Barbarian

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Brutal Critical (2 dice)

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

This increases to three additional dice at 17th level.

Path feature

At 14th level, you gain a feature from your Primal Path.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Brutal Critical (3 dice)

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Class | Barbarian

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

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.


So ancestors are people who did the procreation thing to make more people before you were born? Like how many people?

That's a lot of the procreation thing.

Ew. You're disgusting.

— Xanathar


Spirit Shield

Beginning 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 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

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. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

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.


Subclass source: XGE, pg 9.

Class | Barbarian

Path of the 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.

Restriction—Dwarves Only

Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.


Subclass source: SCAG, pg 121.

Class | Barbarian

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.

Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

Origin of the Beast

d4 Origin
1 One of your parents is a lycanthrope, and you've inherited some of their curse.
2 You are descended from an archdruid and inherited the ability to partially change shape.
3 A fey spirit gifted you with the ability to adopt different bestial aspects.
4 An ancient animal spirit dwells within you, allowing you to walk this path.

Form of the Beast

3rd-level Path of the Beast feature

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon's form each time you rage:

  • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

  • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

6th-level Path of the Beast feature

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.

Infectious Fury

10th-level Path of the Beast feature

When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

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

Call the Hunt

14th-level Path of the Beast feature

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).

You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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


Subclass source: TCE, pg 24.

Class | Barbarian

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.


Subclass source: PHB, pg 49.

Class | Barbarian

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

3rd-Level Path of the Giant Feature

When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.

Giant's Havoc

3rd-Level Path of the Giant Feature

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 Damage bonus to the attack's damage roll.

  • Giant Stature. Your reach increases by 5 feet, and if you 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

6th-Level Path of the Giant Feature

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: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type 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

10th-Level Path of the Giant Feature

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 one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Demiurgic Colossus

14th-Level Path of the Giant Feature

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 Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.


Subclass source: BGG, pg 11.

Class | Barbarian

Path of the 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 gain a level in this class.

If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

You know one of the great benefits of living underground? No weather. Don't mess this up for me.

— Xanathar

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 Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

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 half your barbarian level.

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 is knocked prone, as if struck by a wave.

Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.


Subclass source: XGE, pg 10.

Class | Barbarian

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.

Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.


Subclass source: PHB, pg 50.

Class | Barbarian

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.

A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

Rage beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.


Subclass source: XGE, pg 11.

Class | Barbarian

Path of 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.

Magic Awareness

3rd-level Path of Wild Magic feature

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

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

Wild Surge

3rd-level Path of Wild Magic feature

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Magic

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 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Bolstering Magic

6th-level Path of Wild Magic feature

You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.
Class | Barbarian

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

Unstable Backlash

10th-level Path of Wild Magic feature

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

14th-level Path of Wild Magic feature

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.


Subclass source: TCE, pg 25.

Class | Barbarian

Bard

Bard

Bards hold a special place of responsibility and respect in the Forgotten Realms. They are bearers of news, gossip, and messages in their travels from place to place, in addition to being living storehouses of history and folklore. Bards know a great deal, and they tend to be willing to share what they know, or at least barter for it.

The arrival of a renowned bard is a special occasion, akin to the visit of a dignitary. A bard can reasonably expect at least a hot supper and a clean place to sleep from a local landlord or inn in exchange for a few songs or stories. A noble might host a bard in fine style—while also being careful to guard any secrets the noble's household doesn't want retold or sung across Faerûn.

Not all wandering performers are true bards, nor are all bards inclined to sing for their supper, although most will, given the need. Bards literally have magic to them, and the powers they command through their performance and lore earns them additional respect.

In the Savage North, singers and storytellers called skalds are keepers of the history and great legends of the Northlanders and the Reghed. These warrior-poets are the singers of the songs and sagas that fire the blood of warriors in battle, and composers of the new songs and sagas relating the mighty deeds of heroes and villains. However, spellcasting is taboo among Reghed and Northlanders unless it is considered a gift of their gods. Characters with the bard class who rise to prominence among these folk must align themselves with their clan's priests and shamans or risk being outcast. Most skalds are members of the College of Valor, as described in the Bard College class feature in the Player's Handbook.


The Moonstars

Over a century ago, the Harpers endured a schism. Khelben "Blackstaff" Arunsun was denounced by other Harper leaders for empowering Fzoul Chembryl, then the evil leader of the Zhentarim, with a powerful artifact. That Khelben did so in order that Fzoul destroy a dangerous lich mattered little. Khelben and Laeral Silverhand, his wife, left the Harpers then, taking with them certain agents and folding them into to a different organization, which Khelben had been secretly working to create for some time due to an old prophecy of the elves of Cormanthor. This group was the Moonstars, called Tel'Teukiira in Elvish. Although the Moonstars worked in concert at times with the Harpers, they also worked at cross purposes, and the Moonstars membership included many whom the Harpers considered too evil, such as a vampire. The Moonstars performed many good deeds, but their methods were often more brutal and pragmatic than the Harpers' lofty ideals allowed. When Khelben died, the Moonstars seemed to collapse, and for many years the organization was assumed defunct. Yet during the Sundering, Moonstar sleeper agents reactivated the organization on a surprisingly massive scale, with members active in Candlekeep, Waterdeep, and Myth Drannor. The organization has since gone underground again. Their relationship to the present-day Harpers, Laeral Silverhand, and the current Blackstaff of Waterdeep, Vajra, remains unclear.

Class | Bard

The Harpers

Bards in the North and the Dalelands benefit from the existence of the Harpers, that legendary society recruiting bards and other independent agents to struggle against the forces of evil. Even though most bards in the region aren't Harpers (and many who are don't advertise that fact), common folk in the North often behave as if all bards are legendary wandering heroes, and are as likely to ask a bard for the solution to a problem troubling their community as they are a wandering fighter or wizard. This reputation cuts both ways, however, as some enemies of the Harpers suspiciously assume any humble minstrel might secretly be a Harper agent.

Bardic Colleges

In addition to the tradition of apprenticing with a master bard, the Sword Coast has some bardic colleges where masters teach students the bardic arts. They hark back to the great bardic colleges of the distant past, particularly the seven elder colleges: Fochlucan, Mac-Fuirmidh, Doss, Canaith, Cli, Anstruth, and Ollamh. These seven are said to be the origin of the instrument of the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master's Guide for the game statistics of these magic instruments.

Long ago, bards who sought the rank of master bard attended each of the elder colleges, seeking to learn its musical and magical secrets. Traditionally, the colleges were attended in the order given above, starting with Fochlucan. That tradition fell when the colleges went into decline, but some bards dream of restoring it.

College of Fochlucan

The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years after it closed its doors, the site was reopened as Ultrumm's Music Conservatory. The conservatory later moved to Southbank, and the House of the Harp occupied the college's original location under the guidance of Master Bard Forell "Flamebeard" Luekuan, who sought to revive the ancient traditions and teachings of Fochlucan. Years of cultivation and support from Silverymoon, as well as the Harpers, yielded a faculty able to revive the college, and the House of the Harp adopted the Fochlucan name once again. Most of its bards study and practice the methods of the College of Lore, as described in the Bard College class feature in the Player's Handbook.

The College of Fochlucan is naturally allied with the Harpers, although its master bards are careful to stress that its mission is separate from that of the Harpers.

College of New Olamn

Housed in two Cliffride villas overlooking the sea near Waterdeep, the College of New Olamn is a prestigious bardic college established in the Year of the Staff (1366 DR) by wealthy Waterdhavian patrons and named for the old College of Ollamh. Students of the college undergo training in their chosen instruments, along with rigorous practice in memorization and the study of ancient songs, sagas, and history. Most bards of New Olamn belong to the College of Lore, as described in the Bard College class feature in the Player's Handbook.

The Cliffride, a gravel path up Mount Waterdeep's northern spur, is used to bring goods to the college, but most visitors and students use the Mount Melody Walk—a tunnel through the mountain itself—to reach it. The tunnel regularly resounds with music, thanks to the Never-ending String of Pearls, an ongoing concert where bardic students perform in a small alcove in the tunnel, which carries and echoes their music.

College of the Herald

Based at the great lore-house of Herald's Holdfast, northwest of Silverymoon, the College of the Herald is dedicated to the preservation of ancient history and legends. The Heralds are charged with collecting and organizing bodies of lore, which they make available to all of good and peaceful intent. Established by the Harper Aliost Oskrunnar in 922 DR, the Heralds are allies of the Harpers but remain neutral in most conflicts, dedicated to preserving knowledge above all else.

The College of the Herald is less concerned with musical performance (although it contains a considerable library of songs) and more with history, heraldry, and folklore, making it a key center of learning for bards of the College of Lore, as described in the Bard College class feature in the Player's Handbook.

Class | Bard

Musical Instruments

In addition to the common musical instruments listed in chapter 5, "Equipment," of the Player's Handbook, bards in the Realms play the following instruments:

  • Birdpipes: Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards.
  • Glaur: Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound.
  • Hand Drum: A double-headed skin drum fitted with handles along its side.
  • Longhorn: A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves.
  • Shawm: A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions.
  • Songhorn: A recorder, a simple type of flute, usually carved from wood.
  • Tantan: A tambourine, a popular instrument with halflings and humans south of the Dalelands.
  • Thelarr: Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children—to the parents' delight or regret.
  • Tocken: A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.
  • Wargong: A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.
  • Yarting: A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent.
  • Zulkoon: A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound.

Source: Sword Coast Adventurer's Guide

Class | Bard
Bard
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Bardic Inspiration, Spellcasting 2 4 2
2nd 2 Jack of All Trades, Song of Rest (d6), Magical Inspiration 2 5 3
3rd 2 Bard College, Expertise 2 6 4 2
4th 2 Ability Score Improvement, Bardic Versatility 3 7 4 3
5th 3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th 3 Countercharm, Bard College feature 3 9 4 3 3
7th 3 3 10 4 3 3 1
8th 3 Ability Score Improvement 3 11 4 3 3 2
9th 4 Song of Rest (d8) 3 12 4 3 3 3 1
10th 4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2
11th 4 4 15 4 3 3 3 2 1
12th 4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th 5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th 5 Magical Secrets, Bard College feature 4 18 4 3 3 3 2 1 1
15th 5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th 5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th 6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th 6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th 6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th 6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Class | Bard

Class Features

As a Bard, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any 3.

Equipment

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


  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument Leather armor, and a dagger

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Charisma 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: light armor
  • Tools: one musical instrument of your choice
  • Skills: Choose any skill.

  • Source: PHB, pg 51. Also found in SRD 5.1.

Bard

Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.

A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.

Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions' words will be well received.

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

Music and Magic

In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.

The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

Learning from Experience

True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.

Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

Creating a Bard

Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There's no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.

Class | Bard

Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?

Quick Build

You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave.


The following information is from Xanathar’s Guide to Everything, page 12.

Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power? Ah, then what manner of music they would bring to this world!

— Fletcher Danairia, master bard

Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time—knowledge so important that it is memorized and passed along as oral history, to survive even when no written record remains.

It is also the bard's role to chronicle smaller and more contemporary events—the stories of today's heroes, including their feats of valor as well as their less than impressive failures.

Of course, the world has many people who can carry a tune or tell a good story, and there's much more to any adventuring bard than a glib tongue and a melodious voice. Yet what truly sets bards apart from others—and from one another—are the style and substance of their performances.

To grab and hold the attention of an audience, bards are typically flamboyant and outgoing when they perform. The most famous of them are essentially the D&D world's equivalent of pop stars. If you're playing a bard, consider using one of your favorite musicians as a role model for your character.

You can add some unique aspects to your bard character by considering the suggestions that follow.

Music is stupid. Wait. I changed my mind. Music is fun. Play more music. No, I was right the first time. Music is stupid. But I won't maim you after all, in case I change my mind again.

— Xanathar

Defining Work

Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about for years by those who view them, and some spectators have had their lives forever changed because of the experience.

If your character is just starting out, your ultimate defining work is likely in the future. But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers.

Defining Work

d6 Defining Work
1 "The Three Flambinis," a ribald song concerning mistaken identities and unfettered desire
2 "Waltz of the Myconids," an upbeat tune that children in particular enjoy
3 "Asmodeus's Golden Arse," a dramatic poem you claim was inspired by your personal visit to Avernus
4 "The Pirates of Luskan," your firsthand account of being kidnapped by sea reavers as a child
5 "A Hoop, Two Pigeons, and a Hell Hound," a subtle parody of an incompetent noble
6 "A Fool in the Abyss," a comedic poem about a jester's travels among demons

Instrument

In a bard's quest for the ultimate performance and the highest acclaim, one's instrument is at least as important as one's vocal ability. The instrument's quality of manufacture is a critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument's own entertainment value; those that are bizarrely constructed or made of exotic materials are likely to leave a lasting impression on an audience.

You might have an "off the rack" instrument, perhaps because it's all you can afford right now. Or, if your first instrument was gifted to you, it might be of a more elaborate sort. Are you satisfied with the instrument you have, or do you aspire to replace it with something truly distinctive?

Instrument

d6 Instrument
1 A masterfully crafted halfling fiddle
2 A mithral horn made by elves
3 A zither made with drow spider silk
4 An orcish drum
5 A wooden bullywug croak box
6 A tinker's harp of gnomish design
Class | Bard

Embarrassment

Almost every bard has suffered at least one bad experience in front of an audience, and chances are you're no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your career, or maybe it took you a while to restore your reputation after one agonizing night when the fates conspired to bring about your theatrical ruin.

The ways that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it—either pressing on with the show (if possible) or promising to come back tomorrow with a new performance that's guaranteed to please.

Embarrassment

d6 Embarrassment
1 The time when your comedic song, "Big Tom's Hijinks"—which, by the way, you thought was brilliant—did not go over well with Big Tom
2 The matinee performance when a circus's owlbear got loose and terrorized the crowd
3 When your opening song was your enthusiastic but universally hated rendition of "Song of the Froghemoth"
4 The first and last public performance of "Mirt, Man about Town"
5 The time on stage when your wig caught fire and you threw it down—which set fire to the stage
6 When you sat on your lute by mistake during the final stanza of "Starlight Serenade"

A Bard's Muse

Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse—a particular concept that inspires much of what those bards do in front of an audience.

A bard who follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance.

If your bard character has a muse, it could be one of the three described here, or one of your own devising.

Nature. You feel a kinship with the natural world, and its beauty and mystery inspire you. For you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen every kingdom rise and fall, even those whose names have been forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and sages, opening their hearts and minds to new ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk in silent reverence through a grove of ancient oaks.

Love. You are on a quest to identify the essence of true love. Though you do not disdain the superficial love of flesh and form, the deeper form of love that can inspire thousands or bring joy to one's every moment is what you are interested in. Love of this sort takes on many forms, and you can see its presence everywhere—from the sparkling of a beautiful gem to the song of a simple fisher thanking the sea for its bounty. You are on the trail of love, that most precious and mysterious of emotions, and your search fills your stories and your songs with vitality and passion.

Conflict. Drama embodies conflict, and the best stories have conflict as a key element. From the morning-after tale of a tavern brawl to the saga of an epic battle, from a lover's spat to a rift between powerful dynasties, conflict is what inspires tale-tellers like you to create your best work. Conflict can bring out the best in some people, causing their heroic nature to shine forth and transform the world, but it can cause others to gravitate toward darkness and fall under the sway of evil. You strive to experience or witness all forms of conflict, great and small, so as to study this eternal aspect of life and immortalize it in your words and music.

Class | Bard

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

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

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots

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

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

Spells Known of 1st Level and Higher

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

You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + Charisma modifier + Proficiency Bonus

Spell attack modifier = Charisma modifier + Proficiency Bonus

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest (d6)

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Magical Inspiration

2nd-level bard optional feature

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.

Class | Bard

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Bardic Versatility

4th-level bard optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

  • Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

Bardic Inspiration (d8)

At 5th level, your Bardic Inspiration die changes to a d8.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Bard College feature

At 6th level, you gain a feature from your Bard College.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Song of Rest (d8)

At 9th level, the extra hit points gained from Song of Rest increases to 1d8.

Bardic Inspiration (d10)

At 10th level, your Bardic Inspiration die changes to a d10.

Expertise

At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 14th level and again at 18th level.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Song of Rest (d10)

At 13th level, the extra hit points gained from Song of Rest increases to 1d10.

Magical Secrets

At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Class | Bard

Bard College feature

At 14th level, you gain a feature from your Bard College.

Bardic Inspiration (d12)

At 15th level, your Bardic Inspiration die changes to a d12.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Song of Rest (d12)

At 17th level, the extra hit points gained from Song of Rest increases to 1d12.

Magical Secrets

At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


Class source: PHB, page 51. Also found in SRD 5.1.

Class | Bard

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, 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

3rd-level College of Creation feature

Whenever you give a creature a Bardic Inspiration die, you can utter a note 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:

  • 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.

  • 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.

  • 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

3rd-level College of Creation feature

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 proficiency bonus. 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

6th-level College of Creation feature

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

14th-level College of Creation feature

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.


Subclass source: TCE, pg 27.

Class | Bard

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 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

3rd-level College of Eloquence feature

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

3rd-level College of Eloquence feature

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

6th-level College of Eloquence feature

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

6th-level College of Eloquence feature

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 of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

Infectious Inspiration

14th-level College of Eloquence feature

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 (minimum of once), and you regain all expended uses when you finish a long rest.


Subclass source: TCE, pg 29.

Class | Bard

College of Glamour

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

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


Illusions? How quaint. Before I destroy you, make one that looks like a really big goldfish—like as big as me! Hmm. That's too big. Goodbye!

— Xanathar


Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

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

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can't do so again until you finish a short or long rest.


Subclass source: XGE, pg 14.

Class | Bard

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.


Subclass source: PHB, pg 54.

Class | Bard

College of Spirits

Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.

Guiding Whispers

3rd-level College of Spirits feature

You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Spiritual Focus

3rd-level College of Spirits feature

You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Tales from Beyond

3rd-level College of Spirits feature

You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.

If the tale requires a saving throw, the DC equals your spell save DC.

Spirit Session

6th-level College of Spirits feature

Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.

Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Mystical Connection

14th-level College of Spirits feature

You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Spirit Tales

Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the tarokka deck, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer.

Class | Bard

Spirit Tales

Bardic Insp. Die Tale Told Through You
1 Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.
2 Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3 Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4 Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5 Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6 Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC.
7 Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.
8 Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.
9 Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
10 Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11 Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

Subclass source: VRGR, pg 28.

Class | Bard

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.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

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 adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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.


Subclass source: XGE, pg 15.

Class | Bard

College of Valor

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.


Subclass source: PHB, pg 55.

Class | Bard

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

When you join the College of Whispers 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 an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

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.


Speak up! It's really hard to hear you over the screaming. Nope. It's no use. I'll have to stop the screaming. Disintegrations all around, then.

— Xanathar

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.


Subclass source: XGE, pg 16.

Class | Bard

Bard Spell List

Name Level Time School C. Range
Blade Ward Cantrip Action Abj. Self
Dancing Lights Cantrip Action Evoc. × 120 feet
Friends Cantrip Action Ench. × Self
Light Cantrip Action Evoc. Touch
Mage Hand Cantrip Action Conj. 30 feet
Mending Cantrip 1 Min. Trans. Touch
Message Cantrip Action Trans. 120 feet
Minor Illusion Cantrip Action Illu. 30 feet
Prestidigitation Cantrip Action Trans. 10 feet
Thunderclap Cantrip Action Evoc. 5 feet
True Strike Cantrip Action Divin. × 30 feet
Vicious Mockery Cantrip Action Ench. 60 feet
Animal Friendship 1st Action Ench. 30 feet
Bane 1st Action Ench. × 30 feet
Charm Person 1st Action Ench. 30 feet
Color Spray 1st Action Illu. Self (15-foot cone)
Command 1st Action Ench. 60 feet
Comprehend Languages 1st (rit.) Action Divin. Self
Cure Wounds 1st Action Evoc. Touch
Detect Magic 1st (rit.) Action Divin. × Self
Disguise Self 1st Action Illu. Self
Dissonant Whispers 1st Action Ench. 60 feet
Distort Value 1st 1 Min. Illu. Touch
Earth Tremor 1st Action Evoc. 10 feet
Faerie Fire 1st Action Evoc. × 60 feet
Feather Fall 1st Reaction Trans. 60 feet
Healing Word 1st Bonus Evoc. 60 feet
Heroism 1st Action Ench. × Touch
Identify 1st (rit.) 1 Min. Divin. Touch
Illusory Script 1st (rit.) 1 Min. Illu. Touch
Longstrider 1st Action Trans. Touch
Silent Image 1st Action Illu. × 60 feet
Silvery Barbs 1st Reaction Ench. 60 feet
Sleep 1st Action Ench. 90 feet
Speak with Animals 1st (rit.) Action Divin. Self
Name Level Time School C. Range
Tasha's Hideous Laughter 1st Action Ench. × 30 feet
Thunderwave 1st Action Evoc. Self (15-foot cube)
Unseen Servant 1st (rit.) Action Conj. 60 feet
Aid 2nd Action Abj. 30 feet
Animal Messenger 2nd (rit.) Action Ench. 30 feet
Blindness/Deafness 2nd Action Necro. 30 feet
Borrowed Knowledge 2nd Action Divin. Self
Calm Emotions 2nd Action Ench. × 60 feet
Cloud of Daggers 2nd Action Conj. × 60 feet
Crown of Madness 2nd Action Ench. × 120 feet
Detect Thoughts 2nd Action Divin. × Self
Enhance Ability 2nd Action Trans. × Touch
Enlarge/Reduce 2nd Action Trans. × 30 feet
Enthrall 2nd Action Ench. 60 feet
Gift of Gab 2nd Reaction Ench. Self
Heat Metal 2nd Action Trans. × 60 feet
Hold Person 2nd Action Ench. × 60 feet
Invisibility 2nd Action Illu. × Touch
Kinetic Jaunt 2nd Bonus Trans. × Self
Knock 2nd Action Trans. 60 feet
Lesser Restoration 2nd Action Abj. Touch
Locate Animals or Plants 2nd (rit.) Action Divin. Self
Locate Object 2nd Action Divin. × Self
Magic Mouth 2nd (rit.) 1 Min. Illu. 30 feet
Mirror Image 2nd Action Illu. Self
Nathair's Mischief 2nd Action Illu. × 60 feet
Phantasmal Force 2nd Action Illu. × 60 feet
Pyrotechnics 2nd Action Trans. 60 feet
See Invisibility 2nd Action Divin. Self
Shatter 2nd Action Evoc. 60 feet
Silence 2nd (rit.) Action Illu. × 120 feet
Skywrite 2nd (rit.) Action Trans. × Sight
Spray of Cards 2nd Action Conj. Self (15-foot cone)
Class | Bard Spell List
Name Level Time School C. Range
Suggestion 2nd Action Ench. × 30 feet
Warding Wind 2nd Action Evoc. × Self
Zone of Truth 2nd Action Ench. 60 feet
Antagonize 3rd Action Ench. 30 feet
Bestow Curse 3rd Action Necro. × Touch
Catnap 3rd Action Ench. 30 feet
Clairvoyance 3rd 10 Min. Divin. × 1 mile
Dispel Magic 3rd Action Abj. 120 feet
Enemies Abound 3rd Action Ench. × 120 feet
Fast Friends 3rd Action Ench. × 30 feet
Fear 3rd Action Illu. × Self (30-foot cone)
Feign Death 3rd (rit.) Action Necro. Touch
Glyph of Warding 3rd 1 Hr. Abj. Touch
Hypnotic Pattern 3rd Action Illu. × 120 feet
Intellect Fortress 3rd Action Abj. × 30 feet
Leomund's Tiny Hut 3rd (rit.) 1 Min. Evoc. Self (10-foot-radius hemisphere)
Linked Glyphs 3rd 1 Hr. Abj. Touch
Major Image 3rd Action Illu. × 120 feet
Mass Healing Word 3rd Bonus Evoc. 60 feet
Motivational Speech 3rd 1 Min. Ench. 60 feet
Nondetection 3rd Action Abj. Touch
Plant Growth 3rd Action Trans. 150 feet
Sending 3rd Action Evoc. Unlimited
Slow 3rd Action Trans. × 120 feet
Speak with Dead 3rd Action Necro. 10 feet
Speak with Plants 3rd Action Trans. Self (30-foot radius)
Stinking Cloud 3rd Action Conj. × 90 feet
Tongues 3rd Action Divin. Touch
Charm Monster 4th Action Ench. 30 feet
Compulsion 4th Action Ench. × 30 feet
Confusion 4th Action Ench. × 90 feet
Dimension Door 4th Action Conj. 500 feet
Name Level Time School C. Range
Freedom of Movement 4th Action Abj. Touch
Greater Invisibility 4th Action Illu. × Touch
Hallucinatory Terrain 4th 10 Min. Illu. 300 feet
Locate Creature 4th Action Divin. × Self
Phantasmal Killer 4th Action Illu. × 120 feet
Polymorph 4th Action Trans. × 60 feet
Raulothim's Psychic Lance 4th Action Ench. 120 feet
Animate Objects 5th Action Trans. × 120 feet
Awaken 5th 8 Hr. Trans. Touch
Dominate Person 5th Action Ench. × 60 feet
Dream 5th 1 Min. Illu. Special
Geas 5th 1 Min. Ench. 60 feet
Greater Restoration 5th Action Abj. Touch
Hold Monster 5th Action Ench. × 90 feet
Legend Lore 5th 10 Min. Divin. Self
Mass Cure Wounds 5th Action Evoc. 60 feet
Mislead 5th Action Illu. × Self
Modify Memory 5th Action Ench. × 30 feet
Planar Binding 5th 1 Hr. Abj. 60 feet
Raise Dead 5th 1 Hr. Necro. Touch
Rary's Telepathic Bond 5th (rit.) Action Divin. 30 feet
Scrying 5th 10 Min. Divin. × Self
Seeming 5th Action Illu. 30 feet
Skill Empowerment 5th Action Trans. × Touch
Synaptic Static 5th Action Ench. 120 feet
Teleportation Circle 5th 1 Min. Conj. 10 feet
Eyebite 6th Action Necro. × Self
Find the Path 6th 1 Min. Divin. × Self
Guards and Wards 6th 10 Min. Abj. Touch
Heroes' Feast 6th 10 Min. Conj. 30 feet
Mass Suggestion 6th Action Ench. 60 feet
Otto's Irresistible Dance 6th Action Ench. × 30 feet
Programmed Illusion 6th Action Illu. 120 feet
Class | Bard Spell List
Name Level Time School C. Range
True Seeing 6th Action Divin. Touch
Dream of the Blue Veil 7th 10 Min. Conj. 20 feet
Etherealness 7th Action Trans. Self
Forcecage 7th Action Evoc. 100 feet
Mirage Arcane 7th 10 Min. Illu. Sight
Mordenkainen's Magnificent Mansion 7th 1 Min. Conj. 300 feet
Mordenkainen's Sword 7th Action Evoc. × 60 feet
Prismatic Spray 7th Action Evoc. Self (60-foot cone)
Project Image 7th Action Illu. × 500 miles
Regenerate 7th 1 Min. Trans. Touch
Resurrection 7th 1 Hr. Necro. Touch
Symbol 7th 1 Min. Abj. Touch
Teleport 7th Action Conj. 10 feet
Antipathy/Sympathy 8th 1 Hr. Ench. 60 feet
Dominate Monster 8th Action Ench. × 60 feet
Feeblemind 8th Action Ench. 150 feet
Glibness 8th Action Trans. Self
Mind Blank 8th Action Abj. Touch
Power Word Stun 8th Action Ench. 60 feet
Foresight 9th 1 Min. Divin. Touch
Mass Polymorph 9th Action Trans. × 120 feet
Power Word Heal 9th Action Evoc. Touch
Power Word Kill 9th Action Ench. 60 feet
Prismatic Wall 9th Action Abj. 60 feet
Psychic Scream 9th Action Ench. 90 feet
True Polymorph 9th Action Trans. × 30 feet

Class | Bard Spell List

Cleric

Clerics

The gods are most active through their chosen clerics, who carry out the gods' work on the Material Plane. A typical cleric in Faerûn serves a single divine patron, but some individuals feel called to serve a group, such as the elemental gods Akadi, Grumbar, Kossuth, and Istishia, while others serve deities that are intertwined gods, such as the elves' Angharradh.

Some clerics in Faerûn belong to an established religious hierarchy, but many do not. The gods choose whomever they will, and sometimes a devoted worshiper is blessed with all the abilities of a cleric, despite not being a priest of any kind. That cleric might be a contemplative hermit, a wandering prophet, or simply a devout peasant. Religious orders often try to recruit such clerics and bring them into the fold, but not all of those clerics wish to be bound to a hierarchy.

Conversely, not everyone who pursues a religious vocation is a true cleric. Some acolytes discover a different path for their lives than the path of the cleric. They serve their faiths in other roles, such as priests, scholars, or artisans, while some go on to vocations that have nothing to do with religion. A few souls who are denied the path of the cleric become embittered and seek favor with sinister or forbidden gods or forge pacts with other powerful entities. Religious scholars in the Realms debate whether divine rejection led such a person to embrace a dark path or whether the person was rejected because the gods foresaw the potential for darkness in the person's future. The gods remain silent on the matter.

Some clerics are homebodies who serve a particular community of the faithful, but adventuring clerics tend to have a certain crusading zeal to do their deity's work in the wider world. This work may include ministering to far-flung communities, as well as seeking out and defeating threats to the civilized world.

Divine Domain

Clerics in the Forgotten Realms have the following Divine Domain option, in addition to those in the Player's Handbook.

  • Arcana Domain

Source: Sword Coast Adventurer's Guide

Class | Cleric
Cleric
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Spellcasting, Divine Domain 3 2
2nd 2 Channel Divinity (1/rest), Channel Divinity: Harness Divine Power, Divine Domain feature 3 3
3rd 2 3 4 2
4th 2 Ability Score Improvement, Cantrip Versatility 4 4 3
5th 3 Destroy Undead (CR 1/2) 4 4 3 2
6th 3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th 3 4 4 3 3 1
8th 3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2
9th 4 4 4 3 3 3 1
10th 4 Divine Intervention 5 4 3 3 3 2
11th 4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th 4 Ability Score Improvement 5 4 3 3 3 2 1
13th 5 5 4 3 3 3 2 1 1
14th 5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th 5 5 4 3 3 3 2 1 1 1
16th 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th 6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th 6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th 6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Class | Cleric

Class Features

As a Cleric, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.

Equipment

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


  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack A shield and a holy symbol

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Wisdom 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: light armor, medium armor, shields
  • Tools: xxx

  • Source: PHB, pg 56. Also found in SRD 5.1 and the Basic Rules (2014)

Cleric

Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.

Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall.

Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Healers and Warriors

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.

When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Appendix B includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.

Once you've chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

Class | Cleric

Quick Build

You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.


The following information is from Xanathar’s Guide to Everything, page 17.

To become a cleric is to become a messenger of the gods. The power the divine offers is great, but it always comes with tremendous responsibility.

— Riggby the patriarch

Almost all the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric—someone who is not only a devout worshiper, but who has also been invested with a measure of a deity's power.

The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god's favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn't matter. However clerics come into being, the world needs clerics as much as clerics and deities need each other.

If you're playing a cleric character, the following sections offer ways to add some detail to that character's history and personality.

I don't understand the attraction of gods. Why would anyone worship anything other than me?

— Xanathar

Temple

Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.

Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?

Temple

d6 Temple
1 Your temple is said to be the oldest surviving structure built to honor your god.
2 Acolytes of several like-minded deities all received instruction together in your temple.
3 You come from a temple famed for the brewery it operates. Some say you smell like one of its ales.
4 Your temple is a fortress and a proving ground that trains warrior-priests.
5 Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
6 You served in a temple in the Outer Planes.

Keepsake

Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.

Keepsake

d6 Keepsake
1 The finger bone of a saint
2 A metal-bound book that tells how to hunt and destroy infernal creatures
3 A pig's whistle that reminds you of your humble and beloved mentor
4 A braid of hair woven from the tail of a unicorn
5 A scroll that describes how best to rid the world of necromancers
6 A runestone said to be blessed by your god

Secret

No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one's deity.

If you haven't considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.

Secret

d6 Secret
1 An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful.
2 You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures.
3 You acknowledge the power of the gods, but you think that most events are dictated by pure chance.
4 Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself.
5 You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6 In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness.
Class | Cleric

Serving a Pantheon, Philosophy, or Force

The typical cleric is an ordained servant of a particular god and chooses a Divine Domain associated with that deity. The cleric's magic flows from the god or the god's sacred realm, and often the cleric bears a holy symbol that represents that divinity.

Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love, peace, or one of the nine alignments. Chapter 1 of the Dungeon Master's Guide explores options like these, in the section "Gods of Your World."

