The Complete Works of The Faculty

~ Professor Aari Nansen ~

The Catalogue of People

&

The Supplement of the Beyond

&

The Arcane Inventory (Mehwec Tetramer)

&

The Divine Firmament (Tyno Omum)

(Atlas of Videciel - replace page with PDF)

Aari Nansen's Catalogue of People

The armchair anthropologist's quintessential guide.

A collection of work from Professor Nansen's unpublished personal notes.

(Edited by his faithful students.)

The Catalogue

A Foreword from the Professor

If you're anything like me, you're wondering what the heck all those little mortal people are doing day to day in their little world. This guide is here to help. I have dedicated my whole life to researching the different species and their "jobs". I have since become the foremost expert in my field. Whether it's a half-elf warlock, or a gnome bard. I can tell you all about it.

Professor Aari Nansen

Professor Nansen has maintained his tenure at UFKR for 200 years, and has contributed masses to the anthropological study of those in the dimension below ours. As head of the Anthropology department at UFKR, he has led many excursions with student cohorts into the dimensions below to study the many "folk", as the Professor calls them. His most recent published work: 'The Guide to All Things Below Us', talks about the geography, the physics and a myriad of other topics covering the lower dimensions. Until his disappearance, he was working on this encyclopedia.

How to Use The Catalogue?

The information contained within this encyclopedia has been helpfully organised (Which took some time as Professor Nansen's notes were as messy as his hair!) into Race, Sub-Race, Class, and Sub-class. The full contents can be found on the next page.

Something to Note

All of the information collected in this text has been taken from multiple sources inside Professor Nansen's personal library. His workflow made it impossible to accurately cite where each tidbit comes from. however, the majority of the Professor's research can be tracked to a few sources:

  • Xanathar. The Guide to Everything. Waterdeep Publishing.
  • Geddarm, Volothamp. Guide to Monsters (Eds. Eliminster). Shadowdale University Press.
  • Mordenkainen. Tome of Foes. Greyhawk Publishing

... Among many, many disorganised others.

Scatterings

The notes of Professor Nansen are difficult to track, and some pages might contain information you may deem unnecessary. Reagrdless, they are included as while we were able to separate most of the seemingly random notes of the Professor, that which you see, we deemed too inextricably linked to the important text, and thus it has been left untouched. The keener eyed among you may notice format differences, or inconsistencies within the page numbering of the work. Professor Nansen was well known to work within the Non-Eculidian realm, and thus, each time you read it, the numbers will be different. While we failed to have the book enchanted as the Professor's notes were, to open on whatever page you find yourself needing, we solemnly hope that you find everything you need within these pages that the Professor never got to publish.

Study of the Sciuridae: K Gavin @Doodeedoodah

1

PART 1 | FOREWORD

Contents

CATALOGUE OF PEOPLE
Foreword 1
Contents 2
Languages 3
Races 4
Aarakocra 5
Cervitaur 7
Dragonborn 8
Dwarf 10
Elf 13
Faerie 15
Firbolg 16
Genasi X
Gnome X
Halfling X
Half-Elf X
Half-Giant X
Half-Orc X
Homs X
Lapine X
Sciuridae X
Tabaxi X
Talpid X
Tiefling X
Vidra X
Clases X
Multiclassing X
Artificer X
Barbarian X
Bard X
Cleric X
Druid X
Fighter X
Gunslinger X
Monk X
Paladin X
Ranger X
Rogue X
Samurai X
Sorcerer X
Warlock X
Wizard X
Feats X
SUPPLEMENT OF THE BEYOND
Gifts & Curses X
Boons X
Blood Gifts X
Blessings X
Racial Paragon Traits X
Curses X
DM Resources X
Non-Player Races X
Non-Player Classes X
Full List of Divine Forces X
ARCANE INVENTORY X
Items X
Spells X
DIVINE FIRMAMENT X
Planes X
Planar Travel X
Legendary Statblocks X
Appendices X
A - Gods, Divine Beings, etc. X
B - Bombs, Bullets, and Things That go BOOM! X
C - Nightstalkers and Bloodsuckers X
D - Spell Lists X

PART 1 | CONTENTS

A Note on Languages and Names

In the world of Videciel there a myriad of spoken languages that share similarities with those of our own world.

Videciel Languages

Language Real World Equivalent
Common English
Dwarvish Scots Gaelic
Elvish Arabic
Orkish Russian
Halfling Welsh
Sylvan French
Infernal Latin
Draconic Basque
Jotunn (Giant) Norwegian
Gnomish German
Tabaxi Spanish
Undercommon Polish
Qualith Braille / Georgian (names)
Gith Alien - No Equivalent
Otterian Animal Speak - No Equivalent
Aarakocra Animal Speak - No Equivalent
Celestial Hebrew
Quori/Kalashtar Telepathic - images and ideas.
Arcane Greek (Written Only)
Druidic Ogham (Written Only)
Ixtaaln Dead Language - Equivalent Unknown

Names

This catalogue documents names of famed individuals of every race, however in the modern day in Videciel, names are... different. Many individuals chose to take a name from many places. Whether that be a name in Common, the most... Common language in videciel, or an abstract name taken from a concept, emotion, even an object. Names carry great importance in the world, and mean something to the individual carrying it. Typically there are 6 schools of thought when it comes to names:

Name Origins
Origin Examples
Common Name Jonathan, Adamska, Sall, Gilby
Abstract: Concept Light, Darkness, Happy, Glory
Abstract: Object Oak, River, Rose, Cloud
Mother Tongue Name (Name typical of the real world equivalent language)
Ancient Zyla (Tiefling), Norben, Vexx, Dolis, Tonga (Aarakocra)
Classic (Noted in the Name section of each race)

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PART 1 | LANGUAGE

Races

The blood of many ancient races runs through the veins of plenty different folk. From wings to hooves, from tusks to pointed ears - there are many people, and this segment is dedicated to them.

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PART 2 | RACES

Aarakocra

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. They are scouts, and explorers, their outposts functioning as footholds.

Beak and Feather

From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.

Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.

Sky Wardens

Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.

Once airborne, an aarakocra leaves the sky with reluctance.In an ideal world they could fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.

Homelands

Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.

A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.

Avian Masters

The resemblance of aarakocra to birds isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.

Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra’s threat might be taken as a jest and vice versa.

The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.

Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.

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PART 2 | RACES

Great Purpose

Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer’s chosen path.

Aarakocra Names

As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.

An aarakocra of either gender may have one of these short names:

Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.

Aarakocra Traits

As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.


  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
  • Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
  • Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
  • Speed. Your base walking speed is 25 feet.

Aarakocra Backgrounds Backgrounds that are most appropriate for aarakocra include the outlander, the hermit, and the sage. The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.


  • Flight. You have a flying speed of 35 feet. To use this speed, you can’t be wearing medium or heavy armor
  • Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
  • Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Avian Eyesight. Your passive perception score increases by 2.
  • Language. You can speak, read, and write Common, Aarakocra, and Sylvan.

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PART 2 | RACES

Cervitaur

Those who are familiar only with centaurs are quick to point out the similarities in resemblance between them and cervitaurs, but closer observation reveals an abundance of differences. Cervitaurs have legs of deer and the upper bodies of youthful humans: indeed, even an old cervitaur will still have the appearance of a man no older than twenty, and they rarely live twice that number. Cervitaurs are lithe creatures, quick on their hooves and flighty by nature. They are much lighter in coloration than most centaurs, both in the upper and lower parts of their bodies.

A Pair of Hooves

The cervitaur race encompasses a variety of phenotypes: one population of cervitaurs might have longer fur, rougher character and resemble reindeer, while another will share the tiny frame and tusks of muntjacs. This makes it hard to make generalizations about cervitaur physiology, although the following usually hold true: males have imposing antler crowns, while females sport smaller, straighter antlers; they are herbivores and almost always ruminants; and they are relatively small, standing no taller than a human and often much shorter.

Society

Cervitaur society is arranged by gender, although again this might vary by phenotype. Males usually live alone or in small gatherings, while females live in larger packs with the fawns. An interested male will approach a pack of females and attempt to court them. A male will usually court around three to five of the females at once. If their affections are returned, the male will live with the pack for a while. While in no way monogamous, a male cervitaur with children will frequent the packs that contain their young, and will protect them as best they can (and often sire more children at the same time). This only holds true for cervitaurs living solely with their own kind, however. Cervitaur populations that live near other races will quickly adopt any positive features of their cultures. These populations are a breeding ground for cervitaur adventurers, a line of work the cervitaur mindset is actually well suited for. Cervitaurs are present-moment-oriented, adaptive creatures with a penchant for moving in small parties - all qualities of the archetypal adveturer.

Cervitaur Names

Cervitaurs often take fey names and are content with just a first name, made possible by the small size of their populations.

Male Names: Rònan

Female Names: Liliana

Cervitaur Traits

Creatures with hybrid bodies and transient minds. As a cerivitaur, the following abilities are yours to command.


  • Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
  • Age. Cervitaurs mature in around 2 or 3 years and live up to be around 40 years old.
  • Alignment. As wanderers, they tend toward neutrality.
  • Size. Most cervitaurs stand 4 to 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 40 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Hooves of Fury. You may attack with your hooves as though they were your unarmed strike. You are proficient with your unarmed strikes, which deal 1d6 bludgeoning damage on a hit.
  • Deer Half. You cannot wear boots, pants, or anything that is worn on the legs or waist area except for belts and specially made armor and saddles. All armor you wear must be specially made to accommodate you, doubling the cost. You cannot ride mounts.
  • Rideable Anatomy. You can willingly serve as a mount for a Medium or smaller creature as long as their additional weight doesn't cause you to be encumbered. Furthermore, your carrying capacity is multiplied by 1.5.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • Languages. You can speak, read and write Common and Sylvan.

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PART 2 | RACES

Dragonborn

Born of dragons - as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Dragonborn are as varied as the great wyrms they're descended from.

Proud Dragon Kin

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6 1/2 feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through som e dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

Self-Sufficient Clans

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races— or even from the gods.

Dragonborn Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Male Names: Arjhan

Female Names: Uadjit.

Childhood Names: Earbender

Clan Names: Yarjerit.

Dragonborn Traits


  • Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1
  • Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
  • Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil
  • Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.#
  • Speed. Your base walking speed is 30 feet.

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PART 2 | RACES

Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Dex. save)
Iron Lightning 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 5 by 30 ft. line (Dex. save)
Steel Acid 15 ft. cone (Dex. save)
Violet Psychic 5 by 30 ft. line (Dex. save)
White Cold 15 ft. cone (Dex. save)
Yellow Fire 15 ft. cone (Dex. save)

  • Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you com plete a short or long rest.
  • Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
  • Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Colourful Ancestry

Black


  • Brutal and Cruel. You can add your Constitution modifier to the damage of your breath weapon.

    Blue


  • Desert Predator. As an action, you can burrow yourself into sand or loose soil. Creatures that attempt to sect you take a -5 penalty to their Wisdom (Perception) checks as long as you remain there without moving or taking actions.

    Brass


  • Boldly Talkative. You have proficiency in Persuasion.

    Bronze


  • Dragon of the Coast. You have a swim speed of 30 feet.

    Copper


  • Good Host. You have proficiency in Performance, and can speak, read, and write one extra language of your choice.

Gold


  • Reserved Champion. You have proficiency in Insight.

Green


  • Manipulative Schemer. You have proficiency in Deception.

Iron


  • Orebreaker Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. Additionally, you can use your claws as a tool for the purpose of harvesting ore and digging.

Red


  • Arrogant Tyrant. You have advantage on saving throws to avoid being charmed or frightened.

    Silver


  • Hoarding History. You have proficiency in History.

    Steel


  • Gracious Guardian. You know the friends cantrip.

    Violet


  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    White


  • Primal and Vengeful. You have proficiency in Survival.

    Yellow


  • Ambush Predator. You have proficiency in Stealth.

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PART 2 | RACES

Dwarf

With kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition unites all dwarves.

Short and Stout

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

Long Memory, Long Grudges

Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.

Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Individual dwarves are determined and loyal, true to their word and decisive in action, som etim es to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.

Clans and Kingdoms

Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade.

They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.

The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

Slow to Trust

Dwarves get along passably well with most other races. “The difference between an acquaintance and a friend is about a hundred years,” is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.

Elves. “It’s not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.”

Halflings. “Sure, they’re pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?”

Humans. “You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin— a daughter or granddaughter, maybe—who’s got hands and heart as good as hers. That’s when you can make a human friend. And watch them go! They set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.”

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PART 2 | RACES

Gods Gold and Clan

Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

Dwarf Names

A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual.A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.

Male Names: Fargrim, Baern, Oskar

Female Names: Amber, Helja, Kristryd

Clan Names: Battlehammer, Holderhek, Ungart

Dwarven Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.


  • Ability Score Increase. Your Constitution increases by 2.
  • Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
  • Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
  • Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
  • Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage
  • Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
  • Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
  • Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
  • Subraces. Three main subraces of dwarves populate the worlds of D&D: Hill dwarves, Mountain dwarves, and Duergar. Choose one of these subraces.

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PART 2 | RACES

Hill Dwarves

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarves

As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration.


  • Ability Score Increase. Your Strength score increases by 2.
  • Dwarven Armour Training. You have proficiency with light and medium armor.

Duergar

Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.

Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.


  • Ability Score Increase. Your Strength score increases by 1.
  • Superior Darkvision. Your darkvision has a radius of 120 feet.
  • Extra Language. You can speak one extra language of your choice.
  • Duergar Resiliance. You have advantage on saving throws against illusions and against being charmed or paralyzed.
  • Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

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Elf

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Slender and Graceful

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves’ coloration encom passes the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

A Timeless Perspective

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorterlived races m ore deeply. They are more often amused than excited, and m ore likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. W hen pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and com prom ise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their w oodland hom es, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

Hidden Woodland Realms

Most elves dwell in small forest villages hidden am ong the trees. Elves hunt game, gather food, and grow vegetables, and their skill and m agic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for m etals (which they have no interest in mining).

