Dungeons & Dragons Expert Rulebook
A collection of new rules and updated content for experienced players
Expert Rulebook: Players Companion
This companion is designed for experienced players and Dungeon masters alike, who are after more content for their games, and seeking better game balance. It incorporates amended rules from several Unearthed Arcana articles, and introduces rebalanced and brand new feats, class archetypes, races, weapons, spells and magic items. Reworked downtime rules also provide a mechanism for players to craft, purchase and sell magic items, train and gain useful resources to assist them in their adventures.
The primary design goal was to create better game balance, while capturing an old school feel with a nod to OD&D, AD&D and the 3rd edition rules in particular. Many rules were also tweaked in order to increase the challenge for experienced players, including more lethal combat, slower healing and changes to resting, and meaningful consequences for death and defeat.
This companion assumes a campaign setting of Faerun, but the material can be easily incorporated into any setting. The companion is designed to be read alongside the Players Handook, with the changes herein taking precedent over rules found in the PHB.
Creating a character
Step 1: Determine Ability Scores
You must select one of the following ability score arrays when determining ability scores at character creation:
- Option 1: 14, 13, 13, 12, 10, 8. In addition you may also select a bonus feat.
- Option 2: 15, 14, 13, 12, 10, 8.
A character can only have one feat at 1st level. You can arrange those numbers to your ability scores as you see fit.
Intelligence
You gain a number of bonus tool or language proficiencies at 1st level equal to your Intelligence modifier. Thieves tools are highly specialised however, so you cannot select thieves tools as one of your tool proficiencies for a high intelligence.
You may exchange 2 of these bonus tool or language proficiencies with a single skill proficiency or proficiency in thieves tools.
Tools come in handy during several downtime activites, including crafting items, and engaging in a trade when your character is taking a break from adventuring and spending his heard earned gold. You will have ample opportunity to put those proficiencies to work.
Step 2: Choose a Race
Monsters belong in dungeons
To capture an OSR feel, monstrous races are not available as player character races.
In addition to races from the players handbook, all races from the Sword Coast Adventurers Guide are available (duergar dwarves, ghostwise halflings, variant half elves, variant tieflings and svirfneblin gnomes). See the sidebar on the next page for rules for elven subraces unique to Faerun, and half elves that trace their lineage to these races.
In addition to those races, the aasimar and all its subraces from Volos Guide to Monsters, is a playable race, as are all four types of genasi from the Elemental Evil Players Companion.
Small races (Gnomes and Halflings)
All small races recieve the following additional racial traits:
- Size. You are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Reduce your starting Strength score by 2 to a minimum score of six. Your maximum Strength score is 16. Effects that increase your maximum score increase this maximum by the same amount over 16. You also gain +1 to your AC.
- Custom fitted. Armor made for you weighs half as much as medium armor, as do bedrolls, blankets, clothes and tents. A small tent sleeps two small creatures or one medium creature.
- Weapon restrictions: You cant use heavy weapons at all, and you must use versatile weapons two handed.
Humans
Instead of a bonus language, Humans gain proficiency in any one skill, tool or language at 1st level.
Variant human is not allowed.
Elf
See the sidebar for game stats for several new elven subraces. Information for these races can be found on page 106 of the Sword Coast Adventurers Guide.
Dragonborn
Dragonborn breath weapon increases to 4d6 damage at 5th level, 6d6 damage at 11th level, and 8d6 damage at 17th level, instead of the progression noted in the Players Handbook.
Half Elf
Half Elves gain +2 to Charisma, +1 to Dexterity and +1 to one other ability score of choice at 1st level instead of the Ability score bonuses listed in the PHB.
In addition to the options presented in the Sword Coast Adventurers Guide for Half Elves to represent their elven lineage, you may choose to be a half elf of one of the rarer elven peoples. You may exchange skill versatility for one of the following:
- Avariel. You gain the Wings and the Frail Trait.
- Lythari. You gain the Selune's Gift trait, however your effective level is halved, meaning you cant change shape until 2nd level.
- Sea Elf. You gain the Born to the Ocean trait.
- Star Elf. You gain the Cantrip trait
- Wild Elf. You gain the Savage attacks trait.
New Elven Subraces
Information on these races may be found on page 106 of the Sword Coast Adventurers Guide. The 3rd edition supplement Races of Faerun contains more detailed information:
Avariel
As one of the fabled winged elves you gain the following traits:
Wings: You gain a flying speed of 40’ when not in heavy armor or encumbered.
Elf weapon training: You are proficient in the longsword, longbow, shortbow and shortsword.
Frail: You suffer a -2 to Constitution to a minimum score of 4.
Lythari
A type of natural elven lycanthropes, you have the following traits:
Selune's gift: You have the ability to use wild shape once per short rest as a druid of your level. You are limited to assuming the form of a wolf when using this ability.
For every 2 levels you have beyond 1st, the HD of your wolf form increases by one. You have the shapechanger subtype.
At 11th level you add +4 to the Strength, Constitution and Dexterity scores of your wolf form and your bite damage increases to 2d6+4.
Sea Elf
As a Sea Elf You have the following traits:
Ability score increase: Your Strength score increases by 1.
Born to the ocean: You gain a swim speed of 30’ and the amphibious quality.
Sea Elf weapon training: You are proficient with tridents, javelins, spears and nets.
Star Elf
Your people are renowned for their unearthly beauty and enchanting voice. You have the following traits:
Ability score increase: Your Charisma score increases by 2.
Cantrip: You learn any one cantrip from the Bard spell list. Charisma is your spellcasting ability for it.
Wild elf
Secretive and reclusive, the primitive Wild Elves are a rarity. You have the following traits:
Ability score increase: Your Constitution score increases by 1.
Savage Attacks: When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Wild Elf weapon training: You are proficient in spears, longbows, shortbows and the blowgun.
Those playing an elf might want to check out the list of weapons later on for details on the Elven Curve Blade. An elf proficient in the longsword also gains proficiency in this (finesse) version of the longsword.
Tiefling
Variant winged tieflings subtract 2 from their starting Constitution score to a minimum score of four.
Step 3: Choose a Class
All classes from the Players Handbook are allowed as playable classes, as are all archetypes from the PHB, Xanathars Guide to Everything and the Sword Coast Adventurers Guide other than the Hexblade, and the Storm Sorcerer (both archetypes have been subsumed into class features and archetypes). In addition several new archetypes are included.
The complete list is:
- Artificer. Alchemist, Battle Smith, Artillerist, Maverick, Forge Adept.
- Barbarian. Ancestral Guardian, Battlerager, Berserker, Savage, Storm Herald, Totem Warrior, Zealot.
- Bard. College of Glamour, College of Lore, College of Swords, College of Valor, College of Whispers.
- Cleric. Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Trickery, War.
- Druid. Circle of the Beast, Circle of Blight, Circle of Dreams, Circle of the Land, Circle of the the Moon, Circle of the Shepherd.
- Fighter. Arcane Archer, Battlemaster, Cavalier, Champion, Eldritch Knight, Samurai, Warlord (Purple Dragon Knight).
- Monk. Way of the Drunken Master, Way of the Four Elements, Way of the Kensai, Way of the Long Death, Way of the Open Hand, Way of the Shadow, Way of the Sun Soul.
- Paladin. Oathbreaker, Oath of the Ancients, Oath of Conquest, Oath of the Crown, Oath of Devotion, Oath of Redemption, Oath of Vengance.
- Ranger. Beastmaster, Gloomstalker, Horizon Walker, Hunter, Monster Slayer.
- Rogue. Arcane Trickster, Assasin, Inquisitive, Mastermind, Scout, Swashbuckler, Thief, Thief Acrobat, Thug.
- Sorcerer. Arcane Bloodline, Draconic Bloodline, Elementalist, Divine Soul, Greenblooded, Shadow Sorcerer, Wild Mage.
- Warlock. The Archfey, The Celestial, The Fiend, The Great Old one, The Undying.
- Wizard. Abjurer, Bladesinger, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Magician, Necromancer, Transmuter, War Mage.
Class archetypes in italics are new archetypes, presented here in full.
Many class features of each class have been modified under these rules. Once you have selected a class, read the entry on your class in these rules carefully, and note the changes. If a class feature or archetype is not mentioned in these rules, then it remains unchanged.
Proficiency Versatility
Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Maneuver Versatility
1st-level feature (enhances Maneuvers).
If you know any maneuvers from the fighter’s Battle Master archetype (from any source), you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
Artificer
Forge adept
Replace the Forge adepts spell list with the following:
Artificer Level | Spells |
---|---|
3rd | zephyr strike, shield of faith |
5th | aid, warding bond |
9th | blinding smite, remove curse |
13th | death ward, staggering smite |
17th | Banishing smite, Steel wind strike |
Barbarian
Rage
Reduce the number of rages per long rest by one. You can rage once per long rest at 1st level, twice per long rest at 3rd level, three times per long rest at 6th level, four times per long rest at 12th level and five times per long rest at 17th level. At 20th level you are unlimited in the number of rages you can enter per day.
Fighting Style
Barbarians get a Fighting style (as the fighter class feature) at 2nd level chosen from Great weapon fighting, Two weapon fighting, Duelling and Protection.
Instinctive Pounce
At 5th-level, a barbarian may select this alternate class feature. If they choose to do so, it replaces Fast Movement.
When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.
Barbarian
To balance the reduction in the number of rages per long rest, barbarians recieve a free fighting style at 2nd level, giving them an increase in fighting ability that is always active, and not dependent on rage.
Path of the Berserker
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 unless you succeed in a DC 15 Constitution saving throw. The DC increases by 5 each time you use this ability, and resets to 15 when you finish a short or long rest.
New Primal Path: Savage
As a savage, you have little time for the comforts of civilised peoples. You favor attacks with your tribal weapons and shun the use of armor as a crutch, relied on by those afraid of battle. You are most at home in the wilderness and the wilds. Wild Elves in particular favor this primal path.
Primal Hunter
Starting when you select this path at 3rd level, you gain +2 to your AC when you wear Hide armor, and the damage you inflict with primitive weapons (the handaxe, javelin, club, dagger, spear, greatclub and yklwa) increases by one die type. Spears deal 1d10 piercing damage when you wield them in two hands. You may apply your rage bonus damage and brutal critical class features to ranged weapon attacks using Strength with primitive thrown weapons.
Dont forget to check out the weapons table later in this companion for updated game stats on the greatclub.
Born to the Wild
At 3rd level, you become proficient in the Survival skill. If you are already proficient in Survival, you add double your proficiency bonus to any checks you make with it. You also learn the Natural explorer class feature (as a Ranger) with one type of favored terrain.
Illiterate intuition
At 6th level you gain advantage on Charisma checks with creatures that have no language, or share no language with you.
Evasion
From 10th level 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. You must be wearing light armor, Hide armor or no armor to use this ability.
Primal fury
Starting at 14th level, when you attack with a primitive weapon while raging and have advantage on the attack roll, if both rolls of the d20 would have hit your target, your attack deals one extra die of weapon damage. You can only deal this extra damage once per turn.
Bard
Spellcasting
1st-level bard feature (enhances Spellcasting).
The following spells expand the bard spell list:
1st Level Cause fear (Xanathar’s Guide), Color spray, Command
2nd Level Aid, Enlarge/reduce, Mirror image
3rd Level Mass healing word, Slow, Tiny servant (Xanathar’s Guide), Haste
4th Level Phantasmal killer
5th Level Rary’s telepathic bond (ritual)
6th Level Heroes’ feast, Scatter (Xanathar’s Guide), Tenser’s transformation (Xanathar’s Guide)
7th Level Power word pain (Xanathar’s Guide)
8th Level Antipathy/sympathy
Remove Forcecage, Polymorph, and True Polymorph from the Bards spell list.
Spell Versatility
1st-level bard feature (enhances spellcasting).
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace
Countercharm
At 6th level, you gain the ability to use music or words of power to disrupt mind-influencing effects. As an action or a bonus action, you can start a performance that lasts until the start of your next turn. During that time, you and any friendly creatures within 30 feet of you gain advantage on saving throws against being frightened or charmed. A creature must 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).
Magical Secrets
Remove the Magical Secrets class feature from the Bard at 10th, 14th and 18th level. Lore Bards retain it as part of their college at 6th level as normal.
In its place, Bards gain the Improved Bardic Inspiration class feature at 10th level, improving at 14th and 18th level.
Improved Bardic Inspiration
At 10th level you can expend one use of your bardic inspiration to grant two creatures a bardic inspiration die as a single bonus action. This increases to three creatures at 14th level and to four creatures at 18th level. This bardic inspiration die is a d6, improving to a d8 at 15th level.
All eligible targets must be within 60 feet of you, and must be able to hear you.
College of Valor
Add the following class feature to College of Valor bards:
Fighting Style
At 3rd level, you learn a fighting style available to fighters; chosen from either Dueling or Protection. You cant choose a fighting style more than once even if you later get to choose again, but you cant choose the same fighting style more than once.
A focus on others
Under these rules bards gain the potent ability to quickly inspire multiple allies at once with bardic inspiration, granting an exponential increase in the potency of that ability. The changes to their spell list sees bards gain additional boost to their effectiveness at aiding others, at the cost of a reduction in their overall casting potency. It also means spells like Wish, Meteor Swarm, and Time Stop remain the signature spells of high level sorcerers and wizards.
Clerics
Preparing and Casting spells
Replace the second paragraph with the following text:
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 + half your cleric level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can prepare an additional spell at 5th, 11th and 17th level.
Cleric Spells
1st-level cleric feature (enhances Spellcasting).
The following spells expand the cleric spell list:
1st Level Cause fear (Xanathar’s Guide), Wrathful smite
2nd Level Branding smite
3rd Level Aura of vitality
4th Level Aura of life,Aura of purity
5th Level Skill empowerment (Xanathar’s Guide), Wall of light (Xanathar’s Guide)
9th Level Power word heal
Cantrip Versatility
1st-level cleric feature (enhances spellcasting).
Whenever you finish a long rest, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.
Tempest Domain
Replace the second paragraph of the 2nd level Channel Divinity: Destructive Wrath feature to read:
When you roll lightning or thunder damage, you can use your Channel Divinity to add 5 plus your cleric level extra damage of the same type.
Forge Domain
Replace the Soul of the Forge ability with the following:
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you resistance to fire damage. In addition, when creating items (including magic items) using your smiths tools using downtime,
Grave Domain
Replace the Grave Domain spell list with the following:
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Grave Domain Spells
Cleric Level | Spells |
---|---|
1st | bane, false life |
3rd | gentle repose, ray of enfeeblement |
5th | revivify, vampiric touch |
7th | aura of life, death ward |
9th | hallow, raise dead |
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. You know the spare the dying cantrip, which doesnt count against the number of cleric cantrips you know, and can cast it as a bonus action with a range of 30 feet.
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 that is not a construct and that 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.
Divine Strike
At 8th level, 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. This ability replaces potent spellcasting.
Druid
Preparing and Casting spells
Replace the second paragraph with the following text:
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 + half your druid level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can prepare an additional spell at 5th, 11th and 17th level.
Cantrip Versatility
1st-level druid feature (enhances Spellcasting).
Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list.
Druid Spells
1st-level druid feature (enhances Spellcasting).
The following spells expand the druid spell list.
Cantrips (0 Level) Acid splash
1st Level Ceremony (ritual, Xanathar’s Guide), Protection from evil and good
2nd Level Augury (ritual), Continual flame, Enlarge/reduce
3rd Level Aura of vitality, Elemental weapon, Revivify, Thunder step (Xanathar’s Guide), Wall of sand (Xanathar’s Guide)
4th Level Divination (ritual), Fire shield
5th Level Cone of cold, Dawn (Xanathar’s Guide), Immolation (Xanathar’s Guide)
6th Level Flesh to stone
7th Level Symbol
8th Level Incendiary cloud
9th Level Mass polymorph (Xanathar’s Guide), Power word heal
Archdruid
The Archdruid class feature is amended to read:
You gain resistance to fire, lightning, thunder, cold and acid damage. You may cast plane shift (Elemental planes, Prime material and the Feywild only) targeting yourself only without the need for any material components or teleportation sigil and conjure elemental each once per long rest. You do not need to maintain concentration on your conjured elemental, it remains obedient and friendly to you for the entire hour.
The new druid capstone is a nod to AD&Ds Unearthed Arcana supplement, where druids obtained the ability to travel to elemental planes and summon elementals at Hierophant level. It also addresses issues with 20th level Circle of the Moon druids being unkillable by conventional means, by simply cycling wild shape every round.