Talk with your DM about the divine options available in your campaign, whether they're gods, pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is appropriate for it, and if it doesn't have a holy symbol, work with your DM to design one.

The cleric's class features often refer to your deity. If you are devoted to a pantheon, cosmic force, or philosophy, your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic.

Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips

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

Preparing and Casting Spells

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

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Spellcasting Ability

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

Spell save DC = 8 + Wisdom modifier + Proficiency Bonus

Spell attack modifier = Wisdom modifier + Proficiency Bonus

Ritual Casting

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

Spellcasting Focus

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

Divine Domain

Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Class | Cleric

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes 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 move to 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, the creature can use the Dodge action.

Channel Divinity: Harness Divine Power

2nd-level cleric optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Divine Domain feature

At 2nd level, you gain a feature from your Divine Domain.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Cantrip Versatility

4th-level cleric optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Destroy Undead (CR 1/2)

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Channel Divinity

Beginning at 6th level, you can use your Channel Divinity twice between rests.

Divine Domain feature

At 6th level, you gain a feature from your Divine Domain.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Destroy Undead (CR 1)

Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Divine Domain feature

At 8th level, you gain a feature from your Divine Domain.

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Destroy Undead (CR 2)

Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Destroy Undead (CR 3)

Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Class | Cleric

Destroy Undead (CR 4)

Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Divine Domain feature

At 17th level, you gain a feature from your Divine Domain.

Channel Divinity

Beginning at 18th level, you can use your Channel Divinity three times between rests.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Divine Intervention Improvement

At 20th level, your call for intervention succeeds automatically, no roll required.


Class source: PHB, page 56. Also found in SRD 5.1 and the Basic Rules (2014).

Class | Cleric

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.

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Arcana Domain Spells

Cleric Level Spells
1st detect magic, magic missile
3rd magic weapon, Nystul's magic aura
5th dispel magic, magic circle
7th arcane eye, Leomund's secret chest
9th planar binding, teleportation circle

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration

Starting at 2nd 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.

Arcane Banishment

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.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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.


Subclass source: SCAG, pg 125.

Class | Cleric

Death Domain

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Death Domain Spells

Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Touch of Death

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Inescapable Destruction

Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Improved Reaper

Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.


Subclass source: DMG, pg 96.

Class | Cleric

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.

At each indicated cleric level, add the listed spells to your spells prepared.

Forge Domain Spells

Cleric Level Spells
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

Blessing of the Forge

At 1st 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.


I've got a minion that forges things. An ink-stained little twerp with excellent penmanship. So how do the hammers and fire help the process? Wouldn't the paper get burned? Oh, the fire must be for the wax seals!

— Xanathar

Channel Divinity: 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 heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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 heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Subclass source: XGE, pg 18.

Class | Cleric

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

Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

Circle of Mortality

At 1st 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 1st 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 of once). You regain all expended uses when you finish a long rest.


I guess if you can't disintegrate them or eat them, burying dead bodies makes as much sense as anything else.

— Xanathar

Channel Divinity: Path to the Grave

Starting at 2nd 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 of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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.


Subclass source: XGE, pg 19.

Class | Cleric

Knowledge Domain

The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

At each indicated cleric level, you add the listed spells to your spells prepared.

Knowledge Domain Spells

Cleric Level Spells
1st command, identify
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.


Subclass source: PHB, pg 59.

Class | Cleric

Life Domain

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

At each indicated cleric level, you add the listed spells to your spells prepared.

Life Domain Spells

Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

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

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.


Subclass source: PHB, pg 60.

Class | Cleric

Light Domain

Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

At each indicated cleric level, you add the listed spells to your spells prepared.

Light Domain Spells

Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying

Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

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

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.


Subclass source: PHB, pg 60.

Class | Cleric

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.

At each indicated cleric level, you add the listed spells to your spells prepared.

Nature Domain Spells

Cleric Level Spells
1st animal friendship, speak with animals
3rd barkskin, spike growth
5th plant growth, wind wall
7th dominate beast, grasping vine
9th insect plague, tree stride

Acolyte of Nature

At 1st 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.

Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Charm Animals and Plants

Starting at 2nd 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.

Dampen Elements

Starting 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.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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.


Subclass source: PHB, pg 61.

Class | Cleric

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.

The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.

Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

At each indicated cleric level, you add the listed spells to your spells prepared.

Order Domain Spells

Cleric Level Spells
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

Starting at 2nd 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 of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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.


Subclass source: TCE, pg 31.

Class | Cleric

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.

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

Peace Deities

Example Deity Pantheon
Angharradh Elven
Berronar Truesilver Dwarven
Boldrei Eberron
Cyrrollalee Halfling
Eldath Forgotten Realms
Gaerdal Ironhand Gnomish
Paladine Dragonlance
Rao Greyhawk

Domain Spells

1st-level Peace Domain feature

You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.

Peace Domain Spells

Cleric Level Spells
1st heroism, sanctuary
3rd aid, warding bond
5th beacon of hope, sending
7th aura of purity, Otiluke's resilient sphere
9th greater restoration, Rary's telepathic bond

Implement of Peace

1st-level Peace Domain feature

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond

1st-level Peace Domain feature

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 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 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 turn.

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


Class | Cleric

Channel Divinity: Balm of Peace

2nd-level Peace Domain feature

You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Protective Bond

6th-level Peace Domain feature

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 30 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.

Potent Spellcasting

8th-level Peace Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Expansive Bond

17th-level Peace Domain feature

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.


Subclass source: TCE, pg 32.

Class | Cleric

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.

At each indicated cleric level, you add the listed spells to your spells prepared.

Tempest Domain Spells

Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

Also at 1st 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 (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wrath

Starting at 2nd 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.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.


Subclass source: PHB, pg 62.

Class | Cleric

Trickery Domain

Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

At each indicated cleric level, you add the listed spells to your spells prepared.

Trickery Domain Spells

Cleric Level Spells
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect 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 that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it 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 distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.


Subclass source: PHB, pg 62.

Class | Cleric

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.

Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Twilight Deities

Example Deity Pantheon
Boldrei Eberron
Celestian Greyhawk
Dol Arrah Eberron
Helm Forgotten Realms
Ilmater Forgotten Realms
Mishakal Dragonlance
Selûne Forgotten Realms
Yondalla Halfling

Domain Spells

1st-level Twilight Domain feature

You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.

Twilight Domain Spells

Cleric Level Spells
1st faerie fire, sleep
3rd moonbeam, see invisibility
5th aura of vitality, Leomund's tiny hut
7th aura of life, greater invisibility
9th circle of power, mislead

Bonus Proficiencies

1st-level Twilight Domain feature

You gain proficiency with martial weapons and heavy armor.

Eyes of Night

1st-level Twilight Domain feature

You can see through the deepest gloom. You have darkvision out to a range of 300 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 of one creature). The shared darkvision lasts for 1 hour. 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

1st-level Twilight Domain feature

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.


Class | Cleric

Channel Divinity: Twilight Sanctuary

2nd-level Twilight Domain feature

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 30-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.

Steps of Night

6th-level Twilight Domain feature

You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

8th-level Twilight Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Twilight Shroud

17th-level Twilight Domain feature

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.


Subclass source: TCE, pg 34.

Class | Cleric

War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

At each indicated cleric level, add the listed spells to your spells prepared.

War Domain Spells

Cleric Level Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike

Starting at 2nd 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.

Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.


Subclass source: PHB, pg 63.

Class | Cleric

Cleric Spell List

Name Level Time School C. Range
Guidance Cantrip Action Divin. × Touch
Light Cantrip Action Evoc. Touch
Mending Cantrip 1 Min. Trans. Touch
Resistance Cantrip Action Abj. × Touch
Sacred Flame Cantrip Action Evoc. 60 feet
Spare the Dying Cantrip Action Necro. Touch
Thaumaturgy Cantrip Action Trans. 30 feet
Toll the Dead Cantrip Action Necro. 60 feet
Word of Radiance Cantrip Action Evoc. 5 feet
Bane 1st Action Ench. × 30 feet
Bless 1st Action Ench. × 30 feet
Ceremony 1st (rit.) 1 Hr. Abj. Touch
Command 1st Action Ench. 60 feet
Create or Destroy Water 1st Action Trans. 30 feet
Cure Wounds 1st Action Evoc. Touch
Detect Evil and Good 1st Action Divin. × Self
Detect Magic 1st (rit.) Action Divin. × Self
Detect Poison and Disease 1st (rit.) Action Divin. × Self
Guiding Bolt 1st Action Evoc. 120 feet
Healing Word 1st Bonus Evoc. 60 feet
Inflict Wounds 1st Action Necro. Touch
Protection from Evil and Good 1st Action Abj. × Touch
Purify Food and Drink 1st (rit.) Action Trans. 10 feet
Sanctuary 1st Bonus Abj. 30 feet
Shield of Faith 1st Bonus Abj. × 60 feet
Aid 2nd Action Abj. 30 feet
Augury 2nd (rit.) 1 Min. Divin. Self
Blindness/Deafness 2nd Action Necro. 30 feet
Borrowed Knowledge 2nd Action Divin. Self
Calm Emotions 2nd Action Ench. × 60 feet
Continual Flame 2nd Action Evoc. Touch
Enhance Ability 2nd Action Trans. × Touch
Find Traps 2nd Action Divin. 120 feet
Gentle Repose 2nd (rit.) Action Necro. Touch
Name Level Time School C. Range
Hold Person 2nd Action Ench. × 60 feet
Lesser Restoration 2nd Action Abj. Touch
Locate Object 2nd Action Divin. × Self
Prayer of Healing 2nd 10 Min. Evoc. 30 feet
Protection from Poison 2nd Action Abj. Touch
Silence 2nd (rit.) Action Illu. × 120 feet
Spiritual Weapon 2nd Bonus Evoc. 60 feet
Warding Bond 2nd Action Abj. Touch
Zone of Truth 2nd Action Ench. 60 feet
Animate Dead 3rd 1 Min. Necro. 10 feet
Aura of Vitality 3rd Action Evoc. × Self (30-foot radius)
Beacon of Hope 3rd Action Abj. × 30 feet
Bestow Curse 3rd Action Necro. × Touch
Clairvoyance 3rd 10 Min. Divin. × 1 mile
Create Food and Water 3rd Action Conj. 30 feet
Daylight 3rd Action Evoc. 60 feet
Dispel Magic 3rd Action Abj. 120 feet
Fast Friends 3rd Action Ench. × 30 feet
Feign Death 3rd (rit.) Action Necro. Touch
Glyph of Warding 3rd 1 Hr. Abj. Touch
Incite Greed 3rd Action Ench. × 30 feet
Life Transference 3rd Action Necro. 30 feet
Linked Glyphs 3rd 1 Hr. Abj. Touch
Magic Circle 3rd 1 Min. Abj. 10 feet
Mass Healing Word 3rd Bonus Evoc. 60 feet
Meld into Stone 3rd (rit.) Action Trans. Touch
Motivational Speech 3rd 1 Min. Ench. 60 feet
Protection from Energy 3rd Action Abj. × Touch
Remove Curse 3rd Action Abj. Touch
Revivify 3rd Action Necro. Touch
Sending 3rd Action Evoc. Unlimited
Class | Cleric
Name Level Time School C. Range
Speak with Dead 3rd Action Necro. 10 feet
Spirit Guardians 3rd Action Conj. × Self (15-foot radius)
Spirit Shroud 3rd Bonus Necro. × Self
Tongues 3rd Action Divin. Touch
Water Walk 3rd (rit.) Action Trans. 30 feet
Aura of Life 4th Action Abj. × Self (30-foot radius)
Aura of Purity 4th Action Abj. × Self (30-foot radius)
Banishment 4th Action Abj. × 60 feet
Control Water 4th Action Trans. × 300 feet
Death Ward 4th Action Abj. Touch
Divination 4th (rit.) Action Divin. Self
Freedom of Movement 4th Action Abj. Touch
Guardian of Faith 4th Action Conj. 30 feet
Locate Creature 4th Action Divin. × Self
Stone Shape 4th Action Trans. Touch
Commune 5th (rit.) 1 Min. Divin. Self
Contagion 5th Action Necro. Touch
Dawn 5th Action Evoc. × 60 feet
Dispel Evil and Good 5th Action Abj. × Self
Flame Strike 5th Action Evoc. 60 feet
Geas 5th 1 Min. Ench. 60 feet
Greater Restoration 5th Action Abj. Touch
Hallow 5th 24 Hr. Evoc. Touch
Holy Weapon 5th Bonus Evoc. × Touch
Insect Plague 5th Action Conj. × 300 feet
Legend Lore 5th 10 Min. Divin. Self
Mass Cure Wounds 5th Action Evoc. 60 feet
Planar Binding 5th 1 Hr. Abj. 60 feet
Raise Dead 5th 1 Hr. Necro. Touch
Scrying 5th 10 Min. Divin. × Self
Summon Celestial 5th Action Conj. × 90 feet
Blade Barrier 6th Action Evoc. × 90 feet
Create Undead 6th 1 Min. Necro. 10 feet
Name Level Time School C. Range
Find the Path 6th 1 Min. Divin. × Self
Forbiddance 6th (rit.) 10 Min. Abj. Touch
Harm 6th Action Necro. 60 feet
Heal 6th Action Evoc. 60 feet
Heroes' Feast 6th 10 Min. Conj. 30 feet
Planar Ally 6th 10 Min. Conj. 60 feet
Sunbeam 6th Action Evoc. × Self (60-foot line)
True Seeing 6th Action Divin. Touch
Word of Recall 6th Action Conj. 5 feet
Conjure Celestial 7th 1 Min. Conj. × 90 feet
Divine Word 7th Bonus Evoc. 30 feet
Etherealness 7th Action Trans. Self
Fire Storm 7th Action Evoc. 150 feet
Plane Shift 7th Action Conj. Touch
Regenerate 7th 1 Min. Trans. Touch
Resurrection 7th 1 Hr. Necro. Touch
Symbol 7th 1 Min. Abj. Touch
Temple of the Gods 7th 1 Hr. Conj. 120 feet
Antimagic Field 8th Action Abj. × Self (10-foot radius)
Control Weather 8th 10 Min. Trans. × Self (5-mile radius)
Earthquake 8th Action Evoc. × 500 feet
Holy Aura 8th Action Abj. × Self
Sunburst 8th Action Evoc. 150 feet
Astral Projection 9th 1 Hr. Necro. 10 feet
Gate 9th Action Conj. × 60 feet
Mass Heal 9th Action Evoc. 60 feet
Power Word Heal 9th Action Evoc. Touch
True Resurrection 9th 1 Hr. Necro. Touch
Class | Cleric Spell List

Druid

Druids

The druids of the Realms venerate nature in all its forms, as well as the gods of the First Circle, those deities closest to the power and majesty of the natural world. That group of gods includes Chauntea, Eldath, Mielikki, Silvanus, as well as Auril, Malar, Talos, and Umberlee, for nature is many-sided and not always kind.

Unlike clerics, who typically serve a single deity, druids revere all the gods of the First Circle in their turn, and see them as embodiments of the natural world, which moves in cycles: creation and destruction, waxing and withering, life and death. Thus, Grumbar isn't just god of the earth to a druid; he is the fertile soil and the rolling hills themselves. Malar isn't just the Beastlord, but the hunger and the hunting instinct of a predatory beast.

Although they are most strongly associated with sylvan forests, druids care for all aspects of the land, including frozen mountains, burning deserts, rolling hills, and rough coasts.

Druid Circles

Druidic ways are ancient and largely practiced in secret, away from the eyes of the uninitiated. In many lands, the Old Ways of the First Circle have given way to new churches and temples, but druids and their followers still gather to honor the cycles of nature and to ensure the natural balance isn't threatened. People who dwell in or near wild lands do well to learn if a druid circle operates nearby, seeking the circle's blessing before hunting or farming on the lands they protect.

The druid habit of gathering in clearings, wooded groves, or around sacred pools gave rise to the tradition of circles. In a circle, all are equal, and while respect is given to age and accomplishment, the circle reaches decisions as a whole. Those who disagree are free to argue their point, or even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land where the circle meets, all given equal voice.

Class | Druid

Numerous circles are found across Faerûn, usually made up of no more than a dozen or so druids, plus their allies. They include the High Dance, guarding the Dancing Place in the high valleys of the Thunder Peaks, alongside their fey allies. The Watchers of Sevreld meet in Old Mushroom Grove in the High Forest, northeast of Secomber, and the Starwater Circle gathers around their namesake pool in the northern forest of Mir.

The Circle of Swords

Protectors of the Neverwinter Wood, the Circle of Swords drives destructive humanoids like hobgoblins, bugbears, and their kin from the wood, while also safeguarding it against exploitation at the hands of civilized folk and protecting the wood's ancient ruins and sacred sites from looters.

In the Druid Circle class feature in the Player's Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest).

The Emerald Enclave

Less a druid circle and more a loose confederation of circles and their allies, the Emerald Enclave is devoted to protecting the redoubt of civilization in the North from destruction. Elsewhere in the world, the Emerald Enclave must pursue a more balanced path, but the vast wilderness of the North holds far more danger to people than they pose to it.

Founded in the Vilhon Reach over a thousand years ago, the Emerald Enclave has spread across much of Faerûn. Its members include druids, rangers, barbarians, and others who live in the wilderness and know and respect its ways. They wear an article of emerald green clothing as a symbol of their membership, often bearing the emblem of a stag's head.

In the Druid Circle class feature in the Player's Handbook, Emerald Enclave druids belong to the Circle of the Land and Circle of the Moon in equal measure.

The Moonshae Circles

The folk of the Moonshae Isles venerate the land as the great goddess they call the Earthmother. Their circles gather around sacred pools known as moonwells, their link between the natural world and the goddess, ringed by standing stone circles, raised by their ancient ancestors.

In the Druid Circle class feature in the Player's Handbook, Moonshae druids most often belong to the Circle of the Land (Coast, Forest, and Mountain).

Moonwells

The water of a moonwell, drunk directly from cupped hands, restores 1d8 hit points, plus the drinker's Wisdom bonus, if any. If the drinker has threatened the balance of nature since the last full moon, the water instead deals 1d8 poison damage to the drinker. This damage is also dealt by a corrupted moonwell. Either effect occurs once only per day per drinker. On the nights of the full moon, drinking the water of a moonwell can, at the DM's discretion, have additional effects, such as conferring the benefits of a lesser restoration spell.

Moonwell water placed in a container or taken more than 30 feet away from the well no longer has any of these properties; it is simply water.

On the three nights of the full moon, three or more druids gathered around a moonwell can cast commune and scrying once each without expending spell slots and without material components, provided that one of the druids is at least 9th level and the rest are at least 4th level. At the DM's option, the druids can use a moonwell on such nights to cast different spells.

The Harpers and Druids

Druid circles in the North are often allied with the Harpers, as they have common purpose, with bards and rangers serving as go-betweens. Individual Harpers can usually expect a circle to at least grant them food and shelter, and an opportunity to attend a gathering and speak, if they wish.

Still, the Harpers aren't a druidic organization and, despite what some common folk might believe, not every druid or druid circle is allied with, or even friendly toward, the Harpers and their cause. Indeed, some druids consider the Harpers busybodies who threaten the natural balance almost as much as the evils that they fight against.


Source: Sword Coast Adventurer's Guide

Class | Druid
Druid
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Druidic, Spellcasting 2 2
2nd 2 Wild Shape, Wild Companion, Druid Circle 2 3
3rd 2 2 4 2
4th 2 Wild Shape Improvement, Ability Score Improvement, Cantrip Versatility 3 4 3
5th 3 3 4 3 2
6th 3 Druid Circle feature 3 4 3 3
7th 3 3 4 3 3 1
8th 3 Wild Shape Improvement, Ability Score Improvement 3 4 3 3 2
9th 4 3 4 3 3 3 1
10th 4 Druid Circle feature 4 4 3 3 3 2
11th 4 4 4 3 3 3 2 1
12th 4 Ability Score Improvement 4 4 3 3 3 2 1
13th 5 4 4 3 3 3 2 1 1
14th 5 Druid Circle feature 4 4 3 3 3 2 1 1
15th 5 4 4 3 3 3 2 1 1 1
16th 5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th 6 4 4 3 3 3 2 1 1 1 1
18th 6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th 6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th 6 Archdruid 4 4 3 3 3 3 2 2 1 1

Class | Druid

Class Features

As a Druid, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
  • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

Equipment

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


  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer's pack, and a druidic focus

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Wisdom 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

  • Source: PHB, pg 64. Also found in SRD 5.1

Druid

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities.

Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.

Power of Nature

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

Preserve the Balance

For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.

Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.

Creating a Druid

When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny.

Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

Class | Druid

Quick Build

You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.

Sacred Plants and Wood

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.

Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

Druids and the Gods

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. In fact, in the world of Greyhawk, the druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.

In the worlds of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods of Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most druids count them all (even the violent ones) as worthy of veneration.

The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that every living thing and every natural phenomenon—sun, moon, wind, fire, and the world itself—has a spirit. Their spells, then, are a means to communicate with and command these spirits. Different druidic sects, though, hold different philosophies about the proper relationship of these spirits to each other and to the forces of civilization. The Ashbound, for example, believe that arcane magic is an abomination against nature, the Children of Winter venerate the forces of death, and the Gatekeepers preserve ancient traditions meant to protect the world from the incursion of aberrations.


The following information is from Xanathar’s Guide to Everything, page 21.

Even in death, each creature plays its part in maintaining the Great Balance. But now an imbalance grows, a force that seeks to hold sway over nature. This is the destructive behavior of the mortal races. The farther away from nature their actions take them, the more corrupting their influence becomes. As druids, we seek mainly to protect and educate, to preserve the Great Balance, but there are times when we must rise up against danger and eradicate it.

— Safhran, archdruid

Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.

Your druid character might be a true worshiper of nature, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. You can use the sections that follow to flesh out your druid, regardless of how your character came to the profession.

I've always liked druids, because they are made of natural ingredients. And I believe that everyone should have such a healthy diet.

— Xanathar

Treasured Item

Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the druid's mind and heart to a profound concept or spiritual outlook.

When you decide what your character's treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?

Treasured Item

d6 Treasured Item
1 A twig from the meeting tree that stands in the center of your village
2 A vial of water from the source of a sacred river
3 Special herbs tied together in a bundle
4 A small bronze bowl engraved with animal images
5 A rattle made from a dried gourd and holly berries
6 A miniature golden sickle handed down to you by your mentor
Class | Druid

Guiding Aspects

Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.

Guiding Aspects

d6 Guiding Aspects
1 Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth.
2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude.
3 The river's endless flow reminds you of the great span of the world. You seek to act with the long-term interests of nature in mind.
4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world.
5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray.
6 As demonstrated by the actions of the wolf, an individual's strength is nothing compared to the power of the pack.

Mentors

It's not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student's attitudes and beliefs.

If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?

Mentors

d6 Mentors
1 Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months.
2 You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world.
3 Your tutor always interacted with you in the form of a falcon. You never saw the tutor's humanoid form.
4 You were one of several youngsters who were mentored by an old druid, until one of your fellow pupils betrayed your group and killed your master.
5 Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form.
6 Your mentor was a werebear who taught you to treat all living things with equal regard.

Learning Beast Shapes

The Wild Shape feature in the player's handbook lets you transform into a beast that you've seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in that book.

When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts you've already seen. The following tables organize beasts from the monster manual according to the beasts' most likely environments. Consider the environment your druid grew up in, then consult the appropriate table for a list of animals that your druid has probably seen by 2nd level.

If I could turn into something else, I wouldn't. Because everything else is inferior to me.

— Xanathar

These tables can also help you and your DM determine which animals you might see on your travels. In addition, the tables include each beast's challenge rating and note whether a beast has a flying or swimming speed. This information will help you determine whether you qualify to assume that beast's form.

The tables include all the individual beasts that are eligible for Wild Shape (up to a challenge rating of 1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6).

Class | Druid

Arctic

CR Beast Fly/Swim
0 Owl Fly
1/8 Blood hawk Fly
1/4 Giant owl Fly
1 Brown bear
2 Polar bear Swim
2 Saber-toothed tiger
6 Mammoth

Coast

CR Beast Fly/Swim
0 Crab Swim
0 Eagle Fly
1/8 Blood hawk Fly
1/8 Giant crab Swim
1/8 Poisonous snake Swim
1/8 Stirge Fly
1/4 Giant lizard
1/4 Giant wolf spider
1/4 Pteranodon Fly
1 Giant eagle Fly
1 Giant toad Swim
2 Plesiosaurus Swim

Desert

CR Beast Fly/Swim
0 Cat
0 Hyena
0 Jackal
0 Scorpion
0 Vulture Fly
1/8 Camel
1/8 Flying snake Fly
1/8 Mule
1/8 Poisonous snake Swim
1/8 Stirge Fly
1/4 Constrictor snake Swim
1/4 Giant lizard
1/4 Giant poisonous snake Swim
1/4 Giant wolf spider
1 Giant hyena
1 Giant spider
1 Giant toad Swim
1 Giant vulture Fly
1 Lion
2 Giant constrictor snake Swim
3 Giant scorpion
Class | Druid

Forest

CR Beast Fly/Swim
0 Baboon
0 Badger
0 Cat
0 Deer
0 Hyena
0 Owl Fly
1/8 Blood hawk Fly
1/8 Flying snake Fly
1/8 Giant rat
1/8 Giant weasel
1/8 Poisonous snake Swim
1/8 Mastiff
1/8 Stirge Fly
1/4 Boar
1/4 Constrictor snake Swim
1/4 Elk
1/4 Giant badger
1/4 Giant bat Fly
1/4 Giant frog Swim
1/4 Giant lizard
1/4 Giant owl Fly
1/4 Giant poisonous snake Swim
1/4 Giant wolf spider
1/4 Panther
1/4 Wolf
1/2 Ape
1/2 Black bear
1/2 Giant wasp Fly
1 Brown bear
1 Dire wolf
1 Giant hyena
1 Giant spider
1 Giant toad Swim
1 Tiger
2 Giant boar
2 Giant constrictor snake Swim
2 Giant elk

Grassland

CR Beast Fly/Swim
0 Cat
0 Deer
0 Eagle Fly
0 Goat
0 Hyena
0 Jackal
0 Vulture Fly
1/8 Blood hawk Fly
1/8 Flying snake Fly
1/8 Giant weasel
1/8 Poisonous snake Swim
1/8 Stirge Fly
1/4 Axe beak
1/4 Boar
1/4 Elk
1/4 Giant poisonous snake Swim
1/4 Giant wolf spider
1/4 Panther (leopard)
1/4 Pteranodon Fly
1/4 Riding horse
1/4 Wolf
1/2 Giant goat
1/2 Giant wasp Fly
1 Giant eagle Fly
1 Giant hyena
1 Giant vulture Fly
1 Lion
1 Tiger
2 Allosaurus
2 Giant boar
2 Giant elk
2 Rhinoceros
3 Ankylosaurus
4 Elephant
5 Triceratops
Class | Druid

Hill

CR Beast Fly/Swim
0 Baboon
0 Eagle Fly
0 Goat
0 Hyena
0 Raven Fly
0 Vulture Fly
1/8 Blood hawk Fly
1/8 Giant weasel
1/8 Mastiff
1/8 Mule
1/8 Poisonous snake Swim
1/8 Stirge Fly
1/4 Axe beak
1/4 Boar
1/4 Elk
1/4 Giant owl Fly
1/4 Giant wolf spider
1/4 Panther (cougar)
1/4 Wolf
1/2 Giant goat
1 Brown bear
1 Dire wolf
1 Giant eagle Fly
1 Giant hyena
1 Lion
2 Giant boar
2 Giant elk

Mountain

CR Beast Fly/Swim
0 Eagle Fly
0 Goat
1/8 Blood hawk Fly
1/8 Stirge Fly
1/4 Pteranodon Fly
1/2 Giant goat
1 Giant eagle Fly
1 Lion
2 Giant elk
2 Saber-toothed tiger

Swamp

CR Beast Fly/Swim
0 Rat
0 Raven Fly
1/8 Giant rat
1/8 Poisonous snake Swim
1/8 Stirge Fly
1/4 Constrictor snake Swim
1/4 Giant frog Swim
1/4 Giant lizard
1/4 Giant poisonous snake Swim
1/2 Crocodile Swim
1 Giant spider
1 Giant toad Swim
2 Giant constrictor snake Swim
5 Giant crocodile Swim

Underdark

CR Beast Fly/Swim
0 Giant fire beetle
1/8 Giant rat
1/8 Stirge Fly
1/4 Giant bat Fly
1/4 Giant centipede
1/4 Giant lizard
1/4 Giant poisonous snake Swim
1 Giant spider
1 Giant toad Swim
2 Giant constrictor snake Swim
2 Polar bear (cave bear) Swim

Underwater

CR Beast Fly/Swim
0 Quipper Swim
1/4 Constrictor snake Swim
1/2 Giant sea horse Swim
1/2 Reef shark Swim
1 Giant octopus Swim
2 Giant constrictor snake Swim
2 Hunter shark Swim
2 Plesiosaurus Swim
3 Killer whale Swim
5 Giant shark Swim
Class | Druid

Druidic Language

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips

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

Preparing and Casting Spells

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

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + Wisdom modifier + Proficiency Bonus

Spell attack modifier = Wisdom modifier + Proficiency Bonus

Ritual Casting

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

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Class | Druid

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Wild Companion

2nd-level druid optional feature

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Druid Circle

At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape Improvement

At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Cantrip Versatility

4th-level druid optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Druid Circle feature

At 6th level, you gain a feature granted by your Druid Circle.

Wild Shape Improvement

At 8th level, your Wild Shape improves as shown on the Beast Shapes table.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Druid Circle feature

At 10th level, you gain a feature granted by your Druid Circle feature.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Druid Circle feature

At 14th level, you gain a feature granted by your Druid Circle feature.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Class | Druid

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.


Class source: PHB, page 64. Also found in SRD 5.1.

Class | Druid

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.

Balm of the Summer Court

At 2nd 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.


I don't dream because I don't sleep. I'm always awake so no one can ever sneak up on me. If I dreamed, they would be bigger dreams than yours, though, because my head is bigger.

— Xanathar

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.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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

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.


Subclass source: XGE, pg 22.

Class | Druid

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 Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Spores Spells

Druid Level Circle Spells
3rd blindness/deafness, gentle repose
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Halo of Spores

Starting at 2nd 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 2nd 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 a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

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.


Subclass source: xTCE, pg 36.

Class | Druid
Class | Druid

Circle of Stars

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Star Map

2nd-level Circle of the Stars feature

You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

Star Map

d6 Map Form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Glass disks that depict constellations

While holding this map, you have these benefits:

  • You know the guidance cantrip.
  • You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Starry Form

2nd-level Circle of the Stars feature

As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen

6th-level Circle of the Stars feature

Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

  • Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

  • Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

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

Twinkling Constellations

10th-level Circle of the Stars feature

The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Class | Druid

Full of Stars

14th-level Circle of the Stars feature

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.


Subclass source: TCE, pg 38.

Class | Druid

Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Bonus Cantrip

You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Arctic

Druid Level Circle Spells
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold

Coast

Druid Level Circle Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying

Desert

Druid Level Circle Spells
3rd blur, silence
5th create food and water, protection from energy
7th blight, hallucinatory terrain
9th insect plague, wall of stone

Forest

Druid Level Circle Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride

Grassland

Druid Level Circle Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague

Mountain

Druid Level Circle Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone

Swamp

Druid Level Circle Spells
3rd darkness, Melf's acid arrow
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying
Class | Druid

Underdark

Druid Level Circle Spells
3rd spider climb, web
5th gaseous form, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, insect plague

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.


Subclass source: PHB, pg 68.

Class | Druid

Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

Combat Wild Shape

You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Circle of the Moon Beast Shapes

Level Max. CR Limitations
2nd 1 No flying or swimming speed
4th 1 No flying speed
6th 2 No flying speed
8th 2
9th 3
12th 4
15th 5
18th 6

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.


Subclass source: PHB, pg 69.

Class | Druid

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.

Speech of the Woods

At 2nd 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

Starting at 2nd 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 + 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.


Subclass source: XGE, pg 23.

Class | Druid
Class | Druid

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 Spells

2nd-level Circle of Wildfire feature

You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Wildfire Spells

Druid Level Circle Spells
2nd burning hands, cure wounds
3rd flaming sphere, scorching ray
5th plant growth, revivify
7th aura of life, fire shield
9th flame strike, mass cure wounds

Summon Wildfire Spirit

2nd-level Circle of Wildfire feature

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 10 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 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Enhanced Bond

6th-level Circle of Wildfire feature

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

10th-level Circle of Wildfire feature

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 + your Wisdom modifier.

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

Blazing Revival

14th-level Circle of Wildfire feature

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.