Elves encountered outside their own lands are com m only traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

Exploration and Adventure

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prow ess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

Elf Names

Elves are considered children until they declare themselves adults, som e time after the hundredth birthday, and before this period they are called by child names.

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On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family m em bers. Little distinction exists between male nam es and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a com bination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.

Child Names: Ara

Male Adult Names: Ivellios

Female Adult Names: Valanthe.

Family Names (Common Translations): (Starflower) (Moonbrook)(Goldpetal)

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.


  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
  • Alignment. Elves love freedom , variety, and selfexpression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Keen Senses. You have proficiency in the Perception skill.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining sem iconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poem s are fam ous am ong other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
  • Subraces. Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly called drow. Choose one of these subraces.

High Elf

As a high elf, you have a keen mind and a mastery of at least the basics of magic. Some elves have bronze skin and hair of copper, black, or golden blonde. Their eyes are golden, silver, or black.Others are much paler, with alabaster skin som etimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.


  • Ability Score Increase. Your Intelligence increases by 1.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Extra Language. You can speak, read, and write one extra language of your choice.

Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. They are reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometim es with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow
  • Fleet of Foot. Your base walking speed increases to 35 feet
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain,falling snow, mist, and other natural phenomena.

Dark Elf / Drow

Drow are extremely intelligent, charismatic and dexterous, but share surface elves' comparative frailty and slight frames. Females tend to be bigger and stronger than males. Drow are characterized by white or silver hair and obsidian black skin. Their eyes are red (or rarely gray, violet, or yellow) in darkness and can be many different colors in normal light. Drow have several kinds of innate spell powers and spell resistance.


  • Ability Score Increase. Your Charisma score increases by 1.
  • Superior Darkvision. Your darkvision has a radius of 120 feet.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells
  • Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

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Faerie

Rare and secretive, Faeries gather in sylvan forests along with other fey or animalian fol. They tend to be friendly with other good-spirited woodland folk, and they regard Elves and certain fey as natural allies. Faeries will befriend small forest animals and rely on them for information about threats that might prowl. They are also notorious tricksters, finding a penchant for messing with the larger races.

Physical Description

Faeries rarely reach over 2 feet tall, and their wings come in many colours, as a butterfly's would. They often look like tiny elves, with pointed ears and ranging skin tones. They carry the normal array of human skin tones as well as light shades of the rest of the spectrum of colors, coming from light shades of red to copper and bronze. They love vibrantly colored clothes or shiny metal armor, something that speaks about their personality on a level that other pixies and some people can understand.

Faerie Names

Travelling fairies will often take on the names of humans or elves, and sometimes those of the plants and trees that they find their homes in.

Male Names: Birch, Cloud, Drake, Nova, Walnut.

Female Names: Aria, Bianca, Thistle, Nova, Jasmine.

Tribe Names: Blackmeadow, Elmroot, Copperhop, Moonlily.

Faerie Traits


  • Ability Score Increase. Your Dexterity score increases by 2. Your Charisma score increases by 1.
  • Age. Faeries reach adulthood by age 40, and are expected to live anywhere from 300 to 400 years.
  • Alignment. Faeries love freedom, variety, and self-expression, so they lead strongly to the gentler aspects of the chaotic. They are more often than not good in heart.
  • Size. Faeries are slightly shorter than Gnomes, rarely reaching 3 feet tall. Your size is Small.
  • Speed. Your base walking speed is 15 feet. You have a flying speed of 30 feet and you can hover no more than 10 feet off the ground if you are more than 10 feet off the ground when you end your turn you will fall until you are within the 10 feet of the ground.
  • Keen Senses. You have proficiency in the Perception skill.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • Tiny Hands. You have disadvantage on Athletics checks, but you are proficient in the Sleight of Hand skill.
  • Natural Magic. You know the druidcraft cantrip.
  • Languages. You can speak, read and write Common and Sylvan.

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PART 2 | RACES

Firbolg

Tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

Humble Guardians

Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.

In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.

In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?

Natural Druids

Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.

Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.

Hidden Shepherds

As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.

Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and ores. Such events concern the firbolgs only when the events affect the forest.

Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.

If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.

Outcast Adventurers

As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.

Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.

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Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.

A few rare firbolgs are entrusted l;>y their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.

The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.

Firbolg Adventurers
d8 Reason for Adventuring
1: Outcast for murder
2: Outcast for severely damaging home territory
3: Clan slain by invaders
4: Clan slain by a monster
5: Separated from the tribe and lost
6: Homeland destroyed by natural disaster
7: Personal quest ordained by omens
8: Dispatched on a quest by tribe leaders

Firbolg Names

Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions.

By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home."

Firbolg Classes

Most firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one generation to the next. The firbolgs' magical heritage also expresses itself in other ways; those who become bards preserve the clan's lore, and firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes friendly with elves. FirboJg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements. Firbolg barbarians are rare except among dans that face constant threats from evil humanoids and other invaders. Firbolg clerics and paladins are usually dedicated to nature gods and are seen as enforcers of that god's will. Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings. Firboig monks are almost entirely unheard of, though a monastery might take in the young survivors of a devas tated firbolg clan.

Firbolg Traits

Your firbolg character has the following racial traits.


  • Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.
  • Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
  • Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
  • Size. Firbolg are between 7 and 8 (eet tall and weigh between 240 and 300 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
  • Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Speech of Beast and Leaf. . You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
  • Languages. . You can speak, read, and write Common, Elvish, and Sylvan. You can read and write in Jotunn.

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PART 2 | RACES

Genasi

Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.

The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.

During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.

Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.

Heirs to Elemental Power

Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.

Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).

Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.

Genasi Lands

As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.

Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.

Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.

Genasi Names

Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.

Genasi Traits

Your genasi character has a number of traits in common with all other genasi.


  • Ability Score Increase. Your Constitution score increases by 2.
  • Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
  • Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.
  • Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
  • Subraces. Four major subraces of genasi are found in the world:air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.

Air Genasi

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
  • Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.



  • Ability Score Increase. Your Strength score increases by 1.
  • Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
  • Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.


  • Ability Score Increase. Your Intelligence score increases by 1.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
  • Fire Resistance. You have resistance to fire damage.
  • Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Acid Resistance. You have resistance to acid damage.
  • Amphibious. You can breathe air and water.
  • Swim. You have a swimming speed of 30 feet.
  • Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Gnome

A constant hum of busy activity pervades the warrens and neighborhoods where gnom es form their close- knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnom es take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

Vibrant Expression

A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.(beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.

A gnom e’s personality is writ large in his or her appearance. A male gnom e’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.

Delighted Dedication

As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see.

Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.

Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.

Bright Burrows

Gnomes make their homes in hilly, w ooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. W elcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.

Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.

Gnome Names

Gnomes love names, and most have half a dozen or so.A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that’s the most fun to say.

Male Names: Boddynock, Wrenn

Female Names: Bimpnottin, Waywocket

Clan Names: Garrick, Timbers

Nicknames: Aleslosh,Oneshoe

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PART 2 | RACES

Seeing the World

Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, som e gnom es take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnom es w ho adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.

Gnome Traits

Your gnome character has certain characteristics in common with all other gnomes.


  • Ability Score Increase. Your Intelligence score increases by 2.
  • Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
  • Alignment. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Always Appreciative

It’s rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes know that most races don’t share their sense of humor, but they enjoy anyone's company just as they enjoy everything else they set out to do.


  • Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
  • Subraces. Three subraces of gnomes are found among the worlds of D&D: forest gnomes, rock gnomes, and deep gnomes (Also known as Svirfneblin). Choose one of these subraces.

Forest Gnomes

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected.

Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
  • Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnom es love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Rock Gnomes

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes.


  • Ability Score Increase. Your Constitution score increases by 1.
  • Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. W hen placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume.The box stops playing when it reaches the song’s end or when it is closed.

Deep Gnomes (Svirfneblim)

Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.


  • Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
  • Superior Darkvision. Your darkvision has a radius of 120 feet.
  • Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
  • Svirfneblim Magic. 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. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.

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PART 2 | RACES

Halfling

The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.

Small and Practical

The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.

Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

Kind and Curious

Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the com forts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.

Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

Affable and Positive

Halflings try to get along with everyone else and are loath to make sweeping generalizations— especially negative ones.

Blend into the Crowd

Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.

Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

Pastoral Pleasantries

Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.

Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Som e halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.

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PART 2 | RACES

Exploring Opportunities

Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.

Halfling Names

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.

Male Names: Finnan, Osborn

Female Names: Bree, Euphemia

Family Names: Goodbarrel, Tealeaf

Halfling Traits

Your halfling character has a number of traits in common with all other halflings.


  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
  • Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
  • Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave. You have advantage on saving throws against being frightened.
  • Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
  • Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
  • Subraces. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. Choose one of these subraces.

Lightfoot

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.


  • Ability Score Increase. Your Charisma score increases by 1.
  • Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Stout

As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they’re most com m on in the south.


  • Ability Score Increase. Your Constitution score increases by 1.
  • Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

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PART 2 | RACES

Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and som etim es grow beards to mask their elven ancestry. Half-elven coloration and features lie som ewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are som etimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

In most parts of the world, though, half-elves are uncomm on enough that one might live for years without meeting another. Some Half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that com es of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, Half-elves raised among humans are often given elven names, and those raised among elves often take human names.

Half-Elf Traits

Your Half-elf character has some qualities in common with elves and some that are unique to half-elves.


  • Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
  • Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
  • Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and som etim es prove unreliable, or at least unpredictable.
  • Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Languages. Languages.You can speak, read, and write Common, Elvish, and one extra language of your choice.

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PART 2 | RACES

Half-Giant

Half-giants are widely known for their physical abilities, and for their ability to deal heavy damage to foes during combat, but they are typically shunned by many people for their hulking figures and often simplistic views on life and goals. This is not to say that half-giants are stupid, as many of them, especially storm half-giants can have great intellect, but because of their ability to muscle through problems, they typically do not worry too much about details, and feel they can just plow right on to their goals.

Half-Giant Names

Most Giants typically take Human names, or ancient Giant Names.

Ancient History

In the beginning, the world was populated by many creatures and they lived together in relative harmony. Infinitely varied they were; contrived of all the gods' imaginations. Each was beautiful and special in its own way. And the gods walked among them, blessing all the creatures of the Earth.

One the most impressive of these creatures was the race known as, the Giants.

Of god-like stature and possessing great power, the Giants were unmatched save perhaps, for the Dragons. They were so powerful, in fact, that they became arrogant and dismissive, even treating the gods with disdain. Weary of the constant annoyance, the gods withdrew their favour from the Giants and left them to admire themselves in solitude.

Half-Giant Traits.

Simple, deliberate, stubborn, and hulking. Not very nimble.


  • Ability Score Increase. Your Strength and Constitution scores each increase by 1.
  • Age. Half-giants age slightly slower than humans, reaching adulthood at around age 20. They tend to live a decent bit longer than humans as well, usually living to be no older than 200.
  • Alignment. Half-giants don't tend toward any alignment in particular. Neutrality is the norm for Half-Giants.
  • Size. The smallest half-giant is larger than all but the largest of humans. Your size is Large.
  • Speed. You have a base walking speed of 35 feet.
  • Long Legs. You have proficiency with the Athletics skill.
  • Giantkin. Your creature type is considered to be both giant and humanoid.
  • Languages. You speak, read, and write Common and you can read and write Jotunn.
  • Subraces. Your blood races with the ancient lines of the Cloud, Fire, Frost, Hill, Stone and Storm Giants before you.

Cloud Giant Blood


  • Ability Score Increase. Your Charisma score increases by 1
  • Keen Senses. You have proficiency with the Perception skill.
  • Cloud Giant Magic. You know the gust cantrip and can cast it at will. Starting from 3rd level, you know the spell feather fall and can cast it once. Starting from 5th level, you know the spell fog cloud and can cast it once as a 2nd-level spell. You regain expended uses of this trait when you complete a long rest. Charisma is your spellcasting ability for these spells.

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PART 2 | RACES

Fire Giant Blood


  • Ability Score Increase. Your Constitution score increases by 1.
  • Fireborn. You have resistance to fire damage. Additionally, when you score a critical hit with a melee weapon attack, your weapon ignites in flame and you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. This extra damage is fire damage regardless of the weapon damage type.
  • Metal Worker. You have proficiency with smith's tools.

Frost Giant Blood


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Frostborn. You have resistance to cold damage. Additionally, you know the frostbite[2] cantrip and can cast it at will. Starting from 3rd level, you know the spell ice knife[1] and can cast it once, regaining the ability to cast it when you complete a long rest. Constitution is your spellcasting ability for these spells.
  • Glacial Native. While you are traveling through arctic terrain, you add twice your proficiency bonus to Intelligence (Nature) and Wisdom (Perception and Survival) checks related to your immediate surroundings, instead of any proficiency bonus that you would normally apply. Additionally, you ignore difficult terrain while in arctic terrain.

Hill Giant Blood


  • Ability Score Increase. Your Strength score increases by 1.
  • Barrel Through. When you move, you can attempt to enter the space of a creature of Medium size or smaller. When you do so, that creature must succeed on a Strength saving throw or be knocked prone as you enter their space. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. You can't force a creature to make this saving throw more than once per turn.
  • Thick Skinned. While you are not wearing armor, your Armor Class equals 10 + your Constitution modifier.