Circle of the Moon
Circle Forms
You are limited to CR ½ forms when wildshaping using your Circle Forms class feature at 2nd level. At 4th level this increases to CR 1 and from 6th level it progresses normally.
The save DC for any special abilities of your Circle forms increases to your Spell save DC if higher. Starting at 10th level, you add your proficiency bonus to the damage of your natural attacks in Circle form.
The changes to wild shape ensure your circle forms scale better as your character progresses. You'll have to wait until 4th level before more potent combat forms like the brown bear and the dire wolf become available. However the save DCs of your special abilities now scale with your Druid casting DC, and you obtain a much needed boost to the damage of your natural attacks at 10th level.
New Druid Circle: Circle of the Beast
Animal Companion
Beginning when you enter this circle at 2nd level, you gain a loyal beast companion. This functions as the beastmaster ranger Rangers Companion class feature (see the updated beastmaster later on this companion). You substitute your druid level for your ranger level to determine the beasts hit points.
You gain the beastmaster ranger's Magic Fang class feature at 6th level, the Storm of Fangs and Claws class feature at 10th level, and the Share spells class feature at 14th level.
New Druid Circle: Circle of Blight
Corrupt priests who revel in decay, the blightlords of Talona are feared and reviled throughout Faerun. Their plagues have transformed the western reaches of the Rawlinswood into a foul green hell of diseased monsters and deadly poisons.
Broken Vows
When you select this circle at 2nd level, you learn the Poison spray cantrip if you don’t know it already.
Additionally you are no longer bound by your druidic vows, as you have turned your back on conventional druidic traditions, allowing you to wear metal armor and shields if you desire. Finally, you become proficient in the glaive.
Circle spells
Your foul connection to the dark powers of disease and pestilence infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your dark practices.
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.
Circle Spells
Druid Level | Circle Spells |
---|---|
3rd | Crown of Madness, Darkness |
5th | Animate Dead, Bestow curse |
7th | Blight, Giant Insect |
9th | Contagion, Insect Plague |
Blightblood
At 6th level your blood becomes tainted and infected with Talonas blight. You suffer no ill effects from this infection, become immune to poison, the poisoned condition and disease, and can no longer be frightened.
Black Glaive
At 10th level you have learnt to imbue your melee weapon attacks with extra cold damage. Once on each of your turns, when you hit a creature with a weapon attack, you deal an extra 1d8 points of cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Winterheart
At 14th level, your infected blood effects a terrible change in your physiology. Your skin blackens and splits, becoming cold and slimy to the touch, although you do not suffer pain from this transformation. Your type changes to 'plant' and you become resistant to cold, bludgeoning and necrotic damage.
Fighter
Fighting Style
Replace the text of the Archery fighting style with:
Archery. On the first round of combat, if you are not surprised, you may make a single attack with ranged weapon you are holding targeting a creature you can see at any point during that creatures turn as a reaction. This attack must occur before the start of your first turn.
The ability to fire off a shot before the enemy has their first turn also traces its roots to AD&D's Unearthed Arcana and its rules for weapon specialisation with bows and crossbows (abilities available to skilled fighters and rangers) which allowed 'a bow specialist who begins the round with arrow nocked, shaft drawn, and target in sight is entitled to loose that arrow prior to any initiative check.' These changes mirror that rule, ensuring PCs with the archery style and loaded ranged weapon in hand, always get to shoot any charging foes before those enemies close with them.
Replace the text of the Protection fighting style with:
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 to use this fighting style. If the attack still hits, you immediately recover your reaction (as if it was not used).
New Fighting styles
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 +1 bonus to the damage roll.
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, The superiority die is added to any others you have, no matter when you gain them. If you have no superiority dice from another source, this dice is a d6.
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. Unless otherwise noted, you cant spend more than 1 superiority dice per turn.
Battle Master
Combat Superiority
You can’t spend more than two superiority dice per turn, and never more than one superiority dice per attack.
Relentless
Beginning at 15th level if you roll initiative and have no superiority dice remaining, you gain 2 superiority dice.
Maneuvers
Following are new maneuvers presented in alphabetical order:
Action Before Thought. When you roll initiative and are not surprised, you may expend a superiority dice and add the result you rolled to your initiative result.
Brace When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one melee weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.
Burning Blade. When you hit a creature with a weapon attack, you can expend one superiority die to make your weapon burst into magical flame. You deal additional fire damage to the target equal to the roll of your superiority dice and the target must make a Dexterity saving throw. On a failed save, the target takes additional damage equal to the roll of a superioirty die at the start of its next turn.
Clinging Shadow Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to blind your target. You add the superiority die to the attack’s damage roll, and the target must make a Dexterity saving throw. On a failed save, the target is blinded until the start of its next turn. A creature without eyes cannot be blinded by this maneuver.
Crusaders Strike. When you hit a hostile creature with a melee weapon attack, you can expend a superiority die and magically heal an allied creature. When you do so, choose a friendly creature who can see or hear you within 30'. That creature regains hit points equal to the superiority die roll.
Disrupting Blow. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disrupt the concentration of the target. You add the superiority die to the attack’s damage roll, and the target has disadvantage on any Constitution saves to maintain concentration on a spell caused by the attack.
Feigned Opening. When a Large or smaller creature misses you with a attack of opportunity, you can use your reaction and expend one superiority die to attempt to knock the creature prone. You deal your superiority dice in bludgeoning damage to the creature and it must make a Strength saving throw. If it fails, its speed becomes zero for the rest of this turn, and you knock it prone.
Foehammer. When you hit a creature with a melee weapon attack, you can expend one superiority die to bypass your targets defences. You add the superiority die to the attack’s damage roll, and this attack ignores any resistances your target may have against this attack (but not immunities).
Holocaust Cloak. You may cloak yourself in magical flame as a bonus action, expending a superiority die. Until the start of your next turn, any creature that strikes you with a melee attack within 5' of you takes fire damage equal to a roll of your superiority die. A creature can only take this fire damage once per turn.
Lightning Recovery. When you make a melee weapon attack and miss, you can expend a superiority die to re-roll the attack. If the re-rolled attack hits, you may add the superiority die to the attacks damage.
Mind Over Body. When subjected to a Strength, Constitution or Dexterity saving throw, you can use your reaction and expend one superiority die to add the number you roll on your superiority die to the saving throw result. You must choose to expend the die before the DM announces your success or failure.
Moment of Perfect Mind. When subjected to an Intelligence, Wisdom or Charisma saving throw, you can use your reaction and expend one superiority die to add the number you roll on your superiority die to the saving throw result. You must choose to expend the die before the DM announces your success or failure.
Shield Block. When you are struck by an attack while you wield a shield, you may expend a superiority dice as a reaction. Roll the superiority die, and add the result to your AC against this attack.
Snipe As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.
Stone Vice. When you hit a Large or smaller creature with a melee weapon attack, you can expend a superiority die to stop that target from moving. You deal additional damage to the target equal to the roll of your superiority dice, and the target must make a Strength saving throw. On a failed save, its speed is reduced to 0 until the end of your next turn.
Strength Draining Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to weaken your target. You add the superiority die to the attack’s damage roll, and if the target must make a Constitution saving throw. On a failed save, the target has disadvantage with attack rolls, ability checks and saving throws using Strength until the end of its next turn.
Sudden Leap. As a bonus action, you expend a superiority dice and leap up to 20’. This movement does not provoke attacks of opportunity. If you end your movement next to a creature, the next melee weapon attack you make against this creature on this turn has advantage, and you may add the superiority dice to the attacks damage if it hits. You cannot use this maneuver if your speed is 0 or you are otherwise unable to move.
Wolf Fang Strike. You lash out in a blur of movement with two weapons, hacking into your foe with a combination of feral strength and speed. When you hit a creature with a melee weapon attack, you can expend one superiority die to make a single attack with an off-hand weapon you wield against the same target. If that attack hits, it deals extra damage equal to the number you roll on your superiority die.
Wolverine Stance. Like a cornered wolverine, you fight with unmatched ferocity and rage when you are forced you into close quarters. You can use a bonus action and expend a superiority dice when you are grappled by a creature, to make a single melee weapon attack against that creature. If the attack hits, it deals extra damage equal to the result of your superiority dice, and the creature must succeed in a Strength saving throw or release you, ending the condition.
Book of Nine Swords
Many of these maneuvers come from an earlier supplement for 3rd edition, called Tome of Battle: The Book of Nine Swords. Many other battlemaster maneuvers can be renamed to match maneuvers from that book, allowing you to represent a practitioner of one of the nine styles of the Sublime Way: Desert Wind, Devoted Spirit, Diamond Mind, Iron Heart, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw.
Consider multiclassing to really represent many of the abilites of those adepts; hunter rangers and berserker or totem barbarians (Tiger Claw) Way of the shadow monks and assassin rogues (Shadow hand), Open hand monks (Setting Sun), Four element monks (Desert Wind), and paladin (Devoted Spirit) are particularly appropriate. White Raven adepts are better represented with the warlord martial archetype (below).
Champion
Remarkable Athlete
Starting at 7th level, you can add one half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution ability check you make.
Survivor
Add the following text: In addtion, you now add one half your proficiency bonus to all non-proficient saving throws, including death saving throws.
Purple Dragon Knights (Warlord)
Purple Dragon Knights are now called Warlords. Note that their Inspiring surge class feature improves at 18th level and not 17th level.
The Leading the Attack and Leading the Charge class features are new class features and are gained at 3rd and 7th level in addition to the class features noted in the Sword Coast Adventurers Guide. The version of Rallying Cry below an updated version.
Leading the Attack
Beginning at 3rd level, 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 an allied creature who can see or hear you.
That creature can immediately use its reaction to make one weapon attack, adding 1d8 points of weapon damage to the attack’s damage if it hits. This bonus damage increases to 1d10 at 10th, and 1d12 at 18th level.
You can use this ability a number of times equal to your Charisma modifier (minimum of once). You regain all uses on a short or long rest. Starting at 15th level, if you roll initiative and have no uses remaining, you regain one use.
Rallying Cry
At 3rd level when you use your second wind class feature, you can choose up to 3 allied creatures within 60’ of you. These creatures each heal a number of hit points equal to 1d8 + your Charisma modifier, provided they can hear you.
The hit points healed by this class feature increases to 1d10 at 10th level, and 1d12 at 18th level.
Leading the Charge
Beginning at 7th level you can use your bonus action to command your allies into position. Each ally within 30’ of you that can hear you can immediately move their speed as a reaction. This movement does not provoke attacks of opportunity.
You choose where your allies move, but they don’t have to move if they don’t want to.
You gain an additional use of this ability at 15th level. You recover all uses on a long rest.
Samurai
Fighting Spirit
This ability can be used twice. You regain all uses when you finish a short or long rest.
Cavalier
Born to the Saddle
Starting at 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Additionally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Finally, when riding a controlled mount, you can command your mount to fight at the start of your turn. If you do, your mount can use any actions listed in its stat block on your turn. If your mount has an ability it can use as a bonus action, it can use that as well, presuming any conditions are met. If you choose to use this ability, your attack rolls have disadvantage this turn.
Unwavering Mark
You may use this special attack granted by this ability twice. You regain both uses when you finish a long or short rest.
Warding Maneuver
You may use this ability twice. You regain both uses when you finish a long or short rest.
Cavaliers challenge
Starting at 15th level, you may challenge a creature you can see within 120 feet of you as a bonus action. Your challenge lasts for one minute. It also ends early if you or your target become incapacitated.
While your challenge is active, you deal an extra 1d6 points of weapon damage when you make a succesful melee weapon attack against your target. In addition, you have advantage on saving throws against effects originating from the target of your challenge while your challenge lasts.
Once you use your cavaliers challenge, you cannot use it again until you finish a long rest.
This ability replaces ferocious charger.
Mounted Combat
A controlled mount acts on your turn, and can only take the disengage, dash or dodge action. A cavalier with the Born to the Saddle class feature can also command a mount he rides to attack, at the cost of the accuracy of his own attacks that turn. Note that this ability allows the creature to use its bonus action as well, allowing a warhorse to use its trampling charge ability.
As a Cavalier who wishes to focus on mounted combat, you should consider taking the Mounted Combatant feat; the advantage to attack rolls while mounted granted by that feat, helps offset the penalties of commanding your mount to attack.
Monk
Martial Arts Damage
Increase monk Martial arts damage dice as follows:
The Monk
Level | Proficiency Bonus | Martial Arts |
---|---|---|
1st | +2 | 1d6 |
2nd | +2 | 1d6 |
3rd | +2 | 1d6 |
4th | +2 | 1d6 |
5th | +3 | 1d8 |
6th | +3 | 1d8 |
7th | +3 | 1d8 |
8th | +3 | 1d8 |
9th | +4 | 1d8 |
10th | +4 | 1d8 |
11th | +4 | 1d10 |
12th | +4 | 1d10 |
13th | +5 | 1d10 |
14th | +5 | 1d10 |
15th | +5 | 1d10 |
16th | +5 | 1d10 |
17th | +6 | 2d6 |
18th | +6 | 2d6 |
19th | +6 | 2d6 |
20th | +6 | 2d8 |
Ki-Fueled Strike
2nd-level monk feature (enhances Ki)
If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.
Ki Features
2nd-level monk feature (enhances Ki). When you gain the Ki feature at 2nd level, you get access to the following features:
Distant Eye When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.
Quickened Healing 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.
Stunning Strike
Stunning strike can only be used once per turn, and it costs 2 ki to use.
Unarmored Movement
At 14th level, when using your bonus action Step of the wind class feature, you also gain a flying speed equal to your walking speed. You fall if you end your turn not on solid ground.
Why the damage boost for monks?
Without these changes, monks are reliant on stunning strike for effectiveness at mid to high levels, when monk damage also drops off. Monks are now less reliant on stunning strike, and remain effective combatants with good damage and able to contribute even when facing a creature immune to being stunned.
The increased cost of stunning fist makes other uses of Ki more attractive, and the 1/turn limitation stops monks from burning all their Ki points in a round or two.
Weapon adept monks
If you want your Monk to come from a martial arts school that uses weapons other than typical monk weapons, check out the Weapon Master feat, found later on. It lets your monk broaden their choice of martial arts weapons.
Empty Body
At 18th level, you gain resistance to psychic damage and bludgeoning, slashing and piercing damage from non magical weapons. 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.
This ability replaces Empty body.
Perfect Self
At 20th level all your ability scores (current and maximum) increase by 2. In addition, when you roll for initiative and have no Ki points remaining, you regain 4 Ki points.
Way of the Open Hand
At 11th level, Open Hand Monks may choose one of the following abilities instead of Tranquillity if they wish:
Flowing Defence
At 11th level, if an adjacent creature misses you with a melee attack, you can spend 1 point of Ki to make an immediate unarmed attack against that creature as a reaction. If you hit your opponent and they are no more than one size larger than you, they must succeed in a Strength save or be knocked prone and have their movement reduced to 0 until the start of their next turn.
Improved grapple
At 11th level you gain proficiency in the Athletics skill. If you strike a creature not more than one size larger than you with an unarmed strike, you can spend 1 point of Ki as a reaction to attempt to grapple the creature. You have advantage on attacks against a creature you are grappling.
Whirlwind Attack
At 11th level, you can use your action to make a melee weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Each attack that hits deals an extra +1d8 points of weapon damage.
Way of the Shadow
Shadow Arts
Starting when you choose this tradition at 3nd level, you gain darkvision 60’, and can see in any darkness you create using your shadow arts.
In addition you can spend 2 Ki points to cast the darkness, pass without trace, silence and mirror image spells, without providing any material components.
Way of the Long Death
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. As a bonus action, you can spend 2 ki points to force each creature within 30 feet of you that can see you to make a Wisdom saving throw or be frightened of you until the end of your next turn.
Mastery of Death
Beginning at 11th level, if you drop to 0 hit points and don't die outright, you can spend 1 point of Ki and drop to 1 hit point instead.
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.
These rules replace those found in the PHB for this monastic tradition.
Elemental Attunement
(Many of the following spell can be found in Elemental Evil Player’s Companion, or Princes of the Apocalypse).
When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: control flames, gust, mold earth, and shape water. You learn two additional cantrips from this list at 6th level.
Disciple of the Elements
At 3rd level, you learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend ki points when you use them.