Subclass source: TCE, pg 39.

Class | Druid

Druid Spell List

Name Level Time School C. Range
Control Flames Cantrip Action Trans. 60 feet
Create Bonfire Cantrip Action Conj. × 60 feet
Druidcraft Cantrip Action Trans. 30 feet
Frostbite Cantrip Action Evoc. 60 feet
Guidance Cantrip Action Divin. × Touch
Gust Cantrip Action Trans. 30 feet
Infestation Cantrip Action Conj. 30 feet
Magic Stone Cantrip Bonus Trans. Touch
Mending Cantrip 1 Min. Trans. Touch
Mold Earth Cantrip Action Trans. 30 feet
Poison Spray Cantrip Action Conj. 10 feet
Primal Savagery Cantrip Action Trans. Self
Produce Flame Cantrip Action Conj. Self
Resistance Cantrip Action Abj. × Touch
Shape Water Cantrip Action Trans. 30 feet
Shillelagh Cantrip Bonus Trans. Touch
Thorn Whip Cantrip Action Trans. 30 feet
Thunderclap Cantrip Action Evoc. 5 feet
Absorb Elements 1st Reaction Abj. Self
Animal Friendship 1st Action Ench. 30 feet
Beast Bond 1st Action Divin. × Touch
Charm Person 1st Action Ench. 30 feet
Create or Destroy Water 1st Action Trans. 30 feet
Cure Wounds 1st Action Evoc. Touch
Detect Magic 1st (rit.) Action Divin. × Self
Detect Poison and Disease 1st (rit.) Action Divin. × Self
Earth Tremor 1st Action Evoc. 10 feet
Entangle 1st Action Conj. × 90 feet
Faerie Fire 1st Action Evoc. × 60 feet
Fog Cloud 1st Action Conj. × 120 feet
Goodberry 1st Action Trans. Touch
Healing Word 1st Bonus Evoc. 60 feet
Ice Knife 1st Action Conj. 60 feet
Jump 1st Action Trans. Touch
Longstrider 1st Action Trans. Touch
Protection from Evil and Good 1st Action Abj. × Touch
Name Level Time School C. Range
Purify Food and Drink 1st (rit.) Action Trans. 10 feet
Snare 1st 1 Min. Abj. Touch
Speak with Animals 1st (rit.) Action Divin. Self
Thunderwave 1st Action Evoc. Self (15-foot cube)
Air Bubble 2nd Action Conj. 60 feet
Animal Messenger 2nd (rit.) Action Ench. 30 feet
Augury 2nd (rit.) 1 Min. Divin. Self
Barkskin 2nd Action Trans. × Touch
Beast Sense 2nd (rit.) Action Divin. × Touch
Continual Flame 2nd Action Evoc. Touch
Darkvision 2nd Action Trans. Touch
Dust Devil 2nd Action Conj. × 60 feet
Earthbind 2nd Action Trans. × 300 feet
Enhance Ability 2nd Action Trans. × Touch
Enlarge/Reduce 2nd Action Trans. × 30 feet
Find Traps 2nd Action Divin. 120 feet
Flame Blade 2nd Bonus Evoc. × Self
Flaming Sphere 2nd Action Conj. × 60 feet
Gust of Wind 2nd Action Evoc. × Self (60-foot line)
Healing Spirit 2nd Bonus Conj. × 60 feet
Heat Metal 2nd Action Trans. × 60 feet
Hold Person 2nd Action Ench. × 60 feet
Lesser Restoration 2nd Action Abj. Touch
Locate Animals or Plants 2nd (rit.) Action Divin. Self
Locate Object 2nd Action Divin. × Self
Moonbeam 2nd Action Evoc. × 120 feet
Pass without Trace 2nd Action Abj. × Self
Protection from Poison 2nd Action Abj. Touch
Skywrite 2nd (rit.) Action Trans. × Sight
Spike Growth 2nd Action Trans. × 150 feet
Summon Beast 2nd Action Conj. × 90 feet
Warding Wind 2nd Action Evoc. × Self
Wither and Bloom 2nd Action Necro. 60 feet
Class | Druid Spell List
Name Level Time School C. Range
Aura of Vitality 3rd Action Evoc. × Self (30-foot radius)
Call Lightning 3rd Action Conj. × 120 feet
Conjure Animals 3rd Action Conj. × 60 feet
Daylight 3rd Action Evoc. 60 feet
Dispel Magic 3rd Action Abj. 120 feet
Elemental Weapon 3rd Action Trans. × Touch
Erupting Earth 3rd Action Trans. 120 feet
Feign Death 3rd (rit.) Action Necro. Touch
Flame Arrows 3rd Action Trans. × Touch
Freedom of the Waves 3rd Action Conj. 120 feet
Meld into Stone 3rd (rit.) Action Trans. Touch
Plant Growth 3rd Action Trans. 150 feet
Protection from Energy 3rd Action Abj. × Touch
Revivify 3rd Action Necro. Touch
Sleet Storm 3rd Action Conj. × 150 feet
Speak with Plants 3rd Action Trans. Self (30-foot radius)
Summon Fey 3rd Action Conj. × 90 feet
Tidal Wave 3rd Action Conj. 120 feet
Wall of Water 3rd Action Evoc. × 60 feet
Water Breathing 3rd (rit.) Action Trans. 30 feet
Water Walk 3rd (rit.) Action Trans. 30 feet
Wind Wall 3rd Action Evoc. × 120 feet
Blight 4th Action Necro. 30 feet
Charm Monster 4th Action Ench. 30 feet
Confusion 4th Action Ench. × 90 feet
Conjure Minor Elementals 4th 1 Min. Conj. × 90 feet
Conjure Woodland Beings 4th Action Conj. × 60 feet
Control Water 4th Action Trans. × 300 feet
Divination 4th (rit.) Action Divin. Self
Dominate Beast 4th Action Ench. × 60 feet
Elemental Bane 4th Action Trans. × 90 feet
Fire Shield 4th Action Evoc. Self
Freedom of Movement 4th Action Abj. Touch
Name Level Time School C. Range
Giant Insect 4th Action Trans. × 30 feet
Grasping Vine 4th Bonus Conj. × 30 feet
Guardian of Nature 4th Bonus Trans. × Self
Hallucinatory Terrain 4th 10 Min. Illu. 300 feet
Ice Storm 4th Action Evoc. 300 feet
Locate Creature 4th Action Divin. × Self
Polymorph 4th Action Trans. × 60 feet
Stone Shape 4th Action Trans. Touch
Stoneskin 4th Action Abj. × Touch
Summon Elemental 4th Action Conj. × 90 feet
Wall of Fire 4th Action Evoc. × 120 feet
Watery Sphere 4th Action Conj. × 90 feet
Antilife Shell 5th Action Abj. × Self (10-foot radius)
Awaken 5th 8 Hr. Trans. Touch
Commune with Nature 5th (rit.) 1 Min. Divin. Self
Cone of Cold 5th Action Evoc. Self (60-foot cone)
Conjure Elemental 5th 1 Min. Conj. × 90 feet
Contagion 5th Action Necro. Touch
Control Winds 5th Action Trans. × 300 feet
Freedom of the Winds 5th Action Abj. × Self
Geas 5th 1 Min. Ench. 60 feet
Greater Restoration 5th Action Abj. Touch
Insect Plague 5th Action Conj. × 300 feet
Maelstrom 5th Action Evoc. × 120 feet
Mass Cure Wounds 5th Action Evoc. 60 feet
Planar Binding 5th 1 Hr. Abj. 60 feet
Reincarnate 5th 1 Hr. Trans. Touch
Scrying 5th 10 Min. Divin. × Self
Summon Draconic Spirit 5th Action Conj. × 60 feet
Transmute Rock 5th Action Trans. 120 feet
Tree Stride 5th Action Conj. × Self
Wall of Stone 5th Action Evoc. × 120 feet
Wrath of Nature 5th Action Evoc. × 120 feet
Bones of the Earth 6th Action Trans. 120 feet
Conjure Fey 6th 1 Min. Conj. × 90 feet
Class | Druid Spell List
Name Level Time School C. Range
Druid Grove 6th 10 Min. Abj. Touch
Find the Path 6th 1 Min. Divin. × Self
Flesh to Stone 6th Action Trans. × 60 feet
Heal 6th Action Evoc. 60 feet
Heroes' Feast 6th 10 Min. Conj. 30 feet
Investiture of Flame 6th Action Trans. × Self
Investiture of Ice 6th Action Trans. × Self
Investiture of Stone 6th Action Trans. × Self
Investiture of Wind 6th Action Trans. × Self
Move Earth 6th Action Trans. × 120 feet
Primordial Ward 6th Action Abj. × Self
Sunbeam 6th Action Evoc. × Self (60-foot line)
Transport via Plants 6th Action Conj. 10 feet
Wall of Thorns 6th Action Conj. × 120 feet
Wind Walk 6th 1 Min. Trans. 30 feet
Draconic Transformation 7th Bonus Trans. × Self
Fire Storm 7th Action Evoc. 150 feet
Mirage Arcane 7th 10 Min. Illu. Sight
Plane Shift 7th Action Conj. Touch
Regenerate 7th 1 Min. Trans. Touch
Reverse Gravity 7th Action Trans. × 100 feet
Symbol 7th 1 Min. Abj. Touch
Whirlwind 7th Action Evoc. × 300 feet
Animal Shapes 8th Action Trans. × 30 feet
Antipathy/Sympathy 8th 1 Hr. Ench. 60 feet
Control Weather 8th 10 Min. Trans. × Self (5-mile radius)
Earthquake 8th Action Evoc. × 500 feet
Feeblemind 8th Action Ench. 150 feet
Incendiary Cloud 8th Action Conj. × 150 feet
Sunburst 8th Action Evoc. 150 feet
Tsunami 8th 1 Min. Conj. × Sight
Foresight 9th 1 Min. Divin. Touch
Shapechange 9th Action Trans. × Self
Storm of Vengeance 9th Action Conj. × Sight
True Resurrection 9th 1 Hr. Necro. Touch
Class | Druid Spell List

Fighter

Fighters

"Slow to learn, aren't they?" a white-haired old knight who'd lost his helm in the last fray drawled. "This is getting to be like a proper romp in the dragonjaws, it is! I'll have to get my minstrel to write a ballad about this..." "I hope he sings swiftly, "a purple dragon armsman growled. "Here they are!" The howling spilled over the bodies in another rushing tide of flapping leather, slashing swords, and beady goblin eyes. Men planted themselves—no running and leaping now—to hew steadily, like harvesters with scythes and many fields in front of them, in a rhythm of death.— Troy Denning, Death of the Dragon!

Whether doughty warriors, idealistic young soldiers, or hard-bitten mercenaries, fighters are found everywhere in the Forgotten Realms. Even the most peaceful lands have militia for protection against their enemies, and many great rulers in the Realms' past were fighters of some sort. There are always opportunities for those who know how to handle themselves in a fight.

Able-bodied folk in many parts of the Sword Coast and the North learn at least the rudiments of combat as part of a local militia, serving in times of need, while a few go on to become professional soldiers, guards, or the like. Officers tend to come from the nobility, although there are opportunities for capable leaders to demonstrate their skills and rise through the ranks.

Fighters who don't make a career of soldiering find other ways to demonstrate their prowess. Mercenaries find employment with those who need skilled warriors but who lack the time or means to train them. Such employers include adventuring companies, which are almost always in need of a reliable fighter.

Merchants and guilds hire guards to protect caravans, ships, and their warehouses and guildhalls. Such work affords the opportunity for frequent travel and danger.

A good deal of danger comes from fighters who abandon legitimate employment to become bandits—raiding caravans, robbing travelers, and pillaging isolated homesteads, manors, and villages. Out-of-luck fighters might also take part in gladiatorial fights or similar blood sports to make a living off their skills, although such matches are virtually unknown on the Sword Coast and in the North, as compared to southern nations like Amn and Calimshan.

Martial Archetype

Fighters in the Forgotten Realms have the following Martial Archetype option, in addition to those in the Player's Handbook.

  • Purple Dragon Knight (Banneret)

Source: Sword Coast Adventurer's Guide

Class | Fighter
Fighter
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st 2 Fighting Style, Second Wind
2nd 2 Action Surge
3rd 2 Martial Archetype 2 3 2
4th 2 Ability Score Improvement, Martial Versatility 2 4 3
5th 3 Extra Attack 2 4 3
6th 3 Ability Score Improvement 2 4 3
7th 3 Martial Archetype feature 2 5 4 2
8th 3 Ability Score Improvement 2 6 4 2
9th 4 Indomitable 2 6 4 2
10th 4 Martial Archetype feature 3 7 4 3
11th 4 Extra Attack (2) 3 8 4 3
12th 4 Ability Score Improvement 3 8 4 3
13th 5 Indomitable (two uses) 3 9 4 3 2
14th 5 Ability Score Improvement 3 10 4 3 2
15th 5 Martial Archetype feature 3 10 4 3 2
16th 5 Ability Score Improvement 3 11 4 3 3
17th 6 Action Surge (two uses), Indomitable (three uses) 3 11 4 3 3
18th 6 Martial Archetype feature 3 11 4 3 3
19th 6 Ability Score Improvement 3 12 4 3 3 1
20th 6 Extra Attack (3) 3 13 4 3 3 1

Class | Fighter

Class Features

As a Fighter, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor, heavy armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

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


  • a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Strength 13 or Dexterity 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: light armor, medium armor, shields
  • Weapon: simple weapons, martial weapons

  • Source: PHB, pg 70. Also found in the SRD 5.1 and the Basic Rules (2014).

Fighter

A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.

A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight—and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.

All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Creating a Fighter

As you build your fighter, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death's embrace.

Class | Fighter

Quick Build

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.


The following information is from Xanathar’s Guide to Everything, page 27.

Let me know when you're all done talking.

— Tordek

Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the one hand, a singular feature of the class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand, regardless of the tools and methods one uses, at the heart of every fighter's motivation lies the same basic truth: it is better to wound than to be wounded.

Although some adventuring fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most fighters comes from sending enemies to their doom.

The sections below offer ways to add a little depth and a few personal touches to your fighter character.

Sticks and stones may break my bones, but swords will never hurt me—as long as I stay really high and shoot down at an angle.

— Xanathar

Heraldic Sign

Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one's self-interest.

Your character could be affiliated with an organization or a cause, and thus might already travel under a banner of some sort. If that's not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world.

Heraldic Signs

d6 Heraldic Signs
1 A rampant golden dragon on a green field, representing valor and a quest for wealth
2 The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power
3 Crossed greatswords in front of a castle gate, signifying the defense of a city or kingdom
4 A skull with a dagger through it, representing the doom you bring to your enemies
5 A phoenix in a ring of fire, an expression of an indomitable spirit
6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill

Instructor

Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.

A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background.

If you decide that your character had an individual instructor, what is that person's specialty? Do you emulate your instructor in how you fight, or did you take the instructor's teachings and adapt them to your own purposes?

Instructor

d6 Instructor
1 Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life to earn money and fame.
2 Military. Your trainer served with a group of soldiers and knows much about working as a team.
3 City Watch. Crowd control and peacekeeping are your instructor's specialties.
4 Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was practically an everyday occurrence.
5 Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficiency.
6 Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively.
Class | Fighter

Style

Many fighters distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not always the case—someone's approach to the world in general does not necessarily dictate how that person operates when lives are on the line.

Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed when weapons are drawn?

Style

d6 Style
1 Elegant. You move with precise grace and total control, never using more energy than you need.
2 Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying.
3 Cunning. You dart in to attack at just the right moment and use small-scale tactics to tilt the odds in your favor.
4 Effortless. You rarely perspire or display anything other than a stoic expression in battle.
5 Energetic. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand.
6 Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat them.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see 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. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Class | Fighter

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

4th-level fighter optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Ability Score Improvement

When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Archetype feature

At 7th level, you gain a feature granted by your Martial Archetype.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetype feature

At 10th level, you gain a feature granted by your Martial Archetype.

Extra Attack (2)

At 11th level, you can attack three times whenever you take the Attack action on your turn.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Indomitable (two uses)

At 13th level, you can use Indomitable twice between long rests.

Class | Fighter

Ability Score Improvement

When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Archetype feature

At 15th level, you gain a feature granted by your Martial Archetype.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Action Surge (two uses)

At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.

Indomitable (three uses)

At 17th level, you can use Indomitable three times between long rests.

Martial Archetype feature

At 18th level, you gain a feature granted by your Martial Archetype.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (3)

At 20th level, you can attack four times whenever you take the Attack action on your turn.


Class source: PHB, page 72. Also found in SRD 5.1

Class | Fighter

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven 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 two Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. 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 + Intelligence modifier + Proficiency Bonus

Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed 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 Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or 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 Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

Class | Fighter

The force damage increases to 2d6 when you reach 18th level in this class.

Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.


Arrows are the worst. They go much farther than eye rays. That's why I stay indoors all the time. Besides, the sky is totally overrated.

— Xanathar

So there are different names for different sorts of people who swing swords? Why? Let me try: big sword swinger and tiny sword swinger. No, that sounds like it's the size of the sword that matters. How about: big meat bag with a sword and little meat bag with a sword!

— Xanathar


Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 7th level.

Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 10th level.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 15th level.

Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter.


Subclass source: XGE, pg 28.

Class | Fighter

Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + Strength or Dexterity modifier (your choice) + Proficiency Bonus

Maneuvers

The maneuvers are presented in alphabetical order.

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

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

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

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

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Class | Fighter

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Maneuver Options

3rd-level fighter optional feature

If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the Superior Technique fighting style or the Martial Adept feat.

Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Quick Toss. As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Additional Maneuvers

At 7th level, you learn two additional maneuvers of your choice.

Additional Superiority Die

You gain another superiority die at 7th level.

Know Your Enemy

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Additional Maneuvers

At 10th level, you learn two additional maneuvers of your choice.

Improved Combat Superiority (d10)

At 10th level, your superiority dice turn into d10s.

Additional Maneuvers

At 15th level, you learn two additional maneuvers of your choice.

Additional Superiority Die

You gain another superiority die at 15th level.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Improved Combat Superiority (d12)

At 18th level, your superiority dice turn into d12s.


Subclass source: PHB, pg 73.

Class | Fighter

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.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

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 melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

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 a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

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 + your proficiency bonus + 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.


Subclass source: XGE, pg 30.

Class | Fighter

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.


Subclass source: PHB, pg 72.

Class | Fighter

Echo Knight

A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon 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

3rd-level Echo Knight feature

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the echo in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Unleash Incarnation

3rd-level Echo Knight feature

You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

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

Echo Avatar

7th-level Echo Knight feature

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

10th-level Echo Knight feature

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

15th-level Echo Knight feature

You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

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

Legion of One

18th-level Echo Knight feature

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.


Subclass source: EGW, pg 183.

Class | Fighter

Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

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

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

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + Intelligence modifier + Proficiency Bonus

Spell attack modifier = Intelligence modifier + Proficiency Bonus

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.


Subclass source: PHB, pg 74.

Class | Fighter

Psi Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Psionic Power

3rd-level Psi Warrior feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

  • Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

  • Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

  • Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Adept

7th-level Psi Warrior feature

You have mastered new ways to use your telekinetic abilities, detailed below.

  • Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

  • Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Guarded Mind

10th-level Psi Warrior feature

The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

15th-level Psi Warrior feature

You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Master

18th-level Psi Warrior feature

Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.


Subclass source: TCE, pg 42.

Class | Fighter
Class | Fighter

Purple Dragon Knight (Banneret)

Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.

A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Restriction: Knighthood

Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.

Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Royal Envoy

A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Inspiring Surge

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.


Subclass source: SCAG, pg 128.

Class | Fighter

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

3rd-level Rune Knight feature

You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

Rune Carver

3rd-level Rune Knight feature

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.

Runes Known

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 + your proficiency bonus + 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.

Class | Fighter

Giant's Might

3rd-level Rune Knight feature

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 a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Runic Shield

7th-level Rune Knight feature

You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

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

Additional Rune Known

7th-level Rune Knight feature

You learn an additional Rune.


Subclass source: TCE, pg 44.

Class | Fighter

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.


Subclass source: XGE, pg 31.

Class | Fighter

"Fighter" Spell List

_There are 3 "official" Fighter half-casters, they might have different spell options, I did not check.

Name Level Time School C. Range
Acid Splash Cantrip Action Conj. 60 feet
Blade Ward Cantrip Action Abj. Self
Booming Blade Cantrip Action Evoc. Self (5-foot radius)
Chill Touch Cantrip Action Necro. 120 feet
Control Flames Cantrip Action Trans. 60 feet
Create Bonfire Cantrip Action Conj. × 60 feet
Dancing Lights Cantrip Action Evoc. × 120 feet
Druidcraft Cantrip Action Trans. 30 feet
Fire Bolt Cantrip Action Evoc. 120 feet
Friends Cantrip Action Ench. × Self
Frostbite Cantrip Action Evoc. 60 feet
Green-Flame Blade Cantrip Action Evoc. Self (5-foot radius)
Gust Cantrip Action Trans. 30 feet
Infestation Cantrip Action Conj. 30 feet
Light Cantrip Action Evoc. Touch
Lightning Lure Cantrip Action Evoc. Self (15-foot radius)
Mage Hand Cantrip Action Conj. 30 feet
Mending Cantrip 1 Min. Trans. Touch
Message Cantrip Action Trans. 120 feet
Mind Sliver Cantrip Action Ench. 60 feet
Minor Illusion Cantrip Action Illu. 30 feet
Mold Earth Cantrip Action Trans. 30 feet
Poison Spray Cantrip Action Conj. 10 feet
Prestidigitation Cantrip Action Trans. 10 feet
Ray of Frost Cantrip Action Evoc. 60 feet
Shape Water Cantrip Action Trans. 30 feet
Shocking Grasp Cantrip Action Evoc. Touch
Sword Burst Cantrip Action Conj. Self (5-foot radius)
Thunderclap Cantrip Action Evoc. 5 feet
Toll the Dead Cantrip Action Necro. 60 feet
True Strike Cantrip Action Divin. × 30 feet
Absorb Elements 1st Reaction Abj. Self
Alarm 1st (rit.) 1 Min. Abj. 30 feet
Burning Hands 1st Action Evoc. Self (15-foot cone)
Catapult 1st Action Trans. 60 feet
Name Level Time School C. Range
Cause Fear 1st Action Necro. × 60 feet
Charm Person 1st Action Ench. 30 feet
Chromatic Orb 1st Action Evoc. 90 feet
Color Spray 1st Action Illu. Self (15-foot cone)
Comprehend Languages 1st (rit.) Action Divin. Self
Detect Magic 1st (rit.) Action Divin. × Self
Disguise Self 1st Action Illu. Self
Distort Value 1st 1 Min. Illu. Touch
Earth Tremor 1st Action Evoc. 10 feet
Expeditious Retreat 1st Bonus Trans. × Self
False Life 1st Action Necro. Self
Feather Fall 1st Reaction Trans. 60 feet
Find Familiar 1st (rit.) 1 Hr. Conj. 10 feet
Fog Cloud 1st Action Conj. × 120 feet
Frost Fingers 1st Action Evoc. Self (15-foot cone)
Grease 1st Action Conj. 60 feet
Ice Knife 1st Action Conj. 60 feet
Identify 1st (rit.) 1 Min. Divin. Touch
Illusory Script 1st (rit.) 1 Min. Illu. Touch
Jim's Magic Missile 1st Action Evoc. 120 feet
Jump 1st Action Trans. Touch
Longstrider 1st Action Trans. Touch
Mage Armor 1st Action Abj. Touch
Magic Missile 1st Action Evoc. 120 feet
Protection from Evil and Good 1st Action Abj. × Touch
Ray of Sickness 1st Action Necro. 60 feet
Shield 1st Reaction Abj. Self
Silent Image 1st Action Illu. × 60 feet
Silvery Barbs 1st Reaction Ench. 60 feet
Sleep 1st Action Ench. 90 feet
Snare 1st 1 Min. Abj. Touch
Tasha's Caustic Brew 1st Action Evoc. × Self (30-foot line)
Class | Fighter
Name Level Time School C. Range
Tasha's Hideous Laughter 1st Action Ench. × 30 feet
Tenser's Floating Disk 1st (rit.) Action Conj. 30 feet
Thunderwave 1st Action Evoc. Self (15-foot cube)
Unseen Servant 1st (rit.) Action Conj. 60 feet
Witch Bolt 1st Action Evoc. × 30 feet
Aganazzar's Scorcher 2nd Action Evoc. 30 feet
Air Bubble 2nd Action Conj. 60 feet
Alter Self 2nd Action Trans. × Self
Arcane Lock 2nd Action Abj. Touch
Augury 2nd (rit.) 1 Min. Divin. Self
Blindness/Deafness 2nd Action Necro. 30 feet
Blur 2nd Action Illu. × Self
Borrowed Knowledge 2nd Action Divin. Self
Cloud of Daggers 2nd Action Conj. × 60 feet
Continual Flame 2nd Action Evoc. Touch
Crown of Madness 2nd Action Ench. × 120 feet
Darkness 2nd Action Evoc. × 60 feet
Darkvision 2nd Action Trans. Touch
Detect Thoughts 2nd Action Divin. × Self
Dragon's Breath 2nd Bonus Trans. × Touch
Dust Devil 2nd Action Conj. × 60 feet
Earthbind 2nd Action Trans. × 300 feet
Enhance Ability 2nd Action Trans. × Touch
Enlarge/Reduce 2nd Action Trans. × 30 feet
Flaming Sphere 2nd Action Conj. × 60 feet
Gentle Repose 2nd (rit.) Action Necro. Touch
Gift of Gab 2nd Reaction Ench. Self
Gust of Wind 2nd Action Evoc. × Self (60-foot line)
Hold Person 2nd Action Ench. × 60 feet
Invisibility 2nd Action Illu. × Touch
Jim's Glowing Coin 2nd Action Ench. 60 feet
Kinetic Jaunt 2nd Bonus Trans. × Self
Knock 2nd Action Trans. 60 feet
Levitate 2nd Action Trans. × 60 feet
Locate Object 2nd Action Divin. × Self
Name Level Time School C. Range
Magic Mouth 2nd (rit.) 1 Min. Illu. 30 feet
Magic Weapon 2nd Bonus Trans. × Touch
Maximilian's Earthen Grasp 2nd Action Trans. × 30 feet
Melf's Acid Arrow 2nd Action Evoc. 90 feet
Mind Spike 2nd Action Divin. × 60 feet
Mirror Image 2nd Action Illu. Self
Misty Step 2nd Bonus Conj. Self
Nathair's Mischief 2nd Action Illu. × 60 feet
Nystul's Magic Aura 2nd Action Illu. Touch
Phantasmal Force 2nd Action Illu. × 60 feet
Pyrotechnics 2nd Action Trans. 60 feet
Ray of Enfeeblement 2nd Action Necro. × 60 feet
Rime's Binding Ice 2nd Action Evoc. Self (30-foot cone)
Rope Trick 2nd Action Trans. Touch
Scorching Ray 2nd Action Evoc. 120 feet
See Invisibility 2nd Action Divin. Self
Shadow Blade 2nd Bonus Illu. × Self
Shatter 2nd Action Evoc. 60 feet
Skywrite 2nd (rit.) Action Trans. × Sight
Snilloc's Snowball Swarm 2nd Action Evoc. 90 feet
Spider Climb 2nd Action Trans. × Touch
Spray of Cards 2nd Action Conj. Self (15-foot cone)
Suggestion 2nd Action Ench. × 30 feet
Tasha's Mind Whip 2nd Action Ench. 90 feet
Vortex Warp 2nd Action Conj. 90 feet
Warding Wind 2nd Action Evoc. × Self
Warp Sense 2nd Action Divin. × Self
Web 2nd Action Conj. × 60 feet
Wither and Bloom 2nd Action Necro. 60 feet
Animate Dead 3rd 1 Min. Necro. 10 feet
Antagonize 3rd Action Ench. 30 feet
Ashardalon's Stride 3rd Bonus Trans. × Self
Bestow Curse 3rd Action Necro. × Touch
Blink 3rd Action Trans. Self
Catnap 3rd Action Ench. 30 feet
Class | Fighter
Name Level Time School C. Range
Clairvoyance 3rd 10 Min. Divin. × 1 mile
Counterspell 3rd Reaction Abj. 60 feet
Dispel Magic 3rd Action Abj. 120 feet
Enemies Abound 3rd Action Ench. × 120 feet
Erupting Earth 3rd Action Trans. 120 feet
Fast Friends 3rd Action Ench. × 30 feet
Fear 3rd Action Illu. × Self (30-foot cone)
Feign Death 3rd (rit.) Action Necro. Touch
Fireball 3rd Action Evoc. 150 feet
Flame Arrows 3rd Action Trans. × Touch
Fly 3rd Action Trans. × Touch
Gaseous Form 3rd Action Trans. × Touch
Glyph of Warding 3rd 1 Hr. Abj. Touch
Haste 3rd Action Trans. × 30 feet
Hypnotic Pattern 3rd Action Illu. × 120 feet
Incite Greed 3rd Action Ench. × 30 feet
Intellect Fortress 3rd Action Abj. × 30 feet
Leomund's Tiny Hut 3rd (rit.) 1 Min. Evoc. Self (10-foot-radius hemisphere)
Life Transference 3rd Action Necro. 30 feet
Lightning Bolt 3rd Action Evoc. Self (100-foot line)
Magic Circle 3rd 1 Min. Abj. 10 feet
Major Image 3rd Action Illu. × 120 feet
Melf's Minute Meteors 3rd Action Evoc. × Self
Nondetection 3rd Action Abj. Touch
Phantom Steed 3rd (rit.) 1 Min. Illu. 30 feet
Protection from Energy 3rd Action Abj. × Touch
Remove Curse 3rd Action Abj. Touch
Sending 3rd Action Evoc. Unlimited
Sleet Storm 3rd Action Conj. × 150 feet
Slow 3rd Action Trans. × 120 feet
Speak with Dead 3rd Action Necro. 10 feet
Spirit Shroud 3rd Bonus Necro. × Self
Name Level Time School C. Range
Stinking Cloud 3rd Action Conj. × 90 feet
Summon Fey 3rd Action Conj. × 90 feet
Summon Lesser Demons 3rd Action Conj. × 60 feet
Summon Shadowspawn 3rd Action Conj. × 90 feet
Summon Undead 3rd Action Necro. × 90 feet
Thunder Step 3rd Action Conj. 90 feet
Tidal Wave 3rd Action Conj. 120 feet
Tiny Servant 3rd 1 Min. Trans. Touch
Tongues 3rd Action Divin. Touch
Vampiric Touch 3rd Action Necro. × Self
Wall of Sand 3rd Action Evoc. × 90 feet
Wall of Water 3rd Action Evoc. × 60 feet
Water Breathing 3rd (rit.) Action Trans. 30 feet
Arcane Eye 4th Action Divin. × 30 feet
Banishment 4th Action Abj. × 60 feet
Blight 4th Action Necro. 30 feet
Charm Monster 4th Action Ench. 30 feet
Confusion 4th Action Ench. × 90 feet
Conjure Minor Elementals 4th 1 Min. Conj. × 90 feet
Control Water 4th Action Trans. × 300 feet
Dimension Door 4th Action Conj. 500 feet
Divination 4th (rit.) Action Divin. Self
Elemental Bane 4th Action Trans. × 90 feet
Evard's Black Tentacles 4th Action Conj. × 90 feet
Fabricate 4th 10 Min. Trans. 120 feet
Fire Shield 4th Action Evoc. Self
Gate Seal 4th 1 Min. Abj. 60 feet
Greater Invisibility 4th Action Illu. × Touch
Hallucinatory Terrain 4th 10 Min. Illu. 300 feet
Ice Storm 4th Action Evoc. 300 feet
Leomund's Secret Chest 4th Action Conj. Touch
Locate Creature 4th Action Divin. × Self
Mordenkainen's Faithful Hound 4th Action Conj. 30 feet
Mordenkainen's Private Sanctum 4th 10 Min. Abj. 120 feet
Class | Fighter
Name Level Time School C. Range
Otiluke's Resilient Sphere 4th Action Evoc. × 30 feet
Phantasmal Killer 4th Action Illu. × 120 feet
Polymorph 4th Action Trans. × 60 feet
Raulothim's Psychic Lance 4th Action Ench. 120 feet
Sickening Radiance 4th Action Evoc. × 120 feet
Spirit of Death 4th Action Necro. × 60 feet
Stone Shape 4th Action Trans. Touch
Stoneskin 4th Action Abj. × Touch
Storm Sphere 4th Action Evoc. × 150 feet
Summon Aberration 4th Action Conj. × 90 feet
Summon Construct 4th Action Conj. × 90 feet
Summon Elemental 4th Action Conj. × 90 feet
Summon Greater Demon 4th Action Conj. × 60 feet
Vitriolic Sphere 4th Action Evoc. 150 feet
Wall of Fire 4th Action Evoc. × 120 feet
Watery Sphere 4th Action Conj. × 90 feet
Telekinesis 5th Action Trans. × 60 feet
Class | Fighter Spell List

Monk

Monks

The fat man straightened his black-and-gold vest, lowered his round head, and charged. Danica waited until he was right in front of her, and to the onlookers it appeared as if the woman would be buried beneath mounds of flesh. at the last moment, she dipped her head under the fat man's lunging arm, caught his hand, and casually stepped behind him as he lumbered past. A subtle twist of her wrist stopped him dead in his tracks, and before he even realized what was happening, Danica kicked the back of both his knees, dropping him to a kneel.— R.A. Salvatore, Canticle

Some of the earliest monastic orders in Faerûn arose in the southern lands of Amn and Calimshan, their practices migrating north and east at the same time similar practices filtered westward from distant Kara-Tur.