Stone Giant Blood


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Deflect Missile. When you are targeted by a ranged weapon attack, you can use your reaction to deflect or catch the missile. When you do so, the damage from the attack is reduced by 1d4 + your Dexterity modifier. If you reduce the damage to 0, you can catch the missile if you have a hand free and the missile is small enough to be held in one hand. When you catch a missile in this way, you can choose to make a ranged attack with the missile as part of the same reaction. The damage die of the missile increases to 1d4 if it wasn't already higher, and the attack has a normal range of 20 feet and a long range of 60 feet. Once you attack in such a manner, you can't do so again until after you next roll initiative.
  • Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

Storm Giant Blood


  • Ability Score Increase. Your Intelligence score increases by 1.
  • Storm Resistance. You have resistance to lightning and thunder damage.
  • Storm Bolt. You can generate a bolt of lightning in your hand, which you can use to make attacks in combat. This is a ranged spell attack that you can use with the Attack action. The attack has a range of 60 feet, an attack bonus equal to your Intelligence modifier + your proficiency bonus, and deals lightning damage on a hit equal to 1d6 + your Intelligence modifier.

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PART 2 | RACES

Half-Orc

Orc and human tribes sometimes form alliances, joining forces into a larger horde. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Scarred and Strong

Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.

Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.

Half-Orc Names

Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name.

Male Orkish Names: Dench, Feng, Henk

Female Orkish Names: Emen, Shautha, Yevelda

Half-Orc Traits

Your half-orc character has certain traits deriving from your ore ancestry.


  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
  • Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among ores and willing to live out their lives among them are usually evil.
  • Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • 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.
  • Languages. You can speak, read, and write Common and Orkish.

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PART 2 | RACES

Homs (Human)

In the reckonings of most worlds, homs are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, homs are the innovators, the achievers, and the pioneers of the world.

A Broad Spectrum

With their penchant for migration and conquest, homs are more physically diverse than other common races. There is no typical homs. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Homs skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of homs have a dash of nonhuman blood, revealing hints of elf, orc , or other lineages. Homs reach adulthood in their late teens and rarely live even a single century.

Varity in All Things

Homs are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual homs might have a relatively short life span, but a homs nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, homs are adaptable opportunists, and they stay alert to changing political and social dynamics.

Exemplars of Ambition

Homs who seek adventure are the most daring and ambitious members of a daring and ambitious race.They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

Homs Traits

It’s hard to make generalizations about homs, but your human character has these traits.


  • Ability Score Increase. Two different ability scores of your choice each increase by 1
  • Age. Homs reach adulthood in their late teens and live less than a century.
  • Alignment. Homs tend toward no particular alignment. The best and the worst are found among them.
  • Size. Homs vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  • Skils. You gain proficiency in one skill of your choice.

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PART 2 | RACES

Lapine

Their bodies are covered in a coat of short fur, most commonly in shades of brown, black, grey, and white. Lapines have three-fingered hands with a single opposable thumb, long, four-toed feet, and large, powerfully muscled legs. Their fingers and toes end in short claws. A lapine warrior prides him- or herself on being strong, fast, watchful, and clever. Like their rabbit kin, lapines have keen senses, particularly hearing, and tend to maintain an alert, watchful stance even when at rest. For this reason, they are often taken as jumpy or fearful by other humanoid races.

Descended from prey animals, lapine culture places a high priority on security and emphasizes the importance of the group over the individual.

Unity, Security and Strength

Lapine society is highly rigid and structured, with a hierarchical collective leadership.

Each warren is led by a council of elders, at the head of which is a chief. Chiefs append the honorific -rah (roughly translated as “prince” or “leader”) to their names. The role of chief varies from benign figurehead to military dictator, but most warrens prefer a more consultative, quasi-democratic approach.

Lapine warrens serve a purpose similar to medieval castles, with a large, central burrow complexes acting as strongholds and places of refuge to their inhabitants in place of keeps.

Warrens

Lapine life is centered on warrens, independent communities of lapines usually made up of multiple families with complex interwoven bloodlines.

Each warren is essentially a clan, and warren names are often used as surnames by those few lapines who interact with the outside world. These warrens are typically named after the location they are built in.

Lapine Names

Lapine names tend to reflect the natural world and are often unpronounceable by other races. For this reason, Lapine's usually give their names in Common when dealing with outsiders.

Male Names: Buckthorn, Laburnum

Female Names. Anflellen, Violet

Lapine Traits

Sleek, fast, and alert, lapine traits reflect their ancestry.


  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Age. Lapines reach maturity at about age 15 and live around 65 years.
  • Alignment. Lapines may be any alignment, but tend to gravitate toward lawful and neutral alignments. Lapines are rarely chaotic.
  • Size. Adult lapines stand between 4-5 feet tall and weigh between 60-120 pounds. Your size is Medium.
  • Speed. Your base walking speed is 35 feet.
  • Languages. You can speak, read, and write Common, and Sylvan. Other languages frequently spoken by lapines include Elvish, and Dwarvish
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Keen Senses. You have proficiency in the Perception skill.
  • Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnom es love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
  • Graceful Athelete. You can use your Dexterity score in place of your Strength score for all Athletics checks.
  • Powerful Jumper. Lapines have extremely powerful leg muscles. You can use your Dexterity score in place of your Strength score in regards to jumping.
  • Claws. If your feet are unshod, you can use your claws to deliver an extra 1d4 slashing damage on a kick.
  • Obligate Vegetarian. Lapines cannot eat meat. If you do so you must make a DC 15 Constitution saving throw or be poisoned until you take a long rest.

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PART 2 | RACES

Sciuridae

R enowned for their quick thinking and tongue, generally quite the talkers they have found ways to fit into towns of larger species, even though most are still comfortable in the wild woods.

Squirrelly Society

Town Sciuridae tend to have an easier life, despite the hardships of trying to fit into a world of larger creatures. They make themselves into fast talking merchants, or messengers of important people, earning coins to buy food for their families. They tend to stay inside towns, having grown up hearing horror stories about the creatures of the wild.

Wild Sciuridae tend to have a harder life, forging and fighting for each day. At a young age these Sciuridae are taught about the dangers of the wild that they live in, and how to fight, or avoid them all together and to be independent. Seeing this society is rare as they aren't very trusting of outsiders, they tend to go into hiding when seeing a stranger.

Sciuridae Names

For the town squirrelfolk, they have taken on the traditions of the humans to name their children at birth, but tend to keep within the realm of their race's classic names.

Male Names: Lion, Bon(fire)

Female Names: Redroot, Wonder

For the wild squirrelfolk, they follow the tradition of letting the pups name themselves once they come of age and are ready to leave the nest to find their own place in the world, to leave their name as a mark on it. Tree names are used a lot.

Male Names: Pine, Wolf

Female Names: Oak, Griffon

Nicknames: Swift, Trouble

Sciuridae Traits


  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. Both subraces reach adulthood at 5 years old, but the town squirrelfolk tend to live to 40 years old while the wild squirrelfolk live to be around 30.
  • Alignment. Squirrelfolk tend to be neutral, though like with every race, there are temptations and they can be evil or good.
  • Size. They usually stand between 3 to 4 feet tall and weigh around 45 pounds. Your size is Small
  • Speed. Your base walking speed is 25 feet. If both your hands are free you can run on all fours, increasing your speed to 30 feet and granting you a climbing speed of 30 feet.
  • Languages. You can speak, read and write Common and Sylvan.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Alert. You are proficient in the Perception skill.
  • Bite. You can make an unarmed strike with your bite, which deals 1d4 piercing damage.
  • Graceful Athelete. You can use your Dexterity score in place of your Strength score for all Athletics checks.
  • Tiny Hands. You have disadvantage on Athletics checks, but you are proficient in the Sleight of Hand skill.
  • Environment. You are either a town squirrelfolk or a wild squirrelfolk.

Town Sciuridae


  • Ability Score Increase. Your Intelligence score increases by 1.
  • Professional Salesman. You know one extra language of your choice
  • Skill Versatility. You gain proficiency in two skills of your choice.

Wild Sciuridae


  • Ability Score Increase. Your Strength score increases by 1.
  • Keen Senses. You have proficiency in the Perception skill.
  • Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnom es love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

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PART 2 | RACES

Tabaxi

Wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost to the uncaring sands of time.

Wandering Outcasts

Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.

However, not all tabaxi are satisfied with such a life. The divine figure responsible for the creation of the tabaxi gifts each of her children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.

Barterers of Lore

Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting.

In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over.

Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.

Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.

Fleeting Fantasies

Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.

A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.

Tinkerers and Minstrels

Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.

These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.

These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.

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PART 2 | RACES

Tabaxi Names

Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan's territory. The following list of sample tabaxi names includes nicknames in parenthesis.

Tabaxi Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe Qade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)

Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain.

Tabaxi are more likely to chose a heritage name like the examples given above rather than a name in the Tabaxi language (Hebrew used as the equivalent).

Tabaxi personality

A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.

The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.

Tabaxi Obsession
d8: My curiosity is currently fixed on...
1: A god or planar entity
2: A monster
3: A lost civilization
4: A wizard's secrets
5: A mundane item
6: A magic item
7: A location
8: A legend or tale

Tabaxi Quirks
d10: Quirk
1: You relentlessly complain about the weather.
2: You never wear the same outfit twice, unless you absolutely must.
3: You have a minor phobia of water and hate getting wet.
4: Your tail always betrays your inner thoughts.
5: You purr loudly when you are happy
6: You keep a small ball of yarn in your hand, which you constantly fidget with.
7: You are always in debt, since you spend your gold on lavish parties and gifts for friends.
8: When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you .
9: You are a font of random trivia from the lore and stories you have discovered.
10: You can't help but pocket interesting objects you find.

Tabaxi Traits.

Your tabaxi character has the following racial traits.


  • Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
  • Age. Tabaxi have lifespans equivalent to humans.
  • Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
  • Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and one other language of your choice.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.
  • Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Cat's Talent. You have proficiency in the Perception and Stealth skills.

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PART 2 | RACES

Talpid

Talpids, or molefolk, are a race that developed first in the Underdark, but they fairly quickly made their way into the Prime Material, the elemental plane of earth, and even the Shadowfell. Their true origin is lost, but many mages spec-ulate that they were developed from true moles. Regardless of their origin, molefolk have established themselves as a successful race, and they often have entire secondary cities deep beneath the streets of the better known ones above.

Underdark Origin

Talpids evolved first in the Underdark. Instead of darkvision, they navigate by sensing vibrations in the earth, which gives them a distinct advantage. Talpids appear as bipedal moles, squat mammals with velvety fur and massive front paws. Their eyes and ears are difficult to see, as their fur is pattern-ed to protect them. Those unfamiliar with them often focus their attention on the nose, which stands out from the fur and can have fleshy, sensory appendages on it which give it a star-like shape. They are stout, and are typically dressed in practical clothing with subdued tones.

Expert Tunnelers

A talpid's most powerful ability is their potent digging power. Their front paws are huge for their size, bigger even than hands on the largest races, like goliaths. These paws have long claws on each finger, that are both robust and sharp. These allow for both delicate motor functions and startlingly swift digging. While most talpids are restricted to digging in dirt, mud, sand, or ice, a few have managed to hone their skill to tunnel through stone, albeit at a significantly slower pace.


Unusual Habits

Talpids live a substantial portion of their lives underground. Even those who deal with them extensively have only rarely seen their young, who don't even see the sun until they've reached adulthood. While this proclivity towards the subterranean has offered great protection, it has left them with norms that other societies find odd. Molefolk eat insects, often alive and wriggling, and they keep pets that other races find bizarre, like giant centipedes and tamed bulettes.

Natural Excavators

Due to their inherent connection with the earth, most talpids can find easy work as archaeologists, tunnelers, gravekeep-ers, and miners. Those who become adventurers often dedicate themselves to paths that benefit from an ambush style of attacking, such as assassins and gloomstalkers.

Talpid Names


Talpids have first names and surnames, as many other races do. Oftentimes, these names allude to their subterranean life-style, as an easy way to break the ice with surface dwellers.
Male Molefolk Names: Dusty, Clay, Desmen, Byron, Grant, Roark, Brock.
Female Molefolk Names: Bertha, Opal, Roxanne, Amethyst, Amber, Jade, Agatha, Ametrine.
Molefolk Surnames: Burrowfoot, Spadeshoe, Warrener.

Talpid Traits


Your talpid character has certain traits deriving from the species evolving and living their lives underground and in the underdark.

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom increases by 1.

Age. Talpids mature fairly quickly, with pups reaching maturity by age eight, and they live until age eighty.

Alignment. Talpids are as varied as most other humanoids, so they trend towards a neutral alignment.

Size. Talpids average around three feet tall and around about fifty pounds. Your size is small.

Speed. Your base walking speed is 25 feet

Tunneler. You have a burrow speed of 5 feet through dirt, mud, sand, and ice. With dirt and ice, you may choose to leave a 3-foot diameter tunnel behind you. Small creatures can move at full speed through this tunnel, and Medium creatures can squeeze to get through.

Tremorsense. Using the natural vibrations in the earth, you can sense the shape and position of objects and creat-ures within 15 feet while you are burrowing or otherwise entombed. Creatures that are moving stealthily can still evade your detection, as normal.

Claws. You have long claws that augment your unarmed strikes. They deal 1d4 slashing damage and have the light and finesse properties.

Hold Breath. You are accustomed to digging in closed tunnels and living in low-oxygen environments. You can hold your breath for up to fifteen minutes without penalty.

Languages. You speak Common and Undercommon.

Tiefling

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling.

Infernal Bloodline

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and som e spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of reds, yellows and blues. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

Self-reliant and Suspicious

Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers,thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.

Tiefling Heritage

It is a known fact in the world of Videciel, that the Tiefling race was created by 9 of the avatars of K'arvel after his sealing. Pick an avatar ancestor:

Tiefling Heritage
The Shadows The Siren
The Pawn The Jester
The Empress The Hive
The Strings The Word
The Tower The Curiosity †

Tiefling Names

Tiefling names fall into three broad categories. Tieflings born into another culture typically have nam es reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to em body that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.

Male Infernal Names: Amnon, Melech

Female Infernal Names: Bryseis, Orianna

“Virtue” Names: Despair, Excellence, Fear, Glory, Nowhere, Random.