You learn two elemental disciplines of your choice, which are detailed in the elemental disciplines sections below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. You may select a lower level discipline in place of a higher level one if you desire. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline you qualify for.
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. When you cast a spell with a discipline, it is cast at the spell’s lowest level unless otherwise specified.
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 2 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 1 ki point plus 1).
The maximum number of ki points (its base ki point cost plus any additional points) that you can spend on any discipline is 2, unless the discipline specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.
3rd Level Elemental Disciplines
Starting at 3rd level, you can learn the following disciplines:
Absorb elements: You roll with the incoming energy, focusing your ki to the element, becoming attuned to it. You can spend 1 ki point to cast absorb elements as a reaction.
Channel the Storm. Crackling lightning spreads from your outsretched hands. You may spend 1 ki point to cast Witch bolt.
Effortless Step. The air around you works in unison with your movements, rising you up as you jump. When you use your Step of the wind class feature, your Jump distance is tripled instead of doubled, and you may use your Wisdom score instead of your Strength score when determining your base jump distance.
Enduring Mountain Stance. Your body and mind becomes as rigid and unyielding as the ground below you. Your ki roots your feet into the ground and you become immovable. When you use the Ki Dodge action, until the start of your next turn you cannot be moved, shoved, pushed, or knocked prone against your will, even if magically compelled to do so, in addition to its usual benefits. You must be standing on the ground to use this ability.
Fangs of the Fire Snake. You can spend 1 point of ki on your turn to envelop your arms in roaring gouts of flame. Until the start of your next turn, your reach increases by 5 feet, your unarmed strikes deal fire damage, and the base damage dice of your unarmed strikes increases by one step.
Fist of Four Thunders. You slam your fists together in front of you, causing a thunderous boom. You can spend 1 ki point to cast thunderwave.
Fist of Unbroken Air. You spend 1 point of ki on your turn and summon a swirling wind and concentrate it around your fist, releasing it as a condensed burst of air as an action.
A creature that you can see within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and is knocked prone if it is no more than one size larger than you. On a successful save, the creature takes half damage, and you don’t knock it prone.
Ice Shuriken you summon a shuriken made of of razorsharp ice and fling it at your foe. You can spend 1 ki point to cast ice knife.
Sweeping Cinder Strike. With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can spend 1 ki point to cast burning hands.
Water Whip. You summon a long, rubbery whip of pure water that you grip by one end. You can spend 1 ki point 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 2d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend If it is no more than one size larger than you, you can 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 closer.
6th Level Elemental Disciplines
Starting at 6th level, you can learn the following disciplines:
Crushing Hand of the Mountain. You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 2 ki points to cast maximilian’s earthen grasp.
Curtain of Unyielding Wind. You whip your cloak about in a blur and a mighty wind begins swirling around you. You can spend 2 ki points to cast warding wind.
Gong of the Summit. You strike the air as if it were a gong. You can spend 2 ki points to cast shatter.
Hatchling’s Flame. You focus your ki into a torrent of fire that streaks away from you. You can spend 2 ki points to cast aganazzar’s scorcher.
Iron Body. As a bonus action you spend 2 points of Ki and cause your body to become as hard as adamantine. Until the start of your next turn you have resistance to non magical slashing, bludgeoning and piercing damage, and a creature hit by your unarmed strikes takes an extra 1d6 bludgeoning damage.
Rush of the Gale Spirits. You send a blast of air outward with a thrust of your open palm. You can spend 2 ki points to cast gust of wind.
11th Level Elemental Disciplines
Starting at 11th level, you can learn the following disciplines:
Child of the Ocean. As long as you have at least 1 ki point, you gain a swimming speed equal to your land speed, and the ability to breathe water.
Earth Reaches for Sky. Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 ki points to cast erupting earth.
Eternal Mountain Defense. Your body hardens to stone, nearly impervious to weapons. You can spend 4 ki points to cast stoneskin, targeting yourself.
Flames of the Phoenix. With a hand motion, you conjure a tiny bead of burning energy. You spend 3 ki points to cast fireball
Hua’s Water Prison. You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 4 ki to cast watery sphere.
Rain of the Frigid Glacier. You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 3 ki points to cast sleet storm.
Ride the Wind. You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You spend 3 ki points to cast fly, targeting yourself, except your fly speed is equal to your movement speed.
River of Hungry Flame. You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 ki points to cast wall of fire.
Sea’s Fury. You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 ki to cast tidal wave.
Sixfold Fiery Comet Strike. You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 ki points to cast melf’s minute meteors.
Sweeping Crosswind. A wall of strong wind rises from the ground, batting away anything in its path. You can spend 3 ki points to cast wind wall.
17th Level Elemental Disciplines
Starting at 17th level, you can learn the following disciplines:
Avatar of the Elements. Select one of the following spells when you learn this discipline: investiture of flame, ice, stone or wind. You may spend 5 ki points to cast this spell, targeting yourself. You can learn this discipline more than once, selecting a different spell each time.
Breath of Winter. You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 ki points to cast cone of cold.
Eye of the Hurricane. You stretch out your ki to embrace the winds. You can spend 5 ki points to cast control winds.
Wave of Rolling Earth. The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 ki points to cast wall of stone.
Paladin
Divine Smite
Paladins can use Divine Smite not more than once per turn. Evil paladins (or neutral paladins of evil deities) deal necrotic damage with their smites.
Paladin Smite
The changes to paladin divine smite means your paladin will have a little bit more staying power at mid to high levels, at the cost of nova capability. If you want even more damage with your smites, dont forget paladins have access to several smite spells that can up your damage even further and carry a useful rider effect.
Paladin Spells
The following spells expand the paladin spell list:
2nd Level Gentle repose, Prayer of healing, Warding bond
3rd Level Life transference (Xanathar’s Guide), Spirit guardians
5th Level Dawn (Xanathar’s Guide), Flame strike
Oath of the Crown
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options
Champion Challenge. You issue a challenge that compels one creature of your choice to do battle with you. This functions as the spell Compelled Duel, however it does not require your concentration.
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 Paladin level if it has no more than half of its hit points.
Ranger
Rangers
The ranger class has been heavily revised. Their favored enemy and natural explorer class features now provide benefits outside the exploration pillar of the game. Beastmaster companions were heavily reworked.
Favored Enemy
You can mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot — a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know.
Starting at 6th level, you are so famiiar with the Hunters mark spell, it no longer requires your concentration.
Starting at 14th level in this class, you have advantage on saving throws against effects originating from your favored enemy.
Ranger Spells
The following spells expand the ranger spell list: 1st Level Entangle,Searing smite
2nd Level Aid, Gust of wind, Magic weapon, Enhance ability, Warding bond
3rd Level Blinding smite, Meld into stone Revivify, Tongues
4th Level Death ward, Dominate beast
5th Level Awaken, Greater restoration
Spell Versatility
2nd-level ranger feature (enhances spellcasting). Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.
Spellcasting Focus
2nd-level ranger feature (enhances Spellcasting) You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses.
Natural Explorer
Add the following text: While in your favored terrain you cannot be surprised and you ignore naturally occurring difficult terrain.
At 6th level in this class, your walking speed increases by 5 feet, and you gain a climbing speed and a swimming speed equal to your walking speed.
At 10th level in this class your walking speed increases by an additional 5 feet, and whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Primeval Awareness
Replace this class feature with: Expertise. Select 2 skills of your choice from the ranger skill list. You gain proficiency in those skills if you are not already. If you are proficient in either of those skills already, your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills.
Hide in Plain Sight
Replace this class feature with: Eagle eyed. At 10th level you may take the Search action as a bonus action.
Hunter
Multiattack
Any attacks that hit with the 11th level Whirlwind attack, and Volley class features deal an extra 1d8 points of weapon damage.
Beastmaster
Rangers Companion
At 3rd level you gain proficiency in the Animal handling skill if you dont have it already. You also gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. See the sidebar for information on what beast you can select as your companion, and what its game stats are.
The beast obeys your commands as best it can. In combat, your beast companion shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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 an action in its stat block or the Dash, Disengage, Help, Hide or Search action.
When travelling through your favored terrain with only your companion, you can move stealthily at a normal pace.
If your animal companion dies, or you dismiss it, to attract a replacement, you must first locate a suitable beast (either the same type of beast, or a different one) and then spend a long rest bonding with your new companion. Until bonded you cannot use any of your other conclave abilities.
You can always find a beast native to your favored terrain within one hour of searching that terrain. When in other terrains, or when searching for particularly exotic beasts, you might require more time.
Your Beast Companion
Your beast companion can be any small beast, any medium beast that lacks a flight speed, or a riding horse. Make the following changes to your beast companion to represent your special bond with it:
- A Small beasts AC changes to 14 + your proficiency bonus, and its Hit points become (4 x your ranger level).
- A Medium or larger beasts AC changes to 12 + your proficiency bonus, and its Hit points become (5 x your ranger level).
- Its speed with all of its movement modes, its ability scores and its senses remain the same.
- It retains its skill proficiencies, but adds your proficiency bonus to each skills final bonus.
- It becomes proficient in all saving throws, substituting your proficiency bonus for its own.
- You add your proficiency bonus to the save DC of any of its special attacks it has that rely on a saving throw.
- If your beast has the multi-attack action, it loses it, but you may add +2 to its Strength or Dexterity score to compensate. You use your proficiency bonus (plus the beasts Strength or Dexterity modifier) for the beasts attack rolls.
- If your beast is subject to an effect that allows it to make a Dexterity saving throw for half damage, it takes no damage if it succeeds on the saving throw and only half damage if it fails.
- Your beast has no hit dice, but it regains all lost hit points on a short or long rest, as long as it has at least 1 hit point when that rest begins.
Exceptional Training
Replace this class feature with: Magic Fang. At 7th level your beast companion’s attacks are treated as magical for the purposes of overcoming damage resistance.
Storm of Claw and Fangs
At 11th level, when you command your companion to use its action to Attack, it can make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Black Bear
The MM Black Bear (a valid choice for your Beastmaster rangers animal companion) should be listed as being proficient in the Athletics and Perception skills.
Rogue
Sneak Attack
Once you deal damage with your Sneak attack class feature, you can't do so again until the start of your next turn.
Slippery Mind
If you obtain the Slippery Mind class feature and are already proficient in Wisdom saving throws you instead gain proficiency in a Charisma or Intelligence saving throws (your choice).
Blindsense
Add the following text: You gain Blindsight out to a radius of 10'.
New Roguish Archetype: Thief Acrobat
The Thief acrobat is a variant of the Thief roguish archetype. Thief acrobats retain the Second Story Work and Thiefs Reflexes class features. The other class features of the Thief are replaced with the following unique class features:
Master Acrobat
Beginning at 3rd level, you gain proficiency in acrobatics if you do not already have it, and your proficiency bonus is doubled for any acrobatics checks you make.
In addition, you gain mastery over a number of impressive acrobatic feats, and you learn how to use a pole not only for assistance with balance, but also as a deadly weapon. You gain the following abilities when you are not encumbered or wearing any armor:
- You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your rogue level. If you have this ability from another class, your levels stack.
- Standing up from prone only costs 5' of your movement.
- You treat the quarterstaff as a finesse weapon.
- You have an AC of 13 + your Dexterity modifier when you dont wear armor.
This class feature replaces Fast Hands.
Tumbling Evasion
Starting at 9th 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.
This class feature replaces Supreme Sneak.
Tumbling Attack
By 13th level you have learned how to blend acrobatics and fighting into a deadly fusion. When you take the Dodge action, and an adjacent creature misses you with a melee attack, you may use your reaction to make a single melee attack against that target at advantage. You must be unencumbered and not wearing armor to use this ability.
This class feature replaces Use Magic Device.
.
The thief acrobat roguish archetype hearkens back to AD&D (as does the image below, which accompanied the original thief acrobat in the Unearthed Arcana supplement). The Thug archetype is a nod to both the half-orc fighter/assassins from the same edition, and the Thug class from the OD&D Rules Cyclopedia.
New Roguish Archetype: Thug
The Thug is a variant of the Assassin roguish archetype.
Thugs retain the Death Strike class feature, and dont obtain the Assassinate class feature until 13th level. Thugs gain the following unique class features:
Bonus Proficiencies
When you select this archetype at 3rd level, you gain proficiency in medium armor, martial weapons and the intimidate skill.
These proficiencies replace the Bonus Proficiencies granted by the assassin archetype
Brutal Thug
Starting at 3rd level, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, or that are frightened of you. In addition, you can sneak attack with any weapon; not just finesse weapons.
This class feature replaces Assassinate.
Intimidating Presence
Beginning at 9th level, you can use a bonus 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 choice of your Charisma or Strength modifier) or be Frightened of you untill the start of your next turn. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
This class feature replaces Infiltration Expertise.
Assassinate
At 13th level, you gain the Assassinate ability of a 3rd level Assassin.
This class feature replaces Imposter.
Sorcerer
Eschew Materials
From 1st level, when casting a Sorcerer spell known (including a cantrip) you do not have to provide an arcane focus or inexpensive material component.
Spell Versatility
1st-level sorcerer feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.
Spell Mastery
At 18th level you gain the Spell Mastery class feature (as the updated Wizard class feature of the same name). You can spend sorcery points to add a metamagic effect to these spells as you cast them. You cant select a spell that restores hit points with the Spell Mastery class feature.
Metamagic
Quickened Spell (errata)
When you cast a spell that has a casting time of 1 action, you can spend 3 sorcery points to change the casting time to 1 Bonus Action for this casting.
Twinned Spell (clarification)
To be eligible to be twinned, a spell must not have a range of self. It must be incapable of targeting more than one creature at the spell’s current level, and it must not use an attack roll.
Seeking Spell
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
Unerring Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.
Sorcerers gain a defensive ability at 1st level, freeing up a spell slot. They also gain a large boost at 18th level when they get the spell mastery class feature. Your sorcerer might have a limited selection of spells, and a narrow focus, but he makes up for it with staying power and metamagic effects.
Draconic Bloodline
Dragon Ancestor
At 1st level, you have resistance to your Dragon Ancestors damage type.
Wild Mage
Wild Magic Surge
You must check for a Wild magic surge every time you cast a sorcerer spell of 1st level or higher by rolling a wild magic die (a d20). The first spell you cast of 1st level or higher triggers a wild magic surge if you roll a 1 on this d20. For each successive sorcerer spell you cast of 1st level or higher, your chance of triggering a wild magic surge increases by 1. Once you trigger a wild magic surge, or complete a long rest, you recover your Tides of Chaos ability (if expended) and your chance of triggering a wild magic surge on your wild magic die resets to 1.
Aura of Fortune
Starting at 1st level you are often saved from harm at the last moment by freak occurrences and outrageous luck. You have an AC of 13 + your Dexterity modifier.
New Metamagic Option:
Wild Spell
You must have the Wild Magic sorcerous origin to selet this metamagic option.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 1 sorcery point to roll randomly on the wild spell saving throw chart below to determine what kind of saving throw the spell requires. This saving throw replaces the initial saving throw required to resist the spell.
Wild Spell Saving Throw
Roll | Saving Throw |
---|---|
1 | Strength |
2 | Dexterity |
3 | Constitution |
4 | Intelligence |
5 | Wisdom |
6 | Charisma |
Shadow Magic
Armor of Shadows
At 1st level you gain the Warlock invocation Armor of Shadows. This ability replaces Strength of the Grave.
Shadow Meld
From 6th level you learn how to blend into darkness. You learn the Warlock invocation One with Shadows. In addition you gain proficiency in the Stealth skill if you arent already. This ability replaces Hound of Ill Omen.
New sorcerous origin: Elemental bloodline
Elemental Focus
At 1st level, choose one type of favoured element: acid, cold fire, or lightning. When you cast a sorcerer spell that deals acid, cold fire or lightning damage, the damage type changes to match your favoured element damage type.
Elemental Aura
At 1st level you can use your action to create a magical aura of elemental energy that radiates from your skin, harming those that touch you and protecting you from injury. While your aura is active, you have an AC of 13 + your Dexterity modifier, and you have resistance to your favoured elements damage type.
As a reaction, you can deal your Charisma modifier in favoured element damage (minimum 1 point) to any creature within 5’ that touches you or hits you with a melee attack while your aura is active. It is an action to dismiss your aura.
Elemental fury
Starting at 6th level, when you cast a spell that deals damage of the type associated with your favoured element, you can add your Charisma modifier to one damage roll of that spell.