The oldest orders have branched or fractured into smaller offshoots over time, such that there are now dozens of them. Most are no more than a few dozen members living in an isolated community in the wilderness. Some monastic communities have members numbering in the hundreds, with a presence closer to civilization, and often with correspondingly greater influence, for those orders concern themselves with worldly affairs.

As most monastic orders in Faerûn arose from human nations, the majority of monks in those communities tend to be human. Monasteries have long been sanctuaries for foundlings and outcasts of various sorts, so nonhuman monks are not unheard of.

Class | Monk

Monastic Orders

The following orders can be found in various parts of the Forgotten Realms.

The Dark Moon

A monastic order devoted to Shar, the Dark Moon works openly in lands where her worship is accepted and in secret wilderness and underground hideaways where it isn't. Its followers seek "knowledge and conversation with the shadow," believing true wisdom is found in darkness and loss, both literally and spiritually. Its adherents most often follow the Way of Shadow, as described in the Monastic Tradition class feature in the Player's Handbook.

The Hin Fist

A halfling monastic order from Luiren, adherents of the Hin Fist turn their people's natural confidence into a spiritual path for mastering themselves and their potential. A few Hin Fist masters have established monasteries in lands outside Luiren, where the teachings available only to halflings have been opened to students of other races who are willing to follow the path laid out by Yondalla. Hin Fist monks generally follow the Way of the Open Hand, as described in the Monastic Tradition class feature in the Player's Handbook.

Order of the Yellow Rose

Also known as the Disciples of Saint Sollars the Twice-Martyred, the Order of the Yellow Rose is a solitary monastery of Ilmater worshipers in the Earthspur Mountains of Damara. It is known for loyalty to its allies and destruction to its enemies. Greatly respected on matters of truth and diplomacy, the monks work hard to survive in their remote sanctuary. The monks of the Monastery of the Yellow Rose use the remorhaz to test their disciples. Young monks must prove the power of their mind to overcome fear and pain by riding the beasts.

The faith of Ilmater fosters far more orders of monks than other gods. Other Ilmatari monastic orders include the Followers of the Unhindered Path, the Disciples of St. Morgan the Taciturn, and the Sisters of St. Jasper of the Rocks.

Monks of Ilmater often travel as wanderers, begging for alms, seeking enlightenment, and relieving the suffering of others. They tend to follow the Way of the Open Hand, as described in the Monastic Tradition class feature in the Player's Handbook.

The Sun Souls

The Sun Soul monks follow a monastic tradition that they believe has its roots in the ancient empire of Netheril. In their philosophy, living things harbor a fragment of the sun's mystic essence within them. Just as the body has a shadow, so too does the spirit have a light. That light is called the sun soul. Brothers and sisters of the Order of the Sun Soul train to tap into the "spiritual light within" and manifest it as supernatural feats of prowess and endurance. Members of this order follow the Way of the Sun Soul, which is described in the "Monastic Traditions" section below.

To get in touch with their internal light, Sun Soul monks follow a strict code of ascetic conduct called the Precepts of Incandescence. It emphasizes three pillars:

Seek physical perfection

To open the way for the sun soul to manifest, one should strive to make the body beautiful. Fitness, cleanliness, and well-honed physicality create a clearer window through which the light can shine.

Seek spiritual virtue

Recognize the light in others, not just the darkness. Grant and take each new chance to be virtuous.

Shine light into darkness

Share the soul's light with the world. Light up dark places with your presence and banish shadow.

Due to the precepts' similarity to the teachings of some faiths, the Order of the Sun Soul has long had associations with temples and the faithful of three particular deities: Sune, Selûne, and Lathander. The dictate to seek physical perfection and recognize hidden virtue has similarity to Sune's teachings about physical and spiritual beauty. Followers of Selûne recognize their goddess's exhortation to battle darkness and seek virtue. And of course, Lathander's association with the sun links to the Sun Soul philosophy, but more critically for worshipers of Lathander, they see the idea of granting and taking new chances as similar to Lathander's emphasis on new beginnings.

Long Death Monks

Followers of the Way of the Long Death worship the principle of death more so than any deity of death. These monks seek the secrets of life by studying death itself. It is the condition of being dead that concerns them most, and not what lies beyond; the afterlife holds little interest for them. Their monasteries are full of decaying, dying, and dead animal and plant specimens, which they study with detached interest. They frequently purchase rare specimens from adventurers and merchants that they can't obtain easily themselves. But such studies are only part of the monks' daily life: They seek to understand death as it pertains especially to intelligent living beings, and to this end they eagerly welcome the diseased and the dying so that they might watch and record their deaths. If such unfortunates seek release from pain through death, the monks provide it. They view death as a gift that they bestow on those who are ready for it. Their means of determining readiness vary from one sect (or even one monk) to another.

The monks suffer no moral qualms about these deeds, for death is the most natural thing in the world, from their perspective, and to expire in service to its principle is one of the most profoundly holy experiences a living being can hope to enjoy. It is for this reason that the monks themselves do not fear death.

Class | Monk

Most of the order's members are either scholars who share mutual fascination with death and dying or clergy who worship one of the deities concerned with death. Some of the monks consider themselves to be nothing less than visionaries whose work will pave the way for a better future for all Faerûn. When death is truly understood, it can be harnessed and used as a tool for the betterment of all, or so they rationalize to themselves.

Monks of this tradition follow the Way of the Long Death, which is described in the "Monastic Traditions" section below.

The Yielding Way

The monastic order of Eldath is the Disciples of the Yielding Way, sometimes known as the Brothers and Sisters of the Open Palm. These monks guard sacred sites where many priests dwell, and they travel the countryside gathering information for isolated groves and fastnesses. They don't ever seek to provoke violence, but are quite deadly when defending themselves, their charges, and their holy sites.

Monastic Traditions

Monks in the Forgotten Realms have the following Monastic Tradition options, in addition to those in the Player's Handbook.

  • Way of the Long Death
  • Way of the Sun Soul

Source: Sword Coast Adventurer's Guide

Class | Monk
Monk
Level Proficiency Bonus Features Martial Arts Ki Points Unarmored Movement
1st 2 Unarmored Defense, Martial Arts 1d4
2nd 2 Ki, Dedicated Weapon, Unarmored Movement 1d4 2 +10 ft.
3rd 2 Deflect Missiles, Monastic Tradition, Ki-Fueled Attack 1d4 3 +10 ft.
4th 2 Ability Score Improvement, Slow Fall, Quickened Healing 1d4 4 +10 ft.
5th 3 Extra Attack, Stunning Strike, Focused Aim 1d6 5 +10 ft.
6th 3 Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 +15 ft.
7th 3 Evasion, Stillness of Mind 1d6 7 +15 ft.
8th 3 Ability Score Improvement 1d6 8 +15 ft.
9th 4 Unarmored Movement improvement 1d6 9 +15 ft.
10th 4 Purity of Body 1d6 10 +20 ft.
11th 4 Monastic Tradition feature 1d8 11 +20 ft.
12th 4 Ability Score Improvement 1d8 12 +20 ft.
13th 5 Tongue of the Sun and Moon 1d8 13 +20 ft.
14th 5 Diamond Soul 1d8 14 +25 ft.
15th 5 Timeless Body 1d8 15 +25 ft.
16th 5 Ability Score Improvement 1d8 16 +25 ft.
17th 6 Monastic Tradition feature 1d10 17 +25 ft.
18th 6 Empty Body 1d10 18 +30 ft.
19th 6 Ability Score Improvement 1d10 19 +30 ft.
20th 6 Perfect Self 1d10 20 +30 ft.

Class | Monk

Class Features

As a Monk, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: none
  • Weapons: simple weapons, shortswords
  • Tools: any one type of artisan's tools or any one musical instrument of your choice

  • Saving Throws: Strength, Dexterity
  • Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Equipment

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


  • (a) a shortsword or (b) any simple weapon (a) a dungeoneer's pack or (b) an explorer's pack 10 darts Alternatively, you may start with 5d4 gp to buy your own equipment.

Alternatively, you may start with xxx × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Dexterity 13, Wisdom 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Weapons: simple weapons, shortswords

  • Source: PHB, pg 76. Also found in the SRD 5.1.

Monk

... Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

The Magic of Ki

Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.

Training and Asceticism

Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families.

Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.

The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

Creating a Monk

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?

Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?

Class | Monk

As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.

Quick Build

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.


The following information is from Xanathar’s Guide to Everything, page 32.

Do not mistake my silence for acceptance of your villainy. While you blustered and threatened, I've planned four different ways to snap your neck with my bare hands.

— Ember, grand master of flowers

Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself completely, one learns much of the wider world.

A monk's focus on inner mastery leads many such individuals to become detached from society, more concerned with their personal experience than with happenings elsewhere. Adventuring monks are a rare breed of an already rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large.

Playing a monk character offers many intriguing opportunities to try something different. To distinguish your monk character even further, consider the options in the sections that follow.

I bet I could be a monk if I wanted.

What? Why are you laughing?

— Xanathar

Monastery

A monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a monastery make it their home for the rest of their lives, with the exception of adventurers and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need.

What sort of place was your monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way?

Monastery

d6 Monastery
1 Your monastery is carved out of a mountainside, where it looms over a treacherous pass.
2 Your monastery is high in the branches of an immense tree in the Feywild.
3 Your monastery was founded long ago by a cloud giant and is inside a cloud castle that can be reached only by flying.
4 Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders.
5 Your monastery was founded by gnomes and is an underground labyrinth of tunnels and rooms.
6 Your monastery was carved from an iceberg in the frozen reaches of the world.

Icon

Even in the monastic lifestyle, which eschews materialism and personal possessions, symbolism plays an important part in defining the identity of an order. Some monastic orders treat certain creatures with special regard, either because the creature is tied to the order's history or because it serves as an example of a quality the monks seek to emulate.

If your character's monastery had a special icon, you might wear a crude image of the creature somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps your order's icon does not have a physical form but is expressed through a gesture or a posture that you adopt, and which other monks might know how to interpret.

Icon

d6 Icon
1 Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons why your order admires the monkey.
2 Dragon Turtle. The monks of your seaside monastery venerate the dragon turtle, reciting ancient prayers and offering garlands of flowers to honor this living spirit of the sea.
3 Ki-rin. Your monastery sees its main purpose as watching over and protecting the land in the manner of the ki-rin.
4 Owlbear. The monks of your monastery revere a family of owlbears and have coexisted with them for generations.
5 Hydra. Your order singles out the hydra for its ability to unleash several attacks simultaneously.
6 Dragon. A dragon once laired within your monastery. Its influence remains long after its departure.
Class | Monk

Master

During your studies, you were likely under the tutelage of a master who imparted to you the precepts of the order. Your master was the one most responsible for shaping your understanding of the martial arts and your attitude toward the world. What sort of person was your master, and how did your relationship with your master affect you?

Master

d6 Master
1 Your master was a tyrant whom you had to defeat in single combat to complete your instruction.
2 Your master was kindly and taught you to pursue the cause of peace.
3 Your master was merciless in pushing you to your limits. You nearly lost an eye during one especially brutal practice session.
4 Your master seemed goodhearted while tutoring you, but betrayed your monastery in the end.
5 Your master was cold and distant. You suspect that the two of you might be related.
6 Your master was kind and generous, never critical of your progress. Nevertheless, you feel you never fully lived up to the expectations placed on you.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + Wisdom modifier + Proficiency Bonus

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Class | Monk

Dedicated Weapon

2nd-level monk optional feature

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ki-Fueled Attack

3rd-level monk optional feature

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing

4th-level monk optional feature

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Extra Attack

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

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Focused Aim

5th-level monk optional feature

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Monastic Tradition feature

At 6th level, you gain one feature granted by your Monastic Tradition.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Class | Monk

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Unarmored Movement improvement

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Monastic Tradition feature

At 11th level, you gain one feature granted by your Monastic Tradition.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Monastic Tradition feature

At 17th level, you gain one feature granted by your Monastic Tradition.

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.


Class source: PHB, page 76. Available in the SRD 5.1.

Class | Monk

Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

Implements of Mercy

3rd-level Way of Mercy feature

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Merciful Mask

d6 Mask Appearance
1 Raven
2 Blank and white
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly

Hand of Healing

3rd-level Way of Mercy feature

Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hand of Harm

3rd-level Way of Mercy feature

You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Physician's Touch

6th-level Way of Mercy feature

You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm

11th-level Way of Mercy feature

You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.

Hand of Ultimate Mercy

17th-level Way of Mercy feature

Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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


Subclass source: TCE, pg 49.

Class | Monk
Class | Monk

Way of Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadow dancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Shadow Arts

You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.


Subclass source: PHB, pg 80.

Class | Monk

Way 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.

As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.

Ascendant Dragon Origin

d6 Origin
1 You honed your abilities by aligning your spirit with a dragon's world-altering power.
2 A dragon personally took an active role in shaping your inner energy.
3 You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god.
4 You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6 After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons.

Draconic Disciple

3rd-level Way of the Ascendant Dragon feature

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:

  • 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 long rest.

  • Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Breath of the Dragon

3rd-level Way of the Ascendant Dragon feature

You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.


Wings Unfurled

6th-level Way of the Ascendant Dragon feature

When you use your Step of the Wind, you can 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.

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.

Aspect of the Wyrm

11th-level Way of the Ascendant Dragon feature

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 10 feet from you for 1 minute. 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 ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

  • Resistance. 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.

Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Class | Monk

Ascendant Aspect

17th-level Way of the Ascendant Dragon feature

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 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

  • Blindsight. 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 ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).


Subclass source: FTD, pg 13.

Class | Monk

Way of the Astral Self

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki 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

3rd-level Way of the Astral Self feature

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self

6th-level Way of the Astral Self feature

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 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.

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

11th-level Way of the Astral Self feature

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 + 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

17th-level Way of the Astral Self feature

Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

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. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.


Subclass source: TCE, pg 50.

Class | Monk
Class | Monk

Way of the Drunken Master

The Way of the Drunken Master teaches its students 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.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

Drunken Technique

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.

Tipsy Sway

Starting 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 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard's Luck

Starting 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 ki 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 three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.


Subclass source: XGE, pg 33.

Class | Monk

Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Disciple of the Elements

You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.

Spells and Ki Points

Monk Levels Maximum Ki Points for a Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6

Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.

Breath of Winter (17th Level Required). You can spend 6 ki points to cast cone of cold.

Clench of the North Wind (6th Level Required). You can spend 3 ki points to cast hold person.

Elemental Attunement. You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Eternal Mountain Defense (17th Level Required). You can spend 5 ki points to cast stoneskin, targeting yourself.

Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

Fist of Four Thunders. You can spend 2 ki points to cast thunderwave.

Flames of the Phoenix (11th Level Required). You can spend 4 ki points to cast fireball.

Gong of the Summit (6th Level Required). You can spend 3 ki points to cast shatter.

Mist Stance (11th Level Required). You can spend 4 ki points to cast gaseous form, targeting yourself.

Ride the Wind (11th Level Required). You can spend 4 ki points to cast fly, targeting yourself.

River of Hungry Flame (17th Level Required). You can spend 5 ki points to cast wall of fire.

Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.

Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.

Class | Monk

Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.

Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

Water Whip. You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

Wave of Rolling Earth (17th Level Required). You can spend 6 ki points to cast wall of stone.

Extra Elemental Discipline

You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Extra Elemental Discipline

You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Extra Elemental Discipline

You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.


Subclass source: PHB, pg 80.

Class | Monk

Way of the Kensei

Monks of the Way of the Kensei 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

When you choose this tradition 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. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.


Why did the samurai cross the road?... Now you say "Why?"... Okay, here's the joke part: I kensei. Get it? What? Why aren't you laughing? The joke is solid gold, and my delivery was perfect. Maybe you didn't get it because you're stupid.

— Xanathar


One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

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. You can use this feature only once on each of your turns.


Subclass source: XGE, pg 34.

Class | Monk

Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Hand Technique

You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.

Wholeness of Body

You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Quivering Palm

You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.


Subclass source: PHB, pg 79.

Class | Monk

Way of the Sun Soul

Monks of the Way 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 indomitable light shed by the soul of every living creature.

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.


So you have this soul, but you can't see it or touch it. And when you die, this invisible thing leaves your body and goes to a place you can't see. And you people think I'm crazy?

— Xanathar


Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Sun Shield

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.

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 5 + your Wisdom modifier.


Subclass source: XGE, pg 35.

Class | Monk

Paladin

Paladins

Some people are warriors of superior virtue. They exemplify a host of traits that folk consider honorable, just, and good. These warriors aspire to be the best people they can. When such a warrior also has great devotion to a particular deity, that god can reward the faithful with a measure of divine power, making that person a paladin.

Different paladin orders in the Forgotten Realms emphasize different elements of righteous behavior, but all paladins are expected to hold true to a common set of virtues:

  • Liberality. Be generous and tolerant.
  • Good faith. Be honest and keep promises.
  • Courtesy. Treat others with respect despite how they treat you. Give honor to those above your station. Earn the respect of those below your station.
  • Lawfulness. Laws exist to bring prosperity to those under them. Unjust laws must be overturned or changed in a reasonable fashion.
  • Bravery. Gain glory through battle. Defend any charge unto death.
  • Pride in one's actions. Lead by example. Let your deeds speak your intentions.
  • Humility in one's deeds. Do not boast or accept rewards undue to you.
  • Unselfishness. Share resources, especially with those who have the most need.
  • Good-temperedness. Render service cheerfully and without disdain.
  • Wisdom. Cause the most good through the least harm.
  • Piety. Be faithful to the precepts of your god.
  • Kindness. Protect the weak. Grant mercy to those who seek redemption.
  • Honor. Hold true to the code. Death before dishonor.

![](img/book/SCAG/scag04-09


Every paladin grades and emphasizes these virtues based on his or her own personal ethos and religious background. A paladin of Sune would emphasize aspects of courtly love and courtesy, whereas a paladin of Tyr would be more concerned with justice and fair treatment of foes.

Most paladins in the Forgotten Realms, like clerics, are devoted to a particular deity. The most common paladin deities are those that embody action, decision, watchfulness, and wisdom. Torm and Tyr are both popular deities for paladins, as is Ilmater, who stresses self-sacrifice and the alleviation of suffering. Although less common, there are paladins of the following deities: Helm, Hoar, Lathander, Sune, Corellon Larethian, the Red Knight, Clangeddin Silverbeard, Arvoreen, and Mystra.

Their devotion to a higher ideal makes paladins popular folk heroes in the Realms. Many tales are woven about noble knights and oath-sworn champions, although pragmatists note that the tales often end with a tremendous sacrifice on the part of said champions.

The most common patrons of paladins of the Oath of Devotion and the Oath of the Crown (which is described below) are Helm, Torm, and Tyr—protection, courage, and justice—although Ilmater has his share of devoted champions. Those green knights sworn to the Oath of the Ancients might honor Arvoreen or Corellon, while avengers of the Oath of Vengeance follow patrons like Hoar, although there are also avengers of Helm and Tyr, meting out harsh justice.

Paladin Orders

The following orders can be found in various parts of the Forgotten Realms.

Order of the Companion

Based in Elturgard in the Western Heartlands, the Order of the Companion is sworn to guard that nation. It formed in the wake of the Spellplague and helped to create Elturgard, centered on the city of Elturel, overlooking the River Chionthar. The Companions safeguard civilization against dangerous and wild forces, particularly unnatural creatures. Of the options in the Sacred Oath class feature, the Oath of the Crown (described below) and the Oath of Devotion (described in the Player's Handbook) are equally represented among their ranks.

Order of the Gilded Eye

The monastery and cathedral of Helm's Hold stands on the edge of the Neverwinter Wood in the North as a safe haven for travelers. The Order of the Gilded Eye safeguards the hold and serves the surrounding community, but their mission has a much broader focus: to guard the world from dangers originating on other planes of existence, especially on the Lower Planes. Many paladins and non-paladins have joined the order in response to its call to cast fiendish incursions out of the world. In recent years, many have ventured forth from Helm's Hold to do the order's work in the wider world.

Of the options in the Sacred Oath class feature in the Player's Handbook, paladins of the Gilded Eye most often follow the Oath of Devotion, although a few zealots are followers of the Oath of Vengeance.

Order of Samular

The Holy Order of Samular, also known as the Knights of Samular, is made up of warriors in the service of Tyr. The order is based at Summit Hall, while also maintaining a chapter house in Waterdeep. Legendary paladin Samular Caradoon founded the order in 952 DR after the Second Troll War and the deaths of his brothers Renwick "Snowcloak" and Amphail the Just during the war. When Tyr fell silent and the paladins in his service lost their powers, many turned to other gods such as Torm, but the Knights of Samular stayed true to Tyr. Their patience was recently rewarded when, upon Tyr's return to the world, many of their dwindling number were invested with the powers of a paladin. Known for their support of the law, many paladins of the order follow the Oath of the Crown, which is described below.

Sacred Oath

Paladins in the Forgotten Realms have the following Sacred Oath option, in addition to those in the Player's Handbook:

  • Oath of the Crown

Source: Sword Coast Adventurer's Guide

Class | Paladin
Paladin
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st 2 Divine Sense, Lay on Hands
2nd 2 Divine Smite, Fighting Style, Spellcasting 2
3rd 2 Divine Health, Sacred Oath 3
4th 2 Ability Score Improvement, Martial Versatility 3
5th 3 Extra Attack 4 2
6th 3 Aura of Protection 4 2
7th 3 Sacred Oath feature 4 3
8th 3 Ability Score Improvement 4 3
9th 4 4 3 2
10th 4 Aura of Courage 4 3 2
11th 4 Improved Divine Smite 4 3 3
12th 4 Ability Score Improvement 4 3 3
13th 5 4 3 3 1
14th 5 Cleansing Touch 4 3 3 1
15th 5 Sacred Oath feature 4 3 3 2
16th 5 Ability Score Improvement 4 3 3 2
17th 6 4 3 3 3 1
18th 6 Aura improvements 4 3 3 3 1
19th 6 Ability Score Improvement 4 3 3 3 2
20th 6 Sacred Oath feature 4 3 3 3 2

Class | Paladin

Class Features

As a Paladin, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor, heavy armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Equipment

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


  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack Chain mail and a holy symbol

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Strength 13, Charisma 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons

  • Source: PHB, pg 85. Also found in SRD 5.1.

Paladin

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

The Cause of Righteousness

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin's power comes as much from a commitment to justice itself as it does from a god.

Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Beyond the Mundane Life

Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

Class | Paladin

Creating a Paladin

The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix B lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.

How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin's life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.

As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.

Quick Build

You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.


The following information is from Xanathar’s Guide to Everything, page 36.

The true worth of a paladin is measured not in foes defeated or dungeons plundered. It is measured in lives saved and hearts turned to the causes of mercy and justice.

— Isteval

A paladin is a living embodiment of an oath—a promise or a vow made manifest in the person of a holy warrior who has the skill and the determination to see the cause through to the end. Some paladins devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of law.

Although no paladin in the world could be described as typical, a number of them are narrow-minded do-gooders who refuse to tolerate even the smallest deviation from their own outlook. Paladins who take up the adventuring life, however, rarely remain so rigid in their attitudes—if only to keep from alienating their companions.

You can flesh out your paladin character by using the suggestions below. It's important to keep in mind that most paladins aren't robots. They have doubts and prejudices and harbor contradictory thoughts just as any other character does. Some are compelled by an internal motivation that might sometimes be at odds with the principles of their oaths.

Living up to an oath? That sounds ridiculous. Why would anyone ever do that? There's nothing wrong with making promises, but only suckers keep them.

— Xanathar

Personal Goal

The precepts of a paladin's oath provide purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. Paladins who swear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.

If your paladin character has a personal goal, it might be drawn from some life event and thus not directly tied to the oath.

ersonal Goal

d6 Personal Goal
1 Peace. You fight so that future generations will not have to.
2 Revenge. Your oath is the vehicle through which you will right an ancient wrong.
3 Duty. You will live up to what you have sworn to do, or die trying.
4 Leadership. You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
5 Faith. You know your path is righteous, or else the gods would not have set you upon it.
6 Glory. You will lead the world into a grand new era, one that will be branded with your name.
Class | Paladin

Symbol

Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and communicates that message to those around you, friend and foe alike.

Your symbol might be displayed on a banner, a flag, or your clothing for all to see. Or it could be less obvious, such as a trinket or a token that you carry concealed on your person.

Symbol

d6 Symbol
1 A dragon, emblematic of your nobility in peace and your ferocity in combat
2 A clenched fist, because you are always ready to fight for your beliefs
3 An upraised open hand, indicating your preference for diplomacy over combat
4 A red heart, showing the world your commitment to justice
5 A black heart, signifying that emotions such as pity do not sway your dedication to your oath
6 An unblinking eye, meaning that you are ever alert to all threats against your cause

Nemesis

Their adherence to a sacred oath demands that paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a paladin's most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in a paladin's life.

Your paladin character might have an enemy that dates from the days before you took up your path. Or you could be a target because when you became a paladin, you immediately attracted the attention of those that would do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?

Nemesis

d6 Nemesis
1 A mighty orc war chief who threatens to overrun and destroy everything you hold sacred
2 A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with corrupting or redeeming you, as appropriate
3 A dragon whose servants dog your steps
4 A high priest who sees you as a misguided fool and wants you to abandon your religion
5 A rival paladin who trained with you but became an oath-breaker and holds you responsible
6 A vampire who has sworn revenge against all paladins after being defeated by one

Temptation

Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling.

What is the temptation that your character succumbs to or finds it difficult to resist?

Temptation

d6 Temptation
1 Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you'll regret.
2 Pride. Your deeds are noteworthy, and no one takes note of them more often than you.
3 Lust. You can't resist an attractive face and a pleasant smile.
4 Envy. You are mindful of what some famous folk have accomplished, and you feel inadequate when your deeds don't compare to theirs.
5 Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory.
6 Greed. Regardless of how much glory and treasure you amass, it's never enough for you.
Class | Paladin

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see 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. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Preparing and Casting Spells

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

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Class | Paladin

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + Charisma modifier + Proficiency Bonus

Spell attack modifier = Charisma modifier + Proficiency Bonus

Spellcasting Focus

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

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Channel Divinity: Harness Divine Power

3rd-level paladin optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

4th-level paladin optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Sacred Oath feature

At 7th level, you gain a feature granted to you by your Sacred Oath.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Class | Paladin

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

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

Sacred Oath feature

At 15th level, you gain a feature granted to you by your Sacred Oath.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Aura improvements

At 18th level, the range of your Aura of Protection increases to 30 feet.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sacred Oath feature

At 20th level, you gain a feature granted to you by your Sacred Oath.


Class source: PHB, page 82. Also found in ERLW, page 54.

Class | Paladin

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.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Conquest Spells

Paladin Level Spells
3rd armor of Agathys, command
5th hold person, spiritual weapon
9th bestow curse, fear
13th dominate beast, stoneskin
17th cloudkill, dominate person

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.


Conquest sounds cool. Do you have to leave your house for that? Because I've got a fish named Sylgar, and I can't be away for too long or he gets sad.

— Xanathar

Aura of Conquest

Starting 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 range of this aura increases to 30 feet.

Scornful Rebuke

Starting 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 Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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


Subclass source: XGE, pg 37.

Class | Paladin
Class | Paladin

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don't lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Paladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to 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, the creature can use the Dodge action.

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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


Subclass source: PHB, pg 85.

Class | Paladin

Oath of Glory

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

Tenets of Glory

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

Actions over Words. Strive to be known by glorious deeds, not words.

Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Oath Spells

3rd-level Oath of Glory feature

You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Glory Spells

Paladin Level Spells
3rd guiding bolt, heroism
5th enhance ability, magic weapon
9th haste, protection from energy
13th compulsion, freedom of movement
17th commune, flame strike

Channel Divinity

3rd-level Oath of Glory feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Aura of Alacrity

7th-level Oath of Glory feature

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Glorious Defense

15th-level Oath of Glory feature

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

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

Living Legend

20th-level Oath of Glory feature

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


Subclass source: TCE, pg 53.

Class | Paladin
Class | Paladin

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.

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.

Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Redemption Spells

Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th Otiluke's resilient sphere, stoneskin
17th hold monster, wall of force

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.


Redemption. So you feel bad about having done something, and then you have to do something to feel better? Why don't you just kill and eat someone? That always makes me feel better.

— Xanathar

Aura of the Guardian

Starting 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 range of this aura increases to 30 feet.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.


Subclass source: XGE, pg 38.

Class | Paladin

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells

Paladin Level Spells
3rd ensnaring strike, speak with animals
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to 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, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

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

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


Subclass source: PHB, pg 86.

Class | Paladin

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.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Crown Spells

Paladin Level Spells
3rd command, compelled duel
5th warding bond, zone of truth
9th aura of vitality, spirit guardians
13th banishment, guardian of faith
17th circle of power, geas

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

Starting 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.

Unyielding Spirit

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.


Subclass source: SCAG, pg 132.

Class | Paladin

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.

Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

Tenets of the Watchers

A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Oath Spells

3rd-level Oath of the Watchers feature

You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.

Oath of the Watchers Spells

Paladin Level Spells
3rd alarm, detect magic
5th moonbeam, see invisibility
9th counterspell, nondetection
13th aura of purity, banishment
17th hold monster, scrying

Channel Divinity

3rd-level Oath of the Watchers feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

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

7th-level Oath of the Watchers feature

You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

At 18th level, the range of this aura increases to 30 feet.

Vigilant Rebuke

15th-level Oath of the Watchers feature

You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Mortal Bulwark

20th-level Oath of the Watchers feature

You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


Subclass source: TCE, pg 54.

Class | Paladin

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells

Paladin Level Spells
3rd bane, hunter's mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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


Subclass source: PHB, pg 87.

Class | Paladin

Oathbreaker

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.

A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.

Oathbreaker Spells

You gain oathbreaker spells at the paladin levels listed.

Oathbreaker Spells

Paladin Level Spells
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Channel Divinity

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.

Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.

After activating the aura, the paladin can't do so again until he or she finishes a long rest.


Subclass source: DMG, pg 97.