Tiefling Traits

Tieflings share certain racial traits as a result of their infernal descent.


  • Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.
  • Age. Tieflings mature at the same rate as humans but live a few years longer.
  • Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Infernal.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Hellish Resistance. You have resistance to fire damage.
  • Infernal Legacy. You know the thaumaturgy cantrip.

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PART 2 | RACES

Vidra

The kings of the river, the Vidra believe themselves to be better than other river creatures, for they are among the few sentient ones. The Vidra are petite, lanky, high-energy creatures who exude kindness.

Large Hearts

These humanoids establish quick and trusting relationships with acquaintances they work with or deal with frequently. The Vidra merchants are typically the most honest, trustworthy, and fair-priced.

Playful Creatures

The Vidra enjoy playing games and practical jokes. It’s common to witness Vidra wrestling or chasing one another around in their villages. This same sight is quite surprising when witnessed in other humanoid cities and establishments. Though not typically gamblers, those who become adventurers often develop addictions to games of chance.

Strong Bonds

Vidra traveling away from their families and villages find the loss of the familial bond emotionally painful. To counter this loss, they often select one companion with which they travel, expressing this new bond by grooming them, holding their hand, staying near them, or other expressions of affection.

Vidra Names

The Vidra language (Otterian) is a series of chirps, growls, squeals, clicks, purrs, and guttural noises. An example of a native Vidra name is Click-Gur-Click-Click Their native name is not often used when interacting with other humanoids. Instead, the Vidra use names from other races when they venture outside their villages. Examples include Storm Redbeard, and Beatrix.

Vidra Quirks

The Vidra have many habits that most other humanoids view as quirks. Some of these are:

d6: Quirk
1: Eating with your mouth open
2: Making noises while you chew
3: Having a distinct, animal scent
4: Rubbing the scent glands located on your cheeks with your hands
5: Trying to hold hands with companions
6: Collecting rocks

Vidra Traits

Your Vidra character has the following racial traits.


  • Ability Score Increase. Your Charisma score increases by 2, your Dexterity score increases by 1, and your Intelligence score increases by 1.
  • Age. A typical Vidra reaches maturity at two years old, and can live to a maximum of 60 years.
  • Alignment. The Vidra are typically good, as they trust those they meet until that person proves them wrong.
  • Size. A typical vidra is between 3 and 4 feet in height. Your size is Small.
  • Speed. Speed. Your base walking speed is 25 feet, and you have a swim speed of 35 feet.
  • Languages. You can speak, read, and write Otterian, Common, and one other language of your choice.
  • Bite. Your powerful maw, filled with needle-like teeth, is a natural weapon, which you can use to make unarmed strikes. If you hit, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
  • Hold Breath. You can hold your breath for up to an hour.
  • Cute and Cuddly. You have proficiency in the Persuasion and Performance skills.
  • Natural Acrobat. You have proficiency in the Acrobatics skill.
  • Protective Pelt. You have a thick pelt. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

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PART 2 | RACES

Classes

Sometimes, the mind just needs exercise to save it from monotiny...
Just as a clock requires many tiny different pieces, the civilized world requires many different people doing many different jobs.

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PART 3 | CLASSES

Classes

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the world.

A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells.

At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve.

Adventurers sometimes advance in m ore than one class. A rogue might switch direction in life and swear the oath of a paladin. A barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. Elves are known to com bine martial mastery with magical training and advance as fighters and wizards simultaneously.

Classes
Class Description Hit Die Primary Ability Saving Throw Proficiencies
Artificer A master of unlocking magic in everyday objects, supreme inventors d8 Intelligence Constitution, Intelligence
Barbarian A fierce warrior of primitive background who can enter a battle rage d12 Strength Strength & Constitution
Bard An inspiring magician whose power echoes the music of creation d8 Charisma Charisma & Dexterity
Cleric A priestly champion who wields divine magic in service of a higher power d8 Wisdom Wisdom & Charisma
Druid A priest of the Old Faith, wielding the powers of nature— moonlight and plant growth, fire and lightning— and adopting animal forms d8 Wisdom Intelligence & Wisdom
Fighter A master of martial combat, skilled with a variety of weapons and armor d10 Strength or Dexterity Strenght & Constitution
Gunslinger A soldier who uses the power of the firearm d8 Dexterity Dexterity & Wisdom
Monk A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection d8 Dexterity & Wisdom Strength & Dexterity
Paladin A holy warrior bound to a sacred oath d10 Strength & Charisma Wisdom & Charisma
Ranger A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization d10 Dexterity & Wisdom Strength & Dexterity
Rogue A scoundrel who uses stealth and trickery to overcome obstacles and enemies d8 Dexterity Dexterity & Intelligence
Samurai A warrior of old who finds the weakness in a foe and strikes with force and precision d10 Dexterity & Strength Dexterity & Wisdom
Sorcerer A spellcaster who draws on inherent magic from a gift or bloodline d6 Charisma Constitution & Charisma
Warlock A wielder of magic that is derived from a bargain with an extraplanar entity d8 Charisma Wisdom & Charisma
Wizard A scholarly magic-user capable of manipulating the structures of reality d6 Wisdom Intelligence & Wisdom
Blood Hunter A hunter of the dark and scary who uses the blood in their own veins as a deadly weapon. d10 Intelligence Dexterity & Intelligence
Psionic An eccentric mystic that control the physical world through sheer force and strength of will. d8 Intelligence Intelligence & Wisdom

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PART 3 | CLASSES

Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character. As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

Class Prerequisites Proficiencies Gained
Artificer Intelligence 13 light armor, medium armor, shields, thieves' tools, tinker's tools.
Barbarian Strength 13 Shields, simple weapons, martial weapons
Bard Charisma 13 Light armor, one skill of your choice, one musical instrument of your choice
Cleric Wisdom 13 Light armor, medium armor, shields
Druid Wisdom 13 Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Fighter Strength 13 OR Dexterity 13 Light armor, medium armor, shields, simple weapons, martial weapons
Gunslinger Dexterity 13 Firearms, light armor, tinker's tools.
Monk Dexterity 13 AND Wisdom 13 Simple weapons, shortswords
Paladin Strength 13 AND Charisma 13 Simple weapons, shortswords
Ranger Dexterity 13 AND Wisdom 13 Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list
Rogue Dexterity 13 Light armor, one skill from the class's skill list, thieves' tools
Samurai Dexterity 13 OR Strength 13 Light armor, maritial weapons
Sorcerer Charisma 13 -
Warlock Charisma 13 Light armor, simple weapons
Wizard Intelligence 13 -
Blood Hunter Strength 13 or Dexterity 13 and Intelligence 13 Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list, alchemical supplies.
Psionic Intelligence 13 Light armour, simple weapons.

Epic Levels

The first time you, as a player surpass 20th level in any single class, you may pick 2 of the following 3 bonuses. If you surpass 20th level total over a number of multiclasses, you may instead pick only 1.:


  • Boon. You may pick a boon from the boons list found in Aari Nansen's Supplement of the Beyond.
  • Feat. You may pick an additional feat as you would in place of an ability score increase.
  • Racial Paragon Trait. You may select a racial paragon trait from the list found in Aari Nansen's Supplement of the Beyond.

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PART 3 | CLASSES

Artificer

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

Arcane Science

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

Seekers of New Lore

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

Creating an Artificer

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

Quick Build

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

Class Features

As an artificer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, simple and martial firearms
  • Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice

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

Equipment

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

  • any two simple weapons of your choice
  • a light crossbow and 20 bolts, or any simple firearm and 10 appropriate bullets
  • your choice of studded leather armor or scale mail
  • thieves' tools and a dungeoneer's pack
The Artificer
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Magical Tinkering, Spellcasting - - 2 2 - - - - - -
2nd +2 Infuse Item 4 2 2 2 - - - - - -
3rd +2 Artificer Specialist, The Right Tool for the job 4 2 2 3 - - - - - -
4th +2 Ability Score Improvement 4 2 2 3 - - - - - -
5th +3 Artificer Specialist feature 4 2 2 4 2 - - - - -
6th +3 Tool Expertise 6 3 2 4 2 - - - - -
7th +3 Flash of Genius 6 3 2 4 3 - - - - -
8th +3 Ability Score Improvement 6 3 2 4 3 - - - - -
9th +4 Artificer Specialist feature 6 3 2 4 3 2 - - - -
10th +4 Magic Item Adept 8 4 3 4 3 2 - - - -
11th +4 Spell-Storing Item 8 4 3 4 3 3 - - - -
12th +4 Ability Score Improvement 8 4 3 4 3 3 - - - -
13th +5 - 8 4 3 4 3 3 1 - - -
14th +5 Spell-Storing Item 10 5 4 4 3 3 1 - - -
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2 - - -
16th +5 Ability Score Improvement 10 5 4 4 3 3 2 - - -
17th +6 - 10 5 4 4 3 3 3 1 - -
18th +6 Magic Item Master 12 6 4 4 3 3 3 1 - -
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2 - -
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2 - -
21st +7 Attunement Other 12 6 5 4 3 3 3 2 1 -
22nd +7 Artificer Specialist 14 7 5 4 3 3 3 2 1 -
23rd +7 Improve Spell Storing Item 14 7 5 4 3 3 3 2 1 -
24th +7 Ability Score Improvement 14 7 5 4 3 3 3 2 1 -
25th +8 Attunement Other 14 7 5 4 3 3 3 2 1 1

Magical Tinkering

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

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

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

Spellcasting

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.

Tools Required

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

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

Cantrips

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

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

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability.


In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

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

The Magic of Artifice

As an artificer, you use tools when you cast your spells. When describing your s pellcasting, think about how you 're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom . The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal-perhaps modifying a tool so that it channels heat in stead of healing energy. Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known

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

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

Infusing an Item

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

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

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

Artificer Specialist

At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th, 15th, and 22nd level.

Artificer Specialisms
Alchemist
Artillerist
Battle Smith

The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, 19th, and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 . As normal, you can't increase an ability score above 20 using this feature.

Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.


Flash of Genius

Starting at 7th level, you gain the ability t o come u p with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

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

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

• You can attune to up to four magic items at once.

• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Spell-Storing Item

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

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

At level 23, you can imbue a level 3 and level 4 spell for the ability now.

Magic Item Savant

At 14th level, your skill with magic items deepens more:

• You can attune to up to five magic items at once.

• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Magic Item Master

Starting at 18th level, you can attune to up to six magic items at once.

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.

• If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Attunement Other

At 21st and 25th levels, the Artificer becomes even more expert at dealing with attunement, that they can bestow it to other creatures. You get 1 Attunement charge at level 21 and one more at level. For each attunement charge, you can touch a creature other than yourself and with a 1-hour ritual increase their number of maximum attunement slots by 1. If that creature dies or you do a 1-hour ritual to remove this attunement, that creature loses the extra attunement slot, and you regain 1 attunement charge.

Artificer Specialisms

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

Alchemist

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

Alchemist
Level Feature
3rd Tool Proficiency, Alchemist Spells, Experimental Elixir
5th Alchemical Savant
9th Restorative Reagents
15th Chemical Mastery
22nd Improved Experimental Elixir

Tool Proficiency

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

Alchemist Spells

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

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

Experimental Elixir

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

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

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

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

Experimental Elixir
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. At 22nd level, The drinker regains a number of hit points equal to 4d6+ your intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. At 22nd level, the drinker's walking speed increases by 20 for 1 hour.
3 Resilience. The drinker gains a +2 bonus to AC for 10 minutes. At 22nd level, the drinker gains a +2 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. At 22nd level, the d4 becomes a d6
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes. At 22nd level, the drinker gains a flying speed of 20 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. At 22nd level, the transformation lasts 1 hour.

Alchemical Savant

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

Restorative Reagents

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

• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).

• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

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

• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.

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

Risky Transmutation

At 25th level, you can create an alchemical elixir that can function as a resurrection spell. This concoction takes a day to create, and while it does not require a human soul, it will completely deplete 10 sets of alchemist's supplies and requires 100 platinum pieces, and take a full week of slaving over your alchemical supplies. You may choose how this elixir can be applied.

Also, you gain access to the Human Transmutation skill from the wizard School of Transmutation:

You must gather the materials (costs 50 gp) for transmuting a human or elf or whatever player race. You then spend a lengthy ritual lasting 48 hours straight. In the end you roll a d20 if it isn't a 1 your create the player non-monstrous race. You can roll 3d6 or pick its stats with point buy. This just determines the maximum you can make a pure 3 stat creature. It can be whatever age you desire but mentally it is an infant. You can craft its looks however you want. Your DM may ask you to roll to see how well you crafted it. If you rolled a 1 the creature dies. In all intents and purposes this is a living breathing humanoid. With the DM's discretion you can also create beasts with a CR of 2 or less

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is highly valued by many armies. Some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife.


Artillerist
Level Feature
3rd Tool Proficiency, Artillerist Spells, Eldritch Cannon
5th Arcane Firearm
9th Explosive Cannon
15th Fortified Position
22nd Elemental Investitures, Improved Explosive Cannon

Tool Proficiency

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

Artillerist Spells

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

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

Eldritch Cannon

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

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

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

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

Eldritch Cannons
Cannon Activation
Flamethrower The can non exhales fire in an adjacent 15 - foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice with in 10 feet of it a number of temporary hit points equal to ld8 + your Intelligence modifier (minimum of +l) .

Arcane Firearm

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

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

Explosive Cannon

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

• The cannon's damage rolls all increase by ld8.

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

At 22nd level, The dice rolls for each of the cannons increase by 1d8. At level 27, this increases by another 1d8.

Fortified Position

Starting at 1 5th level, you're a master at forming well-defended emplacements using Eldritch Cannon:

• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.

• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Elemental Investitures

At 22nd level, you gain the following spells added to your artillerist spell list: investiture of flame, investiture of ice, investiture of stone, investiture of wind

Battle Smith

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

Battle Smith
Level Feature
3rd Tool Proficiency, Battle Smith Spells, Battle Ready, Steel Defender
5th Extra Attack
9th Arcane Jolt
15th Improved Defender
22nd Limitless Arcane Jolt, Grand Defender

Tool Proficiency

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

Battle Smith Spells

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

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

Battle Ready

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

• You gain proficiency with martial weapons.

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

Steel Defender

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

In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.



Steel Defender

Medium construct, Neutral


  • Armor Class 15 (Natural)
  • Hit Points equal the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-4) 10 (0) 6 (-2)

  • Saving Throws Dex +3, Con +4
  • Skills Athletics +4, Perception +4
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1 : the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).

Vigilant. The defender can't be surprised.

Actions (Requires your bonus action)

Force-Empowered Rend. Melee Weapon Attack:+4 to hit, reach 5 ft., one target you can see. Hit 1d8 + 2 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Extra Attack

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

Arcane Jolt

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

• The target takes an extra 2d6 force damage.

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

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

Improved Defender

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

• The extra damage and the healing of your Arcane jolt both increase to 4d6.

• Your steel defender gains a +2 bonus to Armour Class.

• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Limitless Arcane Jolt

At 22nd level, you can now your arcane jolt feature an unlimited number of times per long rest.

Grand Defender

At 22nd your steel defender becomes even more powerful still:

• Your steel defender gains a +3 bonus to Armour Class.

• Your steel defender's maximum hit points is equal to the steel defender's Constitution modifier + your Intelligence modifier + 10 times your level in this class.

• When you build a new steel defender, you can build them as a large construct. This gives a further +2 to the Strenght score and Constitution score, and an additional +1 to Armour Class

Artificer Infusions

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

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

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

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


Boots of the Winding Path

Prerequisite: 6th-level artificer

Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 1 5 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus

Item: A rod, staff, or wand (requires attunement)

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class. This bonus increases to +3 when you reach 21st level in this class.

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class. This bonus increases to +3 when you reach 21st level in this class.

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class. This bonus increases to +3 when you reach 21st level in this class.

Radiant Weapon

Prerequisite: 6th-level artificer

Item: A simple or martial weapon (requires attunement)

This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet.

The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains ld4 expended charges daily at dawn.

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Repulsion Shield

Prerequisite: 6th-level artificer

Item: A shield (requires attunement)

A creature gains a + 1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains ld4 expended charges daily at dawn.

Resistant Armour

Prerequisite: 6th-level artificer

Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A simple or martial weapon with the thrown property

This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Elemental Weapon

Prerequisite: level 21 artificer

Item: A weapon (requires attunement)

You imbue a weapon with magical properties. The weapon now does an additional 2d6 fire, cold, thunder, or lightning damage(your choice when you apply this infusion) on any target that it hits.

Homonculus Servant

Prerequisite: 6th-level artificer

Item: A gem worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance.

The homunculus is friendly to you and your companions, and it obeys your commands.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.


Homunculus Servant

Tiny construct, Neutral


  • Armor Class 13 (Natural)
  • Hit Points equal the homunculus' Constitution modifier + your Intelligence modifier + your level in this class
  • Speed 40ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 10 (0) 10 (0) 7 (-2)

  • Saving Throws Dex +3
  • Skills Perception +4, Stealth +4
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1 : the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it in stead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions (Requires your bonus action)

Force Strike. Ranged Weapon Attack:+4 to h it, range 30 ft. , one target you can see. Hit 1 d4 + 2 force damage.

Reaction

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you .

Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

Replicable Items (2nd Level Artificer)
Magic Item Attunement
Alchemy jug No
Armblade Yes
Bag of holding No
Cap of water breathing No
Goggles of night No
Prosthetic limb Yes
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Items (6th Level Artificer)
Magic Item Attunement
Boots of elvenkind No
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking No
Wand sheath Yes
Replicable Items (10th Level Artificer)
Magic Item Attunement
Boots of striding and leaping Yes
Boots of the winterlands Yes
Bracers of archery Yes
Brooch of Shielding Yes
Cloak of protection Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Magic Item Attunement
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy Yes
Medallion of thoughts Yes
Periapt of wound closure Yes
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of jumping Yes
Ring of mind shielding Yes
Slippers of spider climbing Yes
Ventilating lung Yes
Winged boots Yes
Replicable Items (14th Level Artificer)
Magic Item Attunement
Amulet of health Yes
Arcane propulsion arm Yes
Belt of hill giant strength Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional No
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes
Replicable Items (21st Level Artificer)
Magic Item Attunement
Amulet of the planes Yes
Carpet of flying No
Dwarven plate No
Ring of regeneration Yes
Ring of telekenisis Yes

Barbarian

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

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

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

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

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

Primal Instinct

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

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

A Life of Danger

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

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

Creating a Barbarian

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

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

Quick Biuld

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

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The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion 6 +4
21st +7 Brutal Critical (4 dice) 7 +5
22nd +7 Path Feature 7 +5
23rd +7 Faster Movement 7 +6
24th +7 Ability Score Improvement 7 +6
25th +8 Brutal Critical (5 dice) Unlimited +7

Primal Paths

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

Primal Paths
The Ancestral Guardian
The Battlerager
The Berserker
The Storm Herald
The Totem Warrior
The Zealot

Class Features

As a barbarian, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 + your Constitution modifier per barbarian level after 1st

Proficiencies


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

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

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Equipment

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

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

Personal Totems

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

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

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

Tattoos

The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's a ncestors, or which symbolizes a feeling or an attitude. As with personal totems, a ba rba ria n's ta ttoos might or might not be re lated to an a nimal s pirit. Each tattoo a barbaria n displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?

Superstitions

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

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

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

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

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shownin the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

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

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

Once you have raged the number of tim es shown for your barbarian level in the Rages colum n of the Barbarian table, you must finish a long rest before you can rage again.

Unarmoured Defense

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

Reckless Attack

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

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. C hoose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 19th and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

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Fast Movement

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

Feral Instinct

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

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

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.4 dice at level 21, 5 dice at level 25

Relentless Rage

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

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

Persistent Rage

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

Indomitable Might

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

Primal Champion

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

Faster Movement

At level 23 you increaase your movement speed by 10 for each of these levels.

Primal Paths

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbaria n contacts the spirit world and calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Path of the Ancestral Guardian
Level Feature
3rd Ancestral Protectors
6th Spirit Shield (2d8)
10th Consult the Spirits, Spirit Shield (3d8)
14th Vengeful Ancestors, Spirit Shield (4d8)
22nd Improved Spirit Shield (5d8)

Ancestral Protectors

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

Spirit Shield

Beginn ing at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you a re raging a nd a nother creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

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Consult the Spirits

At 10th level, you gain the a bility to cons ult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spe ll slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly s ummons one of your a ncestra l spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast e ither spell in thjs way, you can't use this feature again until you finish a s hort or long rest.

Vengeful Ancestors

At 14th level, your ancestra l spirits grow powerful enough to reta liate. When you use your Spirit Shield to reduce the damage of a n attack, the attacker takes an amount of force damage equa l to the damage that your Spirit Shield prevents.

Improved Spirit Shield

At level 22, if you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 5d6.

Path of the Battlerager

Known as "amadantuagh" (literally "axe idiot") in Dwarvish, battleragers are followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

Path of the Battlerager
Level Feature
3rd Battlerager Armour
6th Reckless Abandon
10th Battlerager Charge
14th Spiked Retribution
22nd Improved Reckless Abandon

Battlerager Armour

When you choose this path at 3rd level, you gain the ability to use spiked armor (see the "Spiked Armor" sidebar) as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal ld4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Reckless Abandon

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

Battlerager Charge

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

Spiked Retribution

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

Improved Reckless Abandon

At level 22, when you use reckless attack or greater reckless attack, you also gain temporary hit points equal to 2 times your constitution modifier. They also now last until you finish a long rest.

Path of the Berserker

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

Path of the Berserker
Level Feature
3rd Frenzy
6th Mindless Rage
10th Intimidating Presence
14th Retaliation
22nd Improved Spirit Shield (5d8)

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 w eapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion

Mindless Rage

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

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Intimidating Presence

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

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

Retaliation

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

Improved Retaliation

At level 22, when you enter a frenzied rage you may attack twice when you attack with your bonus action.

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior stre ngth, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their cra ft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.

Path of the Storm Herald
Level Feature
3rd Storm Aura
6th Storm Soul
10th Shielding Storm
14th Raging Storm
22nd Improved Storm Aura

Storm Aura

Starting at 3rd level, you ema nate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction , but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depe nds on tha t chosen environment, as ta il d below. You can cha nge your environment choice whenever you gain a level in this class.

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

  • Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certa in levels in this class, increasing to 3 a t 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
  • Sea. When this effect is activated , you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes l d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, a nd 4d6 a t 20th level.
  • Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

  • Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by a nyone else a nd set it on fire.
  • Sea. You gain resistance to lightning damage, and you can breathe underwater. You a lso gain a swimming s peed of 30 feet.
  • Tundra. You gain resistance to cold damage, and you don't suffe r the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

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Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

  • Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
  • Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a fa iled save, the creature is knocked prone, as if struck by a wave.
  • Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Improved Storm Aura

At level 22, Now your aura improves so the one that you picked before becomes even more powerful in the following way:

  • Desert. When this effect is activated, all other creatures in your aura take 7 fire damage
  • Sea. The creature takes 5d6 lightning damage
  • Tundra. Now creatures of your choice gain 7 temporary hit points

Path of the Totem Warrior

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

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

Path of the Totem Warrior
Level Feature
3rd Spirit Seeker, Totem Spirit
6th Aspect of the Beast
10th Spirit Walker
14th Totemic Attunement
22nd Improved Totem Spirit

Spirit Seeker

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

Totem Spirit

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

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

  • Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear m akes you tough enough to stand up to any punishment.
  • Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle m akes you into a predator w ho can weave through the fray with ease.
  • Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
  • Elk. The speed of the elk makes you extraordinarily swift. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
  • Tiger. The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.

Aspect of the Beast

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

  • Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
  • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at som ething no more than 100 feet away from you. Additionally, dim light doesn't im pose disadvantage on your W isdom (Perception) checks.
  • Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
  • Elk. The elk spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled, as is the pace of up to ten companions while they're within 60 feet of you and your aren't incapacitated.
  • Tiger. The cat spirit hones your survival instincts. You gain proficiency in two of the following skills: Athletics, Acrobatics, Stealth, Survival.

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Spirit Walker

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

Totemic Attunement

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

  • Bear. While you’re raging, any creature within 5 feet o f you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is im mune to this effect if it can’t see or hear you or if it can’t be frightened.
  • Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
  • Elk. While raging, you can use a bonus action during your move to pass through the space of a Large of smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
  • Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Improved Totem Spirit

Improved Totem Spirit. At level 22, the abilities you have previously gained increase in the following manner if you have chosen them.

  • Bear. You now have resistance to psychic damage even when not raging. You have resistance to all forms of damage when raging
  • Eagle. Now when you are raging enemies can't make opportunity attacks against you.
  • Wolf. Now allies of any creature that is hostile toward you may reroll one of the die after advantage
  • Elk. Now your walking speed increases by 30 feet while raging.
  • Tiger. You now add 20 feet to your long jump distance and 6 feet to your high jump distance

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. T hese barbarians are zealots- warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path.

In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.


Path of the Zealot
Level Feature
3rd Divine Fury, Warrior of the Gods
6th Fanatical Focus
10th Zealous Presence
14th Rage Beyond Death
22nd Improved Divine Fury

Divine Fury

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

Warrior of the Gods

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

Fanatical Focus

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

Zealous Presence

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

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

Rage Beyond Death

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

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

Improved Divine Fury

At level 22, Divine fury now works on the first two attacks that you make in a round instead of one.

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Bard

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

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

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

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

Music and Magic

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

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

Learning from Experience

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

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

Creating a Bard

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

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

Quick Build

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

The Bard
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
2nd +2 Jack of All Trades, Song of Rest (d 6) 2 5 3 - - - - - - - -
3rd +2 Bard College, Expertise 2 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 3 7 4 3 - - - - - - -
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 - - - - - -
6th +3 Countercharm, Bard College feature 3 9 4 3 3 - - - - - -
7th +3 - 3 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 11 4 3 3 2 - - - - -
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 - - - -
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2 - - - -
11th +4 - 4 15 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 - - -
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 - -
14th +5 Magical Secrets, Bard College feature 4 18 4 3 3 3 2 1 1 - -
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 20 4 3 3 3 2 1 1 1 -
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1
21st +7 Song of Rest(2d8), Musical Expertise 5 22 4 3 3 3 3 2 2 2 1
22nd +7 Bard College Feature 5 22 4 3 3 3 3 2 2 2 2
23rd +7 Magical Secrets, Epic Spell 5 24 4 4 3 3 3 2 2 2 2
24th +7 Ability Score Improvement 5 24 4 4 4 3 3 2 2 2 2
25th +8 Song of Rest (1d20), Bardic Inspiration (2d8) 5 24 4 4 4 4 3 2 2 2 2

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Class Features

As a bard, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

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

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

Spellcasting

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

Cantrips

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

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known from 1st Level and Higher

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

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

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

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma

Ritual Casting

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

Spellcasting Focus

You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

Bardic Inspiration

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

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

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

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, a dl2 at 15th level, and 2d8 at 25th level.

Jack of All Trades

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

Song of Rest

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

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, to 1d 12 at 17th level, to 2d8 at 21st level, and to 3d10 at 25th level.

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Bard College

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

Bard Colleges
College of Glamour
College of Lore
College of Swords
College of Valor
College of Whispers

Expertise

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

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

Ability Score Increase

W hen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Font of Inspiration

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

Countercharm

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

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th and 23rd levels.