In addition, when you cast a spell that deals damage of your favored type, you can spend 1 sorcery point to have your spell ignore resistance to damage of the chosen type.
Intense Aura
Starting at 14th level, your elemental aura intensifies. You add your sorcerer level to the damage it deals, and you can now target creatures within 10’ that touch you or hit you with any form of melee attack.
Elemental paragon
At 18th level you become immune to damage from your favoured element. When casting a spell that deals damage of your favoured element, you can apply the effects of one metamagic you know to it without expending any sorcery points for the metamagic effect.
New sorcerous origin: Arcane bloodline
Arcane Prodigy
Starting from 1st level, you must select your cantrips and spells known from the wizard spell list and not the sorcerer spell list. These spells are considered sorcerer spells known for you.
At 1st, 6th and again at 14th level, you learn an additional bonus sorcerer spell of any level you can cast. These spells do not count against your number of Sorcerer spells known.
Arcane Ward
At 1st level you learn the mage armor spell, and can cast it once per long rest without expending a spell slot. it doesnt count against your number of spells known.
Rare Genius
At 6th level, you have proficiency in Intelligence saving throws. If you are alredy proficient in intellience saving throws, you may choose to become proficient in Wisdom or Charisma saving throws instead.
Additional Metamagic
At 14th level, you gain an additional Metamagic option of your choice.
Metamagic Mastery
At 18th level, you have achieved such mastery over metamagic that it becomes like second nature to you. Choose two metamagic effects you know. The cost in sorcery points to use those metamagic effects reduces by one. A metamagic effect that normally costs one sorcery point is now free, and can be applied to any spell at will as you cast it. You still cant apply more than one metamagic effect to a spell at a time, unless the metamagic effect lets you.
New Sorcerous Origin: Greenheart
Born to a fey parent such as a dryad, or infused with the eldritch power of an enchanted forest you were raised in, the magic of the natural world runs through you. Unlike a druid you did not choose your connection to the natural world, the natural world chose its connection to you. Sorcerers of this origin are exceptionally resilient and observant of their surroundings.
Verdant Soul
Starting at 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. Whenever you spend one or more sorcery points you heal 5 hit points for every sorcery point you spend.
Also, your skin hardens and becomes more plantlike. Your AC when not wearing armor is 13 + (your Dexterity modifier).
Druidic Sorcery
At 1st level, your link to the natural world allows you to learn spells normally associated with the druid class.
When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you instead choose the new spell from the druid spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose one type of land from the Circle Spells class feature of Cirle of the Land Druids. At 3rd, 5th, 7th and 9th level, you learn one spell of your choice from the two spells listed on your choice of land at that level. These spells do not count against your number of Sorcerer spells known.
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.
Verdant Body
Starting at 14th level, you are immune to poison and disease. Additionally, the primal magic coursing through your veins causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Greenheart, Greenblood
At 18th level, you are immune to the charmed condition. In addition, 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 restore any hit points with this ability if you have 0 hit points.
Divine Soul
Divine Magic
Your link to the divine allows you to learn spells normally associated with the cleric class.
When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you must choose the new spell from the cleric spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose one cleric Divine Domain. At 3rd, 5th, 7th and 9th level, you learn one spell of your choice from the two spells listed for that Divine Domain at that level. These spells do not count against your number of Sorcerer spells known.
Bonus Proficiencies
At 1st level, you are proficient with light armor, medium armor, shields, simple weapons, and one martial weapon of your choice. In addition your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. This replaces Favored by the Gods.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. This replaces Empowered Healing.
Warlock
Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from the Pact Magic or Mystic Arcanum class feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.
Warlock Spells
1st-level warlock feature (enhances Pact Magic).The following spells expand the warlock spell list:
1st Level Thunderwave
2nd Level Knock
3rd Level Life transference (Xanathar’s Guide)
5th Level Mislead, Modify memory, Planar binding, Teleportation circle
6th Level Create homunculus (Xanathar’s Guide) Magic jar
7th Level Project image
8th Level Abi-Dalzim’s horrid wilting (Xanathar’s Guide)
9th Level Gate Shapechange Weird
Mystic Arcanum
Add the following text to the Mystic Arcanum class feature:
In addition, you may choose to expend a Mystic Arcanum in order to cast a Warlock spell you know or a different Mystic Arcanum of a lower level. This spell is cast at the same level as the expended Mystic Arcanum’s level. The Arcanum is lost as if cast.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You choose the form this melee weapon takes each time you create it (any simple or martial melee weapon). You are proficient with this weapon, and when you attack with it, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
The base damage of your pact weapon increases by one die type to a maximum of 1d10 (unless the weapon already deals more damage). It 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.
You can transform one Magic Weapon (including artifacts) into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 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 dismiss an artifact or a sentient weapon in this way.
The weapon ceases being your pact weapon if you die, perform the ritual on a different weapon, or you use a 1-hour ritual to break your bond. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Undying
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.
Spell Level | Spells |
---|---|
1 | False Life, Ray of Sickness |
2 | Blindness/Deafness, Silence |
3 | Animate Dead, Speak with Dead |
4 | Divination, Death Ward |
5 | Contagion, Legend Lore |
Among the Dead
Starting at 1st level, you have resistance to necrotic and poison damage. You also have advantage on saving throws against any poison and disease.
Additionally, undead accept you as one of their own. Undead creatures with a CR equal to or less than 1/2 will not attack you unless ordered to, or you target it with an attack or harmful spell.
If an undead with a higher CR 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 lose the attack or spell. On a successful save, the creature is immune to this effect for 24 hours.
An undead immediately ceases being affected by this ability for 24 hours if you target it with an attack or a harmful spell, or deal any damage to it.
Defy Death
You have seen and witnessed horrors that make you laugh in the face of death. Starting at 6th level, you are immune to the frightened condition, and you have advantage on death saving throws.
Invocations
Life Drinker
Reduce the Warlock level prerequisite for the Life-drinker invocation to 11th level, and add the following line: 'In addition, when you reduce a hostile creatures hit points to 0 with your pact weapon, you may choose to instantly gain the benefits of the haste spell without having to maintain concentration on it. Once you use this ability you cannot use it again until you finish a short or long rest.'
Repelling blast
A creature can only be moved once per turn by this invocation. A creature more than one size larger than you cannot be affected by this invocation.
One With Shadows
You can take the Hide action and you may move up to half speed without breaking your invisibility. If you leave the area of dim light or darkness, your invisibility ends.
New Invocation: Chronicle of Jergal
Prerequisite: Undying patron, Pact of the Tome feature
You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. A given creature can only be asked one question in this manner.
New Invocation: Evil Eye
Prerequisite: Warlock level 5, Hex spell
When you first target a creature with your Hex spell, the creature must succeed on a Charisma saving throw against your Spell save DC, or have disadvantage on saving thows with the Hexed ability score as well as with ability checks. A creature that saves against this ability is immune to your Evil Eye for 24 hours.
New Invocation: Grand Grimoire
Prerequisites: Pact of the Tome, Book of Ancient Secrets, Warlock level 5th
Your Book of Shadows manifests new and forbidden lore. Choose one spell of each of 1st, 2nd and 3rd level from your choice of one of the Wizard, Druid or Sorcerers spell lists. You learn these spells and can cast each one once using a Warlock spell slot. Once you cast one of these spells, you cant do so again until you finish a long rest.
New Invocation: Improved Familiar
Prerequisites: Pact of the Chain, 5th level
Your familiar grants you magic resistance (advantage on saving throws vs spells and magial effects) while within 10’ of you. You may add your proficiency bonus to its AC, attack rolls, damage rolls, and skills it is proficient in, and to the DCs of any special ability it may have.
It gains proficiency in every saving throw, using your proficiency bonus to determine its final modifer.
If your familiar is subject to an effect that allows it a Dexterity saving throw to take only half damage, it takes no damage if it succeeds on the saving throw, and only half damage if it fails.
The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Finally, its hit point maximum now equals its normal HP maximum or 4 times your Warlock level, whichever is higher. It heals all its HP on a short or long rest.
New Invocation: Chain Master’s Fury
Prerequisite: 9th level, Pact of the Chain feature
As a bonus action, you can command your familiar to make one attack.
New Invocation: Eldritch Armor
Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.
New Invocation: Kiss of Mephistopheles
Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip, fireball
You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
Wizard
Cantrip Versatility
1st-level wizard feature (enhances Spellcasting). Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list.
Blade singer
Spellcasting
Beginning when you select this school at 1st level, you are prohibited from learning or preparing wizard spells from the school of necromancy. You may prepare spells from other schools without restriction.
Bladesong
Bladesong ends early if you are incapacitated or restrained.
Arcane Tradition
Wizards now select an arcane tradition at 1st level. This choice affects the spells they can prepare during a long rest. Wizards gain their the 2nd level arcane tradition class features at 1st level.
Arcane Recovery
At 2nd level, 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.
Once you use this ability you must finish a Long Rest to use it again.
Spellcasting
During 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 Spell book equal to your (Intelligence modifier + 1). At least one of these spells must come from your specialist school corresponding to your arcane tradition (if any; from any school if you are not specialised), and they must all be of a level for which you have slots.
For every even numbered level of wizard you gain, you may prepare another spell of any school. For every odd numbered level of wizard you gain, you can also prepare an additional spell, but these spells must come from your chosen specialised school (if any).
When adding spells to your spell book at odd levels (including the spells in your book at 1st level), you must include at least one spell from your chosen specialist school.
Spell Mastery
You cannot select a spell that restores hit points with your spell mastery class feature.
New Wizard Arcane Tradition: Magician
Unbound
Beginning when you select this school at 1st level, you are not limited by any school when learning or preparing spells, and you can learn and prepare spells from all schools with no restriction.
Spell Secrets
At 1st level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell).
Once you use this ability, you can’t you it again till you finish a short or long rest.
In addition, you are a compendium of knowledge on the arcane. You are proficient in the Arcana skill and your proficiency bonus is doubled for any ability check you make that uses that skill.
Greater spell secrets
Starting at 6th level, when you cast a spell with a spell slot and the spell requires a saving throw, you can change the initial saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a long rest.
Prodigious Memory
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a long rest.
True Magus
At 14th level, your mastery of the inner workings of magic is nearly at its zenith, allowing you to weave two spells together in ways other mages could only dream of.
You can concentrate on second spell without losing concentration on another spell, allowing you to concentrate on two spells at once. The combined levels of both spells cannot exceed your Wizard level divided by two (round up).
Concentrating on two spells at once in this manner is extremely taxing. You make Constitution saving throws to maintain concentration at disadvantage while concentrating on two seperate spells. If your concentration is broken, both spells end.
Multiclassing
Ability score requirements
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table.
You require a score of at least 13 in the ability score prerequisites of your current class(es) and at least a score of 15 in the ability score prerequisites of the class you wish to multiclass into.
For example, a barbarian who decides to multiclass into the druid class must have a Strength score of at least 13 and a Wisdom score of at least 15 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.
Multiclassing Prerequisites
Class | Ability score prerequisite |
---|---|
Artificer | Intelligence |
Barbarian | Strength |
Bard | Charisma |
Cleric | Wisdom |
Druid | Wisdom |
Fighter | Strength or Dexterity |
Monk | Dexterity and Wisdom |
Paladin | Strength and Charisma |
Ranger | Strength and Wisdom |
Rogue | Dexterity |
Sorcerer | Charisma |
Wizard | Intelligence |
Multiclassing and Extra Attack
If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter'sversion of Extra Attack does).
Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
If you gain the Extra Attack class feature, and you already have the Extra Attack class feature from a different class, you may instead learn a Fighting Style from the list of those available to any of your classes.
Unarmored Defense
You can only have Unarmored Defence once. If you already have the Unarmored Defense feature, and you learn it from another class, you can choose which version to keep.
Feats
Following is a list of all feats available for selection. Many of these feats have been changed slightly. These changes superscede the feat descriptions in the PHB and elsewhere. A feat not listed here is unavailable for selection.
Acrobat
Prerequisite: Proficient in Acrobatics
You become more nimble, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You double your proficiency bonus to any check you make with the Acrobatics skill.
- As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn, and your movement for the rest of this turn doesnt provoke attacks of opportunity.
- You may substitue your Dexterity score for your Strength score when determining how far you can jump.
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Alchemy adept
Prerequisite: Proficient in alchemists supplies
You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- Your proficiency bonus with alchemist’s supplies is doubled.
- As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
- Over the course of a long rest you can distil and combine two potions together. Roll on the potion miscibility chart on page 140 of the DMG to determine the results. A permanent effect lasts for a year and a day.
Alert
Always on the lookout for danger, you gain the following benefits:
- You gain a +5 bonus to initiative.
- You can’t be surprised while you are conscious.
- Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Animal Handler
Prerequisite: Proficient in Animal Handling
You master the techniques needed to train and handle animals. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with the Animal Handling skill.
- You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
Arcanist
Prerequisite: Proficient in Arcana
You study the arcane arts, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- Your proficiency bonus is doubled for any checks you make with the Arcana skill.
- You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Artificer adept
Prerequisite: Proficient in Arcana
You have a knack with magic items, having studied them extensively. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You can attune to an additional magic item.
- You learn the identify spell and can cast it as a ritual.
Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing doesn’t cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Brawny
Prerequisite: Proficient in Athletics
You become stronger, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You add double your proficiency bonus when making checks with the Athletics skill.
- You count as if you were one size larger for the purpose of determining your carrying capacity.
Blind Fighting
You have honed your senses to a supernatural level, allowing you to fight effectively in the dark. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20
- You gain Blindsight 5'. If you already have bindsight, you may double the radius of your blindsight.
Burglar
Prerequisite: Proficient in thieves’ tools
You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with thieves’ tools.
- When you fail at disarming a trap with your thieves tools, and that failure would trigger the trap, you may immediately re-roll the check again as a reaction. If you are successful, the trap is not set off.
Channeler
When you cast a spell of 5th level or lower, you can choose not to expend the spell slot when as you cast it, and instead suffer a level of exhaustion. You cannot cast this spell using a higher level slot, and you suffer the level of exhaustion once the spell is cast even if you are immune to exhaustion. You cannot use this feat if you currently have three or more levels of exhaustion.
Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creatureduring the same turn. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you and prone (if you choose to shove and you succeed).
Special. The extra damage from this feat improves to +10 if you have have the extra attack class feature.
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
- When you use the Attack action and attack with a repeating crossbow, you can use a bonus action to attack with the same repeating crossbow you are holding.
Defensive Duelist
Prequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. You must be wearing light or no armor and not using a shield to use this feat.
If you cause the attack to miss with the AC bonus from this feat, you may make one melee weapon attack against the creature who attacked you.
Diplomat
Prerequisite: Proficient in Persuasion
You master the arts of diplomacy, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with the Persuasion skill.
- If you spend 1 minute talking to a creature that is not hostile to you and can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target becomes friendly to you unless you do something to change its attitude away from friendly.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You may fight with a one handed weapon in each hand.
- Your off hand attacks do not suffer disadvantage for two weapon fighting.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- You can search for traps while traveling at a normal pace, instead of only at a slow pace.
Durable
Hardy and resilient, you gain the following benefits:
- Increase your Constitution by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, you may re-roll any results of 1 or 2 on the die. You must keep the new number even if it is another 1 or 2.
- You have advantage on death saving throws.
- Your Massive Damage Threshold increases by 10.
Empathic
Prerequisite: Proficient in Insight
You possess keen insight into how other people think and feel. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You may add double your proficiency bonus when making checks in the Insight skill.
- If you spend 1 minute interacting with a humanoid you can see, you can try to use your uncanny insight to learn what makes them tick. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you learn the creatures alignment, ideal, and flaw (if any).
Expert
Prerequisite: Proficient in any tool
You are a master with the tools of your trade. Select any one tool you are proficient in. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with these tools.
- When using your downtime to engage in honest work , you can forgo rolling a d20 on your tool proficiency check and may instead add 10 to your check total.
Gourmand
Prerequisite: Proficient in cooks utensils
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with cooks utensils.
- During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. These supplies costs 5sp and weigh 2lb per person, per meal. The meal serves up to six people, and each person who eats it regains 2 extra hit dice at the end of the rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
Grappler
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
- You can attempt to escape a grapple as a bonus action as well as an action.
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Once per turn, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Healer
Prerequisite: Proficient in the Medicine Skill
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point if you succeed in a DC 15 Wisdom (Medicine) check. Even if you fail the check, the creature still becomes stable.