Class | Paladin

Paladin Spell List

Name Level Time School C. Range
Bless 1st Action Ench. × 30 feet
Ceremony 1st (rit.) 1 Hr. Abj. Touch
Command 1st Action Ench. 60 feet
Compelled Duel 1st Bonus Ench. × 30 feet
Cure Wounds 1st Action Evoc. Touch
Detect Evil and Good 1st Action Divin. × Self
Detect Magic 1st (rit.) Action Divin. × Self
Detect Poison and Disease 1st (rit.) Action Divin. × Self
Divine Favor 1st Bonus Evoc. × Self
Heroism 1st Action Ench. × Touch
Protection from Evil and Good 1st Action Abj. × Touch
Purify Food and Drink 1st (rit.) Action Trans. 10 feet
Searing Smite 1st Bonus Evoc. × Self
Shield of Faith 1st Bonus Abj. × 60 feet
Thunderous Smite 1st Bonus Evoc. × Self
Wrathful Smite 1st Bonus Evoc. × Self
Aid 2nd Action Abj. 30 feet
Branding Smite 2nd Bonus Evoc. × Self
Find Steed 2nd 10 Min. Conj. 30 feet
Gentle Repose 2nd (rit.) Action Necro. Touch
Lesser Restoration 2nd Action Abj. Touch
Locate Object 2nd Action Divin. × Self
Magic Weapon 2nd Bonus Trans. × Touch
Prayer of Healing 2nd 10 Min. Evoc. 30 feet
Protection from Poison 2nd Action Abj. Touch
Warding Bond 2nd Action Abj. Touch
Zone of Truth 2nd Action Ench. 60 feet
Aura of Vitality 3rd Action Evoc. × Self (30-foot radius)
Blinding Smite 3rd Bonus Evoc. × Self
Create Food and Water 3rd Action Conj. 30 feet
Name Level Time School C. Range
Crusader's Mantle 3rd Action Evoc. × Self (30-foot radius)
Daylight 3rd Action Evoc. 60 feet
Dispel Magic 3rd Action Abj. 120 feet
Elemental Weapon 3rd Action Trans. × Touch
Magic Circle 3rd 1 Min. Abj. 10 feet
Remove Curse 3rd Action Abj. Touch
Revivify 3rd Action Necro. Touch
Spirit Shroud 3rd Bonus Necro. × Self
Aura of Life 4th Action Abj. × Self (30-foot radius)
Aura of Purity 4th Action Abj. × Self (30-foot radius)
Banishment 4th Action Abj. × 60 feet
Death Ward 4th Action Abj. Touch
Find Greater Steed 4th 10 Min. Conj. 30 feet
Locate Creature 4th Action Divin. × Self
Staggering Smite 4th Bonus Evoc. × Self
Banishing Smite 5th Bonus Abj. × Self
Circle of Power 5th Action Abj. × Self (30-foot radius)
Destructive Wave 5th Action Evoc. Self (30-foot radius)
Dispel Evil and Good 5th Action Abj. × Self
Geas 5th 1 Min. Ench. 60 feet
Holy Weapon 5th Bonus Evoc. × Touch
Raise Dead 5th 1 Hr. Necro. Touch
Summon Celestial 5th Action Conj. × 90 feet
Class | Paladin Spell List

Ranger

Rangers

Montolio held out his arm, and the great owl promptly hopped onto it, carefully finding its footing on the man's heavy leather sleeve. "You have seen the drow?" Montolio asked. The owl responded with a whoo, then went off into a complicated series of chattering hoots and whoos. Montolio took it all in, weighing every detail. With the help of his friends, particularly this rather talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul, the chief orc of the region, but as time went on, the ranger began to suspect differently.— R.A. Salvatore, Sojourn!

Long have rangers walked the wilds of the Sword Coast and the Savage Frontier. Like druids, their practices date back to the earliest days of humanity. And long before humans set foot in the North, elf rangers strode through its forests and climbed its mountains. The traditions and outlook of these people are now shared by members of many races. In particular, lightfoot halflings frequently hear the call of the wild and become rangers, often acting as guides and protectors of roving halfling bands, and shield dwarves forced to wander far from old clanholds sometimes follow the ranger's path.

Not every prospector wandering far hills or trapper hunting through uninhabited lands becomes a ranger. True rangers go out into nature and find it holy, and like paladins, they are touched by something divine. Their gods and creeds might differ, but rangers share similar values about the sanctity of nature. While by no means always aligned with one another, rangers are bound into a loose community of sorts—one that often connects with circles of druids.

In the North and throughout much of the Heartlands, rangers use special marks to indicate campsites, dangerous areas, evil creatures, foul magic, goblinoid activity, hidden caches of supplies, safe passage, shelter, and graves or tombs. Many of these symbols were derived from elven lore or borrowed from groups like the Harpers. While by no means a secret language, these trail marks are often obtuse to non-rangers, and even druids might not understand them.

As a whole, rangers serve to help societies survive and thrive in the wilderness. Much of the Sword Coast and the North are unsettled. Rangers are driven to explore these lands, searching for fertile soil in which the seeds of civilization might grow, seeking resources (such as metals) that will benefit settled lands, or rooting out evil before it can spread. Other rangers spy on enemy troops or hunt down dangerous beasts or criminals. Given that so much of the North is frontier, rangers play a critical role in keeping communities safe and are often admired within them.

Class | Ranger

Human Rangers

Human rangers of the Moonshaes are devoted to the Earthmother, and those that work closely with druid circles on the mainland often honor the gods of the First Circle, but most rangers among humans favor the goddess Mielikki. However, they consider the goddess too wild and primal for them to pray to directly. Instead, they pray to Gwaeron Windstrom to bring their words to the goddess. Gwaeron is said to sleep in a grove of trees west of the town of Triboar, and most of his followers travel to that place at least once in their lives as a holy pilgrimage. Evil human rangers usually honor Malar for his ferocity and hunting skill.

Elf Rangers

Elf rangers are usually associated with a particular community such as Evereska or the tribes in the Misty Forest. Rather than being wandering explorers, elf rangers typically act as scouts and guardians of elven realms. Such elves usually devote themselves to Rillifane Rallathil or Solonor Thelandira. Elf rangers driven to roam might instead favor Fenmarel Mestarine, god of lone wanderers, or Shevarash, elven god of vengeance.

Halfling Rangers

Most halflings who revere nature and its raw beauty come from lightfoot stock. Their bands spend at least as much time on the road and river as in village and town, and the role of a ranger is a natural fit with the lifestyle of most lightfoots. Lightfoot rangers tend to favor the god Brandobaris in his aspect as patron of exploration. Halflings more inclined toward nature itself typically prefer Sheela Peryroyl. Those who devote themselves more to the protection of settlements or travelers honor Arvoreen. The few strongheart halflings who become rangers tend to favor those latter two deities.

Dwarf Rangers

Most dwarves prefer to hunker down under a mountain, rather than roam the wilderness of the surface or the Underdark. Most often, a dwarf ranger is either a shield dwarf cast out of a clanhold or a clanless dwarf seeking a place in the world. Sometimes dwarf rangers are prospectors who explore the world seeking new veins of ore. In any case, there are two deities who appeal to such dwarves: Marthammor Duin and Dumathoin.


Source: Sword Coast Adventurer's Guide

Class | Ranger
Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st 2 Favored Enemy, Favored Foe, Natural Explorer, Deft Explorer
2nd 2 Fighting Style, Spellcasting, Spellcasting Focus 2 2
3rd 2 Ranger Archetype, Primeval Awareness, Primal Awareness 3 3
4th 2 Ability Score Improvement, Martial Versatility 3 3
5th 3 Extra Attack 4 4 2
6th 3 Favored Enemy and Natural Explorer improvements, Deft Explorer Improvement 4 4 2
7th 3 Ranger Archetype feature 5 4 3
8th 3 Ability Score Improvement, Land's Stride 5 4 3
9th 4 6 4 3 2
10th 4 Hide in Plain Sight, Nature's Veil, Natural Explorer improvement, Deft Explorer Improvement 6 4 3 2
11th 4 Ranger Archetype feature 7 4 3 3
12th 4 Ability Score Improvement 7 4 3 3
13th 5 8 4 3 3 1
14th 5 Vanish, Favored Enemy improvement 8 4 3 3 1
15th 5 Ranger Archetype feature 9 4 3 3 2
16th 5 Ability Score Improvement 9 4 3 3 2
17th 6 10 4 3 3 3 1
18th 6 Feral Senses 10 4 3 3 3 1
19th 6 Ability Score Improvement 11 4 3 3 3 2
20th 6 Foe Slayer 11 4 3 3 3 2

Class | Ranger

Class Features

As a Ranger, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Strength, Dexterity
  • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

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


  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Dexterity 13, Wisdom 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Skills: Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

  • Source: PHB, pg 89. Also found in the SRD 5.1.

Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

Class | Ranger

What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.


The following information is from Xanathar’s Guide to Everything, page 40.

I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together.

— Soveliss

Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.

A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.

If you're creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.

I'm a monster. Are you going to try to kill me? Didn't think so. Go kill some goblins or something. On second thought, goblins aren't monsters - they're people. So maybe you should call yourself a people killer.

— Xanathar

View of the World

A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect—though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.

If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?

View of the World

d6 View
1 Towns and cities are the best places for those who can't survive on their own.
2 The advancement of civilization is the best way to thwart chaos, but its reach must be monitored.
3 Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more.
4 Walls are for cowards, who huddle behind them while others do the work of making the world safe.
5 Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild.
6 Cities breed weakness by isolating folk from the harsh lessons of the wild.

Homelands

All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.

Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?

Homelands

d6 Homeland
1 You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell.
2 As part of a group of nomads, you acquired the skills for surviving in the desert.
3 Your early life in the Underdark prepared you for the challenges of combating its denizens.
4 You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones.
5 Because you grew up among the peaks, finding the best path through the mountains is second nature to you.
6 You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice.
Class | Ranger

Sworn Enemy

Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.

What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?

Sworn Enemies

d6 Enemy
1 You seek revenge on nature's behalf for the great transgressions your foe has committed.
2 Your forebears or predecessors fought these creatures, and so shall you.
3 You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal.
4 You find your foe fascinating, and you collect books of tales and history concerning it.
5 You collect tokens of your fallen enemies to remind you of each kill.
6 You respect your chosen enemy, and you see your battles as a test of respective skills.

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Favored Foe

1st-level ranger optional feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

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

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

Class | Ranger

Deft Explorer

1st-level ranger optional feature, which replaces the Natural Explorer feature

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Fighting Style

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

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior TCE p57

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

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

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

Spells Known of 1st Level and Higher

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

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

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

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + Wisdom modifier + Proficiency Bonus

Spell attack modifier = Wisdom modifier + Proficiency Bonus

Spellcasting Focus

2nd-level ranger optional feature

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Class | Ranger

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Primal Awareness

3rd-level ranger optional feature, which replaces the Primeval Awareness feature

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells

Ranger Level Spell
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

4th-level ranger optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Extra Attack

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

Favored Enemy and Natural Explorer improvements

At 6th level, you gain an additional favored terrain.

At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Deft Explorer Improvement

You gain an additional benefit when you reach 6th level in this class.

Roving

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Ranger Archetype feature

At 7th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Class | Ranger

Nature's Veil

10th-level ranger optional feature, which replaces the Hide in Plain Sight feature

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

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

Natural Explorer improvement

You gain an additional favored terrain.

Deft Explorer Improvement

You gain an additional benefit when you reach 10th level in this class.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Ranger Archetype feature

At 11th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Favored Enemy improvement

At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Ranger Archetype feature

At 15th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Feral Senses

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

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Foe Slayer

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


Class source: PHB, page 89. Also found in SRD 5.1

Class | Ranger

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Ranger's Companion

You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements.

Primal Companion TCE p61

3rd-level Beast Master variant feature, which replaces the Ranger's Companion feature

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

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

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.


Subclass source: PHB, pg 93.

Class | Ranger

Drakewarden

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged 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.

Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.

Drakewarden Origin

d6 Origin
1 You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4 You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.
5 An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6 You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

Draconic Gift

3rd-level Drakewarden feature

The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

  • Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.

  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Drake Companion

3rd-level Drakewarden feature

As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

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

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Bond of Fang and Scale

7th-level Drakewarden feature

The bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:

  • Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature.

  • Magic Fang. The drake's Bite attack deals an extra 1d6 damage of the type chosen for the drake's Draconic Essence.

  • Resistance. You gain resistance to the damage type chosen for the drake's Draconic Essence.

Drake's Breath

11th-level Drakewarden feature

As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Class | Ranger

Perfected Bond

15th-level Drakewarden feature

Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

  • Empowered Bite. The drake's Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

  • Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

  • Reflexive Resistance. When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Subclass source: FTD, pg 15.

Class | Ranger

Fey Wanderer

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Dreadful Strikes

3rd-level Fey Wanderer feature

You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic

3rd-level Fey Wanderer feature

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

Fey Wanderer Spells

Ranger Level Spells
3rd charm person
5th misty step
9th dispel magic
13th dimension door
17th mislead

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gifts

d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Otherworldly Glamour

3rd-level Fey Wanderer feature

Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

7th-level Fey Wanderer feature

The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

11th-level Fey Wanderer feature

The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer

15th-level Fey Wanderer feature

You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.


Subclass source: TCE, pg 58.

Class | Ranger
Class | Ranger

Gloom Stalker

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gloom Stalker Spells

Ranger Level Spells
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.


So you sneak around in the dark? You know most everything but humans can see in the dark, right? We all see you. Tiptoeing doesn't turn you invisible.

— Xanathar


Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.


Subclass source: XGE, pg 41.

Class | Ranger

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 Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Horizon Walker Spells

Ranger Level Spells
3rd protection from evil and good
5th misty step
9th haste
13th banishment
17th teleportation circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.


You can't walk to the horizon, because it keeps on getting farther away. Boom! Did I just blow your mind? I did, didn't I?

— Xanathar


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 on this turn.


Subclass source: XGE, pg 42.

Class | Ranger

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

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


Subclass source: PHB, pg 93.

Class | Ranger

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 Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Monster Slayer Spells

Ranger Level Spells
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

Slayer's 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 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

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.

Magic-User'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.


Subclass source: XGE, pg 43.

Class | Ranger

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.

Gathered Swarm

3rd-level Swarmkeeper feature

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

Swarm Appearance

d4 Appearance
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

It's Your Swarm

A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.

Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!

\columbreak

Swarmkeeper Magic

3rd-level Swarmkeeper feature

You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Swarmkeeper Spells

Ranger Level Spells
3rd faerie fire
5th web
9th gaseous form
13th arcane eye
17th insect plague

Writhing Tide

7th-level Swarmkeeper feature

You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

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

Mighty Swarm

11th-level Swarmkeeper feature

Your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

15th-level Swarmkeeper feature

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 proficiency bonus, and you regain all expended uses when you finish a long rest.


Subclass source: TCE, pg 59.

Class | Ranger
Class | Ranger

Ranger Spell List

Name Level Time School C. Range
Absorb Elements 1st Reaction Abj. Self
Alarm 1st (rit.) 1 Min. Abj. 30 feet
Animal Friendship 1st Action Ench. 30 feet
Beast Bond 1st Action Divin. × Touch
Cure Wounds 1st Action Evoc. Touch
Detect Magic 1st (rit.) Action Divin. × Self
Detect Poison and Disease 1st (rit.) Action Divin. × Self
Ensnaring Strike 1st Bonus Conj. × Self
Entangle 1st Action Conj. × 90 feet
Fog Cloud 1st Action Conj. × 120 feet
Goodberry 1st Action Trans. Touch
Hail of Thorns 1st Bonus Conj. × Self
Hunter's Mark 1st Bonus Divin. × 90 feet
Jump 1st Action Trans. Touch
Longstrider 1st Action Trans. Touch
Searing Smite 1st Bonus Evoc. × Self
Snare 1st 1 Min. Abj. Touch
Speak with Animals 1st (rit.) Action Divin. Self
Zephyr Strike 1st Bonus Trans. × Self
Aid 2nd Action Abj. 30 feet
Air Bubble 2nd Action Conj. 60 feet
Animal Messenger 2nd (rit.) Action Ench. 30 feet
Barkskin 2nd Action Trans. × Touch
Beast Sense 2nd (rit.) Action Divin. × Touch
Cordon of Arrows 2nd Action Trans. 5 feet
Darkvision 2nd Action Trans. Touch
Enhance Ability 2nd Action Trans. × Touch
Find Traps 2nd Action Divin. 120 feet
Gust of Wind 2nd Action Evoc. × Self (60-foot line)
Healing Spirit 2nd Bonus Conj. × 60 feet
Lesser Restoration 2nd Action Abj. Touch
Locate Animals or Plants 2nd (rit.) Action Divin. Self
Locate Object 2nd Action Divin. × Self
Magic Weapon 2nd Bonus Trans. × Touch
Pass without Trace 2nd Action Abj. × Self
Name Level Time School C. Range
Protection from Poison 2nd Action Abj. Touch
Silence 2nd (rit.) Action Illu. × 120 feet
Spike Growth 2nd Action Trans. × 150 feet
Summon Beast 2nd Action Conj. × 90 feet
Ashardalon's Stride 3rd Bonus Trans. × Self
Conjure Animals 3rd Action Conj. × 60 feet
Conjure Barrage 3rd Action Conj. Self (60-foot cone)
Daylight 3rd Action Evoc. 60 feet
Elemental Weapon 3rd Action Trans. × Touch
Flame Arrows 3rd Action Trans. × Touch
Freedom of the Waves 3rd Action Conj. 120 feet
Lightning Arrow 3rd Bonus Trans. × Self
Meld into Stone 3rd (rit.) Action Trans. Touch
Nondetection 3rd Action Abj. Touch
Plant Growth 3rd Action Trans. 150 feet
Protection from Energy 3rd Action Abj. × Touch
Revivify 3rd Action Necro. Touch
Speak with Plants 3rd Action Trans. Self (30-foot radius)
Summon Fey 3rd Action Conj. × 90 feet
Water Breathing 3rd (rit.) Action Trans. 30 feet
Water Walk 3rd (rit.) Action Trans. 30 feet
Wind Wall 3rd Action Evoc. × 120 feet
Conjure Woodland Beings 4th Action Conj. × 60 feet
Dominate Beast 4th Action Ench. × 60 feet
Freedom of Movement 4th Action Abj. Touch
Grasping Vine 4th Bonus Conj. × 30 feet
Guardian of Nature 4th Bonus Trans. × Self
Locate Creature 4th Action Divin. × Self
Stoneskin 4th Action Abj. × Touch
Summon Elemental 4th Action Conj. × 90 feet
Commune with Nature 5th (rit.) 1 Min. Divin. Self
Conjure Volley 5th Action Conj. 150 feet
Class | Ranger Spell List
Name Level Time School C. Range
Freedom of the Winds 5th Action Abj. × Self
Greater Restoration 5th Action Abj. Touch
Steel Wind Strike 5th Action Conj. 30 feet
Swift Quiver 5th Bonus Trans. × Touch
Tree Stride 5th Action Conj. × Self
Wrath of Nature 5th Action Evoc. × 120 feet
Class | Ranger Spell List

Rogue

Rogues

There are those whose abilities lie not with sword or the Art, but with quiet motion, dexterous action, and stealth. Such talents often lead to illegal endeavors, which plague most major cities, but can be placed to good use in dealing with dangerous monsters and lost treasure.

Most large cities in the Realms have a number of thieves' dens that compete with one another. A few places, such as Baldur's Gate, have an organized group of rogues that controls all such activity. Most thieves' dens are secret gathering spots, often beneath the city, and move after they're discovered.

The city of Waterdeep had once been home to the most powerful guild of thieves in the North: the Shadow Thieves. The Lords of Waterdeep smashed that guild, forcing its leaders to flee the city (the group still operates out of Amn). There are still thieves and even assassins in Waterdeep, but they are broken into innumerable small groups or operate alone.

The most common respite for such robbers is what they call the Honest Trade—adventuring, where roguish abilities may be used without censure and are later lionized in song and legend. Many thieves take to this life, adhering to a code that keeps them out of trouble in civilized areas but still keeps them rich; they vow to burglarize ancient tombs and monstrous lairs instead of the homes and businesses of the wealthy in civilized lands.

Some rogues have learned it is easier to pick someone's pocket when you have a royal writ, which is to say many rogues are diplomats, courtiers, influence-peddlers, and information-brokers, in addition to the better-known thieves and assassins. Such rogues blend more easily into civilized society, more often acting as grease in the wheels than a wrench in the works.

Roguish Archetypes

Rogues in the Forgotten Realms have the following Roguish Archetype options, in addition to those in the Player's Handbook:

  • Mastermind
  • Swashbuckler

Source: Sword Coast Adventurer's Guide

Class | Rogue
Rogue
Level Proficiency Bonus Features Sneak Attack Cantrips Known Spells Known 1st 2nd 3rd 4th
1st 2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd 2 Cunning Action 1d6
3rd 2 Roguish Archetype, Steady Aim 2d6 3 3 2
4th 2 Ability Score Improvement 2d6 3 4 3
5th 3 Uncanny Dodge 3d6 3 4 3
6th 3 Expertise 3d6 3 4 3
7th 3 Evasion 4d6 3 5 4 2
8th 3 Ability Score Improvement 4d6 3 6 4 2
9th 4 Roguish Archetype feature 5d6 3 6 4 2
10th 4 Ability Score Improvement 5d6 4 7 4 3
11th 4 Reliable Talent 6d6 4 8 4 3
12th 4 Ability Score Improvement 6d6 4 8 4 3
13th 5 Roguish Archetype feature 7d6 4 9 4 3 2
14th 5 Blindsense 7d6 4 10 4 3 2
15th 5 Slippery Mind 8d6 4 10 4 3 2
16th 5 Ability Score Improvement 8d6 4 11 4 3 3
17th 6 Roguish Archetype feature 9d6 4 11 4 3 3
18th 6 Elusive 9d6 4 11 4 3 3
19th 6 Ability Score Improvement 10d6 4 12 4 3 3 1
20th 6 Stroke of Luck 10d6 4 13 4 3 3 1

Class | Rogue

Class Features

As a Rogue, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: thieves' tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment

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


  • a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack Leather armor, two daggers, and thieves' tools

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Dexterity 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: light armor
  • Tools: thieves' tools
  • Skills: Choose 1 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

  • Source: PHB, pg 94. Also found in the SRD 5.1 and the Basic Rules (2014).

Rogue

Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target—a notorious slaver—passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound.

Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

A Shady Living

Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.

As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Creating a Rogue

As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?

Class | Rogue

What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.

Quick Build

You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.


The following information is from Xanathar’s Guide to Everything, page 44.

People forget that the entire point of venturing down into a dusty tomb is to bring back the prizes hidden away there. Fighting is for fools. Dead men can't spend their fortunes.

— Barnabas Bladecutter

When brute force won't get the job done, or when magic isn't available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out of trouble in ways that few other characters can emulate.

Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one step ahead of the law. Others are professional killers in search of a profitable application of their talents between contracts. Some simply love the thrill of overcoming any challenge that stands in their way.

On adventures, a rogue is likely to mix an outwardly cautious approach—few rogues enjoy combat—with a ravenous hunger for loot. Most of the time, in a rogue's mind, taking up arms against a creature is not about killing the creature but about becoming the new owner of its treasure.

The following sections explore certain facets of what it means to be a rogue, which you can use to add depth to your character.

Thieves are the worst. I hate anyone that handles my stuff when I'm not looking, especially if they don't put it back where they found it.

— Xanathar

Guilty Pleasures

Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are enticed away from that path by a compulsion that clouds their thinking—an irresistible need that must be satisfied, even if doing so is risky.

A rogue's guilty pleasure could be the acquisition of a physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle guard. Another one can't go through a day in the city without lifting a purse or two, just to keep in practice.

What's the one form of temptation that your rogue character can't resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions?

Guilty Pleasures

d6 Pleasure
1 Large gems
2 A smile from a pretty face
3 A new ring for your finger
4 The chance to deflate someone's ego
5 The finest food and drink
6 Adding to your collection of exotic coins

Adversaries

Naturally, those who enforce the law are bound to come up against those who break it, and it's the rare rogue who isn't featured on at least one wanted poster. Beyond that, it's in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they're likely to be harder to deal with than the average member of the city watch.

If your character's backstory doesn't already include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you've been the subject of scrutiny for a while from someone who wants to use you for nefarious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure.

Does your rogue character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life?

Class | Rogue

Adversaries

d6 Adversary
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny
2 A master spy to whom you unwittingly fed bad information, which led to the assassination of the wrong target
3 The master of the local thieves' guild, who wants you to join the organization or leave town
4 An art collector who uses illegal means to acquire masterpieces
5 A fence who uses you as a messenger to set up illicit meetings
6 The proprietor of an illegal pit fighting arena where you once took bets

Benefactor

Few rogues make it far in life before needing someone's help, which means thereafter owing that benefactor a significant debt.

If your character's backstory doesn't already include a personage of this sort, you could work with your DM to determine why a benefactor has appeared in your life. Perhaps you benefited from something your benefactor did for you without realizing who was responsible, and that person has now just become known to you. Who helped you in the past, whether or not you knew it at the time, and what do you owe that person as recompense?

Benefactors

d6 Benefactor
1 A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you owe that person an equally valuable favor.
2 The Beggar King has hidden you from your pursuers many times, in return for future considerations.
3 A magistrate once kept you out of jail in return for information on a powerful crime lord.
4 Your parents used their savings to bail you out of trouble in your younger days and are now destitute.
5 A dragon didn't eat you when it had a chance, and in return you promised to set aside choice pieces of treasure for it.
6 A druid once helped you out of a tight spot; now any random animal you see could be that benefactor, perhaps come to claim a return favor.
Class | Rogue

Expertise PHB p94

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack PHB p94

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant PHB p94

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action PHB p94

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype PHB p94

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Steady Aim

3rd-level rogue optional feature

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement PHB p94

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

If your DM allows the use of feats, you may instead take a feat.

Uncanny Dodge PHB p94

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Expertise PHB p94

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

Evasion PHB p94

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ability Score Improvement PHB p94

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

Class | Rogue

If your DM allows the use of feats, you may instead take a feat.

Roguish Archetype feature PHB p94

At 9th level, you gain a feature granted by your Roguish Archetype.

Ability Score Improvement PHB p94

When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Reliable Talent PHB p94

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Ability Score Improvement PHB p94

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

If your DM allows the use of feats, you may instead take a feat.

Roguish Archetype feature PHB p94

At 13th level, you gain a feature granted by your Roguish Archetype.

Blindsense PHB p94

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind PHB p94

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Ability Score Improvement PHB p94

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

If your DM allows the use of feats, you may instead take a feat.

Roguish Archetype feature PHB p94

At 17th level, you gain a feature granted by your Roguish Archetype.

Elusive PHB p94

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Ability Score Improvement PHB p94

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Stroke of Luck PHB p94

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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


Class source: PHB, page 97. Also found in the SRD 5.1 and the Basic Rules (2014).

Class | Rogue

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

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

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

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + Intelligence modifier + Proficiency Bonus

Spell attack modifier = Intelligence modifier + Proficiency Bonus

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

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


Subclass source: PHB, pg 97.

Class | Rogue

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.


Subclass source: PHB, pg 97.

Class | Rogue

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

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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

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 3d6.


Subclass source: XGEx, pg 45.

Class | Rogue

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

When you choose this archetype 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

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.


Oh, please. If anyone is a mastermind around here, it's me. You're like a master doofus or a master dummy. No, you are!

— Xanathar


Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Misdirection

Beginning 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 within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit

Starting 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 Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.


Subclass source: XGE, pg 46.

Class | Rogue

Phantom

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?

Whispers of the Dead

3rd-level Phantom feature

Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave

3rd-level Phantom feature

As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.

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

Tokens of the Departed

9th-level Phantom feature

When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

You can use soul trinkets in the following ways:

  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
  • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Ghost Walk

13th-level Phantom feature

You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death's Friend

17th-level Phantom feature

Your association with death has become so close that you gain the following benefits:

  • When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.
  • At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.

Subclass source: TCE, pg 62.

Class | Rogue
Class | Rogue

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

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Survivalist

When you choose this archetype 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 walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master

Starting 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

Starting 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 a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.


Subclass source: XGE, pg 47.

Class | Rogue

Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.

As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.

Psionic Power

3rd-level Soulknife feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psi-Bolstered Knack. When your non-psionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Psychic Blades

3rd-level Soulknife feature

You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Soul Blades

9th-level Soulknife feature

Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Class | Rogue

Psychic Veil

13th-level Soulknife feature

You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

Rend Mind

17th-level Soulknife feature

You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.


Subclass source: TCE, pg 63.

Class | Rogue

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

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on 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.


What's a swashbuckler? Do you swash buckles or buckle swashes? You can't tell me you don't think that word is funny.

— Xanathar


Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.


Subclass source: XGE, pg 48.

Class | Rogue

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.


Subclass source: PHB, pg 97.