Superior Inspiration

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

Musical Expertise

At level 21, you gain expertise in 3 musical instruments you have proficiency in.

Bard Colleges

The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of Galmour

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

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

College of Glamour
Level Feature
3rd Mantle of Inspiration, Enthralling Performance
6th Mantle of Majesty
14th Unbreakable Majesty
22nd Improved mantle of Inspiration

Mantle of Inspiration

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

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

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

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Enthralling Performance

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

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

If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can't use it again until you finish a short or long rest.

Mantle of Majesty

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

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

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

Unbreakable Majesty

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

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

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

Imporved Mantle of Inspiration

At level 22 mantle of inspiration now gets more powerful. You can affect a number of creatures up to double your charisma modifier. Also the number of temporary hit points increases to 20 at level 22.

College of Lore

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

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

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

College of Lore
Level Feature
3rd Bonus Proficiencies, Cutting Words
6th Additional Magical Secrets
14th Peerless Skill
22nd Additional Magical Secrets, Imporved Bonus Proficiencies

Bonus Proficiencies

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

Cutting Words

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

Additional Magicical Secrets

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

At level 22 you gain 2 more spells of your choice from any list levels 1-9 and add them to your spells known.

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Peerless Skill

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

Improved Bonus Proficiencies

At level 22. You gain proficiency with 3 skills or tools of your choice.

College of Swords

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

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

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

College of Swords
Level Feature
3rd Bonus Proficiencies, Fighting Style, Blade Flourish
6th Extra Attack
14th Master's Flourish
22nd Epic Flourish

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimita r. If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.


Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

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

Two-Weapon Fighting. When you engage in twoweapon fighting, you can add your a bility modifier to the damage of the second attack.

Blade Flourish

At 3rd level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon a ttack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the ta rget you hit. The damage equals the numbe r you roll on the Bardic Inspiration die . You also add the number rolled to your AC until the start of your next turn.

Slashing Flourish. You can expend one use of your Bardic Ins piration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see w ithin 5 feet of you. The damage equa ls.the number you roll on the Bardic Inspir ation die .

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you bit. The damage equals th e number you roll on the Bardic Inspira tion die. You can also push the target up to 5 feet away from you, plus a number of feet equa l to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Extra Attack

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

Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

Epic Flourish

At level 22 you use a 3d10 when you use your blade flourish option instead of expending a bardic inspiration die.

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College of Valor

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

College of Valor
Level Feature
3rd Bonus Proficiencies, Combat Inspiration
6th Extra Attack
14th Battle Magic
22nd Improved Battle Magic

Bonus Proficiencies

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

Combat Inspiration

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

Extra Attack

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

Battle Magic

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

Improved Battle Magic

At level 22, you can attack 2 times with your bonus action if you cast a spell with your action.

College of Whispers

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, a nd telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts a nd other settings of power.

College of Whispers
Level Feature
3rd Psychic Blades, Words of Terror
6th Mantle of Whispers
14th Shadow Lore
22nd Improved Psychic Blades

Phsychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

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

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid a lone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the ta rget must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

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

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

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Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the s hadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you're in the disguise, you gain access to all information that the humanoid would freely share with a casua l acquainta nce. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature , you can't capture a nother one with it until you finish a s hort or long rest.

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or ii it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

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

Imporved Psychic Blades

At level 22 you gain improved psychic blades. The damage inflicted increases to 10d6 at level 22, 13d6 at level 25,

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Cleric

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

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

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

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

Healers and Warriors

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

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

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

Divine Agents

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

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

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

Temples

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

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

Keepsakes

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

Secret (OPTIONAL)

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

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

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Appendix A includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign. Once you’ve chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

Quick Build

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

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The Cleric
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 2 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 3 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1
21st +7 Epic Spell 5 4 3 3 3 3 2 2 2 1
22nd +7 Divine Domain feature 5 4 3 3 3 3 2 2 2 1
23rd +7 Channel Divinity (4/rest), Destroy Undead (CR 5) 5 4 4 3 3 3 2 2 2 1
24th +7 Ability Score Improvement 5 4 4 4 3 3 2 2 2 1
25th +8 Epic Spell 5 4 4 4 4 3 3 2 2 2

Class Features

As a cleric, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

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

• (a) a mace or (b) a warhammer (if proficient)

• (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

• (a) a light crossbow and 20 bolts or (b) any simple weapon

• (a) a priest’s pack or (b) an explorer’s pack

• A shield and a holy symbol

Spellcasting

As a conduit for divine power, you can cast cleric spells. S ee chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

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Cantrips

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

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

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

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells

Divine Domain

Choose one domain related to your deity: Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you ch oose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

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

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

Channel Divinity

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

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

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

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

Channel Divinity: Turn Undead

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

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Ability Score Imporvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Destroy Undead
Cleric Level Destroys Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
23rd 5 or lower

Divine Intervention

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

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric dom ain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

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

Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted pow ers related to that domain.

Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

Each domain’s description gives examples of deities who have influence over that domain. The gods worshipped in Videciel and their associated domains are listed in Appendix A.

Divine Domains
Forge Domain
Grave Domain
Knowledge Domain
Life Domain
Light Domain
Nature Domain
Tempest Domain
Trickery Domain
War Domain

Forge Domain

The gods of the forge are patrons of a rtisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience a nd hard work, eve n the most intractable metal can be transformed from a lump of ore to a beautifu lly wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by ores, and uncover rare and wondrous materia ls necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Agstrøm and Talo.

Forge Domain
Level Feature
1st Domain Spells, Bonus Proficiencies, Blessing of the Forge
2nd Channel Divinity: Artisan's Blessing
6th Soul of the Forge
8th Divine Strike (1 d8)
14th Divine Strike (2d8)
17th Saint of Forge and Fire
22nd Imporved Soul of the Forge

Domain Spells

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

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

Bonus Proficiencies

When you choose this doma in at 1st level, you gain proficiency with heavy armor a nd smith's tools.

Blessing of the Forge

At 1st leve l, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the e nd of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

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

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagica item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface with in 5 feet of you.

The thing you c eate can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire da mage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

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


Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Improved Soul of the Forge

At level 22, you gain an additional +2 to AC when wearing heavy armor. Furthermore if you don't meet the strength requirement of armor it no longer hampers your movement

Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Pefrige, and those revered in Ancestor Spirit worship. Followers of these deities seek to put wandering spirits to rest, destroy the undead , and ease the suffering of the dying. Their magic lso a llows them to stave off death for a time, particularly for a person who still has some great work to accomplis h in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Grave Domain
Level Feature
1st Domain Spells, Circle of Mortality, Eyes of the Grave
2nd Channel Divinity: Path to the Grave
6th Sentinel at Death's Door
8th Potent Spellcasting
17th Keeper of Souls
22nd Imporved Circle of Morality

Domain Spells

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

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

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Cirlce of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it ~ a bonus action

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

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

Channel Divinity: Path to the Grave

Starting at 2nd level , you can use your Channel Divinity to mark another creature's life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Sentinel at Death's Door

At 6th level, you gain the ab lity to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

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

Potent Spellcasting

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

Keeper of Souls

Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of H it Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again unti l the start of your next turn.

Improved Circle of Mortality

At level 22, the spare the dying cantrip has a range of 60 feet and doesn't require an action to cast. This means that everybody within 60 feet can be spared almost instantly

Knowledge Domain

The gods of knowledge—including Agstrøm, Avi, Sha-en, Talo, and Melket Ha Hetvelyem value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain trem endous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Agstrøm and Talo.

Knowledge Domain
Level Feature
1st Blessings of Knowledge
2nd Channel Divinity: Knowledge of the Ages
6th Channel Divinity: Read Thoughts
8th Potent Spellcasting
17th Visions of the Past
22nd Imporved Blessings of Knowledge

Domain Spells

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

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

Blessings of Knowledge

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

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

Channel Divinity: Knowledge of the Ages

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

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Channel Divinity: Read Thoughts

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

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

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

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

Potent Spellcasting

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

Visions of the Past

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

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

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

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

Improved Blessings of Knowledge

At level 22, you gain proficiency and expertise in any two skills or tools

Life Domain

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe— that sustains all life. The gods o f life prom ote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Fiamé, Elin), sun gods (such as Mehegenelleia), gods of healing or endurance (such as Mer, Mar and Tuh), and gods of home and community (such as Arale).

Life Domain
Level Feature
1st Bonus Proficiency, Disciple of Life
2nd Channel Divinity: Preserve Life
6th Blessed Healer
8th Divine Strike
17th Supreme Healing

Domain Spells

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

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

Bonus Proficiency

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

Disciple of Life

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

Channel Divinity: Preserve Life

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

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

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Blessed Healer

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

Divine Strike

At 8th level, you gain the ability to infuse your w eapon strikes with divine energy. O nce on each o f 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. W hen you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

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

At level 22, Whenever you heal you heal 2 times the maximum instead of just the maximum.

Light Domain

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

Light Domain
Level Feature
1st Bonus Cantrip, Warding Flare
2nd Channel Divinity: Radiance of the Dawn
6th Improved Flare
8th Potent Spellcasting
17th Corona of Light
22nd Improved Spellcasting

Domain Spells

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

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

Bonus Cantrip

When you choose this dom ain at 1st level, you gain the light cantrip if you don’t already know it.

Warding Flare

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

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

Channel Divinity: Radiance of the Dawn

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

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

Improved Flare

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

Potent Spellcasting

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

Corona of Light

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

Improved Spellcasting

At level 38, You add triple your wisdom modifier to the damage dealt with any cleric cantrip.

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Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Fiamé) or gods of the harvest (Such as Elin) to friendly deities associated with particular springs and groves (such as Corne L'arc-en-ciel, and Vendellon). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Nature Domain
Level Feature
1st Bonus Proficiency, Acolyte of Nature
2nd Channel Divinity: Charm Animals and Plants
6th Dampen Elements
8th Divine Strike
17th Master of Nature
22nd Improved Divine Strike

Domain Spells

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

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

Acolyte of Nature

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the follow ing skills of your choice: Anim al Handling, Nature, or Survival.

Bonus Proficiency

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

Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike

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

Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Improved Divine Strike

At level 22, you deal additional cold, fire, or lightning damage 4d8 from your first weapon attack in a round in line with the divine strike feature previous.

Tempest Domain

Gods whose portfolios include the Tempest domain - mainly Raimei govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

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Tempest Domain
Level Feature
1st Bonus Proficiencies, Wrath of the Storm
2nd Channel Divinity: Destructive Wrath
6th Thunderbolt Strike
8th Divine Strike
17th Stormborn
22nd Improved Wrath of the Storm

Domain Spells

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

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

Bonus Proficiencies

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

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the pow er of the storm with unchecked ferocity. W hen you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 8th level, you gain the ability to infuse your w eapon strikes with divine energy. O nce on each o f your turns when you hit a creature with a w eapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. W hen you reach 14th level, the extra damage increases to 2d8.

Stormborn

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

Improved Wrath of the Storm

At level 22, you deal 4d8 instead of 2d8 lightning or thunder damage when you use wrath of the storm.

Trickery Domain

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

Trickery Domain
Level Feature
1st Blessing of the Trickster
2nd Channel Divinity: Invoke Duplicity
6th Channel Divinity: Cloak of Shadows
8th Divine Strike
17th Improved Duplicity
22nd Improved Blessing of the Trickster

Domain Spells

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

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

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Blessing of the Trickster

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

At level 22, the blessing now lasts up to 24 hours the time divided among however many people you choose.

Channel Divinity: Invoke Duplicity

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

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet o f you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

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

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

Divine Strike

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

Improved Duplicity

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

War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Arno) as well as gods of destruction and pillage (such as Iohannut). Other war gods (such as Agstrøm and Mehegenelleia) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain
Level Feature
1st Bonus Proficiencies, War Priest
2nd Channel Divinity: Guided Strike
6th Channel Divinity: War God's Blessing
8th Divine Strike
17th Avatar of Battle
22nd Improved War Priest

Domain Spells

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

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

Bonus Proficiencies

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

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

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

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. W hen you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: War God's Blessing

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

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Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. O nce on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the sam e type dealt by the w eapon to the target. W hen you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonm agical weapons.

Improved War Priest

At level 22, when you use the feature of war priest you can take 2 attacks with your bonus action instead of one.

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Druid

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

Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

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

Power of Nature

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

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

Preserve the Balance

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

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

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

Creating a Druid

When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becom ing a druid was part of your character’s destiny. Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

Quick Build

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

Guiding Aspect

Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.

Treasured Item

Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is a n object whose meaning connects the druid's mind and heart to a profound concept or spiritual outlook.

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The Druid
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 - - - - - - - -
2nd +2 Wild Shape, Druid Circle 2 3 - - - - - - - -
3rd +2 - 2 4 2 - - - - - - -
4th +2 Wild Shape improvement, Ability Score Improvement 3 4 3 - - - - - - -
5th +3 - 3 4 3 2 - - - - - -
6th +3 Druid Circle feature 3 4 3 3 - - - - - -
7th +3 - 3 4 3 3 1 - - - - -
8th +3 Wild Shape improvement, Ability Score Improvement 3 4 3 3 2 - - - - -
9th +4 - 3 4 3 3 3 1 - - - -
10th +4 Druid Circle feature 4 4 3 3 3 2 - - - -
11th +4 - 4 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 - - -
13th +5 - 4 4 3 3 3 2 1 1 - -
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 - -
15th +5 - 4 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 -
17th +6 - 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1
21st +7 Epic Spell 5 4 3 3 3 3 2 2 2 1
22nd +7 Druid Circle Feature 5 4 3 3 3 3 2 2 2 2
23rd +7 Wild Shape Continuation 5 4 4 3 3 3 2 2 2 2
24th +7 Ability Score Improvement 5 4 4 4 3 3 2 2 2 2
25th +8 Improved Wild Shape 5 4 4 4 4 3 3 2 2 2

Class Features

As a druid, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
  • Weapons: All simple weapons Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
  • Tools: Herbalism kit

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

Equipment

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

• (a) a wooden shield or (b) any simple weapon

• (a) a scimitar or (b) any simple melee weapon

• Leather armor, an explorer’s pack, and a druidic focus

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Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules o f spellcasting and chapter 11 for the druid spell list.