- As an action, you can spend one use of a healer’s kit to tend to a creature with less than half its hit points remaining and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
Heavily Armored
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency with heavy armor.
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
Historian
Prerequisite: Proficiency with the History skill
Your study of history rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You double your proficiency bonus when making checks in the History skill.
- Once per short rest when you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature can roll two extra d20 taking the highest, instead of one extra d20, as you share pertinent advice and historical examples relevant to the check. To receive this bonus, the creature must be able to understand what you're saying.
Inspiring Leader
Prerequisite: Charisma 13 or higher
You can spend a few moments inspiring your companions and shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.
A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Investigator
Prerequisite: Proficient in Investigation
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You may add double your proficiency bonus in checks you make with the Investigation skill.
- You can take the Search action as a bonus action.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with light armor.
Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
Once per short rest, you can roll an additional d20 when making an attack roll, ability check or saving throw and choose which die result to use. You can choose to roll the extra die after rolling your check, save or attack, but before the outcome is determined.
Alternatively, you can use your luck to influence an attack roll made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. You can roll this die after the attack has been resolved against you, but before any damage has been rolled.
If more than one creature uses luck to influence the outcome of a roll, they cancel each other out; no additional dice are rolled.
You can use your luck once. You must finish a short rest before you can use it again.
Mage Slayer
You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. This attack occurs before the spell is cast.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it once at its lowest level. Once you cast it in this way, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. 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).
- If you already have superiority dice, you gain two more; otherwise, you have two superiority die, which are d6. These dice are 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. You can not spend more than one superiority dice per turn unless you have class feature that lets you.
Master Craftsman
Prerequisite: Proficient in at least one set of artisan’s tools
You are a superlative craftsman with one set of tools. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- Select one set of artisan’s tools that you are proficient in. Your proficiency bonus is doubled when using these tools.
- You are treated as if you were 3 levels higher when meeting level prerequisites for magic item creation using these tools.
Master of Disguise
Prerequisite: Proficiency in the disguise kit
You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with a disguise kit.
- If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
Master Herbalist
Prerequisite: Proficient in the herbalist kit
You are a master at concocting herbal remedies. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with a herbalist kit.
- You can craft enhanced Potions of healing (of all types) for 150 percent the cost. These potions heal the maximum result on the d4’s, and sell for 150 percent more.
Medic
Prerequisite: Proficient in Medicine
You master the physician's arts, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You double your proficiency bonus to checks you make with the Medicine skill.
- During a long rest, you can clean and bind the wounds of up to six willing beasts and humanoids. For each creature you treat, you must expend the use of a healers kit. A creature you treat regains an extra 2 hit points per hit dice spent during that long rest. In addition, if the creature is suffering from a disease, that creature has advantage on its next saving throws against that disease.
Medium Armor Master
Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
- You gain +1 to your Strength or Dexterity score to a maximum score of 20
- Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Menacing
Prerequisite: Proficiency with intimidate
You become fearsome to others, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You may add double your proficiency bonus to checks you make with the Intimidation skill.
- When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. If the target fails in a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) it is frightened of you until the end of your next turn. If the target saves against this ability, it can't be frightened by you in this way for 1 hour.
Metamagician
Ability cast spells of 1st level or higher using spell slots
You can manipulate the magic of your spells to produce unique effects. You gain the following benefits:
- You gain one metamagic option from the list of those available to sorcerers.
- You can use this metamagic option without expending any sorcery points. When you do so, you must finish a short rest before you can do so again.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
- When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Moderately Armored
Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefit:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with medium armor and shields.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Naturalist
Prerequisite: Proficiency with Nature
Your extensive study of nature rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You add double your proficiency bonus when making checks in the Nature skill.
- You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Observant
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
- When you are required to make a Wisdom (Perception or Insight) or Intelligence (Investigation) check, you can forgo the d20 roll, and instead apply your passive score to the check DC.
Perceptive
Prerequisite: Proficiency with Perception
You hone your senses until they become razor sharp. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You may double your proficiency bonus to checks you make with the Perception skill.
- Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Performer
Prerequisite: Proficiency with Performance
You master performance so that you can command any stage. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with the Performance skill.
- While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
- When you take the Attack action and attack with a polearm you wield in two hands (halberd, staff, spear, trident, glaive, bec de corbin or similar weapon, but not a pike), you can use a bonus action to make a melee weapon attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
- While you are wielding a glaive, halberd, spear, bec de corbin, trident or pike, you may use your reaction to attack a creature when they enter your reach.
- You gain +1 to your AC when you use a quarterstaff two handed.
- Your reach with a pike increases by additional 5'.
Quick-Fingered
Prerequisite: Proficiency with Sleight of Hand Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with the Sleight of Hand skill.
- As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
Resilient
Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
Ritual Caster
Prerequisite: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. 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.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and treat three-quarters cover as half cover.
- Once per turn, before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Shield Master
Prerequisite: Proficiency with shields
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you. If your shove is succesful your target takes 1d6 points of bludgeoning damage lus your Strength modifier in addition to the shove effects
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Silver-Tongued
Prerequisite: Proficiency with Deception
You develop your conversational skill to better deceive others. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You add double your proficiency bonus in checks you make with the Deception skill.
- You can use a bonus action to atempt to deceive one creature you can see within 30 feet of you that can see and hear you and that shares a language with you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your next attack roll against it has advantage; both benefits last until the end of your current turn. A creature can’t be deceived by you in this way more than twice in a single encounter.
Skilled
You gain proficiency in any combination of 3 skills or tools of your choice.
Skulker
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a weapon attack, making the attack doesn't reveal your position.
- Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Spell Sniper
Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make a spell attack roll, the spell’s range is doubled.
- Your ranged spell attacks ignore half cover and treat three-quarters cover as half cover.
- You learn one cantrip that requires a spell attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Spellcasting Prodigy
Prerequisite: The ability to cast spells of at least 1st level
You are a gifted and precocious spellcaster. You gain the following benefits:
- Increase your Wisdom, Intelligence or Charisma by 1, to a maximum of 20.
- You gain a 1st level spell slot. You can cast any 1st level spell you know using this slot. Once expended, you recover it after a long rest.
Svirfneblin Magic
Prerequisite: Gnome (deep gnome)
You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self.
You regain the ability to cast these spells when you finish a long rest.
Stealthy
Prerequisite: Proficiency with Stealth
You know how best to hide. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You double your proficiency bonus for checks you make in the Stealth skill.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible, or if you make a melee weapon attack at the end of your movement. You reveal yourself after your attack is resolved, hit or miss.
Survivalist
Prerequisite: Proficiency with Survival
You master wilderness lore, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You double your proficiency bonus to any checks you make with the Survival skill.
- You never get lost when travelling overground and the sky is visible, and you can always find sufficient food and water to keep yourself and up to five other people alive while travelling overground if the DC to forage is 15 or less.
- You can also substitute a Wisdom (Survival) check for an Intelligence (Nature) check when identifying wilderness hazards.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You are proficient with improvised weapons. If you are also a monk, these weapons become monk weapons for you.
- Your unarmed strikes use a d6 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Theologian
Your extensive study of religion rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You double your proficiency bonus to checks you make in the Religion skill.
- You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Toxicologist
Prerequisite: Proficient in the poisoners kit
You are a master at concocting and applying virulent poisons. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You add double your proficiency bonus to checks you make with a poisoners kit.
- Poisons you create increase their save DC by 2, and you can apply poisons to a weapon with a bonus action.
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
- You can use a weapon as a focus for spells you cast with non costly material components
- When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Warrior Born
You have practiced and refined a particular combat technique. You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain one fighting style from among those available to fighers
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with four simple or martial weapons of your choice. If you are a monk, you may also select four melee weapons to become monk weapons for you as long as they lack the heavy property.
Weapon Specialisation
Prerequisite Fighter level 6th
You are a master with one weapon, and your skill with it is legendary. Choose one type of weapon. You gain the following benefits:
- You gain +1 to hit and +2 to damage with weapons of this type.
- When you score a critical hit with this weapon your opponent must succeed in a Constitution save (DC 8 + your proficiency + your Strength or Dexterity modifier) or be staggered by the blow, suffering disadvantage to all attacks and ability checks made until the end of that creatures next turn. In addition, the staggered creature can’t take reactions.
- You have advantage on checks and saves to disarm you of your weapon.
New Equipment
Simple Melee Weapon
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Great club | 5 gp | 1d10 bludgeoning | 10 lb. | Heavy, two handed |
New Martial Melee Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Sabre | 25 gp | 1d8 slashing | 3 lb. | Finesse |
War mattock | 20 gp | 2d6 piercing | 8 lb. | Heavy, Two handed |
Bec de corbin | 40 gp | 1d10 piercing or bludgeoning | 7 lb. | Heavy, Reach, Two handed |
Elven curve blade | 125 gp | 1d8 slashing | 2 lb. | Finesse, Versatile (1d10) |
Spiked chain | 20 gp | 1d6 piercing | 4 lb. | Finesse, Two Handed, Reach |
Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), Versatile (1d8), special |
Lance | 10 gp | 2d8 piercing | 6 lb. | Reach, Heavy, special |
New Martial Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Heavy Crossbow | 50 gp | 1d10 piercing | 7 lb. | Ammunition (range 90/360), heavy, loading, two handed |
Repeating Crossbow | 250 gp | 1d8 piercing | 13 lb. | Ammunition (range 60/240), two handed |
Special Weapons
The following are rules for the more unusual weapons. The rules regarding the greatclub, trident and heavy crossbow superscede those in the PHB.
Elven Curve Blade. If you are an Elf or Half-elf and you are proficient in the longsword, you are also proficient in this weapon. Similar weapons can be found in far off Kara-Tur where they are called 'Katanas'.
Repeating Crossbow. Each magazine weighs 2 lbs, and holds 10 bolts. You can fire 10 bolts from this weapon before needing to reload the magazine. Its an action to reload a repeating crossbow. If you have the Crossbow Master feat you can fire an additional shot with this weapon as a bonus action when you take the attack action and make an attack with the repeating crossbow. Extra magazines cost 10 gp each.
Lance You have disadvantage when you use a lance to attack a target within 5 feet of you. You can't use two weapon fighting with a lance when mounted, and a lance requires two hands to wield when you aren’t mounted.
Trident. When you use the Attack action, and replace one of your attacks with a grapple while using a trident, you can attempt to use the trident to lodge in your opponent. You do not need a free hand to grapple in this manner, and if your grapple is succesful, you deal 1d6 points of piercing damage, in addition to grappling your opponent. You cant attack anyone other than your target with the trident while the grapple lasts, and the grapple automatically ends if you release the trident. The trident is considered a light weapon for the duration of the grapple.
Encumbrance
The variant encumbrance rules from page 176 of the Players Handbook are in use.
General rules
Advancing in Level
A PC with sufficient XP to advance in level only advances in level after completing a long rest (one level per rest).
Death and Dying
Whenever you start your turn with 0 hit points, you must make a special saving throw called a death saving throw to determine whether you creep closer to death or hang onto life. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. The DC for this saving throw is 15. You subtract your Constitution modifer from this DC.
A single success or failure has no effect by itself. On your third success, you become stable (see below). On your second failure, you gain a level of exhaustion. On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20: If you roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points: If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your massive damage threshold, you suffer instant death.
Stabilizing a Creature. The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 15 Wisdom (Medicine) check.
A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.
Massive damage threshold. Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your massive damage threshold, which is 10 or 1/4 your hit point maximum, whichever is the higher number.
Saving Throws
A natural 20 always succeeds a saving throw. A natural 1 always fails.
A creature with legendary resistance can expend a use of that resistance to automatically pass an opposed check it just failed to shove, disarm or grapple it, or to escape a grapple.
Conditions
Grappled
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attacks made with anything other than a light weapon, a natural weapon or an unarmed strike are at disadvantage.
- The condition ends if the Grappler is incapacitated (see the condition).
- The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.
Restrained
- A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
- The creature must succeed in a DC (10 + spell level) ability check using its spellcasting ability modifier before casting a spell with somatic components or lose the slot (and waste the action).
Blinded
- A blinded creature can’t see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage.
- The creature’s Attack rolls have disadvantage.
- A blinded creature that moves faster than half speed falls prone and has their speed reduced to zero until the end of the turn unless they succeed in a DC 10 Dexterity save.
Exhaustion
Levels | Effect |
---|---|
1 | Disadvantage to all ability checks |
2 | Speed Halved |
3 | Disadvantage to attack rolls and saving throws |
4 | Maximum encumbrance halved. Spell failure unless DC 10 + Spell Level ability check using your spellcasting ability modifier passed. |
5 | You are limited to one action or one bonus action per turn |
6 | Death |
Resting
Short Rest
A short rest is a short breather, usually no more than 5 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to one half of the character’s total number of Hit Dice (round up). For example, if a character has nine Hit Dice, he or she can spend up to five Hit Dice upon finishing a short rest. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll as long as he has hit dice remaining to spend. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
A character can maintain concentration on spells during a short rest.
A character cant benefit from more than one short rest in a 1-hour period, and cant benefit from more than 2 short rests until they have taken a long rest.
Long Rest
A long rest is a period of recuperation at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity (at least 1 hour of walking, fighting, casting spells, or similar) the characters must begin the rest again to gain any benefit from it (althouth the rest will count as a short rest).
At the end of a long rest, a character regains spent Hit Dice, up to a number of dice equal to one half of the character’s total hit dice (round up). For example, if a character has nine Hit Dice, he or she can regain five spent Hit Dice upon finishing a long rest. The character may then choose to spend one or more available hit dice to heal. This functions exactly like a Short Rest, except the character can spend as many Hit Dice as he has available.
A spell caster who recovers spell slots on a long rest recovers one expended spell slot of each of levels 1-5 on a long rest. He may choose to recover a slot of a lower level in place of a higher level slot. In addition he can recover a single expended slot of 6th level or higher. A Warlock recovers a single expended Arcanum.
You cant maintain concentration on spells during a long rest in which you sleep.
A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Resurrection Survival
Getting brought back from the dead by magic is an ordeal. Whenever you are brought back from the dead by any spell, you must reduce your Constitution score permanently by 2.
After adjusting your ability scores, you must succeed in a DC 5 Constitution ability check. You have advantage on this check if the caster used True Resurrection. On a failure, or if your Constitution score is reduced to 0, you are truly dead, and beyond the power of mortal magic to resurect.
Combat
Interacting with an object
Interacting with an Object that is not on your person and easily accessible (weapons, spell components, ammunition, wands, potions) provokes an Attack of Opportunity.
Standing up from Prone
You provoke an Attack of Opportunity standing up from prone unless you first take the Disengage action or succeed in a DC 10 Dexterity (Acrobatics) check.
Two-Weapon Fighting
When you take the Attack action and attack with a one handed melee weapon that you’re holding in one hand, you can use a Bonus Action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative, and the attack is made with disadvantage unless you have the Dual Wielder feat or both of the weapons have the light property.
If either weapon has the Thrown property, you can throw the weapon, instead of making a melee attack with it.
Special Attacks
Climb onto A Bigger Creature
You can climb onto an adjacent creature at least two sizes larger than you as an action. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed in the check, you successfully move into the targets space and cling to its body. While in the target's space, you move with the target and have advantage on attack rolls against it with light melee weapons, unarmed strikes and natural attacks.
You can move around within the larger creature's space, treating the space as difficult terrain. The larger creature has disadvantage to attack you.
The larger creature can attempt to dislodge you in place of an attack - knocking you off, scraping you against a wall, or grabbing and throwing you. Make a Strength or Dexterity (your choice) saving throw with a DC of (8 + the creatures Strength modifier + its proficiency modifier). If you succeed, you cling to the monster. On a failed save, you take 3d6 points of bludgeoning damage and land prone in a space within 30' choosen by the larger creature.
Tumble
You can try to tumble through an adjacent hostile creature's space, ducking and weaving past the opponent. You make an opposed Dexterity (Acrobatics) check with your opponent.
On a success, you can move through the hostile creature's space once this turn. Ona failure you provoke an attack of opportunity from your target and cannot move through the creatures space.
Grappling
You can use the Attack action to make a Special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).
If you succeed, you subject the target to the Grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Escaping a Grapple. A Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against a DC of (8 + your Strength modifier + your proficiency bonus).
Overrun
When you try to move through a hostile creature's space, you can try to force your way through by overrunning the hostile creature. Make a an opposed Strength (Athletics) check with your opponent.