Class | Rogue

Arcane Trickster Spell List

Name Level Time School C. Range
Acid Splash Cantrip Action Conj. 60 feet
Blade Ward Cantrip Action Abj. Self
Booming Blade Cantrip Action Evoc. Self (5-foot radius)
Chill Touch Cantrip Action Necro. 120 feet
Control Flames Cantrip Action Trans. 60 feet
Create Bonfire Cantrip Action Conj. × 60 feet
Dancing Lights Cantrip Action Evoc. × 120 feet
Fire Bolt Cantrip Action Evoc. 120 feet
Friends Cantrip Action Ench. × Self
Frostbite Cantrip Action Evoc. 60 feet
Green-Flame Blade Cantrip Action Evoc. Self (5-foot radius)
Gust Cantrip Action Trans. 30 feet
Infestation Cantrip Action Conj. 30 feet
Light Cantrip Action Evoc. Touch
Lightning Lure Cantrip Action Evoc. Self (15-foot radius)
Mage Hand Cantrip Action Conj. 30 feet
Mending Cantrip 1 Min. Trans. Touch
Message Cantrip Action Trans. 120 feet
Mind Sliver Cantrip Action Ench. 60 feet
Minor Illusion Cantrip Action Illu. 30 feet
Mold Earth Cantrip Action Trans. 30 feet
Poison Spray Cantrip Action Conj. 10 feet
Prestidigitation Cantrip Action Trans. 10 feet
Ray of Frost Cantrip Action Evoc. 60 feet
Shape Water Cantrip Action Trans. 30 feet
Shocking Grasp Cantrip Action Evoc. Touch
Sword Burst Cantrip Action Conj. Self (5-foot radius)
Thunderclap Cantrip Action Evoc. 5 feet
Toll the Dead Cantrip Action Necro. 60 feet
True Strike Cantrip Action Divin. × 30 feet
Absorb Elements 1st Reaction Abj. Self
Alarm 1st (rit.) 1 Min. Abj. 30 feet
Burning Hands 1st Action Evoc. Self (15-foot cone)
Catapult 1st Action Trans. 60 feet
Cause Fear 1st Action Necro. × 60 feet
Charm Person 1st Action Ench. 30 feet
Name Level Time School C. Range
Chromatic Orb 1st Action Evoc. 90 feet
Color Spray 1st Action Illu. Self (15-foot cone)
Comprehend Languages 1st (rit.) Action Divin. Self
Detect Magic 1st (rit.) Action Divin. × Self
Disguise Self 1st Action Illu. Self
Distort Value 1st 1 Min. Illu. Touch
Earth Tremor 1st Action Evoc. 10 feet
Expeditious Retreat 1st Bonus Trans. × Self
False Life 1st Action Necro. Self
Feather Fall 1st Reaction Trans. 60 feet
Find Familiar 1st (rit.) 1 Hr. Conj. 10 feet
Fog Cloud 1st Action Conj. × 120 feet
Frost Fingers 1st Action Evoc. Self (15-foot cone)
Grease 1st Action Conj. 60 feet
Ice Knife 1st Action Conj. 60 feet
Identify 1st (rit.) 1 Min. Divin. Touch
Illusory Script 1st (rit.) 1 Min. Illu. Touch
Jim's Magic Missile 1st Action Evoc. 120 feet
Jump 1st Action Trans. Touch
Longstrider 1st Action Trans. Touch
Mage Armor 1st Action Abj. Touch
Magic Missile 1st Action Evoc. 120 feet
Protection from Evil and Good 1st Action Abj. × Touch
Ray of Sickness 1st Action Necro. 60 feet
Shield 1st Reaction Abj. Self
Silent Image 1st Action Illu. × 60 feet
Silvery Barbs 1st Reaction Ench. 60 feet
Sleep 1st Action Ench. 90 feet
Snare 1st 1 Min. Abj. Touch
Tasha's Caustic Brew 1st Action Evoc. × Self (30-foot line)
Tasha's Hideous Laughter 1st Action Ench. × 30 feet
Tenser's Floating Disk 1st (rit.) Action Conj. 30 feet
Class | Arcane Trickster Spell List
Name Level Time School C. Range
Thunderwave 1st Action Evoc. Self (15-foot cube)
Unseen Servant 1st (rit.) Action Conj. 60 feet
Witch Bolt 1st Action Evoc. × 30 feet
Aganazzar's Scorcher 2nd Action Evoc. 30 feet
Air Bubble 2nd Action Conj. 60 feet
Alter Self 2nd Action Trans. × Self
Arcane Lock 2nd Action Abj. Touch
Augury 2nd (rit.) 1 Min. Divin. Self
Blindness/Deafness 2nd Action Necro. 30 feet
Blur 2nd Action Illu. × Self
Borrowed Knowledge 2nd Action Divin. Self
Cloud of Daggers 2nd Action Conj. × 60 feet
Continual Flame 2nd Action Evoc. Touch
Crown of Madness 2nd Action Ench. × 120 feet
Darkness 2nd Action Evoc. × 60 feet
Darkvision 2nd Action Trans. Touch
Detect Thoughts 2nd Action Divin. × Self
Dragon's Breath 2nd Bonus Trans. × Touch
Dust Devil 2nd Action Conj. × 60 feet
Earthbind 2nd Action Trans. × 300 feet
Enhance Ability 2nd Action Trans. × Touch
Enlarge/Reduce 2nd Action Trans. × 30 feet
Flaming Sphere 2nd Action Conj. × 60 feet
Gentle Repose 2nd (rit.) Action Necro. Touch
Gift of Gab 2nd Reaction Ench. Self
Gust of Wind 2nd Action Evoc. × Self (60-foot line)
Hold Person 2nd Action Ench. × 60 feet
Invisibility 2nd Action Illu. × Touch
Jim's Glowing Coin 2nd Action Ench. 60 feet
Kinetic Jaunt 2nd Bonus Trans. × Self
Knock 2nd Action Trans. 60 feet
Levitate 2nd Action Trans. × 60 feet
Locate Object 2nd Action Divin. × Self
Magic Mouth 2nd (rit.) 1 Min. Illu. 30 feet
Magic Weapon 2nd Bonus Trans. × Touch
Maximilian's Earthen Grasp 2nd Action Trans. × 30 feet
Name Level Time School C. Range
Melf's Acid Arrow 2nd Action Evoc. 90 feet
Mind Spike 2nd Action Divin. × 60 feet
Mirror Image 2nd Action Illu. Self
Misty Step 2nd Bonus Conj. Self
Nathair's Mischief 2nd Action Illu. × 60 feet
Nystul's Magic Aura 2nd Action Illu. Touch
Phantasmal Force 2nd Action Illu. × 60 feet
Pyrotechnics 2nd Action Trans. 60 feet
Ray of Enfeeblement 2nd Action Necro. × 60 feet
Rime's Binding Ice 2nd Action Evoc. Self (30-foot cone)
Rope Trick 2nd Action Trans. Touch
Scorching Ray 2nd Action Evoc. 120 feet
See Invisibility 2nd Action Divin. Self
Shadow Blade 2nd Bonus Illu. × Self
Shatter 2nd Action Evoc. 60 feet
Skywrite 2nd (rit.) Action Trans. × Sight
Snilloc's Snowball Swarm 2nd Action Evoc. 90 feet
Spider Climb 2nd Action Trans. × Touch
Spray of Cards 2nd Action Conj. Self (15-foot cone)
Suggestion 2nd Action Ench. × 30 feet
Tasha's Mind Whip 2nd Action Ench. 90 feet
Vortex Warp 2nd Action Conj. 90 feet
Warding Wind 2nd Action Evoc. × Self
Warp Sense 2nd Action Divin. × Self
Web 2nd Action Conj. × 60 feet
Wither and Bloom 2nd Action Necro. 60 feet
Animate Dead 3rd 1 Min. Necro. 10 feet
Antagonize 3rd Action Ench. 30 feet
Ashardalon's Stride 3rd Bonus Trans. × Self
Bestow Curse 3rd Action Necro. × Touch
Blink 3rd Action Trans. Self
Catnap 3rd Action Ench. 30 feet
Clairvoyance 3rd 10 Min. Divin. × 1 mile
Counterspell 3rd Reaction Abj. 60 feet
Dispel Magic 3rd Action Abj. 120 feet
Class | Arcane Trickster Spell List
Name Level Time School C. Range
Enemies Abound 3rd Action Ench. × 120 feet
Erupting Earth 3rd Action Trans. 120 feet
Fast Friends 3rd Action Ench. × 30 feet
Fear 3rd Action Illu. × Self (30-foot cone)
Feign Death 3rd (rit.) Action Necro. Touch
Fireball 3rd Action Evoc. 150 feet
Flame Arrows 3rd Action Trans. × Touch
Fly 3rd Action Trans. × Touch
Gaseous Form 3rd Action Trans. × Touch
Glyph of Warding 3rd 1 Hr. Abj. Touch
Haste 3rd Action Trans. × 30 feet
Hypnotic Pattern 3rd Action Illu. × 120 feet
Incite Greed 3rd Action Ench. × 30 feet
Intellect Fortress 3rd Action Abj. × 30 feet
Leomund's Tiny Hut 3rd (rit.) 1 Min. Evoc. Self (10-foot-radius hemisphere)
Life Transference 3rd Action Necro. 30 feet
Lightning Bolt 3rd Action Evoc. Self (100-foot line)
Magic Circle 3rd 1 Min. Abj. 10 feet
Major Image 3rd Action Illu. × 120 feet
Melf's Minute Meteors 3rd Action Evoc. × Self
Nondetection 3rd Action Abj. Touch
Phantom Steed 3rd (rit.) 1 Min. Illu. 30 feet
Protection from Energy 3rd Action Abj. × Touch
Remove Curse 3rd Action Abj. Touch
Sending 3rd Action Evoc. Unlimited
Sleet Storm 3rd Action Conj. × 150 feet
Slow 3rd Action Trans. × 120 feet
Speak with Dead 3rd Action Necro. 10 feet
Spirit Shroud 3rd Bonus Necro. × Self
Stinking Cloud 3rd Action Conj. × 90 feet
Summon Fey 3rd Action Conj. × 90 feet
Summon Lesser Demons 3rd Action Conj. × 60 feet
Name Level Time School C. Range
Summon Shadowspawn 3rd Action Conj. × 90 feet
Summon Undead 3rd Action Necro. × 90 feet
Thunder Step 3rd Action Conj. 90 feet
Tidal Wave 3rd Action Conj. 120 feet
Tiny Servant 3rd 1 Min. Trans. Touch
Tongues 3rd Action Divin. Touch
Vampiric Touch 3rd Action Necro. × Self
Wall of Sand 3rd Action Evoc. × 90 feet
Wall of Water 3rd Action Evoc. × 60 feet
Water Breathing 3rd (rit.) Action Trans. 30 feet
Arcane Eye 4th Action Divin. × 30 feet
Banishment 4th Action Abj. × 60 feet
Blight 4th Action Necro. 30 feet
Charm Monster 4th Action Ench. 30 feet
Confusion 4th Action Ench. × 90 feet
Conjure Minor Elementals 4th 1 Min. Conj. × 90 feet
Control Water 4th Action Trans. × 300 feet
Dimension Door 4th Action Conj. 500 feet
Divination 4th (rit.) Action Divin. Self
Elemental Bane 4th Action Trans. × 90 feet
Evard's Black Tentacles 4th Action Conj. × 90 feet
Fabricate 4th 10 Min. Trans. 120 feet
Fire Shield 4th Action Evoc. Self
Gate Seal 4th 1 Min. Abj. 60 feet
Greater Invisibility 4th Action Illu. × Touch
Hallucinatory Terrain 4th 10 Min. Illu. 300 feet
Ice Storm 4th Action Evoc. 300 feet
Leomund's Secret Chest 4th Action Conj. Touch
Locate Creature 4th Action Divin. × Self
Mordenkainen's Faithful Hound 4th Action Conj. 30 feet
Mordenkainen's Private Sanctum 4th 10 Min. Abj. 120 feet
Otiluke's Resilient Sphere 4th Action Evoc. × 30 feet
Phantasmal Killer 4th Action Illu. × 120 feet
Class | Arcane Trickster Spell List
Name Level Time School C. Range
Polymorph 4th Action Trans. × 60 feet
Raulothim's Psychic Lance 4th Action Ench. 120 feet
Sickening Radiance 4th Action Evoc. × 120 feet
Spirit of Death 4th Action Necro. × 60 feet
Stone Shape 4th Action Trans. Touch
Stoneskin 4th Action Abj. × Touch
Storm Sphere 4th Action Evoc. × 150 feet
Summon Aberration 4th Action Conj. × 90 feet
Summon Construct 4th Action Conj. × 90 feet
Summon Elemental 4th Action Conj. × 90 feet
Summon Greater Demon 4th Action Conj. × 60 feet
Vitriolic Sphere 4th Action Evoc. 150 feet
Wall of Fire 4th Action Evoc. × 120 feet
Watery Sphere 4th Action Conj. × 90 feet
Class | Arcane Trickster Spell List

Sorcerer

Sorcerers

The Weave of magic infuses every part of the Realms, and some people have the natural ability to perceive, touch, and shape the Weave. Some inherit this ability from a magical ancestor such as a dragon or an angel, others gain it by accident from exposure to wild magical power, and others manifest this power by chance or the hand of fate, perhaps portended by events at their conception or birth.

Due to their varied origins and delayed manifestation of powers, sorcerers can be found almost anywhere and among almost any people. Larger cities on the Sword Coast—including Baldur's Gate, Neverwinter, and Waterdeep—all have a few sorcerers, since people with magic gravitate to places where their abilities are valued. Sorcerers are slightly more common among cultures steeped in magic, such as among the elves of Evermeet and the humans of Halruaa. The witches of Rashemen are sorcerers who lead that country's society, but their Thayan neighbors often persecute the sorcerers who appear in Thay, seeing sorcery as a threat to the nation's power structure, which is based on the study of wizardry. Magic-hating cultures, such as the Northlanders and Uthgardt, exile or kill the sorcerers who manifest among them.

Class | Sorcerer

Wild Magic

The Forgotten Realms has a long history of magical disasters and uncontrolled surges of power that alter creatures or the land itself. Whether caused by a Netherese wizard trying to become god of magic, deities being forced to walk the earth during the Time of Troubles, or the chaos of the Spellplague, the magical chaos unleashed by such events has created a legacy of wild magic sorcerers. This legacy often lies dormant for generations, then suddenly manifests under the right (or wrong) circumstances. These wild mages are more common recently in lands directly affected by the Spellplague, including Halruaa, Mulhorand, and pockets of Cormyr and the Sword Coast.

Draconic Magic

Dragons are known to take humanoid form and live among lesser creatures for decades. Some of these dragons have liaisons with humanoids, or invest their allies or minions with dragon magic. These invested creatures might become draconic bloodline sorcerers, or pass their abilities on to their descendants. Draconic bloodline sorcerers have appeared in most parts of the world due to the actions of individual dragons or experimentation by dragon cults, but they are significantly more common around Chessenta, which was once ruled by a dragon, and the land of Murghôm near Thay, where dragon princes have ruled for the last eighty years.

Magic of the Storm

During the Sundering, a constant storm called the Great Rain covered the Sea of Fallen Stars, darkening the skies and causing massive floods. Thousands of people died from drowning, lightning strikes, or bursts of wind that hit like fists and capsized ships. A few survivors of these events found themselves blessed or cursed with innate magic—storm sorcerers able to bend lightning, thunder, and wind to their will. Most of these new mages appeared near the Inner Sea, but clouds from the Great Rain sometimes traveled much farther away. Although not all storm sorcerers gained their powers from the Great Rain, most common folk associate them with its destructive weather and treat them with caution.

Arcane Spellcasters

The common folk of Faerûn often make little distinction between sorcerers, warlocks, and wizards. Most mages see little point in kindling rivalries with other types of arcane spellcasters—magic is magic, regardless of the means—and for the most part, sorcerers, wizards, and warlocks respect each other as fellow practitioners of the Art, understanding the power it represents.

Sorcerous Origin

Sorcerers in the Forgotten Realms have the following Sorcerous Origin option, in addition to those in the Player's Handbook:

  • Storm Sorcery

Source: Sword Coast Adventurer's Guide

Class | Sorcerer
Sorcerer
Level Proficiency Bonus Features Sorcery Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Spellcasting, Sorcerous Origin 4 2 2
2nd 2 Font of Magic 2 4 3 3
3rd 2 Metamagic, Metamagic Options 3 4 4 4 2
4th 2 Ability Score Improvement, Sorcerous Versatility 4 5 5 4 3
5th 3 Magical Guidance 5 5 6 4 3 2
6th 3 Sorcerous Origin feature 6 5 7 4 3 3
7th 3 7 5 8 4 3 3 1
8th 3 Ability Score Improvement 8 5 9 4 3 3 2
9th 4 9 5 10 4 3 3 3 1
10th 4 Metamagic 10 6 11 4 3 3 3 2
11th 4 11 6 12 4 3 3 3 2 1
12th 4 Ability Score Improvement 12 6 12 4 3 3 3 2 1
13th 5 13 6 13 4 3 3 3 2 1 1
14th 5 Sorcerous Origin feature 14 6 13 4 3 3 3 2 1 1
15th 5 15 6 14 4 3 3 3 2 1 1 1
16th 5 Ability Score Improvement 16 6 14 4 3 3 3 2 1 1 1
17th 6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th 6 Sorcerous Origin feature 18 6 15 4 3 3 3 3 1 1 1 1
19th 6 Ability Score Improvement 19 6 15 4 3 3 3 3 2 1 1 1
20th 6 Sorcerous Restoration 20 6 15 4 3 3 3 3 2 2 1 1

Class | Sorcerer

Class Features

As a Sorcerer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: none
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: none

  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Equipment

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


  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Charisma 13


  • Source: PHB, pg 99. Also found in the SRD 5.1.

Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

Raw Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can't name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

Unexplained Powers

Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

Class | Sorcerer

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

Quick Build

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.


The following information is from Xanathar’s Guide to Everything, page 48.

Practice and study are for amateurs. True power is a birthright.

— Hennet, scion of Tiamat

When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them.

Because the idea of an innately magical being traveling among them does not sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their less magically gifted contemporaries.

Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an expected birthright, its appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities.

Playing a sorcerer character can be as rewarding as it is challenging. The sections below offer suggestions on how to flesh out and personalize your persona.

Divine? Arcane? What difference does it make where magic comes from? You've got it or you don't. Fortunately, I've got loads of the stuff.

— Xanathar

Arcane Origins

Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause.

Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn't know where their power arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign.

Arcane Origins

d6 Origin
1 Your power arises from your family's bloodline. You are related to some powerful creature, or you inherited a blessing or a curse.
2 You are the reincarnation of a being from another plane of existence.
3 A powerful entity entered the world. Its magic changed you.
4 Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends.
5 You are the product of generations of careful, selective breeding.
6 You were made in a vat by an alchemist.

Reaction

When a new sorcerer enters the world, either at birth or later when one's power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen.

When your sorcerer's powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?

Reactions

d6 Reaction
1 Your powers are seen as a great blessing by those around you, and you are expected to use them in service to your community.
2 Your powers caused destruction and even a death when they became evident, and you were treated as a criminal.
3 Your neighbors hate and fear your power, causing them to shun you.
4 You came to the attention of a sinister cult that plans on exploiting your abilities.
5 People around you believe that your powers are a curse levied on your family for a past transgression.
6 Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago.

Supernatural Mark

A sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk.

Class | Sorcerer

If your sorcerer has a supernatural mark, it might be one that's easily concealed, or it could be a source of pride that you keep on constant display.

Supernatural Marks

d6 Mark
1 Your eyes are an unusual color, such as red.
2 You have an extra toe on one foot.
3 One of your ears is noticeably larger than the other.
4 Your hair grows at a prodigious rate.
5 You wrinkle your nose repeatedly while you are chewing.
6 A red splotch appears on your neck once a day, then vanishes after an hour.

Signs of Sorcery

As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one's magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from.

When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?

Signs of Sorcery

d6 Sign
1 You deliver the verbal components of your spells in the booming voice of a titan.
2 For a moment after you cast a spell, the area around you grows dark and gloomy.
3 You sweat profusely while casting a spell and for a few seconds thereafter.
4 Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell.
5 If you are standing when you cast a spell, you rise six inches into the air and gently float back down.
6 Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear.

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots

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

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

Spells Known of 1st Level and Higher

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

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

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

Spell save DC = 8 + Charisma modifier + Proficiency Bonus

Spell attack modifier = Charisma modifier + Proficiency Bonus

Spellcasting Focus

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

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Class | Sorcerer

Flexible Casting

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

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots

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

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

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

Cost: 1 Sorcery Point

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

Cost: 1 Sorcery Point

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

Cost: 1 Sorcery Point

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

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

Extended Spell

Cost: 1 Sorcery Point

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

Cost: 3 Sorcery Points

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

Cost: 2 Sorcery Points

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

Cost: 1 Sorcery Point

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

Cost: 1–9 Sorcery Points

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Metamagic Options TCE p65

3rd-level sorcerer optional feature

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

Seeking Spell

Cost: 2 Sorcery Points

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

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

Transmuted Spell

Cost: 1 Sorcery Point

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Class | Sorcerer

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Versatility TCE p65

4th-level sorcerer optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance TCE p65

5th-level sorcerer optional feature

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Origin feature

At 6th level, you gain a feature granted by your Sorcerous Origin.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Metamagic

At 10th level, you learn an additional metamagic option.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Origin feature

At 14th level, you gain a feature granted by your Sorcerous Origin.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Metamagic

At 17th level, you learn an additional metamagic option.

Sorcerous Origin feature

At 18th level, you gain a feature granted by your Sorcerous Origin.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.


Class source: PHB, pg 99. Also found in the SRD 5.1.

Class | Sorcerer

Aberrant Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Aberrant Origins

d6 Origin
1 You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
2 A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.
3 You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.
5 As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
6 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!

Psionic Spells

1st-level Aberrant Mind feature

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

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

Psionic Spells

Sorcerer Level Spells
1st arms of Hadar, dissonant whispers, mind sliver
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending
7th Evard's black tentacles, summon aberration
9th Rary's telepathic bond, telekinesis

Telepathic Speech

1st-level Aberrant Mind feature

You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Psionic Sorcery

6th-level Aberrant Mind feature

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.

If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

6th-level Aberrant Mind feature

You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Class | Sorcerer

Revelation in Flesh

14th-level Aberrant Mind feature

You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Warping Implosion

18th-level Aberrant Mind feature

You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.


Subclass source: TCE, pg 66.

Class | Sorcerer

Clockwork Magic

1st-level Clockwork Soul feature

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

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

Clockwork Spells

Sorcerer Level Spells
1st alarm, protection from evil and good
3rd aid, lesser restoration
5th dispel magic, protection from energy
7th freedom of movement, summon construct
9th greater restoration, wall of force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Manifestations of Order

d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
4 Floating equations and geometric objects overlay your body.
5 Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Restore Balance

1st-level Clockwork Soul feature

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

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.

Bastion of Law

6th-level Clockwork Soul feature

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

14th-level Clockwork Soul feature

You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

18th-level Clockwork Soul feature

You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.


Subclass source: TCE, pg 68.

Class | Sorcerer
Class | Sorcerer

Divine Soul

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 might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Divine Magic

Affinity Spell
Good cure wounds
Evil inflict wounds
Law bless
Chaos bane
Neutrality protection from evil and good

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.


Why do so many celestial things have bird wings and infernal things have bat wings? It seems arbitrary. There should be a bat angel!

— Xanathar


Empowered Healing

Starting 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 turn.

Otherworldly Wings

Starting 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 flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

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.

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


Subclass source: XGE, pg 50.

Class | Sorcerer

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

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

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.


Subclass source: PHB, pg 102.

Class | Sorcerer
Class | Sorcerer

Lunar Sorcery

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.

You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.

Lunar Embodiment

1st-Level Lunar Sorcery Feature

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

Lunar Spells

Sorcerer Level Full Moon Spell New Moon Spell Crescent Moon Spell
1st shield ray of sickness color spray
3rd lesser restoration blindness/deafness alter self
5th dispel magic vampiric touch phantom steed
7th death ward confusion hallucinatory terrain
9th Rary's telepathic bond hold monster mislead

Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Moon Fire

1st-Level Lunar Sorcery Feature

You can call down the radiant light of the moon on command. You learn the sacred flame spell, which doesn't count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

Lunar Boons

6th-Level Lunar Sorcery Feature

The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:

Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Waxing and Waning

6th-Level Lunar Sorcery Feature

You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.

You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.

Lunar Empowerment

14th-Level Lunar Sorcery Feature

The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:

  • Full Moon. 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 Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.

  • New Moon. You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.

  • Crescent Moon. You have resistance to necrotic and radiant damage.

Class | Sorcerer

Lunar Phenomenon

18th-Level Lunar Sorcery feature

As a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:

  • Full Moon. 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.

  • New Moon. 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.

  • Crescent Moon. 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.

Once you use one of these bonus action benefits, you can't use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.


Subclass source: DSotDQ, pg 35.

Class | Sorcerer
Class | Sorcerer

Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks

d6 Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don't appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.


Sometimes I disintegrate my shadow when I see it, because I think it's a different beholder.

— Xanathar


Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.


Subclass source: XGE, pg 50.

Class | Sorcerer

Storm Sorcery

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 sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Wind Speaker

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

Starting at 1st 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.


What is it with people and the weather?

It's just the sky weeping and shouting because it's so far away from me.

— Xanathar


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 half your sorcerer level.

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.

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 your sorcerer level. 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 magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.


Subclass source: XGE, pg 51.

Class | Sorcerer

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Wild Magic Surge

d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 You cast fireball as a 3rd-level spell centered on yourself.
09-10 You cast magic missile as a 5th-level spell.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
d100 Effect
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you must shout when you speak.
Class | Sorcerer
d100 Effect
63-64 You cast fog cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast mirror image.
87-88 You cast fly on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-00 You regain all expended sorcery points.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.


Subclass source: PHB, pg 103.

Class | Sorcerer
Class | Sorcerer

Sorcerer Spell List

Name Level Time School C. Range
Acid Splash Cantrip Action Conj. 60 feet
Blade Ward Cantrip Action Abj. Self
Booming Blade Cantrip Action Evoc. Self (5-foot radius)
Chill Touch Cantrip Action Necro. 120 feet
Control Flames Cantrip Action Trans. 60 feet
Create Bonfire Cantrip Action Conj. × 60 feet
Dancing Lights Cantrip Action Evoc. × 120 feet
Fire Bolt Cantrip Action Evoc. 120 feet
Friends Cantrip Action Ench. × Self
Frostbite Cantrip Action Evoc. 60 feet
Green-Flame Blade Cantrip Action Evoc. Self (5-foot radius)
Gust Cantrip Action Trans. 30 feet
Infestation Cantrip Action Conj. 30 feet
Light Cantrip Action Evoc. Touch
Lightning Lure Cantrip Action Evoc. Self (15-foot radius)
Mage Hand Cantrip Action Conj. 30 feet
Mending Cantrip 1 Min. Trans. Touch
Message Cantrip Action Trans. 120 feet
Mind Sliver Cantrip Action Ench. 60 feet
Minor Illusion Cantrip Action Illu. 30 feet
Mold Earth Cantrip Action Trans. 30 feet
Poison Spray Cantrip Action Conj. 10 feet
Prestidigitation Cantrip Action Trans. 10 feet
Ray of Frost Cantrip Action Evoc. 60 feet
Shape Water Cantrip Action Trans. 30 feet
Shocking Grasp Cantrip Action Evoc. Touch
Sword Burst Cantrip Action Conj. Self (5-foot radius)
Thunderclap Cantrip Action Evoc. 5 feet
True Strike Cantrip Action Divin. × 30 feet
Absorb Elements 1st Reaction Abj. Self
Burning Hands 1st Action Evoc. Self (15-foot cone)
Catapult 1st Action Trans. 60 feet
Chaos Bolt 1st Action Evoc. 120 feet
Charm Person 1st Action Ench. 30 feet
Chromatic Orb 1st Action Evoc. 90 feet
Color Spray 1st Action Illu. Self (15-foot cone)
Name Level Time School C. Range
Comprehend Languages 1st (rit.) Action Divin. Self
Detect Magic 1st (rit.) Action Divin. × Self
Disguise Self 1st Action Illu. Self
Distort Value 1st 1 Min. Illu. Touch
Earth Tremor 1st Action Evoc. 10 feet
Expeditious Retreat 1st Bonus Trans. × Self
False Life 1st Action Necro. Self
Feather Fall 1st Reaction Trans. 60 feet
Fog Cloud 1st Action Conj. × 120 feet
Grease 1st Action Conj. 60 feet
Ice Knife 1st Action Conj. 60 feet
Jump 1st Action Trans. Touch
Mage Armor 1st Action Abj. Touch
Magic Missile 1st Action Evoc. 120 feet
Ray of Sickness 1st Action Necro. 60 feet
Shield 1st Reaction Abj. Self
Silent Image 1st Action Illu. × 60 feet
Silvery Barbs 1st Reaction Ench. 60 feet
Sleep 1st Action Ench. 90 feet
Tasha's Caustic Brew 1st Action Evoc. × Self (30-foot line)
Thunderwave 1st Action Evoc. Self (15-foot cube)
Witch Bolt 1st Action Evoc. × 30 feet
Aganazzar's Scorcher 2nd Action Evoc. 30 feet
Air Bubble 2nd Action Conj. 60 feet
Alter Self 2nd Action Trans. × Self
Blindness/Deafness 2nd Action Necro. 30 feet
Blur 2nd Action Illu. × Self
Cloud of Daggers 2nd Action Conj. × 60 feet
Crown of Madness 2nd Action Ench. × 120 feet
Darkness 2nd Action Evoc. × 60 feet
Darkvision 2nd Action Trans. Touch
Detect Thoughts 2nd Action Divin. × Self
Dragon's Breath 2nd Bonus Trans. × Touch
Dust Devil 2nd Action Conj. × 60 feet
Earthbind 2nd Action Trans. × 300 feet
Enhance Ability 2nd Action Trans. × Touch
Enlarge/Reduce 2nd Action Trans. × 30 feet
Class | Sorcerer Spell List
Name Level Time School C. Range
Flame Blade 2nd Bonus Evoc. × Self
Flaming Sphere 2nd Action Conj. × 60 feet
Gust of Wind 2nd Action Evoc. × Self (60-foot line)
Hold Person 2nd Action Ench. × 60 feet
Invisibility 2nd Action Illu. × Touch
Kinetic Jaunt 2nd Bonus Trans. × Self
Knock 2nd Action Trans. 60 feet
Levitate 2nd Action Trans. × 60 feet
Magic Weapon 2nd Bonus Trans. × Touch
Maximilian's Earthen Grasp 2nd Action Trans. × 30 feet
Mind Spike 2nd Action Divin. × 60 feet
Mirror Image 2nd Action Illu. Self
Misty Step 2nd Bonus Conj. Self
Nathair's Mischief 2nd Action Illu. × 60 feet
Phantasmal Force 2nd Action Illu. × 60 feet
Pyrotechnics 2nd Action Trans. 60 feet
Rime's Binding Ice 2nd Action Evoc. Self (30-foot cone)
Scorching Ray 2nd Action Evoc. 120 feet
See Invisibility 2nd Action Divin. Self
Shadow Blade 2nd Bonus Illu. × Self
Shatter 2nd Action Evoc. 60 feet
Snilloc's Snowball Swarm 2nd Action Evoc. 90 feet
Spider Climb 2nd Action Trans. × Touch
Spray of Cards 2nd Action Conj. Self (15-foot cone)
Suggestion 2nd Action Ench. × 30 feet
Tasha's Mind Whip 2nd Action Ench. 90 feet
Vortex Warp 2nd Action Conj. 90 feet
Warding Wind 2nd Action Evoc. × Self
Warp Sense 2nd Action Divin. × Self
Web 2nd Action Conj. × 60 feet
Wither and Bloom 2nd Action Necro. 60 feet
Antagonize 3rd Action Ench. 30 feet
Ashardalon's Stride 3rd Bonus Trans. × Self
Blink 3rd Action Trans. Self
Catnap 3rd Action Ench. 30 feet
Clairvoyance 3rd 10 Min. Divin. × 1 mile
Counterspell 3rd Reaction Abj. 60 feet
Daylight 3rd Action Evoc. 60 feet
Name Level Time School C. Range
Flame Blade 2nd Bonus Evoc. × Self
Dispel Magic 3rd Action Abj. 120 feet
Enemies Abound 3rd Action Ench. × 120 feet
Erupting Earth 3rd Action Trans. 120 feet
Fear 3rd Action Illu. × Self (30-foot cone)
Fireball 3rd Action Evoc. 150 feet
Flame Arrows 3rd Action Trans. × Touch
Fly 3rd Action Trans. × Touch
Freedom of the Waves 3rd Action Conj. 120 feet
Gaseous Form 3rd Action Trans. × Touch
Haste 3rd Action Trans. × 30 feet
Hypnotic Pattern 3rd Action Illu. × 120 feet
Intellect Fortress 3rd Action Abj. × 30 feet
Lightning Bolt 3rd Action Evoc. Self (100-foot line)
Major Image 3rd Action Illu. × 120 feet
Melf's Minute Meteors 3rd Action Evoc. × Self
Protection from Energy 3rd Action Abj. × Touch
Sleet Storm 3rd Action Conj. × 150 feet
Slow 3rd Action Trans. × 120 feet
Stinking Cloud 3rd Action Conj. × 90 feet
Thunder Step 3rd Action Conj. 90 feet
Tidal Wave 3rd Action Conj. 120 feet
Tongues 3rd Action Divin. Touch
Vampiric Touch 3rd Action Necro. × Self
Wall of Water 3rd Action Evoc. × 60 feet
Water Breathing 3rd (rit.) Action Trans. 30 feet
Water Walk 3rd (rit.) Action Trans. 30 feet
Banishment 4th Action Abj. × 60 feet
Blight 4th Action Necro. 30 feet
Charm Monster 4th Action Ench. 30 feet
Confusion 4th Action Ench. × 90 feet
Dimension Door 4th Action Conj. 500 feet
Dominate Beast 4th Action Ench. × 60 feet
Fire Shield 4th Action Evoc. Self
Gate Seal 4th 1 Min. Abj. 60 feet
Greater Invisibility 4th Action Illu. × Touch
Ice Storm 4th Action Evoc. 300 feet
Class | Sorcerer Spell List
Name Level Time School C. Range
Polymorph 4th Action Trans. × 60 feet
Raulothim's Psychic Lance 4th Action Ench. 120 feet
Sickening Radiance 4th Action Evoc. × 120 feet
Spirit of Death 4th Action Necro. × 60 feet
Stoneskin 4th Action Abj. × Touch
Storm Sphere 4th Action Evoc. × 150 feet
Vitriolic Sphere 4th Action Evoc. 150 feet
Wall of Fire 4th Action Evoc. × 120 feet
Watery Sphere 4th Action Conj. × 90 feet
Animate Objects 5th Action Trans. × 120 feet
Bigby's Hand 5th Action Evoc. × 120 feet
Cloudkill 5th Action Conj. × 120 feet
Cone of Cold 5th Action Evoc. Self (60-foot cone)
Control Winds 5th Action Trans. × 300 feet
Creation 5th 1 Min. Illu. 30 feet
Dominate Person 5th Action Ench. × 60 feet
Enervation 5th Action Necro. × 60 feet
Far Step 5th Bonus Conj. × Self
Freedom of the Winds 5th Action Abj. × Self
Hold Monster 5th Action Ench. × 90 feet
Immolation 5th Action Evoc. × 90 feet
Insect Plague 5th Action Conj. × 300 feet
Seeming 5th Action Illu. 30 feet
Skill Empowerment 5th Action Trans. × Touch
Summon Draconic Spirit 5th Action Conj. × 60 feet
Synaptic Static 5th Action Ench. 120 feet
Telekinesis 5th Action Trans. × 60 feet
Teleportation Circle 5th 1 Min. Conj. 10 feet
Wall of Light 5th Action Evoc. × 120 feet
Wall of Stone 5th Action Evoc. × 120 feet
Arcane Gate 6th Action Conj. × 500 feet
Chain Lightning 6th Action Evoc. 150 feet
Circle of Death 6th Action Necro. 150 feet
Disintegrate 6th Action Trans. 60 feet
Eyebite 6th Action Necro. × Self
Fizban's Platinum Shield 6th Bonus Abj. × 60 feet
Flesh to Stone 6th Action Trans. × 60 feet
Name Level Time School C. Range
Globe of Invulnerability 6th Action Abj. × Self (10-foot radius)
Investiture of Flame 6th Action Trans. × Self
Investiture of Ice 6th Action Trans. × Self
Investiture of Stone 6th Action Trans. × Self
Investiture of Wind 6th Action Trans. × Self
Mass Suggestion 6th Action Ench. 60 feet
Mental Prison 6th Action Illu. × 60 feet
Move Earth 6th Action Trans. × 120 feet
Otiluke's Freezing Sphere 6th Action Evoc. 300 feet
Scatter 6th Action Conj. 30 feet
Sunbeam 6th Action Evoc. × Self (60-foot line)
Tasha's Otherworldly Guise 6th Bonus Trans. × Self
True Seeing 6th Action Divin. Touch
Crown of Stars 7th Action Evoc. Self
Delayed Blast Fireball 7th Action Evoc. × 150 feet
Draconic Transformation 7th Bonus Trans. × Self
Dream of the Blue Veil 7th 10 Min. Conj. 20 feet
Etherealness 7th Action Trans. Self
Finger of Death 7th Action Necro. 60 feet
Fire Storm 7th Action Evoc. 150 feet
Plane Shift 7th Action Conj. Touch
Power Word Pain 7th Action Ench. 60 feet
Prismatic Spray 7th Action Evoc. Self (60-foot cone)
Reverse Gravity 7th Action Trans. × 100 feet
Teleport 7th Action Conj. 10 feet
Whirlwind 7th Action Evoc. × 300 feet
Abi-Dalzim's Horrid Wilting 8th Action Necro. 150 feet
Demiplane 8th Action Conj. 60 feet
Dominate Monster 8th Action Ench. × 60 feet
Earthquake 8th Action Evoc. × 500 feet
Incendiary Cloud 8th Action Conj. × 150 feet
Power Word Stun 8th Action Ench. 60 feet
Sunburst 8th Action Evoc. 150 feet
Blade of Disaster 9th Bonus Conj. × 60 feet
Gate 9th Action Conj. × 60 feet
Class | Sorcerer Spell List
Name Level Time School C. Range
Mass Polymorph 9th Action Trans. × 120 feet
Meteor Swarm 9th Action Evoc. 1 mile
Power Word Kill 9th Action Ench. 60 feet
Psychic Scream 9th Action Ench. 90 feet
Time Stop 9th Action Trans. Self
Wish 9th Action Conj. Self
Class | Sorcerer Spell List

Warlock

Warlocks

Given their dealings with often sinister otherworldly patrons in exchange for power, warlocks don't have a sterling reputation in the Realms. Even well-meaning warlocks are viewed with suspicion and justifiable caution. Some wizards feel the very existence of warlocks taints the view of their noble Art and causes the common folk to view all practitioners of magic with doubt.