Cantrips

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

Preparing and Casting Spells

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

You prepare the list o f druid spells that are available for you to cast, choosing from the druid spell list. W hen you do so, choose a number o f druid spells equal to your Wisdom m odifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

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

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

Sacred Plants and Wood

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe. Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins. Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

Spellcasting Ability

W isdom is your spellcasting ability for your druid spells, since your m agic draws upon your devotion and attunement to nature. You use your W isdom whenever a spell refers to your spellcasting ability. In addition, you use your W isdom modifier when setting the saving throw DC for a druid spell you cast and w hen making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.

Wild Shape

Starting at 2nd level, you can use your action to m agically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beast Shapes
Level Max CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant Eagle

You can stay in a beast shape for a number o f hours equal to half your druid level (rounded down). You then revert to your norm al form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom , and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

• When you transform, you assum e the beast’s hit points and Hit Dice. When you revert to your norm al form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your norm al form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your norm al form to 0 hit points, you aren’t knocked unconscious.

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• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any o f your special senses, such as darkvision, unless your new form also has that sense.

• You choose whether your equipment falls to the ground in your space, m erges into your new form, or is worn by it. W orn equipment functions as normal, but the DM decides whether it is practical for the new form to w ear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t w ear must either fall to the ground or merge with it. Equipment that m erges with the form has no effect until you leave the form.

Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land, the Circle of the Moon, Circle of Dreams, or Circle of the Shepherd both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

W hen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Timeless Body

Starting at 18th level, the primal m agic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Archdruid

At 20th level, you can use your Wild Shape an unlimited num ber of times.

Wild Shape Continuation

At level 23, even if you aren't circle of the moon your wild shape continues to grow stronger. The CR of a beast that you can wildshape into is now equal to 1/8 of your druid level. However it still must be a beast shape.

Improved Wild Shape

At level 25, when you use any wild shape ability you get an additional 50 hit points on top of what you would have in that form. Furthermore each attack does an additional 10 damage.

Druid Circles

Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally m em bers of this druidic society, though som e individuals are so isolated that they have never seen any high-ranking m em bers of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids som etim es com pete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way o f the druid.

Druid Circles
Circle of Dreams
Circle of the Land
Circle of the Moon
Circle of the Shepherd

Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild a nd its dreamlike realms. The druids' guardians hip of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Circle of Dreams
Level Feature
2nd Balm of Wildcourt
6th Hearth of Moonlight and Shadow
10th Hidden Paths
14th Walker in Dreams
22nd Imporved Balm of Wildcourt

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Balm of Wildcourt

At 2nd level, you become imbued with the blessings of Wildcourt. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid leve l or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your a llies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open Hames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finis h a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or te/eportation circle.

This use of teleportation circle is specia l. Ra ther than opening a portal to a perma nent tele porta tion circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

Improved Balm of Wildcourt

At level 22 you now have a pool of fey energy represented by a number of d10s equal to your druid level instead of d6s.

Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

Circle of the Land
Level Feature
2nd Bonus Cantrip, Natural Recovery
3rd Circle Spells
5th Circle Spells
6th Land's Stride
7th Circle Spells
9th Circle Spells
10th Nature's Ward
14th Nature's Sanctuary
22nd Improved Natural Recovery

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

Starting at 2nd level, you can regain som e of your magical energy by sitting in meditation and com m uning with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a com bined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you becam e a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

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Arctic
Druid Level Circle Spells
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold
Coast
Druid Level Circle Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying
Desert
Druid Level Circle Spells
3rd blur, silence
5th create food and water, protection from energy
7th blight, hallucinatory terrain
9th insect plague, wall of stone
Forest
Druid Level Circle Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom o f movement
9th commune with nature, tree stride
Grassland
Druid Level Circle Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague
Mountain
Druid Level Circle Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone
Swamp
Druid Level Circle Spells
3rd darkness, Melf ’s acid arrow
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying
Underdark
Druid Level Circle Spells
3rd spider climb, web
5th gaseous form, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, insect plague

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonm agical 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 those created by the entangle spell.

Nature's Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are im mune to poison and disease.

Nature's Sanctuary

W hen you reach 14th level, creatures of the natural world sense your connection to nature and becom e hesitant to attack you. When a beast or plant creature attacks you, that creature must make a W isdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

Circle of the Moon
Level Feature
2nd Combat Wild Shape, Circle Forms
6th Primal Strike, Circle Forms
10th Elemental Wild Shape
14th Thousand Forms
22nd Imporved Circle Forms

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Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Flemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms

By 14th level, you have learned to use m agic to alter your physical form in m ore subtle ways. You can cast the alter self spell at will.

Improved Circle Forms

At level 22 you can wild shape into any creature type except undead or construct provided it is the right CR.

Druids in General and the Gods

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix A include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. In fact, sometimes in Videciel, the druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of gods such as Elin, Fiamé, Asen, and others, alongside grove spirits such as Vendellon

Cirlce of the Shepherd

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they foc us on protecting animals and fey creatures that have difficulty defe nding themselves. Shepherds, as they are known, see such creatures as th ir charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, conte nt to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Circle of the Shepherd
Level Feature
2nd Speech of the Woods, Spirit Totem
6th Mighty Summoner
10th Guardian Spirit
14th Faithful Summons
22nd Imporved Spirit Totem

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Spirit Totem

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius a round that point. It counts as neither a creature nor an object, though it has the spectral a ppearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you're incapacitated. Once you use this feature , you can't use it again until you finish a short or long rest. The effect of the spirit's aura depends on the type of spirit you summon from the options below.

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  • Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

  • Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you cao use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

  • Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your a llies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hjt points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immuruty and resistance to nonmagical attacks and damage.

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you a re reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm a nd attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

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

Improved Spirit Totem

At level 22, spirit totem has been changed in the following way: You can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 60 foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action you can move the spirit up to 120 feet to a point you can see. The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest. The effect of the spirit's aura depends on the type of spirit you summon from the options below.

  • Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 10+ 2 times you druid level. In addition, you and your allies gain advantage on strength checks and strength saving throws while in the aura.
  • Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, it has advantage on any of those rolls. In addition, you and your allies have a +10 bonus on Wisdom (perception) checks while in the aura.
  • Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies automatically detect hidden creatures in the spirit's aura. In addition addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regain hit points equal to your druid level.

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Learning Beast Shapes

The Wild Shape feature lets you transform into a beast that you've seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table. When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts you've already seen. The following tables organize beasts from the Monster Manual according to the beasts' most likely environments. Consider the environment your druid grew up in, then consult the appropriate table for a list of animals that your druid has probably seen by 2nd level. These tables can also help you and your DM determine which animals you might see on your travels. In addition, the tables include each beast's challenge rating and note whether a beast has a flying or swimming speed. This information will help you determine whether you qualify to assume that beast's form.

Arctic
CR Beast Fly/Swim
0 Owl Fly
1/8 Blood Hawk Fly
1/4 Giant Owl Fly
1 Brown Bear -
2 Polar Bear Swim
2 Sabre-toothed Tiger -
6 Mammoth -
Coast
CR Beast Fly/Swim
0 Crab Swim
0 Eagle Fly
1/8 Blood Hawk Fly
1/8 Giant Crab Swim
1/8 Poisonous Snake Swim
1/8 Stirge Fly
1/4 Giant Lizard -
1/4 Giant Wolf Spider -
1/4 Pteranodon Fly
1 Giant Eagle Fly
1 Giant Toad Swim
2 Plesiosaurus Swim
Desert
CR Beast Fly/Swim
0 Cat -
0 Hyena -
0 Jackal -
0 Scorpion -
0 Vulture Fly
1/8 Camel -
1/8 Flying Snake Fly
1/8 Mule -
1/8 Poisonous Snake Swim
1/8 Stirge Fly
1/4 Constrictor Snake Swim
1/4 Giant Lizard -
1/4 Giant Poisonous Snake Swim
1/4 Giant Wolf Spider -
1 Giant Hyena -
1 Giant Spider -
1 Giant Toad Swim
1 Giant Vulture Fly
1 Lion -
2 Giant Constrictor Snake Swim
3 Giant Scorpion -

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Forest
CR Beast Fly/Swim
0 Baboon -
0 Badger -
0 Cat -
0 Deer -
0 Hyena -
0 Owl Fly
1/8 Blood Hawk Fly
1/8 Flying Snake Fly
1/8 Giant Rat -
1/8 Giant Weasel -
1/8 Poisonsous Snake Swim
1/8 Mastiff -
1/8 Stirge Fly
1/4 Boar -
1/4 Constrictor Snake Swim
1/4 Elk -
1/4 Giant Badger -
1/4 Giant Bat Fly
1/4 Giant Frog Swim
1/4 Giant Lizard -
1/4 Giant Owl Fly
1/4 Giant Poisonous Snake Swim
1/4 Giant Wolf Spider -
1/4 Panther -
1/4 Wolf -
1/2 Ape -
1/2 Black Bear -
1/2 Giant Wasp Fly
1 Brown Bear -
1 Dire Wolf -
1 Giant Hyena -
1 Giant Spider -
1 Giant Toad Swim
1 Tiger -
2 Giant Boar -
2 Giant Constrictor Snake Swim
2 Giant Elk -
Grassland
CR Beast Fly/Swim
0 Cat -
0 Deer -
0 Eagle Fly
0 Goat -
0 Hyena -
0 Jackal -
0 Vulture Fly
1/8 Blood Hawk Fly
1/8 Flying Snake Fly
1/8 Giant Weasel -
1/8 Poisonous Snake Swim
1/8 Stirge Fly
1/4 Axe Beak Fly
1/4 Boar -
1/4 Elk -
1/4 Giant Poisonous Snake Swim
1/4 Giant Wolf Spider -
1/4 Panther (Leopard) -
1/4 Pteranodon Fly
1/4 Riding Horse -
1/4 Wolf -
1/2 Giant Goat -
1/2 Giant Wasp Fly
1 Giant Eagle Fly
1 Giant Hyena -
1 Giant Vulture Fly
1 Lion -
1 Tiger -
2 Allosaurus -
2 Giant Boar -
2 Giant Elk -
2 Rhinoceros -
3 Anklyosaurus -
4 Elephant -
5 Triceratops -

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Hill
CR Beast Fly/Swim
0 Baboon -
0 Eagle Fly
0 Goat -
0 Hyena -
0 Raven Fly
0 Vulture Fly
1/8 Blood Hawk Fly
1/8 Giant Weasel -
1/8 Mastiff -
1/8 Mule -
1/8 Poisonous Snake Swim
1/8 Stirge Fly
1/4 Axe Beak -
1/4 Boar -
1/4 Elk -
1/4 Giant Owl Fly
1/4 Giant Wolf Spider -
1/4 Panther (Cougar) -
1/4 Wolf -
1/2 Giant Goat -
1 Brown Bear -
1 Dire Wolf -
1 Giant Eagle Fly
1 Giant Hyena -
1 Lion -
2 Giant Boar -
2 Giant Elk -
Mountain
CR Beast Fly/Swim
0 Eagle Fly
0 Goat -
1/8 Blood Hawk -
1/8 Stirge Fly
1/4 Pteranodon Fly
1/2 Giant Goat -
1 Giant Eagle Fly
1 Lion -
2 Giant Elk -
2 Sabre-toothed Tiger -
Swamp
CR Beast Fly/Swim
0 Rat -
0 Raven Fly
1/8 Giant Rat -
1/8 Poisonous Snake Swim
1/8 Stirge -
1/4 Constrictor Snake Swim
1/4 Giant Frog -
1/4 Giant Lizard -
1/4 Giant Poisonous Snake Swim
1/2 Crocodile Swim
1 Giant Spider -
1 Giant Toad Swim
2 Giant Constrictor Snake Swim
5 Giant Crocodile Swim
Underground
CR Beast Fly/Swim
0 Giant Fire Beetle -
1/8 Giant Rat -
1/8 Stirge Fly
1/4 Giant Bat Fly
1/4 Giant Centipede -
1/4 Giant Lizard -
1/4 Giant Poisonous Snake Swim
1 Giant Spider -
1 Giant Toad Swim
2 Giant Constrictor Snake Swim
2 Polar Bear (Cave Bear) Swim
Underwater
CR Beast Fly/Swim
0 Quipper Swim
1/4 Constrictor Snake Swim
1/2 Giant Sea Horse Swim
1/2 Reef Shark Swim
1 Giant Octopus Swim
2 Giant Constrictor Snake Swim
2 Hunter Shark Swim
2 Plesiosaurus Swim
3 Killer Whale Swim
5 Giant Shark Swim

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Fighter

A human in clanging plate arm or holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crow d’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.

All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons and Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Well Rounded Specialists

Fighters learn the basics of all com bat styles. Every fighter can sw ing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with som e degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two w eapons at once, and some on augmenting their martial skills with magic. This com bination of broad general ability and extensive specialization m akes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the m ost basic com bat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Creating a Fighter

As you build your fighter, think about two related elements of your character's background: W here did you get your com bat training, and what set you apart from the mundane w arriors around you? W ere you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? W hat drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? W here did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrim ped and saved for years to buy them. Your armaments are now among your most important possessions — the only things that stand between you and death’s embrace.

Quick Build

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.