If you succeed in this check, you can move through the hostile creature's space once this turn. If you fail on the check, you provoke an attack of opportunity from your target and cannot move through its space this turn.
Shoving a Creature
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it away from you, to one side, or prone. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Make a Strength (Athletics) check opposed by your targets choice of Strength (Athletics) or Dexterity (Acrobatics).
If you are succesful, you may push the target 5 feet directly away from you, or 5 feet in a different space within your reach. Alternatively, if you beat your opponents check by 5 or more, you may instead knock the creature prone in its current space.
Disarm
Using the Attack action, you can make a special melee attack to attempt to disarm a creature within your reach. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
Your target must be no more than one size larger than you. Make an ability check (your choice of Strength or Dexterity) adding your proficiency bonus to the roll, opposed by your targets choice of Strength or Dexterity plus proficiency bonus. Your target has advantage on its check if it is holding the item with two or more hands or if it is larger than you.
If succesful, the attack causes no damage or other ill effect, but the target drops the item in its space.
Spellcasting and Magic
Spell Changes
Animate Objects
Change the second line of the spell to read: Choose up to six nonmagical Objects within range that are not being worn or carried. Medium Targets count as two Objects, Large Targets count as three Objects, Huge Targets count as four Objects.
Chromatic Orb
Delete the costly material component.
Circle of Death
Increase the damage to 12d6 necrotic. A creature reduced to 0 HP by this spell dies instantly. This spell has no effect on constructs and undead. The material components are consumed when you cast this spell.
Clone
Increase the diamond cost to 5,000 gp. A creature who dies and is restored to life as a clone, loses 2 points of Constitution and must succeed in a DC 5 Constitution ability check. On a failure, or if your Constitution is reduced to 0, you are truly dead, and beyond the power of mortal magic to ressurect.
Conjure Barrage
Increase the damage to 5d8.
Contingency
Has a duration of permanent (until discharged).
Create Undead
The black onyxs' are consumed when this spell is cast.
Find familiar
If your familiar dies, you gain a level of exhaustion, and you cannot summon another until 24 hours has passed.
In Combat, your familiar acts on your initiative, and the end of your turn. It moves normally, and you can use your bonus action to command it to take the Attack, Help, Hide, Dash, Dodge, Disengage, and Search actions.
Finger of Death
Change the damage to 5d10+50. This spell has no effect on constructs and undead.
Forcecage
The ruby dust is consumed when you cast this spell.
Hex
You can shift your Hex to a new target as a bonus action without having to reduce your current target to 0 HP.
Hunters Mark
You can shift your hunters mark to a new target as a bonus action without having to reduce your current target to 0 HP.
Identify
The pearl is consumed when you cast this spell
Imprisonment
Change the Wisdom save to a Charisma save.
Leomund’s Tiny Hut
Has a costly material component of a crystal worth at least 100 gp that is consumed when cast.
Magic Missile
Each missile is a separate damage roll.
Melfs Acid Arrow
Initial and secondary damage is 4d4.
Mordenkainen’s Sword
Mordenkainen’s Sword deals 5d10 force damage on a hit. The target is disintegrated if its HP are reduced to zero.
Phantom steed
Has a duration of 8 hours.
Plane Shift
If you plane shift to a plane without a teleportation sigil sequence, use the teleportation mishap table to determine the success of your plane shift.
Prismatic Spray
Increase the damaging effects of prismatic spray (results 1-5) to 12d6 damage.
Programmed Illusion
The spell consumes the material component.
Raise Dead
Increase the material component cost to 5,000 gp.
Reincarnate
Increase the material component cost to 10,000 gp.
Resurrection
Increase the material component cost to 10,000 gp.
Revivify
A creature brought back from the dead with this spell suffers from a level of exhaustion, to a maximum of 5 levels. Increase the material cost of the diamond to 1,000 gp.
Shield
The shield spell only works against one attack.
Simulacrum
A simulacrum has half the hit points and half the spell slots of the original, rounded down. It cannot have a spells slot higher than 5th level. Increase the material costs to 5,000 gp.
True Seeing
Change the duration to 8 hours.
True Strike
Remove the concentration requirement from the duration. Change the text of the spell to read:
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. The next attack roll you make against this target gains advantage if made before the end of your next turn.
Vampiric touch
Deals 5d6 necrotic damage. Heals the same amount, converting any excess into temporary hit points. It has no effect if used on constructs and undead.
Wall of Force
Add a material component of 500 gp worth of ruby dust, which the spell consumes.
Witch Bolt
The initial and secondary damage of this spell is 1d12, increasing by 1d12 per spell level. A target struck by this spell must succed in a Constitution saving throw against your spell save DC or be restrained. The creature can repeat the saving throw at the beginning of each of its turns, ending the condition on a success.
Magic Items
Magic Item Identification
Magic items can only be properly identified with the identify spell or via trial and error.
Stacking Items
You only get the AC bonus of your magical armor or your magical shield; they don’t stack.
You only get the hit and damage bonus of your magical arrows or magical bow, whichever is highest.
Magic items that provide a +X bonus to Spell save DCs or Spell attack rolls (the Rod of the Pact Keeper, the Wand of the War Mage, the Staff of Power and the Staff of the Magi, Robes of the Archmagi etc) dont stack.
Cursed items
Items like the Armor of Vulnerability have a secret curse. These curses are revealed when the item is identified (via the identify spell) only with a DC 20 Inteligence (Arcana) check.
Specific Item Errata
Belt of Giant Strength
Wondrous item, rarity varies (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants.
Type | Strength | Rarity |
---|---|---|
Hill giant | 21 | rare + 50% |
Stone/ frost giant | 23 | very rare |
Fire giant | 25 | very rare + 50% |
Cloud giant | 27 | legendary |
Storm giant | 29 | legendary + 50% |
The notation '+ 50%' relates to the items value for its purchase price and crafting time and cost.
Boots of Speed
Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. These effects last for 1 minute, or until you click your heels together again (as a bonus action) ending the effects.
You can use these boots three times. They recharge all uses at dawn.
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, you gain a +5' bonus to your walking speed, and your speed isn’t reduced if you are encumbered. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Broom of Flying
Increase the rarity of this item to rare. The broom requires attunement. If you are knocked prone or moved against your will, you must you must succeed on a DC 10 Dexterity saving throw or fall off the broom.
Cloak of Invsibility
Wondrous item, legendary, (requires attunement)
While wearing this cloak you can pull its hood over your head to cause youreself to become invisible as the spell greater invisibility, but not requiring concentration and with a duration of 30 minutes. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
You can use the cloak three times. You regain all uses at dawn.
Cloak of Protection
Increase the rarity of this item to rare.
Dagger of Venom
It is a bonus action to envenom the blade. The poison deals 3d10 poison damage. You can envenom the blade three times. You recover all expended uses at dawn.
Decanter of Endless water
This item can be used three times. You regain all uses at dawn.
Deck of Many Things
You can only draw from a specific deck of many things once; further draws from the same deck have no effect (the cards are blank). When you draw from the deck you must select a number of cards to draw, up to a maximum of seven. Once the cards are drawn, flip them over one at a time to determine the effect. If your cards are not flipped within one hour, they flip themselves subjecting you to the effects of all the cards simultaneously.
Once a card is flipped it reappears in the deck, aside from the fool and the jester which dissapear permanently once flipped.
The Avatar of Death is immune to the stunned condition. It has 20 hit points per level of the summoner, a passive perception of 14 + the summoners proficiency bonus, and bonuses to saving throws equal to the summoners proficiency bonus.
It can cast misty step at will, and always knows the direction and distance to its summoner, unless the summoner is on a different plane of existence.
It has the multiattack action, with a hit bonus of [6 + (the summoners proficiency bonus)]. It wields a +3 Scythe that deals 1d8+6 slashing damage and 2d8 necrotic damage. It makes one attack, plus an additional attack for every 5 levels its summoner has (round down) when it takes the multiattack action. If killed, it and its scythe dissapear.
Efreeti Bottle
Increase the rarity of this item to legendary.
Elemental Gem
Increase the rarity of this item to rare.
Eyes of Minute Seeing
This item requires attunement.
Flame Tongue
Increase the rarity of this item to very rare.
Gauntlets of Ogre Power
Increase the rarity of this item to Rare.
Goggles of Night
This item requires attunement.
Headband of Intellect
This item has a rarity of rare. Attuning to this item doesnt grant any bonus languages or tool proficiencies.
Helm of Comprehending Languages
This item functions constantly. It requires attunement.
Helm of Teleportation.
This item casts dimension door. It has three charges, recovering all of them at dawn.
Holy Avenger (Unholy Reaver)
It can only be attuned by a good aligned paladin, or a neutral paladin of a good deity.
Evil versions exist called Unholy Reavers; they deal necrotic damage instead of radiant, and against Celestials and good aligned Fey.
Unholy Reavers require attunement by evil aligned paladins, or neutral paladins of evil gods.
Luck Blade
When crafting a luck blade, add +50,000 gp to the crafting price for every wish the blade posseses (to a maximum of three). Each wish takes 50 weeks of additional crafting time.
The luck property can be used three times. It regains all uses at dawn.
Nine Lives Stealer
When created, this sword has 9 charges.
Oathbow
Increase its rarity to legendary. It is a bonus action to utter the command words. You gain advantage to hit your sworn foe with ranged weapon attacks with the bow, and the target takes an extra 2d6 piercing damage on a hit from the bow. Your target gains no benefit from cover other than total cover, and you suffer no disadvantage due to long range when shooting at your target.
The oathbow can be used once per day, recharging at dawn.
Oil of Sharpness
Reduce this items rarity to rare.
Periapt of Wound Closure
Change the rarity of this item to rare.
You have advantage on death saves while attuned to this periapt. When you expend a hit dice to restore hit points while resting, you dont roll the die. You instead treat the die as if it rolled the maximum result.
Potion of Flying
Reduce the rarity to rare.
Potion of Giant Strength
Potions of Fire Giant Strength cost twice as much as a normal rare item (to craft and purchase).
Potion of Invisibility
Reduce the rarity of this item to rare.
Potion of Invulnerability
You can craft a more potent version of this potion that lasts for 1 hour. Its rarity is very rare.
Potion of Resistance
Increase the rarity of these potions to rare.
You may craft an enhanced version of these potions that last for 24 hours. They have a rarity of very rare.
Potion of Speed
Reduce the rarity to rare.
Ring of Animal Friendship
Requires attunement. It also grants proficiency in animal handling. If you are already proficient in animal handling, you may double your proficiency bonus.
Ring of Regeneration
Ring, legendary, (requires attunement)
While you wear this ring, you regenerate 1 hit point very minute. You automatically pass any checks to stabilize when reduced to negative hit points. If you lose a body part other than the arm, hand or finger that wears the ring, the ring causes it to return and regrow to full functionality over a long rest, as long as you have at least 1 hit point for the whole rest.
Ring of Spell storing
Ring, rare (5 spell levels), very rare (7 spell levels), legendary (9 spell levels)
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store a number of levels worth of spells at a time according to its rarity. When found, it contains (1d6 - 1, rare) or (1d8-1, very rare) or (1d10-1, legendary) levels of stored Spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Ring of Swimming
Requires attunement
Ring of Three Wishes
Increase the crafting cost and base price by 50,000 gp and increase the crafting time by 50 weeks. Increase the purchase price to 300,000 gp.
Ring of Water Walking
Requires attunement
Robe of Useful Items
Increase the rarity to rare.
Rod of Ressurection
Casts ressurection. Each time it is used roll a d20. On a roll of 1, the rod dissapears in a burst of radiance.
Scimitar of Speed
When you take the Attack action and make all of your attacks with that action with this weapon, it allows you to make one extra attack as part of that action.
Sentinel Shield
Increase rarity to rare. Requires attunement.
In addition to its listed properties, if you have the Sentinel feat and you are attuned to this shield, your attacks of opportunity, and any attacks you make allowed by that feat, have advantage.
Sphere of Annihlation
Wondrous item, legendary
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it touches. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere takes 10d10 force damage, ignoring all resistance. If any of these d10's roll a 10, roll the die again adding it to the damage. A creature or object reduced to 0 Hit Points by a spehere of annhilation is obliterated.
You must be within 10 feet of a sphere to attempt to gain control over it. This requires a DC 25 Intelligence (Arcana) check as an action. On a success you gain control of the sphere. If you fail by 5 or more (or you roll a natural one on your Arcana check) the sphere moves 10 feet towards you and subjects you to its attack.
If the sphere is already under another creatures control you must instead succeed in an Intelligence (Arcana) check opposed by the controllers Intelligence (Arcana) check. If you succeed you gain control of the sphere as long as your check result is 25 or higher. If you fail the opposed Arcana check and your result is 20 or less, or you roll a natural 1, the sphere moves 10 feet towards you and subjects you to its attack.
If you control the sphere Aand are within 60' of it, you may attempt to move the sphere on subsequent turns as an action by attempting another DC 25 Intelligence (Arcana) check. On a success, you move the sphere in a straight line a number of feet equal to 5 feet plus 5' x your Intelligence modifer. On a failure the sphere moves 10 feet towards you for every 5 you failed the check by. If you roll a natural 1 on your Arcana check, the sphere moves directly towards you, ending its movement in your space.
A creature whose space the sphere enters must succeed in a DC 15 Dexterity saving throw or be touched by it taking 10d10 force damage (again, if any of the die result in a 10, reroll the die adding the damage to the total). If this damage reduces the creatures hit points to 0, the creature is obliterated.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table.
d100 Result
01-50 The sphere is destroyed.
51-85 The sphere moves through the portal or into the extradimensional space.
86-00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
Staff of Striking
Staff, very rare (requires attunement)
This staff is a magical quaterstaff that grants +2 to hit and damage rolls you make with it.
The staff has 10 charges. Once per turn, when you hit with a melee attack using the staff, you can choose to expend up to 2 of its charges. For each charge you expend, the target takes an additional 2d6 force damage.
The staff regains 1d6+4 expended charges at dawn. If you expend the last charge roll a d10. On a 1 the staff becomes a nonmagical quarterstaff.
Stone of Good luck (Luckstone)
Wondrous item, rare, (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Sword of Lifestealing
Weapon (any sword), rare (requires attunement)
When you attack with this weapon and your attack results in a critical hit, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead.
You gain temporary hit points equal to the extra damage dealt.
Sword of Sharpness
Weapon (any sword), very rare (requires attunement)
When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and your attack results in a critical hit, that target takes an extra 4d6 points of slashing damage. If the attack roll was also a natural 20, the creature must succeed in a DC 15 Constitution saving throw, or you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the weapon’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Talisman of the Sphere
Wondrous item, legendary (requires attunement)
You are considered proficient with Intelligence (Arcana) checks to control a sphere of annihilation while you are holding this talisman. If you are already proficient you double your proficiency bonus on the check to control and move the sphere. You also have advantage on checks to control and move the sphere.
In addition, when you succeed in a check to move a sphere of annihilation, you move it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier, and can cause the sphere to do a single turn of up to 90 degrees during its movement.
Tentacle Rod
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.
Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage and 1d6 psychic damage. If you hit a target no more than one size larger than you with two tentacles, it is grappled (escape DC 15) unless it succeeds in a DC 15 Strength saving throw, and you cant use these tentacles to make any futher attacks while the grapple lasts.
If you hit a creature with a third tentacle while grappled in this manner, it is also restrained (escape DC 15) and you cant use this tentacle to make any further attacks while the condition lasts.
Vicious Weapon
Weapon (any), rare
When you roll a critical hit on your attack roll with this magic weapon, you deal an extra 2d6 damage of the weapon’s type.
Vorpal Sword
Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature with this weapon and your attack results in a critical hit, you inflict an extra 6d6 points of slashing damage. If the attack roll was also a natural 20, the creature must succeed in a DC 15 Constitution saving throw or its head is severed, killing it instantly. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon.
When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.
In addition, you can speak the weapon’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Wand of Magic Missiles
Increase the rarity to rare.
Wand of Web
Increase the rarity to rare.
Weapon of Warning
Magic weapon (any), rare, (requires Attunement)
You get +1 to hit and damage with this weapon. This property functions regardless of if you are attuned to the weapon.
If you are attuned to this weapon, it also warns you of danger, granting you advantage on initiative rolls, and rendering you immune to surprise. The weapon magically awakens you if you are sleeping naturally when combat begins.
Winged Boots
Wondrous item, rare, (requires attunement)
While you wear these boots and are attuned to them, they allow you to cast fly (targeting yourself and requiring no concentration) as a bonus action. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots have three charges. These charges are replenished at dawn.