Some warlocks, particularly those of fey or fiendish bloodlines, are born with a propensity for their power, drawing the attention of potential patrons even from childhood. Others seek out a pact, sometimes because they can't find the power they desire elsewhere. Some warlocks forge multiple pacts, although they must eventually come to favor one over the others, as their patrons are jealous and possessive beings.

Patrons in the Realms

The gods are far from the only forces at work in the Realms, and ambitious warlocks have many potential patrons able to offer them arcane power.

The Archfey

In the vast wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass through a fey crossing by entering a clearing, passing through the surface of a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. A few warlocks seek out such places to bargain with the Archfey of that realm for power. Noteworthy Archfey patrons include the following: Titania, the Summer Queen, is perhaps the mightiest of the archfey. With a smile, she can ripen a crop, and with a frown, summon wildfires. She rules the seelie of the Summer Court. Oberon, the Green Lord, an unrivaled hunter and woodland warrior, is Titania's lover and frequently her foe. Oberon is attuned to every bough of each tree and each branch of every stream in the forests of the Feywild. If Oberon has a weakness, it is the wild nature of his heart. His mood swings like a weather vane in a wind storm. Hyrsam, the Prince of Fools, is thought to be the first satyr. He can sing the shine off gold, and his jokes and antics can cause stones to cry with laughter.

Class | Warlock

Yet Hyrsam is also the soul of savagery and the wild. Hyrsam the Fool is a prankster and prone to mischief, but when such jokes turn vicious and deadly, Hyrsam the Savage is at play. The Queen of Air and Darkness rules the unseelie of the Gloaming Court from an onyx throne that sits empty except for the hovering Night Diamond, a black gem the size of a human head that dully glimmers with captured stars. The Queen of Air and Darkness is an invisible presence around it, her voice thundering from the Night Diamond or whispering secrets directly in the ears of her courtiers, and sometimes both at once. The Prince of Frost was once known as the Sun Prince, but his heart grew cold when his betrothed betrayed him and escaped, her soul becoming one of the stars. Ever since, the wrathful prince has sought to reunite with his betrothed whenever she is reincarnated in mortal form.

The Fiend

Numerous fiends forge pacts with mortal warlocks in the Realms—so many that warlocks are almost synonymous with infernal power in Faerûn. These fiends include the Archdevils of the Nine Hells and their most powerful dukes, the Demon Lords of the Abyss, and the ultroloths who rule over yugoloth armies. Such deals need not be struck directly with the power in question, however. Often a weaker fiend serves as an intermediary, and the warlock might not know whom he or she serves. Notable fiendish patrons peculiar to the Forgotten Realms include the following: Baazka is the pit fiend behind the most recent incursion of infernal forces from Dragonspear Castle. Its plans for the Sword Coast were thwarted along with those of allied Red Wizards, but its ambitions in the region remain. Belaphoss is a demon that serves Demogorgon. It considers itself the greatest servitor of the Prince of Demons and thus a rival for Demogorgon's power. Eltab was once bound beneath the city of Eltabbar in Thay, caged even by the layout of the city's streets and canals, which formed a glyph of imprisonment. The demon is now loose in the world, seeking revenge. Errtu the balor has plagued Drizzt Do'Urden for more than a century, largely over possession of an artifact called the Crenshinibon. Having lost the last battle and been banished from the world, the balor now seeks indirect means of revenge. Gargauth is a mysterious infernal power who seeks godhood while trapped in the world within a magical shield. Lorcan is a cambion who collects warlocks like one might collect butterflies. His favorite collection, the Troil Thirteen, includes warlocks of blood descent from the thirteen who first made a pact with Asmodeus. Malkizid is a solar who fell from grace when he betrayed the Seldarine. Ever since then, Malkizid has delighted in every wrong he can do to elves, but he gains the greatest pleasure when he manipulates the elves into harming each other. Wendonai is the balor lord who first tempted the dark elves to summon demons in the ancient wars between the elf peoples. It also turned them to the worship of Lolth and continued to advise and tutor them for long after the Descent.

The Great Old One

Beyond the planes known to great wizards and sages lies the Far Realm of the Great Old Ones, beings outside time, space, and sanity. That realm is reachable by profane rituals and in the dreams of some of those drawn to those entities' power. Some of the blasphemous names associated with that place and its madness include the following: Dendar the Night Serpent, Eater of the World, is said to be the spawn of the first nightmare, devourer of foul visions, and harbinger of the end of the world. Her warlocks frequently dream of Dendar's hiss and the dry rasp of her scales when they first realize their potential. Ghaunadaur, That Which Lurks, Underdark god of aberrations, also known as the Elder Eye. It is worshiped (if such a word can be used) by slimes, oozes, and similar creatures.

Kezef the Chaos Hound is a black, skeletal mastiff covered in swarming maggots, its blood a black acid. The gods imprisoned Kezef in an unbreakable leash forged by Gond and a glowing ward conjured by Mystra, for which the Chaos Hound bit off Tyr's hand. Moander is a dark power of corruption and decay. Those touched by its influence first receive a dream, the "seed of Moander," wherein the following words are heard: "Question not the words of Moander, lest you be stricken by the Eating From Within. Go forth and possess beings of power and influence for me. Slay, and let the rot cover all. Fear me, and obey." Tyranthraxus, also called the Possessing Spirit and the Flamed One, seeks to rule the world through the bodies of others. Similar to the Earthmother, it uses magical pools as windows into the world to spread its influence. Zargon, the Returner, also called the Invincible Tyrant, is said to be an undying and unkillable evil. Some stories claim Zargon was the original master of the Nine Hells. Others claim him to be a powerful Demon Prince exiled from the Abyss. Perhaps neither of these stories are true, but it can surely be said that Zargon is a power that inspires madness and terror.

Otherworldly Patron

Warlocks in the Forgotten Realms have the following Otherworldly Patron option, in addition to those in the Player's Handbook:

  • The Undying

Source: Sword Coast Adventurer's Guide

Class | Warlock
Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st 2 Pact Magic, Otherworldly Patron 2 2 1 1st
2nd 2 Eldritch Invocations 2 3 2 1st 2
3rd 2 Pact Boon 2 4 2 2nd 2
4th 2 Ability Score Improvement, Eldritch Versatility 3 5 2 2nd 2
5th 3 3 6 2 3rd 3
6th 3 Otherworldly Patron feature 3 7 2 3rd 3
7th 3 3 8 2 4th 4
8th 3 Ability Score Improvement 3 9 2 4th 4
9th 4 3 10 2 5th 5
10th 4 Otherworldly Patron feature 4 10 2 5th 5
11th 4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th 4 Ability Score Improvement 4 11 3 5th 6
13th 5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th 5 Otherworldly Patron feature 4 12 3 5th 6
15th 5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th 5 Ability Score Improvement 4 13 3 5th 7
17th 6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th 6 4 14 4 5th 8
19th 6 Ability Score Improvement 4 15 4 5th 8
20th 6 Eldritch Master 4 15 4 5th 8

Class | Warlock

Class Features

As a Warlock, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Equipment

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


  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Charisma 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.


  • Armor: light armor
  • Weapons: simple weapons

  • Source: PHB, pg 105. Also found in the SRD 5.1.

Warlock

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Sworn and Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Creating a Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

Class | Warlock

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Quick Build

You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.


The following information is from Xanathar’s Guide to Everything, page 53.

You think me mad? I think true insanity is being content to live a life of mortal drudgery when knowledge and power is there for the taking in the realm beyond.

— Xarren, herald of Acamar

Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery.

Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to a warlock's entering into a pact with a planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, a warlock might have no love for a patron, or vice versa.

The sections that follow provide ways to embellish a warlock character that could generate some intriguing story and roleplaying opportunities.

So you got your powers by making a contract with something? Is it in writing, perchance? Well, never mind. Just tell me this: Can I get your powers by eating you?

— Xanathar

Patron's Attitude

Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.

When you determine the attitude your warlock character holds toward your patron, also consider how things look from the patron's perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it?

Patron Attitudes

d6 Attitude
1 Your patron has guided and helped your family for generations and is kindly toward you.
2 Each interaction with your capricious patron is a surprise, whether pleasant or painful.
3 Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to influence the world.
4 Your patron is a strict disciplinarian but treats you with a measure of respect.
5 Your patron tricked you into a pact and treats you as a slave.
6 You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear.

Special Terms of the Pact

A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact—what a warlock must do to receive a patron's favor—are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.

Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn't imposed such a duty on you already, that's not to say it couldn't still happen.

Special Terms

d6 Term
1 When directed, you must take immediate action against a specific enemy of your patron.
2 Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants.
3 At least once a day, you must inscribe or carve your patron's name or symbol on the wall of a building.
4 You must occasionally conduct bizarre rituals to maintain your pact.
5 You can never wear the same outfit twice, since your patron finds such predictability to be boring.
6 When you use an eldritch invocation, you must speak your patron's name aloud or risk incurring its displeasure.
Class | Warlock

Binding Mark

Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A binding mark makes it clear—to those who know about such things—that the individual in question is bound to the patron's service. A warlock might take advantage of such a mark, claiming it as proof of one's pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.

If your warlock's pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?

Binding Marks

d6 Mark
1 One of your eyes looks the same as one of your patron's eyes.
2 Each time you wake up, the small blemish on your face appears in a different place.
3 You display outward symptoms of a disease but suffer no ill effects from it.
4 Your tongue is an unnatural color.
5 You have a vestigial tail.
6 Your nose glows in the dark.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

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

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

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

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

Spellcasting Ability

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

Spell save DC = 8 + Charisma modifier + Proficiency Bonus

Spell attack modifier = Charisma modifier + Proficiency Bonus

Spellcasting Focus

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

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Class | Warlock

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Eldritch Versatility TCE p70

4th-level warlock optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Otherworldly Patron feature

At 6th level, you gain a feature granted by your Otherworldly Patron.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Otherworldly Patron feature

At 10th level, you gain a feature granted by your Otherworldly Patron.

Mystic Arcanum (6th level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

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

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Class | Warlock

Mystic Arcanum (7th level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Otherworldly Patron feature

At 14th level, you gain a feature granted by your Otherworldly Patron.

Mystic Arcanum (8th level)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Mystic Arcanum (9th level)

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Class source: PHB, page 105. Also found in the SRD 5.1.

Class | Warlock
Class | Warlock

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Archfey Expanded Spells

Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.


Subclass source: PHB, pg 105.

Class | Warlock

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Celestial Expanded Spells

Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration

Bonus Cantrips

At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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


Subclass source: XGE, pg 54.

Class | Warlock

The 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?

Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.

Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Expanded Spell List

1st-level Fathomless feature

The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fathomless Expanded Spells

Spell Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, silence
3rd lightning bolt, sleet storm
4th control water, summon elemental (water only)
5th Bigby's hand (appears as a tentacle), cone of cold

Tentacle of the Deeps

1st-level Fathomless feature

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 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

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 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

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 proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Sea

1st-level Fathomless feature

You gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

6th-level Fathomless feature

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

6th-level Fathomless feature

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

10th-level Fathomless feature

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 a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Fathomless Plunge

14th-level Fathomless feature

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.


Subclass source: TCE, pg 72.

Class | Warlock
Class | Warlock

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz-Urb'luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells

Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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


Subclass source: PHB, pg 109.

Class | Warlock

The 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.

You choose your patron's kind or determine it randomly, using the Genie Kind table.

Genie Kind

d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water

Expanded Spell List

1st-level Genie feature

The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.

Genie Expanded Spells

Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st detect evil and good sanctuary thunderwave burning hands fog cloud
2nd phantasmal force spike growth gust of wind scorching ray blur
3rd create food and water meld into stone wind wall fireball sleet storm
4th phantasmal killer stone shape greater invisibility fire shield control water
5th creation wall of stone seeming flame strike cone of cold
9th wish

Genie's Vessel

1st-level Genie feature

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.

Genie's Vessel

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

6th-level Genie feature

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 flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Class | Warlock

Sanctuary Vessel

10th-level Genie feature

When 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

14th-level Genie feature

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 1d4 long rests.


Subclass source: TCE, pg 73.

Class | Warlock

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Great Old One Expanded Spells

Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard's black tentacles
5th dominate person, telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.


Subclass source: PHB, pg 109.

Class | Warlock

The Hexblade

You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many Hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with Hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Expanded Spell List

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade Expanded Spells

Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can't use this feature again until you finish a short or long rest.

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.


Hexblade. What a cool name! So is your sword evil or cursed or something? But you're evil, right?... Okay, now I don't like the name. Names aren't cool if they don't make sense. Like mine: The Xanathar. See? It's cool, and it makes sense!

— Xanathar

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.


Subclass source: XGE, pg 55.

Class | Warlock
Class | Warlock
Class | Warlock
Class | Warlock

The Undead

You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Expanded Spell List

1st-level Undead feature

The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Undead Expanded Spells

Spell Level Spells
1st bane, false life
2nd blindness/deafness, phantasmal force
3rd phantom steed, speak with dead
4th death ward, greater invisibility
5th antilife shell, cloudkill

Form of Dread

1st-level Undead feature

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 gain temporary hit points equal to 1d10 + 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, 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.

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

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched

6th-level Undead feature

Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Necrotic Husk

10th-level Undead feature

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.

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.

Spirit Projection

14th-level Undead feature

Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

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


Subclass source: VRGR, pg 30.

Class | Warlock
Class | Warlock

The 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 Fistandantilus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

Expanded Spell List

The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Undying Expanded Spells

Spell Level Spells
1st false life, ray of sickness
2nd blindness/deafness, silence
3rd feign death, speak with dead
4th aura of life, death ward
5th contagion, legend lore

Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Defy Death

Starting 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 Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

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

Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, 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.

Indestructible 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, the part reattaches.

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


Subclass source: SCAG, pg 139.

Class | Warlock

Warlock Spell List

Name Level Time School C. Range
Blade Ward Cantrip Action Abj. Self
Booming Blade Cantrip Action Evoc. Self (5-foot radius)
Chill Touch Cantrip Action Necro. 120 feet
Create Bonfire Cantrip Action Conj. × 60 feet
Eldritch Blast Cantrip Action Evoc. 120 feet
Friends Cantrip Action Ench. × Self
Frostbite Cantrip Action Evoc. 60 feet
Green-Flame Blade Cantrip Action Evoc. Self (5-foot radius)
Infestation Cantrip Action Conj. 30 feet
Lightning Lure Cantrip Action Evoc. Self (15-foot radius)
Mage Hand Cantrip Action Conj. 30 feet
Magic Stone Cantrip Bonus Trans. Touch
Mind Sliver Cantrip Action Ench. 60 feet
Minor Illusion Cantrip Action Illu. 30 feet
Poison Spray Cantrip Action Conj. 10 feet
Prestidigitation Cantrip Action Trans. 10 feet
Sword Burst Cantrip Action Conj. Self (5-foot radius)
Thunderclap Cantrip Action Evoc. 5 feet
Toll the Dead Cantrip Action Necro. 60 feet
True Strike Cantrip Action Divin. × 30 feet
Armor of Agathys 1st Action Abj. Self
Arms of Hadar 1st Action Conj. Self (10-foot radius)
Cause Fear 1st Action Necro. × 60 feet
Charm Person 1st Action Ench. 30 feet
Comprehend Languages 1st (rit.) Action Divin. Self
Distort Value 1st 1 Min. Illu. Touch
Expeditious Retreat 1st Bonus Trans. × Self
Hellish Rebuke 1st Reaction Evoc. 60 feet
Hex 1st Bonus Ench. × 90 feet
Illusory Script 1st (rit.) 1 Min. Illu. Touch
Protection from Evil and Good 1st Action Abj. × Touch
Name Level Time School C. Range
Unseen Servant 1st (rit.) Action Conj. 60 feet
Witch Bolt 1st Action Evoc. × 30 feet
Borrowed Knowledge 2nd Action Divin. Self
Cloud of Daggers 2nd Action Conj. × 60 feet
Crown of Madness 2nd Action Ench. × 120 feet
Darkness 2nd Action Evoc. × 60 feet
Earthbind 2nd Action Trans. × 300 feet
Enthrall 2nd Action Ench. 60 feet
Flock of Familiars 2nd 1 Min. Conj. × Touch
Hold Person 2nd Action Ench. × 60 feet
Invisibility 2nd Action Illu. × Touch
Mind Spike 2nd Action Divin. × 60 feet
Mirror Image 2nd Action Illu. Self
Misty Step 2nd Bonus Conj. Self
Ray of Enfeeblement 2nd Action Necro. × 60 feet
Shadow Blade 2nd Bonus Illu. × Self
Shatter 2nd Action Evoc. 60 feet
Spider Climb 2nd Action Trans. × Touch
Spray of Cards 2nd Action Conj. Self (15-foot cone)
Suggestion 2nd Action Ench. × 30 feet
Warp Sense 2nd Action Divin. × Self
Antagonize 3rd Action Ench. 30 feet
Counterspell 3rd Reaction Abj. 60 feet
Dispel Magic 3rd Action Abj. 120 feet
Enemies Abound 3rd Action Ench. × 120 feet
Fear 3rd Action Illu. × Self (30-foot cone)
Fly 3rd Action Trans. × Touch
Gaseous Form 3rd Action Trans. × Touch
Hunger of Hadar 3rd Action Conj. × 150 feet
Hypnotic Pattern 3rd Action Illu. × 120 feet
Incite Greed 3rd Action Ench. × 30 feet
Intellect Fortress 3rd Action Abj. × 30 feet
Magic Circle 3rd 1 Min. Abj. 10 feet
Major Image 3rd Action Illu. × 120 feet
Remove Curse 3rd Action Abj. Touch
Spirit Shroud 3rd Bonus Necro. × Self
Class | Warlock Spell List
Name Level Time School C. Range
Summon Fey 3rd Action Conj. × 90 feet
Summon Lesser Demons 3rd Action Conj. × 60 feet
Summon Shadowspawn 3rd Action Conj. × 90 feet
Summon Undead 3rd Action Necro. × 90 feet
Thunder Step 3rd Action Conj. 90 feet
Tongues 3rd Action Divin. Touch
Vampiric Touch 3rd Action Necro. × Self
Banishment 4th Action Abj. × 60 feet
Blight 4th Action Necro. 30 feet
Charm Monster 4th Action Ench. 30 feet
Dimension Door 4th Action Conj. 500 feet
Elemental Bane 4th Action Trans. × 90 feet
Galder's Speedy Courier 4th Action Conj. 10 feet
Gate Seal 4th 1 Min. Abj. 60 feet
Hallucinatory Terrain 4th 10 Min. Illu. 300 feet
Raulothim's Psychic Lance 4th Action Ench. 120 feet
Shadow of Moil 4th Action Necro. × Self
Sickening Radiance 4th Action Evoc. × 120 feet
Spirit of Death 4th Action Necro. × 60 feet
Summon Aberration 4th Action Conj. × 90 feet
Summon Greater Demon 4th Action Conj. × 60 feet
Contact Other Plane 5th (rit.) 1 Min. Divin. Self
Danse Macabre 5th Action Necro. × 60 feet
Dream 5th 1 Min. Illu. Special
Enervation 5th Action Necro. × 60 feet
Far Step 5th Bonus Conj. × Self
Hold Monster 5th Action Ench. × 90 feet
Infernal Calling 5th 1 Min. Conj. × 90 feet
Mislead 5th Action Illu. × Self
Negative Energy Flood 5th Action Necro. 60 feet
Planar Binding 5th 1 Hr. Abj. 60 feet
Scrying 5th 10 Min. Divin. × Self
Synaptic Static 5th Action Ench. 120 feet
Teleportation Circle 5th 1 Min. Conj. 10 feet
Name Level Time School C. Range
Wall of Light 5th Action Evoc. × 120 feet
Arcane Gate 6th Action Conj. × 500 feet
Circle of Death 6th Action Necro. 150 feet
Conjure Fey 6th 1 Min. Conj. × 90 feet
Create Undead 6th 1 Min. Necro. 10 feet
Eyebite 6th Action Necro. × Self
Flesh to Stone 6th Action Trans. × 60 feet
Investiture of Flame 6th Action Trans. × Self
Investiture of Ice 6th Action Trans. × Self
Investiture of Stone 6th Action Trans. × Self
Investiture of Wind 6th Action Trans. × Self
Mass Suggestion 6th Action Ench. 60 feet
Mental Prison 6th Action Illu. × 60 feet
Scatter 6th Action Conj. 30 feet
Soul Cage 6th Reaction Necro. 60 feet
Summon Fiend 6th Action Conj. × 90 feet
Tasha's Otherworldly Guise 6th Bonus Trans. × Self
True Seeing 6th Action Divin. Touch
Crown of Stars 7th Action Evoc. Self
Dream of the Blue Veil 7th 10 Min. Conj. 20 feet
Etherealness 7th Action Trans. Self
Finger of Death 7th Action Necro. 60 feet
Forcecage 7th Action Evoc. 100 feet
Plane Shift 7th Action Conj. Touch
Power Word Pain 7th Action Ench. 60 feet
Demiplane 8th Action Conj. 60 feet
Dominate Monster 8th Action Ench. × 60 feet
Feeblemind 8th Action Ench. 150 feet
Glibness 8th Action Trans. Self
Maddening Darkness 8th Action Evoc. × 150 feet
Power Word Stun 8th Action Ench. 60 feet
Astral Projection 9th 1 Hr. Necro. 10 feet
Blade of Disaster 9th Bonus Conj. × 60 feet
Foresight 9th 1 Min. Divin. Touch
Gate 9th Action Conj. × 60 feet
Imprisonment 9th 1 Min. Abj. 30 feet
Power Word Kill 9th Action Ench. 60 feet
Class | Warlock Spell List
Name Level Time School C. Range
Psychic Scream 9th Action Ench. 90 feet
True Polymorph 9th Action Trans. × 30 feet
Weird 9th Action Illu. × 120 feet
Class | Warlock Spell List

Wizard

Wizards

The first hilt parried a clumsy axe swing and caught the rhythm of the wizard's spell. It was one with which he was well familiar. Using his free hand, the bladesinger mirrored his opponent's casting then sent his considerable power out to surround the overmatched wizard, binding it to himself. Argent energy flew from the human's outstretched hand only to fizzle into nothingness as the bladesinger quenched the spell. — Keith Francis Strohm, Bladesinger!

Scholars and practitioners of what they call "the Art" (see chapter 1 for details), wizards are the most disciplined spellcasters in the Forgotten Realms. They need to be, as their powers come from years of careful study and practice. Some wizards apprentice and study with an experienced master, while others attend formal academies or universities of wizardry, such as those in Evermeet or Halruaa, or in the great cities of the North like Waterdeep or Silverymoon.

With the intensity of their study and practice, wizards tend to become increasingly solitary as they advance in their Art, having fewer peers with whom they can share their insights, if they choose to share them with anyone at all. Thus great wizards often take up residence in isolated towers or strongholds, exhibiting ever more eccentric behavior as time goes on. Some say this is a mark of madness brought on by delving too deeply into arcane lore, but they never say it too loudly anywhere a wizard might overhear.

The greatest wizards of the Realms find means of extending their lives far beyond the span of any race except the elves. Archwizards may be centuries old, having seen civilizations rise and fall across Faerûn. Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.

Class | Wizard

Wizardly Groups

Many wizardly groups exist in the Forgotten Realms, but two, in particular, stand out.

The Red Wizards

The most infamous group of wizards in the Realms are the Red Wizards of Thay. Garbed in their distinctive red robes, the Red Wizards have sought to expand their power and to extend Thay's influence across the Realms, particularly in lands in the East. They shave their heads and wear complex tattoos reflecting their ambitions and achievements and their favored school of magic.

In Thay, the Red Wizards have ultimate power, although they give governance of day-to-day affairs to those without skill in the Art. Every Red Wizard devotes study to one of the eight schools of magic and serves that school's zulkir, the leader and ultimate master of that style of magic. The zulkirs and their underlings constantly vie with one another for power and influence, and this competition frequently sends Red Wizards far from Thay to seek new spells, recover lost artifacts, and create wealth that can flow back to Thay. The power the Red Wizards hold in Thay gives them a measure of diplomatic legitimacy in the lands of the Sword Coast and the North, but their presence is rarely welcome and is universally viewed with suspicion.

War Wizards

The potential for wizards to influence the outcome of battle is something no ruler in Faerûn can afford to ignore, and most great armies seek to recruit and include wizards among their ranks. Evokers are the most common, simply for the potential their spells have of inflicting the most damage to the greatest number of enemies. Still, all schools of magic find their applications in warfare.

The War Wizards of Cormyr are perhaps the best known application of the Art to the field of battle. As much soldiers as they are scholars, many of them were members of the Purple Dragons before they began their training in the Art. In addition to field duty in times of war, the War Wizards also protect the royalty of Cormyr, and each one swears a magic oath of service to the Crown. In this role, War Wizards serve as bodyguards, advisors, and even spies. Members of the royal family, Purple Dragon Knights, and officers of the Purple Dragons frequently wear magic rings that allow a War Wizards to know where they've gone and to scry upon them. Removing such a ring, even for innocent reasons, can call a cadre of battle-ready War Wizards to teleport nearby with attack spells already in the midst of being cast.


Mage Sigils

Wizards and many other arcane spellcasters develop a signature rune, which they use to identify their belongings, sign as their name, and warn others. As a mage gains in power, more individuals recognize the sigil and connect it with a mighty spellcaster, not to be trifled with. Some mage sigils are used in conjunction with spells such as glyph of warding, which enforces the tendency of ordinary people to shy away from items marked by such sigils. There are folktales, in fact, about the gods themselves punishing a person who misuse's a wizard's sigil—preposterous tales that were most likely started by wizards themselves. There is no set penalty for violating another mage's signature sigil or using it without permission. Powerful mages tend to punish such activity themselves to discourage further use.

Apprentice wizards in Faerûn are reminded of the dangers of misusing another spellcaster's sigil by a rhyme: "Whenever magic one doth weave / 'Tis never, ever, wise to deceive."


Source: Sword Coast Adventurer's Guide

Class | Wizard
Wizard
Wizard Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Arcane Recovery, Spellcasting 3 2
2nd 2 Arcane Tradition 3 3
3rd 2 Cantrip Formulas 3 4 2
4th 2 Ability Score Improvement 4 4 3
5th 3 4 4 3 2
6th 3 Arcane Tradition feature 4 4 3 3
7th 3 4 4 3 3 1
8th 3 Ability Score Improvement 4 4 3 3 2
9th 4 4 4 3 3 3 1
10th 4 Arcane Tradition feature 5 4 3 3 3 2
11th 4 5 4 3 3 3 2 1
12th 4 Ability Score Improvement 5 4 3 3 3 2 1
13th 5 5 4 3 3 3 2 1 1
14th 5 Arcane Tradition feature 5 4 3 3 3 2 1 1
15th 5 5 4 3 3 3 2 1 1 1
16th 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th 6 5 4 3 3 3 2 1 1 1 1
18th 6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th 6 Signature Spells 5 4 3 3 3 3 2 2 1 1

Class | Wizard

Class Features

As a Wizard, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: none
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: tools

  • Saving Throws: saving_throws
  • Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

You start with the following items, plus anything provided by your background.

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Multiclassing


  • Ability Score Minimum: Intelligence 13

Source: PHB, pg 112. Available in the SRD 5.1 and the Basic Rules (2014).

Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

The Lure of Knowledge

Wizards' lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Creating a Wizard

Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?

What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger.

Class | Wizard

Quick Build

You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.


The following information is from Xanathar’s Guide to Everything, page 58.

Wizardry requires understanding. The knowledge of how and why magic works, and our efforts to broaden that understanding, have brought about the key advances in civilization over the centuries.

— Gimble the illusionist

Only a select few people in the world are wielders of magic. Of all those, wizards stand at the pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, and the most accomplished among them can cast spells with world-shaking effects.

The price that wizards pay for their mastery is that most valuable of commodities: time. It takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one's own mind. For adventuring wizards and other spellcasters who aspire to the highest echelons of the profession, the studying never ends, nor does the quest for knowledge and power.

If you're playing a wizard, take advantage of the opportunity to make your character more than just a stereotypical spell-slinger. Use the advice that follows to add some intriguing details to how your wizard interacts with the world.

Watch. I love this trick.

Hey, wizard! You can't do magic. Oops, now you can. Oops, now you can't anymore. Ha ha ha!

— Xanathar

Class | Wizard
Class | Wizard

Spellbook

Your wizard character's most prized possession—your spellbook—might be an innocuous-looking volume whose covers show no hint of what's inside. Or you might display some flair, as many wizards do, by carrying a spellbook of an unusual sort. If you don't own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of manufacture.

Spellbooks

d6 Spellbook
1 A tome with pages that are thin sheets of metal, spells etched into them with acid
2 Long straps of leather on which spells are written, wrapped around a staff for ease of transport
3 A battered tome filled with pictographs that only you can understand
4 Small stones inscribed with spells and kept in a cloth bag
5 A scorched book, ravaged by dragon fire, with the script of your spells barely visible on its pages
6 A tome full of black pages whose writing is visible only in dim light or darkness

Ambition

Few aspiring wizards undertake the study of magic without some personal goal in mind. Many wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or confirms old ones.

Beyond the obvious, why does your wizard character study magic, and what do you want to achieve? If you haven't given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.

Ambitions

d6 Ambition
1 You will prove that the gods aren't as powerful as folk believe.
2 Immortality is the end goal of your studies.
3 If you can fully understand magic, you can unlock its use for all and usher in an era of equality.
4 Magic is a dangerous tool. You use it to protect what you treasure.
5 Arcane power must be taken away from those who would abuse it.
6 You will become the greatest wizard the world has seen in generations.

Eccentricity

Endless hours of solitary study and research can have a negative effect on anyone's social skills. Wizards, who are a breed apart to begin with, are no exception. An odd mannerism or two is not necessarily a drawback, though; an eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts.

If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?

Class | Wizard

Eccentricities

d6 Eccentricity
1 You have the habit of tapping your foot incessantly, which often annoys those around you.
2 Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes.
3 You never enter a room without looking to see what's hanging from the ceiling.
4 Your most prized possession is a dead worm that you keep inside a potion vial.
5 When you want people to leave you alone, you start talking to yourself. That usually does the trick.
6 Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to assume you are a beggar.
Class | Wizard

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

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

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

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

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + Intelligence modifier + Proficiency Bonus

Spell attack modifier = Intelligence modifier + Proficiency Bonus

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Class | Wizard

Spellcasting Focus

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

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook").

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

A spellbook doesn't contain cantrips.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Copying from a Spell Scroll. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Arcane Tradition feature

At 6th level, you gain a feature granted by your Arcane Tradition.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Arcane Tradition feature

At 10th level, you gain a feature granted by your Arcane Tradition.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Arcane Tradition feature

At 14th level, you gain a feature granted by your Arcane Tradition.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Class | Wizard

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.


Class source: PHB, page 105. Also found in the SRD 5.1.

Class | Wizard

Bladesinging

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Training in War and Song (Bladesinging)

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don't already have it.

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

While your bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

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

Bladesinger Styles

From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.

Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.

Cat. Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.

Bird. Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat.

Snake. Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style.

Extra Attack

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

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.

Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.


Subclass source: TCEG, pg 76.

Class | Wizard
Class | Wizard

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.

The secrets of hemocraft and other forms of blood magic were once the sole purview of the mysterious Claret Orders. In recent years, however, these secrets have begun to spread beyond the order's members and into the hands of less scrupulous mages. Blood magic has a bad reputation in Tal'Dorei, even though its powers can be used for much more than evil.

Blood Channeling

When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current hit points are below your hit point maximum, you can use your own body as an arcane focus.

In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking 1d10 necrotic damage per 50 gp of the cost of the component (minimum 1d10). 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

Also at 2nd 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 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). This damage can't be reduced in any way, and you must use the new rolls.