New Magic Items
Cape of Allure
Wondrous item, rare, (requires attunement)
Your Charisma score is set to 19 while you wear this cloak. It has no effect on you if your Charisma is already 19 or higher without it.
Circlet of Intuition
Wondrous item, rare, (requires attunement)
Your Wisdom score is set to 19 while you wear this circlet on your head. It has no effect on you if your Wisdom is already 19 or higher without it.
Gauntlets of Dexterity
Wondrous item, rare, (requires attunement)
Your Dexterity score is set to 19 while you wear these gauntlets. They have no effect on you if your Dexterity is already 19 or higher without them.
Monks Belt
Wondrous item, rare (+1), very rare (+2), legendary (+3) (requires attunement)
When this sash is worn and attuned, it allows you to calcuate your AC when unarmored as (11 + your Dexterity modifer + your Wisdom modifier). In addition, your unarmed strikes now deal 1d4 damage, and are treated as magical weapons for the purpose of overcoming damage resistance.
Finally, you gain a bonus to hit and damage with unarmed strikes equal to the belts bonus.
Holy/ Unholy Weapon
Weapon, very rare, (requires attunement by a paladin or cleric)
If you attune to a holy weapon and your alignment is good, it deals an extra +1d8 radiant damage on a hit. If you attune to an unholy weapon and your alignment is evil, it deals an extra +d8 necrotic damage.
Shortsword of Backstabbing
Weapon (shortsword), rare, (requires attunement by a rogue)
This weapon deals an extra +1d6 points of weapon damage on a succesful sneak attack.
Staff of Defence
Staff, rare, (requires attunement by a spellcaster)
This staff grants a +1 bonus to AC as long as it is wielded.
The staff contains 10 charges used to fuel the spells within it. While holding the staff, it can be used to cast the following spells if the spell is on your class’s spell list:
- Mage Armor (1 charge)
- Shield (2 charges)
The staff regains 1d6+4 expended charges at dawn. If you expend the final charge roll 1d20. On a roll of 1, the staff becomes a nonmagical quarterstaff.
Weapon of Energy
Weapon, rare, (requires attunement)
These weapons come in four different energy types (Fire, Cold, Lightning or Acid).
While you are attuned to this weapon, you can use a o bonus action to command it to radiate energy of this type. While it radiates energy, it sheds light in a 10' radius and deals an extra +1d6 damage of its energy type on a hit. The weapon remains sheathed in energy until you use another bonus action to cease the effect.
Druids Vestments
Wondrous item, uncommon (+0), rare (+1), very rare (+2), legendary (+3) (requires attunement by a creature with the wild shape class feature)
When these vestments are worn and attuned, you are under a permanent Barkskin effect, and your attacks with natural weapons are treated as magical weapons for the purpose of overcoming damage resistance. Additionally, you gain a bonus to hit and damage with natural weapons equal to the vestments bonus.
You retain these benefits while wild shaped.
Mages Robes
Wondrous item, uncommon, (requires attunement by a creature with the spellcasting or pact magic class feature)
When these robes are worn and attuned, you are under a permanent Mage armor effect and are also magically kept comfortable in extreme cold. In addition, you can cast the prestidigitation cantrip at will.
You may choose Intelligence or Charisma for the ability score for this spell.
Wizard hat
Wondrous item, rare (requires attunement by a creature that prepares spells from a spellbook)
If you fail a Constitution saving throw to maintain concentration on a spell while this hat is worn and attuned, you can choose to pass instead.
Once you have done so, you cannot do do again until you finish a short or long rest.
Wizard staff
Wondrous item, uncommon (requires attunement by a creature that prepares spells from a spellbook)
These staves come aligned to one of the schools of magic (Evocation, Transmutation etc). While attuned to and holding this staff, all spells you cast from that school of magic gain +1 to the Save DC's.
Priests vestments
Wondrous item, uncommon (requires attunement by a creature with the channel divinity class feature)
When you attune to these vestments, the symbol of your deity appears emblazoned on them. While these vestments are worn and attuned, you gain an extra use of your channel divinity class feature.
You recover this extra use when you finish a short or long rest.
Lifestyle Expenses
When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities.
Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.
At the start of each week (ten days in Faerun), choose a lifestyle and pay the price to sustain that lifestyle.
The prices listed are per week, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 3. The daily rate is 1/10 the listed price:
Lifestyle cost
Lifestyle | Per week: |
---|---|
Wretched | - |
Poor | 2 gp |
Comfortable | 20 gp |
Aristocratic | 200 gp |
Wretched
With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go.
A PC cant benefit from the rest and recuperate downtime activity or a Short or Long rest during a wretched experience, and must make a DC 11 Constitution save on contract Sewer plague at a random point in the week
Poor
A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience.
You cant use the Rest and Recuperate downtime activity during a week spent in a Poor lifestyle.
Comfortable
Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn, with access to hot baths and clean water.
You can maintain a Comfortable lifestyle for free if you are proficient in the Survival skill.
Aristocratic
You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You have a staff of servants and assistants, and access to the finest services.
You have advantage on Charisma (Persuasion) checks made during a week you maintain an Aristocratic lifestyle.
Downtime
Following is a variant of the Unearthed Arcana downtime rules. These rules have been streamlined greatly. They are intended to be used with the rules for lifestyle expenses on the prior page. The intent is that PCs will make extensive use of these rules between adventures. A 'workweek' is 10 days long.
Activities
During downtime, your PCs can engage in a number of activities from putting his feet up and resting an recuperating, to crafting magic items. The activites you can perform are:
Downtime activities
Activity Type |
---|
Resting and recuperating |
Buying a magic item |
Selling a magic item |
Crafting a magic item |
Crafting a mundane item |
Brewing healing potions |
Scribing scrolls |
Carousing |
Crime |
Gambling |
Pit Fighting |
Religious services |
Research |
Honest Work |
Training |
Building a Stronghold |
Non activities
Characters can purchase common magic items, normal gear, healing potions and spell scrolls of up to 3rd level during other downtime activities.
Complications
During each week of Downtime, the DM should roll a d20. On a roll of 1-4, a complication occurs for a PC determined at random. See individual activites for suggested complications.
Resting and recuperating
Sometimes, the best thing a character can do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries this is the ideal option for adventurers who need a break.
Resources
Resting requires one week and the expenditure of lifestyle costs. You need to maintain at least a comfortable lifestyle while relaxing to gain any benefits.
Resolution
While resting and recuperating, you gain advantage on saving throws to recover from long-term diseases and other debillitating effects you must make during your rest.
Complications
Resting and recuperating rarely comes with complications. Either impose a complication for a different PC, or drag the PCs out of bed and into a quest.
Buying a magic item
Purchasing a magic item requires time and money to contact people willing to sell items. even then, there is no guarantee they will have the desired items.
Resources
Finding magic items to purchase requires one workweek of effort and 100gp minimum in expenses greasing palms, paying taxes, arranging the meet, and sourcing the item. This expenditure is in addition to living expenses for the week. Spending more time and money increases your chance of finding a high-quality item.
Resolution
A character seeking to buy a magic item makes a Charisma (Persuasion) check to determine the quality of seller found. The character gains a +1 bonus for every 100gp spent on the search. The total bonus for money spent can’t be greater than +10.
As shown on the buying magic items table, the total of the check dictates which table in the Dungeon Master’s Guide to roll on to determine which items are on the market.
Using the magic item price table, you then assign purchase prices to the available items, based on their rarity. Halve the price of any consumable item—such as a potion or a scroll—when using the table to determine an asking price. The character may then haggle by making a Charisma (Persuasion) skill check and comparing the result with the magic item offer chart, which modifies the final base price of the item. The character does not have to buy the item if he does not want to.
The DM has the final say in determining which items are for sale and their final price, no matter what the tables say. If the characters seek a specific magic item, first decide if it’s an item you want to allow in the game. If so, include the item among the offerings if it appears on a table that the result allows you to roll on.
Buying Magic Items
Check total | Roll 1d4+1 times on magic item table: |
---|---|
1-5 | No items found |
6-10 | A |
11-15 | B |
16-20 | C |
21-25 | D |
26-30 | E |
31-35 | F |
36-40 | G |
41-45 | H |
46+ | I |
Magic item market price*
Rarity | Cost** |
---|---|
Common | 200 gp |
Uncommon | 2,000 gp |
Rare | 10,000 gp |
Very rare | 40,000 gp |
Legendary | 200,000 gp |
*Expendable consumable items (potions, scrolls of protection, ammunition, etc) cost half this price. For generic magical ammunition, this price covers 50 arrows/ bolts/ sling stones.
**Potions of healing and spell scrolls have their own prices.
Complications
Buying a magic item complication table
Roll (d10) | Complication |
---|---|
1 | The item is a fake, possibly planted by an enemy |
2 | The item is cursed by a Deity |
3 | The items original owner will kill to reclaim it. The parties enemies spread news of its sale |
4 | The item is at the centre of a dark prophesy |
5 | The seller is murdered before he can make the sale |
6 | The item is an enslaved intelligent entity |
7 | A third party bids on the item, doubling its price |
8 | The item is the key to freeing an evil entity |
9-10 | The PCs are bushwacked in an attempted robbery. The seller may or may not be in on it. Create a hard - deadly combat encounter and catch them by surprise. |
Selling a magic item
Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found.
Common magic items, all types of healing potions, and spell scrolls of up to 3rd level spells can be sold without using any downtime or spending any money to locate a purchaser.
Resources
Finding a buyer for one of your magic items requires one workweek of work and 100gp in expenses, spent to spread word of the sale, plus living expenses for the week. You can only sell one item at a time, and must pick which one at the start of the week.
Resolution
A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt to not sell, instead wasting the workweek and trying again later. Use the magic item base price table to find the item base offer price, and then consult the magic item offer table to determine the final offer price:
Magic item haggle
Check total | Sell result | Buy result |
---|---|---|
1-9 | 50 % of the base price | 125 % market price |
10-14 | 75 % of the base price | 110 % of the market price |
15-19 | Base price | Base price |
20-24 | 110 % of the base price | 90 % base price |
25+ | 125 % of the base price | 75 % base price |
Magic item base price*
Rarity | Cost** |
---|---|
Common | 100 gp |
Uncommon | 1,000 gp |
Rare | 5,000 gp |
Very rare | 20,000 gp |
Legendary | 100,000 gp |
*Expendable consumable items (potions, scrolls of protection, ammunition, etc) cost half this price. For generic magical ammunition, this price covers 50 arrows/ bolts/ sling stones.
**Potions of healing and spell scrolls have their own prices.
Complications
Selling a magic item complication table
Roll (d10) | Complication |
---|---|
1-2 | The item is a stolen, either on the way to the meet or possibly by the purchaser. The PC should get an ability check (Perception or Insight) to stop the theft before it happens |
3-4 | The PCs are ripped off. The money used to pay for the item is counterfeit (magical or mundane). An Intelligence (Investigation) check reveals the duplicity before its too late. |
5 | Allies of the items previous owner (or the previous owner himself) turn up at the sale to reclaim it, by force if necessary |
6 | The buyer is murdered before he can make the sale |
7 | The buyer’s sinister reputation makes it clear the item will be used to commit evil |
8 | The local tax collector claims a 10 percent tax on the item |
9-10 | The PCs are bushwacked in an attempted robbery. The buyer may or may not be in on it. Create a hard - deadly combat encounter and catch them by surprise. |
Crafting magic items
Crafting magic items is a long-term process that requires a powerful and skilled crafter and often involves one or more adventures to track down rare materials and the lore needed to create the item. Potions of healing and spell scrolls are the exceptions to the following rules. For more information see the ‘brewing potions of healing’ downtime activity and the ‘scribing a spell scroll’ downtime activity.
Crafting prerequisites
To craft a magic item, the creator needs to be of a minimum level as indicated on the magic item price table. They must also be proficient in either arcana or in a set of artisan’s tools appropriate for the magic item being crafted. Finally, when creating items with unusual properties, the creator may also require an exotic material. If so, finding that material should take place as part of an adventure.
The magic item price table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. The creature might guard a place or resource that the characters need.
Pick a monster or location that is a thematic fit for the item. Ideally, the two should share a similar element or nature. For example, mariner’s armor might require the essence of a water weird. A staff of charming might need the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Creating a staff of power might rely on finding a piece of an ancient stone that was once touched by the god of magic—a stone guarded by a suspicious androsphinx.
Resources
In addition to meeting the level prerequisite, and possibly facing a specific creature, creating an item comes with a gold piece cost needed for other materials, tools, and so on, based on the item’s rarity. Those values are shown on the magic item cost table.
Halve the listed price and creation time for any consumable items. For ammunition, the price covers 50 arrows/ bolts/ stones. You will also need to spend enough money to cover your living expenses for each week you work.
Resolution
When crafting a magic item, you work at the rate of 200gp per week. A DC 15 skill check lets you work at a rate of 500gp per week. A DC 20 check lets you work at a rate of 1000gp per week.
Another character with the relevant tool or skill proficiency can assist you in creating the item. They must be present the whole time, and they provide advantage on this check.
You dont have to finish the item in one sitting.
Magic item creation table
Rarity | Cost to create** | Minimum level | Challenge |
---|---|---|---|
Common | 100 gp | - | 1-3 |
Uncommon | 1,000 gp | 3rd | 4-8 |
Rare | 5,000 gp | 6th | 9-12 |
Very rare | 20,000 gp | 11th | 13-18 |
Legendary | 100,000 gp | 17th | 19+ |
**Expendable consumable items (potions, scrolls of protection, ammunition, etc) cost half this price. For generic magical ammunition, this price covers 50 arrows/ bolts/ sling stones. Potions of healing and spell scrolls have their own prices.
Crafting a normal item
If you can’t buy or find the item you need, you can attempt to craft it. Armour, weapons and even poison are common for adventurers to seek to craft.
Resources
A character needs the appropriate tools for the item to be crafted, proficiency in tools relevant to the construction, and raw materials worth half of the item’s selling cost.
To determine how many weeks it takes to create a mundane item, divide its market price by 100. A DC 15 skill check lets you craft the item in half that time.
Another character with the relevant skill proficiency can assist you in creating the item. They must be present the whole time, and they provide advantage on this check. A character can complete multiple items in a workweek if their combined cost is 100gp or less. For items that cost more than 100gp, a character can complete them over long periods of time, if the work in progress is stored in a safe location.
In addition to the cost of making the item, a character needs to also pay for their lifestyle expenses while working on the item.
A character can sell an item crafted for its market price.
Brewing potions of healing
Potions of healing fall into a special category for item crafting, separate from other magic items. A character proficient with the herbalism kit can create them. The time and money needed to create such a potion is summarized on the potion of healing creation table.
A character must succeed in a DC 5 (healing) 10 (greater or superior) or 15 (supreme or vitality) Wisdom (Herbalism kit) check when creating potions, or the potions created are spoilt and useless. Another character proficent in the herbalist kit can help you during this time, granting you advantage on your check.
Healing potion crafting table
Type | Market price | Cost to craft | Craft time |
---|---|---|---|
Healing | 50 gp ea | 25 gp ea | 1 week (crafts 1d4+1) |
Greater healing | 250 gp | 125 gp | 1 week |
Superior healing | 1,000 gp | 500 gp | 2 weeks |
Supreme healing | 2,000 gp | 1,000 gp | 3 weeks |
Vitality | 5,000 gp | 2,500 gp | 4 weeks |
Selling your work
Usually can sell any item you crafted for 110% of the cost to craft without using any downtime. (uncommon and rarer magic items, and spell scolls of 4th level and above must be sold using the 'sell a magic item' downtime activity). The DM has the final say on what you can sell your crafted items for.