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 once. You must finish a short or long rest before you can use it again.

Glyph of Hemorrhaging

Starting 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 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.

Bond of Mutual Suffering (14th Level)

At 14th level, you can use this feature twice between rests.

Thicker than Water

Upon reaching 14th 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 proficiency bonus.

In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.


Subclass source: TDCSR, pg 176.

Class | Wizard

Chronurgy Magic

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.

Note: This subclass has access to Dunamancy Spells.

Chronal Shift

2nd-level Chronurgy Magic feature

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.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Temporal Awareness

2nd-level Chronurgy Magic feature

You can add your Intelligence modifier to your initiative rolls.

Momentary Stasis

6th-level Chronurgy Magic feature

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 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.

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

Arcane Abeyance

10th-level Chronurgy Magic feature

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 use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and 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

14th-level Chronurgy Magic feature

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).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.


Subclass source: EGW, pg 184.

Class | Wizard

Graviturgy Magic

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.

Note: This subclass has access to Dunamancy Spells.

Adjust Density

2nd-level Graviturgy Magic feature

As an 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 10th level in this class, you can target an object or a creature that is Huge or smaller.

Gravity Well

6th-level Graviturgy Magic feature

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

10th-level Graviturgy Magic feature

When another creature that you can see within 60 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 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

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

Event Horizon

14th-level Graviturgy Magic feature

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 2d10 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 every foot it moves this turn costs 2 extra feet of movement.

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.


Subclass source: EGW, pg 185.

Class | Wizard

Order of 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!

Wizardly Quill

2nd-level Order of Scribes feature

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

2nd-level Order of Scribes feature

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. Once you use this benefit, you can't do so again until 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

6th-level Order of Scribes feature

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.

Master Scrivener

10th-level Order of Scribes feature

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. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

Class | Wizard

One with the Word

14th-level Order of Scribes feature

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 Intelligence (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.


Subclass source: TCE, pg 77.

Class | Wizard

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.


Subclass source: PHB, pg 115.

Class | Wizard

School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.

Benign Transposition

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.


Subclass source: PHB, pg 115.

Class | Wizard

School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.


Subclass source: PHB, pg 115.

Class | Wizard

School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.


Subclass source: PHB, pg 115.

Class | Wizard

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.


Subclass source: PHB, pg 115.

Class | Wizard

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.


Subclass source: PHB, pg 115.

Class | Wizard

School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.


Subclass source: PHB, pg 115.

Class | Wizard

School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

  • Darkvision out to a range of 60 feet, as described in chapter 8.
  • An increase to speed of 10 feet while the creature is unencumbered.
  • Proficiency in Constitution saving throws.
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter's stone, the previous one ceases to function.

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.


Subclass source: PHB, pg 115.

Class | Wizard
Class | Wizard

War Magic

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.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?"

Arcane Deflection

At 2nd 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 +2 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

Starting at 2nd 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.


War magic? Does that make you a War Wizard? I've heard about them. They dress in purple, I think. But you're not dressed in purple. That's disappointing. Go change.

— Xanathar


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 of one). 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 turn 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 half your wizard level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Deflecting Shroud

At 14th 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.


Subclass source: PHB, pg 115.

Class | Wizard

Wizard Spell List

Name Level Time School C. Range
Abi-Dalzim's Horrid Wilting 8th Action Necro. 150 feet
Absorb Elements 1st Reaction Abj. Self
Acid Splash Cantrip Action Conj. 60 feet
Aganazzar's Scorcher 2nd Action Evoc. 30 feet
Air Bubble 2nd Action Conj. 60 feet
Alarm 1st (rit.) 1 Min. Abj. 30 feet
Alter Self 2nd Action Trans. × Self
Animate Dead 3rd 1 Min. Necro. 10 feet
Animate Objects 5th Action Trans. × 120 feet
Antagonize 3rd Action Ench. 30 feet
Antimagic Field 8th Action Abj. × Self (10-foot radius)
Antipathy/Sympathy 8th 1 Hr. Ench. 60 feet
Arcane Eye 4th Action Divin. × 30 feet
Arcane Gate 6th Action Conj. × 500 feet
Arcane Lock 2nd Action Abj. Touch
Ashardalon's Stride 3rd Bonus Trans. × Self
Astral Projection 9th 1 Hr. Necro. 10 feet
Augury 2nd (rit.) 1 Min. Divin. Self
Banishment 4th Action Abj. × 60 feet
Bestow Curse 3rd Action Necro. × Touch
Bigby's Hand 5th Action Evoc. × 120 feet
Blade of Disaster 9th Bonus Conj. × 60 feet
Blade Ward Cantrip Action Abj. Self
Blight 4th Action Necro. 30 feet
Blindness/Deafness 2nd Action Necro. 30 feet
Blink 3rd Action Trans. Self
Blur 2nd Action Illu. × Self
Booming Blade Cantrip Action Evoc. Self (5-foot radius)
Borrowed Knowledge 2nd Action Divin. Self
Burning Hands 1st Action Evoc. Self (15-foot cone)
Catapult 1st Action Trans. 60 feet
Catnap 3rd Action Ench. 30 feet
Cause Fear 1st Action Necro. × 60 feet
Chain Lightning 6th Action Evoc. 150 feet
Name Level Time School C. Range
Charm Monster 4th Action Ench. 30 feet
Charm Person 1st Action Ench. 30 feet
Chill Touch Cantrip Action Necro. 120 feet
Chromatic Orb 1st Action Evoc. 90 feet
Circle of Death 6th Action Necro. 150 feet
Clairvoyance 3rd 10 Min. Divin. × 1 mile
Clone 8th 1 Hr. Necro. Touch
Cloud of Daggers 2nd Action Conj. × 60 feet
Cloudkill 5th Action Conj. × 120 feet
Color Spray 1st Action Illu. Self (15-foot cone)
Comprehend Languages 1st (rit.) Action Divin. Self
Cone of Cold 5th Action Evoc. Self (60-foot cone)
Confusion 4th Action Ench. × 90 feet
Conjure Elemental 5th 1 Min. Conj. × 90 feet
Conjure Minor Elementals 4th 1 Min. Conj. × 90 feet
Contact Other Plane 5th (rit.) 1 Min. Divin. Self
Contingency 6th 10 Min. Evoc. Self
Continual Flame 2nd Action Evoc. Touch
Control Flames Cantrip Action Trans. 60 feet
Control Water 4th Action Trans. × 300 feet
Control Weather 8th 10 Min. Trans. × Self (5-mile radius)
Control Winds 5th Action Trans. × 300 feet
Counterspell 3rd Reaction Abj. 60 feet
Create Bonfire Cantrip Action Conj. × 60 feet
Create Homunculus 6th 1 Hr. Trans. Touch
Create Magen 7th 1 Hr. Trans. Touch
Create Spelljamming Helm 5th Action Trans. Touch
Create Undead 6th 1 Min. Necro. 10 feet
Creation 5th 1 Min. Illu. 30 feet
Crown of Madness 2nd Action Ench. × 120 feet
Crown of Stars 7th Action Evoc. Self
Dancing Lights Cantrip Action Evoc. × 120 feet
Charm Monster 4th Action Ench. 30 feet
Danse Macabre 5th Action Necro. × 60 feet
Class | Wizard
Name Level Time School C. Range
Darkness 2nd Action Evoc. × 60 feet
Darkvision 2nd Action Trans. Touch
Dawn 5th Action Evoc. × 60 feet
Delayed Blast Fireball 7th Action Evoc. × 150 feet
Demiplane 8th Action Conj. 60 feet
Detect Magic 1st (rit.) Action Divin. × Self
Detect Thoughts 2nd Action Divin. × Self
Dimension Door 4th Action Conj. 500 feet
Disguise Self 1st Action Illu. Self
Disintegrate 6th Action Trans. 60 feet
Dispel Magic 3rd Action Abj. 120 feet
Distort Value 1st 1 Min. Illu. Touch
Divination 4th (rit.) Action Divin. Self
Dominate Monster 8th Action Ench. × 60 feet
Dominate Person 5th Action Ench. × 60 feet
Draconic Transformation 7th Bonus Trans. × Self
Dragon's Breath 2nd Bonus Trans. × Touch
Drawmij's Instant Summons 6th (rit.) 1 Min. Conj. Touch
Dream 5th 1 Min. Illu. Special
Dream of the Blue Veil 7th 10 Min. Conj. 20 feet
Dust Devil 2nd Action Conj. × 60 feet
Earth Tremor 1st Action Evoc. 10 feet
Earthbind 2nd Action Trans. × 300 feet
Elemental Bane 4th Action Trans. × 90 feet
Enemies Abound 3rd Action Ench. × 120 feet
Enervation 5th Action Necro. × 60 feet
Enhance Ability 2nd Action Trans. × Touch
Enlarge/Reduce 2nd Action Trans. × 30 feet
Erupting Earth 3rd Action Trans. 120 feet
Etherealness 7th Action Trans. Self
Evard's Black Tentacles 4th Action Conj. × 90 feet
Expeditious Retreat 1st Bonus Trans. × Self
Eyebite 6th Action Necro. × Self
Name Level Time School C. Range
Fabricate 4th 10 Min. Trans. 120 feet
False Life 1st Action Necro. Self
Far Step 5th Bonus Conj. × Self
Fast Friends 3rd Action Ench. × 30 feet
Fear 3rd Action Illu. × Self (30-foot cone)
Feather Fall 1st Reaction Trans. 60 feet
Feeblemind 8th Action Ench. 150 feet
Feign Death 3rd (rit.) Action Necro. Touch
Find Familiar 1st (rit.) 1 Hr. Conj. 10 feet
Finger of Death 7th Action Necro. 60 feet
Fire Bolt Cantrip Action Evoc. 120 feet
Fire Shield 4th Action Evoc. Self
Fireball 3rd Action Evoc. 150 feet
Fizban's Platinum Shield 6th Bonus Abj. × 60 feet
Flame Arrows 3rd Action Trans. × Touch
Flaming Sphere 2nd Action Conj. × 60 feet
Flesh to Stone 6th Action Trans. × 60 feet
Flock of Familiars 2nd 1 Min. Conj. × Touch
Fly 3rd Action Trans. × Touch
Fog Cloud 1st Action Conj. × 120 feet
Forcecage 7th Action Evoc. 100 feet
Foresight 9th 1 Min. Divin. Touch
Friends Cantrip Action Ench. × Self
Frost Fingers 1st Action Evoc. Self (15-foot cone)
Frostbite Cantrip Action Evoc. 60 feet
Galder's Speedy Courier 4th Action Conj. 10 feet
Galder's Tower 3rd 10 Min. Conj. 30 feet
Gaseous Form 3rd Action Trans. × Touch
Gate 9th Action Conj. × 60 feet
Gate Seal 4th 1 Min. Abj. 60 feet
Geas 5th 1 Min. Ench. 60 feet
Gentle Repose 2nd (rit.) Action Necro. Touch
Gift of Gab 2nd Reaction Ench. Self
Globe of Invulnerability 6th Action Abj. × Self (10-foot radius)
Glyph of Warding 3rd 1 Hr. Abj. Touch
Class | Wizard
Name Level Time School C. Range
Grease 1st Action Conj. 60 feet
Greater Invisibility 4th Action Illu. × Touch
Green-Flame Blade Cantrip Action Evoc. Self (5-foot radius)
Guards and Wards 6th 10 Min. Abj. Touch
Gust Cantrip Action Trans. 30 feet
Gust of Wind 2nd Action Evoc. × Self (60-foot line)
Hallucinatory Terrain 4th 10 Min. Illu. 300 feet
Haste 3rd Action Trans. × 30 feet
Hold Monster 5th Action Ench. × 90 feet
Hold Person 2nd Action Ench. × 60 feet
Hypnotic Pattern 3rd Action Illu. × 120 feet
Ice Knife 1st Action Conj. 60 feet
Ice Storm 4th Action Evoc. 300 feet
Identify 1st (rit.) 1 Min. Divin. Touch
Illusory Dragon 8th Action Illu. × 120 feet
Illusory Script 1st (rit.) 1 Min. Illu. Touch
Immolation 5th Action Evoc. × 90 feet
Imprisonment 9th 1 Min. Abj. 30 feet
Incendiary Cloud 8th Action Conj. × 150 feet
Incite Greed 3rd Action Ench. × 30 feet
Infernal Calling 5th 1 Min. Conj. × 90 feet
Infestation Cantrip Action Conj. 30 feet
Intellect Fortress 3rd Action Abj. × 30 feet
Investiture of Flame 6th Action Trans. × Self
Investiture of Ice 6th Action Trans. × Self
Investiture of Stone 6th Action Trans. × Self
Investiture of Wind 6th Action Trans. × Self
Invisibility 2nd Action Illu. × Touch
Invulnerability 9th Action Abj. × Self
Jim's Glowing Coin 2nd Action Ench. 60 feet
Jim's Magic Missile 1st Action Evoc. 120 feet
Jump 1st Action Trans. Touch
Kinetic Jaunt 2nd Bonus Trans. × Self
Name Level Time School C. Range
Knock 2nd Action Trans. 60 feet
Legend Lore 5th 10 Min. Divin. Self
Leomund's Secret Chest 4th Action Conj. Touch
Leomund's Tiny Hut 3rd (rit.) 1 Min. Evoc. Self (10-foot-radius hemisphere)
Levitate 2nd Action Trans. × 60 feet
Life Transference 3rd Action Necro. 30 feet
Light Cantrip Action Evoc. Touch
Lightning Bolt 3rd Action Evoc. Self (100-foot line)
Lightning Lure Cantrip Action Evoc. Self (15-foot radius)
Linked Glyphs 3rd 1 Hr. Abj. Touch
Locate Creature 4th Action Divin. × Self
Locate Object 2nd Action Divin. × Self
Longstrider 1st Action Trans. Touch
Maddening Darkness 8th Action Evoc. × 150 feet
Mage Armor 1st Action Abj. Touch
Mage Hand Cantrip Action Conj. 30 feet
Magic Circle 3rd 1 Min. Abj. 10 feet
Magic Jar 6th 1 Min. Necro. Self
Magic Missile 1st Action Evoc. 120 feet
Magic Mouth 2nd (rit.) 1 Min. Illu. 30 feet
Magic Weapon 2nd Bonus Trans. × Touch
Major Image 3rd Action Illu. × 120 feet
Mass Polymorph 9th Action Trans. × 120 feet
Mass Suggestion 6th Action Ench. 60 feet
Maximilian's Earthen Grasp 2nd Action Trans. × 30 feet
Maze 8th Action Conj. × 60 feet
Melf's Acid Arrow 2nd Action Evoc. 90 feet
Melf's Minute Meteors 3rd Action Evoc. × Self
Mending Cantrip 1 Min. Trans. Touch
Mental Prison 6th Action Illu. × 60 feet
Message Cantrip Action Trans. 120 feet
Meteor Swarm 9th Action Evoc. 1 mile
Class | Wizard
Name Level Time School C. Range
Mighty Fortress 8th 1 Min. Conj. 1 mile
Mind Blank 8th Action Abj. Touch
Mind Sliver Cantrip Action Ench. 60 feet
Mind Spike 2nd Action Divin. × 60 feet
Minor Illusion Cantrip Action Illu. 30 feet
Mirage Arcane 7th 10 Min. Illu. Sight
Mirror Image 2nd Action Illu. Self
Mislead 5th Action Illu. × Self
Misty Step 2nd Bonus Conj. Self
Modify Memory 5th Action Ench. × 30 feet
Mold Earth Cantrip Action Trans. 30 feet
Mordenkainen's Faithful Hound 4th Action Conj. 30 feet
Mordenkainen's Magnificent Mansion 7th 1 Min. Conj. 300 feet
Mordenkainen's Private Sanctum 4th 10 Min. Abj. 120 feet
Mordenkainen's Sword 7th Action Evoc. × 60 feet
Move Earth 6th Action Trans. × 120 feet
Nathair's Mischief 2nd Action Illu. × 60 feet
Negative Energy Flood 5th Action Necro. 60 feet
Nondetection 3rd Action Abj. Touch
Nystul's Magic Aura 2nd Action Illu. Touch
Otiluke's Freezing Sphere 6th Action Evoc. 300 feet
Otiluke's Resilient Sphere 4th Action Evoc. × 30 feet
Otto's Irresistible Dance 6th Action Ench. × 30 feet
Passwall 5th Action Trans. 30 feet
Phantasmal Force 2nd Action Illu. × 60 feet
Phantasmal Killer 4th Action Illu. × 120 feet
Phantom Steed 3rd (rit.) 1 Min. Illu. 30 feet
Name Level Time School C. Range
Planar Binding 5th 1 Hr. Abj. 60 feet
Plane Shift 7th Action Conj. Touch
Poison Spray Cantrip Action Conj. 10 feet
Polymorph 4th Action Trans. × 60 feet
Power Word Kill 9th Action Ench. 60 feet
Power Word Pain 7th Action Ench. 60 feet
Power Word Stun 8th Action Ench. 60 feet
Prestidigitation Cantrip Action Trans. 10 feet
Prismatic Spray 7th Action Evoc. Self (60-foot cone)
Prismatic Wall 9th Action Abj. 60 feet
Programmed Illusion 6th Action Illu. 120 feet
Project Image 7th Action Illu. × 500 miles
Protection from Energy 3rd Action Abj. × Touch
Protection from Evil and Good 1st Action Abj. × Touch
Psychic Scream 9th Action Ench. 90 feet
Pyrotechnics 2nd Action Trans. 60 feet
Rary's Telepathic Bond 5th (rit.) Action Divin. 30 feet
Raulothim's Psychic Lance 4th Action Ench. 120 feet
Ray of Enfeeblement 2nd Action Necro. × 60 feet
Ray of Frost Cantrip Action Evoc. 60 feet
Ray of Sickness 1st Action Necro. 60 feet
Remove Curse 3rd Action Abj. Touch
Reverse Gravity 7th Action Trans. × 100 feet
Rime's Binding Ice 2nd Action Evoc. Self (30-foot cone)
Rope Trick 2nd Action Trans. Touch
Scatter 6th Action Conj. 30 feet
Scorching Ray 2nd Action Evoc. 120 feet
Scrying 5th 10 Min. Divin. × Self
See Invisibility 2nd Action Divin. Self
Seeming 5th Action Illu. 30 feet
Sending 3rd Action Evoc. Unlimited
Sequester 7th Action Trans. Touch
Shadow Blade 2nd Bonus Illu. × Self
Shape Water Cantrip Action Trans. 30 feet
Shapechange 9th Action Trans. × Self
Class | Wizard
Name Level Time School C. Range
Shatter 2nd Action Evoc. 60 feet
Shield 1st Reaction Abj. Self
Shocking Grasp Cantrip Action Evoc. Touch
Sickening Radiance 4th Action Evoc. × 120 feet
Silent Image 1st Action Illu. × 60 feet
Silvery Barbs 1st Reaction Ench. 60 feet
Simulacrum 7th 12 Hr. Illu. Touch
Skill Empowerment 5th Action Trans. × Touch
Skywrite 2nd (rit.) Action Trans. × Sight
Sleep 1st Action Ench. 90 feet
Sleet Storm 3rd Action Conj. × 150 feet
Slow 3rd Action Trans. × 120 feet
Snare 1st 1 Min. Abj. Touch
Snilloc's Snowball Swarm 2nd Action Evoc. 90 feet
Soul Cage 6th Reaction Necro. 60 feet
Speak with Dead 3rd Action Necro. 10 feet
Spider Climb 2nd Action Trans. × Touch
Spirit of Death 4th Action Necro. × 60 feet
Spirit Shroud 3rd Bonus Necro. × Self
Spray of Cards 2nd Action Conj. Self (15-foot cone)
Steel Wind Strike 5th Action Conj. 30 feet
Stinking Cloud 3rd Action Conj. × 90 feet
Stone Shape 4th Action Trans. Touch
Stoneskin 4th Action Abj. × Touch
Storm Sphere 4th Action Evoc. × 150 feet
Suggestion 2nd Action Ench. × 30 feet
Summon Aberration 4th Action Conj. × 90 feet
Summon Construct 4th Action Conj. × 90 feet
Summon Draconic Spirit 5th Action Conj. × 60 feet
Summon Elemental 4th Action Conj. × 90 feet
Summon Fey 3rd Action Conj. × 90 feet
Summon Fiend 6th Action Conj. × 90 feet
Summon Greater Demon 4th Action Conj. × 60 feet
Name Level Time School C. Range
Summon Lesser Demons 3rd Action Conj. × 60 feet
Summon Shadowspawn 3rd Action Conj. × 90 feet
Summon Undead 3rd Action Necro. × 90 feet
Sunbeam 6th Action Evoc. × Self (60-foot line)
Sunburst 8th Action Evoc. 150 feet
Sword Burst Cantrip Action Conj. Self (5-foot radius)
Symbol 7th 1 Min. Abj. Touch
Synaptic Static 5th Action Ench. 120 feet
Tasha's Caustic Brew 1st Action Evoc. × Self (30-foot line)
Tasha's Hideous Laughter 1st Action Ench. × 30 feet
Tasha's Mind Whip 2nd Action Ench. 90 feet
Tasha's Otherworldly Guise 6th Bonus Trans. × Self
Telekinesis 5th Action Trans. × 60 feet
Telepathy 8th Action Evoc. Unlimited
Teleport 7th Action Conj. 10 feet
Teleportation Circle 5th 1 Min. Conj. 10 feet
Tenser's Floating Disk 1st (rit.) Action Conj. 30 feet
Tenser's Transformation 6th Action Trans. × Self
Thunder Step 3rd Action Conj. 90 feet
Thunderclap Cantrip Action Evoc. 5 feet
Thunderwave 1st Action Evoc. Self (15-foot cube)
Tidal Wave 3rd Action Conj. 120 feet
Time Stop 9th Action Trans. Self
Tiny Servant 3rd 1 Min. Trans. Touch
Toll the Dead Cantrip Action Necro. 60 feet
Tongues 3rd Action Divin. Touch
Transmute Rock 5th Action Trans. 120 feet
True Polymorph 9th Action Trans. × 30 feet
True Seeing 6th Action Divin. Touch
True Strike Cantrip Action Divin. × 30 feet
Unseen Servant 1st (rit.) Action Conj. 60 feet
Vampiric Touch 3rd Action Necro. × Self
Class | Wizard
Name Level Time School C. Range
Vitriolic Sphere 4th Action Evoc. 150 feet
Vortex Warp 2nd Action Conj. 90 feet
Wall of Fire 4th Action Evoc. × 120 feet
Wall of Force 5th Action Evoc. × 120 feet
Wall of Ice 6th Action Evoc. × 120 feet
Wall of Light 5th Action Evoc. × 120 feet
Wall of Sand 3rd Action Evoc. × 90 feet
Wall of Stone 5th Action Evoc. × 120 feet
Wall of Water 3rd Action Evoc. × 60 feet
Warding Wind 2nd Action Evoc. × Self
Warp Sense 2nd Action Divin. × Self
Water Breathing 3rd (rit.) Action Trans. 30 feet
Watery Sphere 4th Action Conj. × 90 feet
Web 2nd Action Conj. × 60 feet
Weird 9th Action Illu. × 120 feet
Whirlwind 7th Action Evoc. × 300 feet
Wish 9th Action Conj. Self
Witch Bolt 1st Action Evoc. × 30 feet
Wither and Bloom 2nd Action Necro. 60 feet
Class | Wizard Spell List

Sidekicks


Expert Sidekick

Level Proficiency Bonus Features
1st 2 Bonus Proficiencies, Helpful
2nd 2 Cunning Action
3rd 2 Expertise
4th 2 Ability Score Improvement
5th 3
6th 3 Coordinated Strike
7th 3 Evasion
8th 3 Ability Score Improvement
9th 4
10th 4 Ability Score Improvement
11th 4 Inspiring Help
12th 4 Ability Score Improvement
13th 5
14th 5 Reliable Talent
15th 5 Expertise
16th 5 Ability Score Improvement
17th 6
18th 6 Sharp Mind
19th 6 Ability Score Improvement
20th 6 Inspiring Help Improvement

Class Features

As a sidekick, they gain the following class features

Hit Points


  • Hit Dice: SPECIAL
  • Hit Points at 1st Level: SPECIAL
  • Hit Points at Higher Levels: SPECIAL

Proficiencies


  • Armor: none
  • Weapons: none
  • Tools: none

  • Saving Throws: none
  • Skills: none

Source: TCE, pg 142

Expert Sidekick

The Expert is a master of certain tasks or knowledge, favoring cunning over brawn. It might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar.

Sidekick Class

To gain the Expert class, a creature must have at least one language in its stat block that it can speak.

Note: this class is intended for NPC sidekicks.

Bonus Proficiencies

1st-level Expert feature

The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma.

In addition, the sidekick gains proficiency in five skills of your choice, and it gains proficiency with light armor. If it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons and with two tools of your choice.

Helpful

1st-level Expert feature

The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Cunning Action

2nd-level Expert feature

The sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Expertise

3rd-level Expert feature

Choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.

At 15th level, choose two more of the sidekick's skill proficiencies to gain this benefit.

Ability Score Improvement

4th-level Expert feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Sidekick | Expert

Coordinated Strike

6th-level Expert feature

The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra 2d6 damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.

Evasion

7th-level Expert feature

Because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn't benefit from this feature while incapacitated.

Ability Score Improvement

8th-level Expert feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Ability Score Improvement

10th-level Expert feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Inspiring Help

11th-level Expert feature

When the sidekick takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.

At 20th level, the bonus increases to 2d6.

Ability Score Improvement

12th-level Expert feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Reliable Talent

14th-level Expert feature

The sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.

Expertise

15th-level Expert feature

Choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.

Ability Score Improvement

16th-level Expert feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Sharp Mind

18th-level Expert feature

The sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma.

Ability Score Improvement

19th-level Expert feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Inspiring Help Improvement

20th-level Expert feature

At 20th level, the bonus dice granted by the sidekick's Inspiring Help increases to 2d6.

Sidekick | Expert

Spellcaster Sidekick

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st 2 Bonus Proficiencies, Spellcasting 2 1 2
2nd 2 2 2 2
3rd 2 2 3 3
4th 2 Ability Score Improvement 3 3 3
5th 3 3 4 4 2
6th 3 Potent Cantrips 3 4 4 2
7th 3 3 5 4 3
8th 3 Ability Score Improvement 3 5 4 3
9th 4 3 6 4 3 2
10th 4 4 6 4 3 2
11th 4 4 7 4 3 3
12th 4 Ability Score Improvement 4 7 4 3 3
13th 5 4 8 4 3 3 1
14th 5 Empowered Spells 4 8 4 3 3 1
15th 5 4 9 4 3 3 2
16th 5 Ability Score Improvement 4 9 4 3 3 2
17th 6 4 10 4 3 3 3 1
18th 6 Ability Score Improvement 4 10 4 3 3 3 1
19th 6 4 11 4 3 3 3 2
20th 6 Focused Casting 4 11 4 3 3 3 2

Class Features

As a sidekick, they gain the following class features

Hit Points


  • Hit Dice: SPECIAL
  • Hit Points at 1st Level: SPECIAL
  • Hit Points at Higher Levels: SPECIAL

Proficiencies


  • Armor: none
  • Weapons: none
  • Tools: none

  • Saving Throws: none
  • Skills: none

Source: TCE, pg 144

Spellcaster Sidekick

A sidekick who becomes a Spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a magical performer, or a person with magic in their veins.

Sidekick Class

To gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak.

Note: this class is intended for NPC sidekicks.

Sidekick | Spellcaster

Bonus Proficiencies

1st-level Spellcaster feature

The sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma.

In addition, the sidekick gains proficiency in two skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion.

The sidekick gains proficiency with light armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons.

Spellcasting

1st-level Spellcaster feature

The sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the Spellcaster's role: Mage, Healer, or Prodigy. This choice determines the spell list and spellcasting ability used by the sidekick, as shown on the Spellcasting table.

Spellcasting

Role Spell List Ability
Mage Wizard Intelligence
Healer Cleric and Druid Wisdom
Prodigy Bard and Warlock Charisma

Spell Slots. The Spellcaster table shows how many spell slots the sidekick has to cast its Spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The sidekick regains all expended spell slots when it finishes a long rest.

Spells Known. The sidekick knows two cantrips and one 1st-level spell of your choice from its spell list. Here are recommendations for a 1st-level spellcaster of each role:

  • Mage: mage hand, ray of frost, thunderwave

  • Healer: cure wounds, guidance, sacred flame

  • Prodigy: eldritch blast, healing word, light

  • The Cantrips Known and Spells Known columns of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of the spells in the Spells Known column must be of a level for which the sidekick has spell slots, as shown on the table. For instance, when the sidekick reaches 5th level in this class, it can learn one new spell of 1st or 2nd level.

  • Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list. The new spell must be a cantrip or of a level for which the sidekick has spell slots.

Spellcasting Ability. The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table.

The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.

Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus

Spell attack modifier = spellcasting ability modifier + Proficiency Bonus

Spellcasting Focus. The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. A Mage can use an arcane focus, a Healer can use a holy symbol, and a Prodigy can use an arcane focus or a musical instrument.

Ability Score Improvement

4th-level Spellcaster feature

At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Potent Cantrips

6th-level Spellcaster feature

The sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip.

Ability Score Improvement

8th-level Spellcaster feature

At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Ability Score Improvement

12th-level Spellcaster feature

At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Empowered Spells

14th-level Spellcaster feature

Choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any.

Sidekick | Spellcaster

Ability Score Improvement

16th-level Spellcaster feature

At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Ability Score Improvement

18th-level Spellcaster feature

At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Focused Casting

20th-level Spellcaster feature

Taking damage can't break the sidekick's concentration on a spell.

Sidekick | Spellcaster

Warrior Sidekick

Warrior Sidekick
Level Proficiency Bonus Features
1st 2 Bonus Proficiencies, Martial Role
2nd 2 Second Wind
3rd 2 Improved Critical
4th 2 Ability Score Improvement
5th 3
6th 3 Extra Attack
7th 3 Battle Readiness
8th 3 Ability Score Improvement
9th 4
10th 4 Improved Defense
11th 4 Indomitable
12th 4 Ability Score Improvement
13th 5
14th 5 Ability Score Improvement
15th 5 Extra Attack Improvement
16th 5 Ability Score Improvement
17th 6
18th 6 Indomitable Improvement
19th 6 Ability Score Improvement
20th 6 Second Wind Improvement

Class Features

As a sidekick, they gain the following class features

Hit Points


  • Hit Dice: SPECIAL
  • Hit Points at 1st Level: SPECIAL
  • Hit Points at Higher Levels: SPECIAL

Proficiencies


  • Armor: none
  • Weapons: none
  • Tools: none

  • Saving Throws: none
  • Skills: none

Source: TCE, pg 146

Warrior Sidekick

A Warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat.

Note: this class is intended for NPC sidekicks.

Bonus Proficiencies

1st-level Warrior feature

The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.

In addition, the sidekick gains proficiency in two skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

The sidekick gains proficiency with all armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons.

Martial Role

1st-level Warrior feature

Each warrior focuses on offense or defense in their training. Choose one of the following options:

  • Attacker. The sidekick gains a +2 bonus to all attack rolls.

  • Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the sidekick, provided the sidekick can see the attacker.

Second Wind

2nd-level Warrior feature

The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

The sidekick can use this feature twice between rests starting at 20th level.

Improved Critical

3rd-level Warrior feature

The sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Sidekick | Warrior

Ability Score Improvement

4th-level Warrior feature

At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Extra Attack

6th-level Warrior feature

The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.

The number of attacks increases to three when the sidekick reaches 15th level.

If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.

Battle Readiness

7th-level Warrior feature

The sidekick has advantage on initiative rolls.

Ability Score Improvement

8th-level Warrior feature

At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Improved Defense

10th-level Warrior feature

The sidekick's Armor Class increases by 1.

Indomitable

11th-level Warrior feature

The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again until it finishes a long rest.

The sidekick can use this feature twice between long rests starting at 18th level.

Ability Score Improvement

12th-level Warrior feature

At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Ability Score Improvement

14th-level Warrior feature

At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Extra Attack Improvement

15th-level Warrior feature

The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.

The number of attacks increases to three when the sidekick reaches 15th level.

If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.

Ability Score Improvement

16th-level Warrior feature

At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Indomitable Improvement

18th-level Warrior feature

The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again until it finishes a long rest.

The sidekick can use this feature twice between long rests starting at 18th level.

Ability Score Improvement

19th-level Warrior feature

At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, the sidekick may instead take a feat.

Second Wind Improvement

20th-level Warrior feature

The sidekick can use their Second Wind feature twice between rests.

Sidekick | Warrior
 

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