Complications when crafting items and brewing potions
Crafting complication table
Roll (d10) | Complication |
---|---|
1-2 | Unbeknown to you, your item is cursed or flawed, has a random or the exact opposite effect to that which you intended, breaks the first time you roll a natural 1 in combat, or some other defect as determined by the DM unless you succeed in a DC 20 check using the same skill you used to create the item. |
3 | The item is a stolen partway through the crafting process. The PC should get an ability check (Perception or Insight) to stop the theft before it happens |
4 | Rumours swirl that what you’re working on is unstable and a threat to the entire community. |
5 | A Paladin approaches you and claims that the item you are working on is the key to completing a heroic quest |
6 | The parts you need become hard to find either due to rarity, a strike, a local mine running dry, a crop blight, a trade embargo or similar. The item will take 5 times as long to make unless you do something to sort out the problem |
7 | A local wizard or craftsman shows keen intrest in your work and wants to observe you. He is well meaning but gets in your way, doubling the time it takes to craft the item unless you do something about it. The NPC is well connected, and you risk making a powerful enemy if you anger him |
8 | A dwarf clan, trade guild, or powerful archmage accuses you of stealing their secret lore to fuel your work. |
9-10 | Unbeknown to you, your item has an additional effect or power over and above that which you designed it for if you succeed in a DC 20 check using the same skill you used to create the item. It might do additional damage against one type of creature, weigh less, have more charges than normal for a device of its type or anything else as determined by the DM |
Scribing a spell scroll
With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. This activity represents the time and effort it takes to produce such an item.
Resources
Scribing a spell scroll takes time and money based on the level of the spell you wish to scribe, as shown in the spell scroll costs table. You must also provide any material components required by the spell, and must pay your living expenses for the time spent crafting. Moreover, you must have the spell prepared or among your known spells to scribe a scroll of it, and you must have proficiency in the arcana skill.
If you scribe a cantrip, the version on the scroll works as if the caster is 1st level.
Scrolls
Spell level | Market price* | Cost to craft* | Craft time |
---|---|---|---|
Cantrip | 50 gp | 25 gp | 1 day |
1 | 200 gp | 100 gp | 5 days |
2 | 500 gp | 250 gp | 1 week |
3 | 1,000 gp | 500 gp | 2 weeks |
4 | 2,000 gp | 1,000 gp | 3 weeks |
5 | 5,000 gp | 2,500 gp | 4 weeks |
6 | 10,000 gp | 5,000 gp | 5 weeks |
7 | 20,000 gp | 10,000 gp | 10 weeks |
8 | 50,000 gp | 25,000 gp | 25 weeks |
9 | 100,000 gp | 50,000 gp | 50 weeks |
*If the spell has a costly material component add that value to this figure
Complications
Use the item creation complications when scribing a scroll.
Carousing
Carousing is a good default downtime activity for most characters. between adventures, who doesn’t want to relax with a few drinks and a group of friends at the local pub?
Resources
Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 25gp to cover expenses, or 100gp for the middle class. Carousing with the upper class requires 500gp for the workweek and access to the local nobility. These costs include living expenses for the week.
A character with the noble background can mingle with the upper class, but other characters can do so only if you, as DM, judge that the character has made sufficient contacts.
Resolution
After a week of carousing, a character stands to make contacts within the selected social class. The character makes his choice of a Charisma (Persuasion), Charisma (Deception) or Charisma (Intimidate) check, plus a Wisdom (Insight) check. He then applies the lower result to the carousing table:
Carousing table
Check total | Result |
---|---|
1-14 | No effect results |
15-24 | The character has made a friendly contact |
25+ | The character has made two friendly contacts |
Contacts
A PC with an allied contact may declare an NPC of the correct social order a contact during game play. The player should provide a reasonable explanation for the nature of the relationship with the contact. The DM has the final say on who can and cannot be declared a contact. Doing so either allows the PC to call in a single favor, or gives the PC advantage on his Charisma checks with that contact for that scene or encounter.
A contact wont risk their life for the PC, but will provide advice and information, assistance with a non life threatening task, and reasomable access to its resources.
Low-class contacts include criminals, laborers, mercenaries, prostitutes, the town guard, and any other folk who would frequent the cheapest taverns in town. Middle-class contacts include guild members, spellcasters, town officials, and other folk who would frequent more upscale establishments. Upper-class contacts are nobles and their direct servants. Carousing in this case covers formal banquets, state dinners, and the like.
Once a contact has helped a character, the character needs to carouse again to get back into the NPC’s good graces. A contact provides help once, not help for life.
A character can have a number of allied contacts at a time no higher than 1 + the character’s Charisma modifier (minimum of 1).
Complications
Low class carousing complication table
Roll (d10) | Complication |
---|---|
1-2 | A pickpocket lifts 1d10 × 10 gp from you unless you succeed in a Wisdom (Perception) check |
3-4 | A bar brawl or drunken misadventure leaves you with a lingering injury. Roll on the lingering injury chart in the DMG. |
5-6 | You have fuzzy memories of doing something very, very illegal, but can’t remember exactly what. |
7 | After a few drinks, you swore publicly in the town square to pursue a dangerous quest. |
8 | You racked up a bar tab at your local tavern to the value of 1d10x20 gp |
9-10 | Surprise! you’re married! |
Middle class carousing complication table
Roll (d10) | Complication |
---|---|
1-3 | You swore to complete some quest on behalf of a temple or guild, or a spellcaster |
4-5 | A particularly obnoxious person has taken an intense romantic interest in you. |
6 | You have made a rival out of a local spellcaster. |
7 | You have been recruited to help run a local festival, play, or similar event. |
8 | You made a social gaffe that scandalized a local church unless you succed in an Intelligence (Religion) check. |
9-10 | You spent an additional 200 gp trying to impress people |
Upper class carousing complication table
Roll (d10) | Complication |
---|---|
1-2 | A pushy noble family wants to marry off one of their scions to you. |
3-4 | you have agreed to take on a noble’s debts in exchange for a favor in return (3d6x100gp). |
5 | You have been challenged to a duel or joust by a knight or noble. |
6-7 | You have accepted a grand quest on behalf of a local lord |
8 | You uncover some highly damaging dirt on a local noble. Unfortunately he knows you know. |
9-10 | You spent an additional 500 gp trying to impress people |
Crime
Sometimes it pays to be bad. this activity gives a character the chance to make some extra cash, at the risk of arrest.
Resources
A crime spree requires payment for living costs.
Resolution
the character must make a series of checks, with one DC for all the checks determined by the profit sought from the crime. The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces based on the chosen DC, as shown on the loot value table.
To attempt the crime, the character makes three checks:
- Dexterity (Stealth),
- Dexterity with thieves’ tools, and
- the player’s choice of Dexterity (Sleight of hand), Intelligence (Investigation), or Charisma (Deception).
A natural 1 fails the check regardless of the PCs proficiency bonus or other abilities. If none of the checks succeed, the character is caught and jailed. The character must pay a fine equal to five times the potential payout or must spend one week in jail per 50gp of the payout value.
If only one check succeeds, the heist fails but the character escapes. He is likely a wanted man - he automatically generates a complication from the crime complication table. If two checks succeed, the heist is a partial success, netting the character half the payout. If all three succeed, the character earns the full payout.
Proceeds of Crime table
Crime DC | Loot value |
---|---|
10 | 50 gp, robbery of a struggling merchant |
15 | 100 gp, robbery of a prosperous merchant |
20 | 200 gp, robbery of a minor noble. |
25 | 1,000 gp, robbery of one of the richest figures in town |
Complications
Crime complications table
Roll (d10) | Complication |
---|---|
1-3 | A bounty equal to your earnings multiplied by your character level is offered for information about your crime. |
4-5 | A person contacts you, threatening to reveal your crime if you don’t render a service. |
6-7 | Your loot is a single, easily identified item that you can’t fence in this region. |
8 | A paladin or cleric of justice swears to avenge your robbery. |
9-10 | A standover man or member of the Thieves Guild contacts you demanding half your score... or else! |
Gambling
Games of chance are a way to make a fortune, but perhaps a better way to lose one.
Resources
This activity requires one workweek of effort from a character, lifestyle expenses, plus the character must risk at least 10gp, to a maximum of 1,000gp, unless you decide that gambling is a big enough business to support larger wagers.
Resolution
The player must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. Part of the risk of gambling is that you never know who might end up sitting across the table from you.
The character makes three checks:
- Wisdom (Insight),
- Charisma (Deception), and
- Intelligence (Gaming set).
The DC is 5 + 2d10, generating a separate DC for each check. Consult the gambling results table to see how the character does.
Gambling results
Number of successes | value |
---|---|
0 | Lose all the money you bet, plus accrue a debt equal to that amount. |
1 | Lose half the money you bet |
2 | Gain one-and-a-half times the amount you bet. |
3 | Gain double the amount you bet |
Complications
Gambling complications table
Roll (d10) | Complication |
---|---|
1-3 | you are accused of cheating and your winnings are confiscated. |
4-5 | The town guard raids the gambling hall, confiscate your winnings and throw you in jail for two weeks. |
6 | You accrue a debt of (2d10 x your wager) during the game, one that your opponent insists you pay back by taking on a task. |
7 | A noble or other powerful figure (including a rival adventurer) in town loses badly to you and loudly vows to get revenge. |
8 | You won a sum from a ranking member of a thieves’ guild, and the guild wants its money back. |
9-10 | A high-stakes gambler comes to town and insists that you take part in a game. He can match bets of up to 5,000 gp but the DC to beat him increases by 2. |
Pit Fighting
This downtime activity covers boxing, wrestling, and even dangerous arena battles and blood sports. Be wary!
Resources
This activity requires one workweek of effort from a character, plus living expenses.
Resolution
The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into.
The character makes three checks:
- A choice of Strength (Athletics) or Dexterity (Acrobatics),
- A Charisma (Intimidate) or a Charisma (Performance) check, and
- A melee weapon attack roll. A PC with the extra attack class feature can make a second attack roll with a melee weapon as a fourth check.
The DC for these checks is 5 + 2d10, generating a separate DC for each check. Consult the pit fighting results table to see how the character does.
Pit Fighting results
Successes | result |
---|---|
0 | Badly beaten. You lose half your hit points and hit dice by the end of the week, and suffer a lingering injury |
1 | Break even. At the end of the week you are at half hit points and hit dice |
2 | Win 50 gp |
3 | Win 200 gp. In addition you learn a combat trick |
4 | Win 500 gp. In addition you learn two combat tricks. |
Combat Tricks
Success in the pit can teach you a thing or two about fighting. With a good enough roll, you have the possibility of earning a few combat tricks. These combat tricks can be spent at any time to grant you advantage to one weapon attack roll. Once used they are gone forever. You may have a maximum amount of combat tricks from Pit Fighting at any one time equal to (your choice of Strength or Dexterity) + 1 (minimum one).
Complications
Pit Fighting complications table
Roll (d10) | Complication |
---|---|
1-3 | You get yourself caught up in a deadly gladiator fight. This is a one on one fight with a creature or NPC selected by the DM. If you win, you earn the opponents CR x 100 gp, but no XP. If you are reduced to 0 Hit Points and not killed, you are stabilised and healed back to 25 percent of your full hit points by the arena staff. |
4-5 | You get injured and lose hit points equal to half your hit point maximum and half your hit dice (round up) This cant reduce you to less than 1 hit point. |
6 | A crime boss approaches you and offers to pay you to intentionally lose a few matches. |
7 | A noble or other powerful figure (including a rival adventurer) in town loses badly to you and loudly vows to get revenge. |
8 | You agree to track down a dangerous monster and bring it back to the arena... alive. |
9 | You are accused of cheating. whether the allegation is true or not, your reputation is tarnished and you are prohibited from engaging in Pit Fighting for 10 weeks. |
10 | A noble approaches you with an offer to join a stable of pit fighters. |
Training
Given enough free time and the services of an instructor, a character can swap a skill or tool proficiency for a different one, or make a similar change to his abilities (swapping one fighting style for another, swapping one feat for another, exchanging a weapon he is specialised in for a different one, or even changing his bardic college, primal path, wizard school or martial archetype for a different path or archetype).
Resources
Training takes at least 10 weeks, but reduce this time by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty increases the time needed). Training costs 100gp per workweek and this covers the PCs living expenses.
You dont have to complete your training all in one continuous block. You can break it up into smaller weeks if you desire.
Training complications
There are rarely complications with training. Occasionally your DM may assign something such as your Master/ Teacher requesting help with some task before training you.
Religious service
Characters with a religious bent might wish to spend their downtime in service to a temple, engaging in sacred rites and prayer, making donations and offerings, or proselytising to the masses to win converts. This activity has the chance of winning the favour of the temple’s leaders and receiving the grace of their deity.
Resources
Religious service requires one workweek of time and a donation or sacrifice of 100gp, plus living expenses.
Resolution
The character makes an Intelligence (Religion or Nature), Wisdom (Insight) and a Charisma (Persuasion) check against a DC of 15. In addition, a character with the channel divinity or Wild Shape class feature gets an automatic extra success. The result of the check determines the benefits of service, as shown on the religious service table.
Religious Service results
Successes | result |
---|---|
0-1 | No effect. You leave no lasting impression |
2-3 | You earn one point of Grace |
4 | You earm two points of Grace |
Grace represents the favor of the deity in question or his church. It can be expended to ask the temple for help in dealing with a problem, for political or social support, or to reduce the cost of cleric spellcasting by 50 percent.
It can also be expended as a measure of divine guidance to grant advantage on one saving throw.
At one time, a character can have a number of unexpended points of Grace no higher than 1 + their choice of their Wisdom or Charisma modifier (minimum of one)
Complications
Religious Service Complications
Roll (d10) | Complication |
---|---|
1-3 | You agree to take on a quest for the faith with no ask of reward. |
4-5 | You have offended or angered a high ranking priest or someone important through your words or actions. A Charisma (Persuasion) check or an Intelligence (Religion) check might avoid. |
6 | A secret sect in the temple offers you membership. |
7 | You anger a rival church who asserts that you are encroaching on their turf, or converting their worshippers, or engaging in blasphemy against their deity. |
8-9 | One of the lay worshippers comes to you for help. |
10 | You accidentally discover that an important person in the temple is a fiend worshiper, or maybe even your own prayers are heard by a different entity than your deity. |
Research
Forewarned is forearmed. the research activity allows a character to delve into lore concerning a monster, location, magic item, or some other topic.
Resources
Research requires one workweek of work, the expenditure of living expenses and at least 100gp spent on materials, bribes, gifts, and other expenses. Typically, a character needs access to a library or sage to conduct research.
Resolution
The character makes an Intelligence check with a +1 bonus per 150gp spent beyond the initial 100gp, to a maximum of +6. In addition, a character with access to a particularly well-stocked library or knowledgeable sages gains advantage on this check.
Determine how much lore a character learns using the research table.
Research check result
Total | result |
---|---|
1-14 | No effect |
15-19 | You learn one piece of useful lore |
20+ | You learn two pieces of useful lore |
Each piece of useful lore is the equivalent of one true statement about a person, place, or thing. examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.
A player records how many pieces of lore have been accumulated by their character. At any time during play, the player can expend a piece of lore to learn about a monster, a place, a person, and so on; the character has a sudden insight or recalls the relevant information.
At one time, a character can have a number of unexpended nonspecific pieces of lore no higher than 1 + their Intelligence modifier (minimum of one piece of lore).
Complications
Research Complications
Roll (d10) | Complication |
---|---|
1-2 | You accidentally damage a rare book valued at 2d6 x 100gp. |
3-5 | You uncover false lore. You are unaware of its falsehood. |
6 | If you had known that book was cursed, you never would have opened it. |
7-8 | You uncover a dangerous secret. |
9-10 | You uncovered useful lore, but only by promising to complete a dangerous task in return. |
Honest work
When all else fails, an adventurer can turn to an honest trade to earn a living.
Resources
Taking on a job requires one workweek of work.
Resolution
To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Intelligence with a set of tools, Charisma (Performance), or Charisma with a musical instrument, or any other reasonable skill or tool the DM determines is appropriate. Consult the wages table to see how much money is generated by the check’s total.
Wages check
Total | result |
---|---|
9 or less | Poor lifestyle for the week |
10-19 | Comfortable lifestyle for the week |
20-24 | Comfortable lifestyle for the week, +10gp |
25+ | Wealthy lifestyle for the week, +25gp |
Complications
Like resting, work is rarely filled with enough complications to alter a character’s life significantly. At the DMs discretion, he can add complications to spice things up at his whim.
Building a stronghold
In addition to the Strongholds on page 128 of the DMG, players can also purchase or build private residences.
Private residence build/purchase price
Type | Cost |
---|---|
Poor House | 1,000 gp |
Comfortable House | 10,000 gp |
Building a new property from scratch takes 1 week for every 2,000 gp or fraction thereof of its base price.
A private residence can support up to 5 characters, halving the cost of weekly lifestyle expenses for that lifestyle of that level or lower.
Supporting an aristocratic lifestyle requires a noble estate, tower, keep or palace (see page 127 and 128 of the DMG).