Class Features

As a fighter, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

• (a) chain mail or (b) leather, longbow, and 20 arrows

• (a) a martial weapon and a shield or (b) two martial weapons

• (a) a light crossbow and 20 bolts or (b) two handaxes

• (a) a dungeoneer’s pack or (b) an explorer’s pack

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The Fighter
Level Proficiency Bonus Features Overall Attacks per Action
1st +2 Fighting Style, Second Wind 1
2nd +2 Action Surge (one use) 1
3rd +2 Martial Archetype 1
4th +2 Ability Score Improvement 1
5th +3 Extra Attack 2
6th +3 Ability Score Improvement 2
7th +3 Martial Archetype feature 2
8th +3 Ability Score Improvement 2
9th +4 Indomitable (one use) 2
10th +4 Martial Archetype feature 2
11th +4 Extra Attack (2) 3
12th +4 Ability Score Improvement 3
13th +5 Indomitable (two uses) 3
14th +5 Ability Score Improvement 3
15th +5 Martial Archetype feature 3
16th +5 Ability Score Improvement 3
17th +6 6 Action Surge (two uses), Indomitable (three uses) 3
18th +6 Martial Archetype feature 3
19th +6 Ability Score Improvement 3
20th +6 Extra Attack (3) 4
21st +7 Improved Fighting Style 4
22nd +7 Martial Archetype Feature 4
23rd +7 Action Surge (three uses), Indomitable (four uses) 4
24th +7 Ability Score Improvement 4
25th +8 Second Wind Improvement, Extra Attack (4) 5

Fighters

Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the one ha nd, a singular feature of the class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand , regardless of the tools and methods one uses, at the heart of every fighter's motivation lies the same basic truth: it is better to wound than to be wounded.

Although some adventuring fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most fighters comes from sending enemies to their doom.

Heraldric Signs

Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one's self-interest.

Your character could be affiliated with a n organization or a cause, and thus might already travel under a banner of some sort. If that's not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world.

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Instructor

Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.

A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the cra ft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background.

If you decide that your character had an individual instructor, what is that person's specialty? Do you emulate your instructor in how you fight, or did you take the instructor's teachings and adapt them to your own purposes?

Examples include: Gladiator, Military, City Watch, Tribal Warrior, Street Fighter, Weapon Master

Signature Style

Many fighters distinguish themselves from their peers by adopting and perfecting a particula r style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not a lways the case- someone's approach to the world in general does not necessarily dictate how that person operates when lives are on the line.

Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed whe n weapons are drawn?

For example: Elegant, Brutal, Cunning, Effortless, Energetic, Sinister

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


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.

Two Weapon Fighting

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

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Your second wind ability gets more powerful at level 25, becoming 2d10+ your fighter level.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you ch oose an archetype that you strive to emulate in your com bat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, 18th and 22nd level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, 19th, and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class, to four when you reach 20th, and five at 25th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

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Epic Fighting Style

At level 21 the fighting styles that you have gotten before have now improved through training, practice, experience, and sacrifice in the following ways:

Epic Archery

You gain a +5 bonus to attack rolls you make with ranged weapons.

Epic Defense

While wearing armor, you gain a +4 bonus to AC

Epic Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +5 to damage rolls with that weapon.

Epic Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The damage bonus from your ability score is doubled for this weapon. The weapon must have the two-handed or versatile property for you to gain this benefit.

Epic Protection

When a creature of your choice you can see attacks a target other than you that is within 10 feet they have disadvantage on the attack roll. You must be wielding a shield.

Epic Two Weapon Fighting

When you engage in two-weapon fighting, you can make two attacks with your off hand instead of one.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Martial Archetypes
Arcane Archer
Battle Master
Cavalier
Champion
Echo Knight
Eldritch Knight

Arcane Archer

An Arcane Archer studies a unique elven method of a rchery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused a rrows to defeat monsters and invaders before they can reach elven settlements.

Over the centuries, the methods of these elf a rchers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer
Level Feature
3rd Arcane Archer Lore, Arcane Shot (2 options)
7th Curving Shot, Magic Arrow, Arcane Shot (3 options)
10th Arcane Shot (4 options)
15th Ever-Ready Shot, Arcane Shot (5 options)
18th Arcane Shot (6 options, improved shots)
22nd Epic Arcane Shot

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature-typical for practitioners of this e lven martia l tradition. You choose to gain proficie ncy in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature , you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that a rrow. You decide to use the option when the a rrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, a nd 18th level. Each option a lso improves when you become an 18th-level fighter.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks a nd damage. The magic fades from the a rrow immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow a nd miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

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Ever-Ready Shot

Starting at 15th level, your magical a chery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remain ing, you regain one use of it.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certa in levels. The options are presented here in alphabetical order. They ar e all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.


  • Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must a lso succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the ta rget reappears in the s pace it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the a rrow hits it.
  • Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes a n extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.
  • Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.
  • Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow ta kes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is ha lved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
  • Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap a round the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashfog damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
  • Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes dama ge as if it were hit by the a rrow, plus an extra dd6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.
  • Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. The force damage increases to 2d6 when you reach 18th level in this class.
  • Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.

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Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, som etim es including subjects beyond battle such as weaponsm ithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Battle Master
Level Feature Superiority Dice
3rd Combat Superiority, Student of War 4 (d8)
7th Know Your Enemy 5 (d8)
10th Improved Combat Superiority, Further Maneuvers 5 (d10)
15th Relentless, Further Maneuvers 5 (d10)
18th Improved Combat Superiority 5 (d12)
22nd Epic Combat Superiority 6 (2d8)

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many m aneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities com pared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: • Strength score

• Dexterity score

• Constitution score

• Armor Class

• Current hit points

• Total class levels (if any)

• Fighter class levels (if any)

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Epic Combat Superiority

At level 22 your superiority dice turn into 2d8s, and you gain an additional superiority die at level 22

Maneuvers

The maneuvers are presented in alphabetical order.

Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your com panions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

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

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

(Continued on next page)

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Continued Maneuvers:

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

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

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee w eapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Cavalier

The archetypal Cavalier excels at mounted combat. Usua lly born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Cavalier
Level Feature
3rd Bonus Proficiency, Born to the Saddle, Unwavering Mark
7th Warding Maneuver
10th Hold the Line
15th Ferocious Charger
18th Vigilant Defender
22nd Improved Ferocious Charger

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

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Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equa l to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

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

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportun ity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with a n opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Ferocious Charger

Starting at 15th level, you can run down your foes, whe ther you're mounted or not. If you move at least 10 feet in a straight line right be fore attacking a creature a nd you hit it with the attack, that target must succeed on a Stre ngth saving throw (DC 8 +your proficie ncy bonus+ your Stre ngth modifie r) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can ta ke once on every creature's turn, except your turn. You can use this special reaction only to ma ke an opportunity attack, a nd you can't use it on the same turn that you take your normal reaction.

Improved Ferocious Charger

Starting at level 22, if you knock a creature down with this feature you get an extra attack against it.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Champion
Level Feature
3rd Improved Critical
7th Remarkable Athlete
10th Additional Fighting Style
15th Superior Critical
18th Survivor
22nd Superior Critical

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20, this becomes 17-20 at 22nd level

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no m ore than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Echo knight

A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using dunamancy to summon the fading shades of unrealised timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the frey as a cycling swarm of shadows and strikes.

Echo Knight
Level Feature
3rd Manifest Echo, Unleash Incarnation
7th Echo Avatar
10th Shadow Martyr
15th Reclaim Potential
18th Legion of One
22nd Become Echo

Manifest Echo

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the echo in the following ways:


• As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

• When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.

• When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.

Unleash Incarnation

You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.

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


Echo Avatar

You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Shadow Martyr

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

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

Reclaim Potential

You’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.

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

Legion of One

You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Become Echo

Providing you have at least one echo manifested you can, as a bonus action, become an echo yourself, gaining the Incorporeal Movement trait while you do so:

Incorporeal Movement (Echo Variant): You can move through other creatures and objects as if they were Difficult Terrain. If you end your turn within a creature, you are shunted out to the nearest unoccupied space, if you end your turn within a creature, they take 3d10 force damage plus your strength modifier as you are shunted out of their body into the nearest unoccupied space.

Furthermore, swapping between manifested echoes no longer costs movement.

Eldritch Knight

The archetypal Eldritch Knight com bines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat.

These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Eldritch Knight
Level Feature Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd Spellcasting, Weapon Bond 2 3 2 - - - -
4th - 2 4 3 - - - -
5th - 2 4 3 - - - -
6th - 2 4 3 - - - -
7th War Magic 2 5 4 2 - - -
8th - 2 6 4 2 - - -
9th - 2 6 4 2 - - -
10th Eldritch Strike 3 6 4 3 - - -
11th - 3 7 4 3 - - -
12th - 3 8 4 3 - - -
13th - 3 8 4 3 2 - -
14th - 3 9 4 3 2 - -
15th Arcane Charge 3 10 4 3 2 - -
16th - 3 10 4 3 3 - -
17th - 3 11 4 3 3 - -
18th Improved War Magic 3 11 4 3 3 - -
19th - 3 11 4 3 3 1 -
20th - 3 12 4 3 3 1 -
21st - 3 13 4 3 3 1 -
22nd Improved War Magic 3 13 4 3 3 2 -
23rd - 3 14 4 3 3 2 -
24th - 3 14 4 3 3 2 -
25th - 3 15 4 3 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prow ess with the ability to cast spells. S ee chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the w izard spell list. You learn an additional w izard cantrip of your choice at 10th level.

Spell Slots. The Eldritch Knight Spellcasting table show s how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must ch oose from the abjuration and evocation spells on the w izard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the w izard spells you know with another spell o f your choice from the wizard spell list. The new spell must be of a level for w hich you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your w izard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a w izard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

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War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. W hen you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action, and at level 22, when you use your action to cast a cantrip or spell you can make two weapon attacks as a bonus action.

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Gunslinger

An elf sits in a tree, the familiar weight of a rifle in hand. Seeing her mark out in the open, she lets out a slow breath and squeezes the trigger, knowing in her mind that her target was already dead the moment she accepted the bounty for his head.

A Gunslinger's weapons are a reflection of them, and are their most prized possessions. Putting a combination of smithing talent with accuracy, no two are similar, as each one is engraved and crafted to the Gunslinger's advantage. As the Gunslinger grows with their party, the stronger through knowledge of their weapons they become and deadly.

A Modern Mind for Modern Times

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

Things That go Boom in the Night

Firearms

Firearms use special ammunition, and some of them have the burst fire or reload property.

Ammunition. The ammunition of a firearm is destroyed upon use. Firearsm are still a relatively new technology, so ammunition can be tricky to find. You can attempt to craft new ammunition, and ammunition types using Tinker's Tools. Ammunition is typically created and intended for use in specific archetypes of guns. More information on the standard chambering of each firearm archetype, see Appendix B.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must the n re load it using an action or a bonus action (the character's choice).

Explosives

Where there's smoke, there's fire.

Bombs. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Gunpowder. Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in waterresistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage.

Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an add itional 30 feet.

Dynamite. As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative

Grenades. As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Tables for explosives and firearms can be found in Appendix B

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Firearms & Explosives Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below).

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Creating a Gunslinger

With enough training (and of course a firearm) anyone can learn to aim and shoot. However, firearms are a new technology and relatively rare, and those with the knowledge to train others to use them even more so. When making your gunslinger, consider how you obtained your gun(s). Were you part of a new firing squad in an army? Did you obtain a prototype from a tinker for field testing? Also consider how you learned to use it. How do people around you feel about you having such a strange and dangerous weapon?

You can make a gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the soldier or bounty hunter background.

Class Features

As a gunslinger, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, all firearms
  • Tools: Tinker's tools

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two from the following: Acrobatics, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, Survival.

Equipment

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

• (a) leather armor or (b) breastplate

• (a) a pistol or (b) a musket

• (a) a sabre or (b) two simple melee weapons

• (a) a dungeoneer's pack or (b) an explorer's pack

• A pistol, a bag of 30 bullets, a full powder horn, and tinkers’ tools

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The Gunslinger
Level Proficiency Bonus Features
1st +2 Gunsmith
2nd +2 -
3rd +2 Adept Marksman, Operator feature
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Operator feature
7th +3 Evasion, Quick Draw
8th +3 Ability Score Increase
9th +4 -
10th +4 Rapid Repair
11th +4 Operator feature
12th +4 Ability Score Increase
13th +5 Last Stand
14th +5 Mortal Shot
15th +5 Lightning Reload, Operator feature
16th +5 -
17th +6 Hemmorrhaging Crit
18th +6 Vicious Intent
19th +6 Ability Score Increase
20th +6 Ricochet
21st +7 Mortal Shot
22nd +7 Operator feature
23rd +7 Ability Score Increase
24th +7 -
25th +8 Bullet Time

Gunsmith

Starting at 1st level, you can craft bullets and mix gunpowder for all types of firearms. The tinkers’ tools are required to craft such items. You may even draft and create new ones. Refer to appendix B, where the process of gunsmithing is outlined. Some firearms are only available through crafting.

Operator Corps

At 3rd level, you train to become a type of operator of your choice. Your choice grants you features at 3rd, 6th, 11th, 15th and 22nd levels

Operator corps
Foxhound
Commander Corps
Desperado
Preacher

Adept Marksman

At 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

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Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Trick Shots

Show your skill


  • Bullying Shot: You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
  • Dazing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
  • Deadeye Shot: When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
  • Disarming Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
  • Forceful Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
  • Piercing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
  • Violent Shot: When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
  • Winging Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 19th, and 23rd level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

Evasion

Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you have a natural advantage.

Quick Draw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Rapid Repair

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Last Stand

Starting at 13th level, if a creature drops you to 0 hit points, you may attack that creature with advantage as a reaction.

Mortal Shot

Starting at 14th level, add one more damage die to any critical hit. At 21st level, add one more.

Lightning Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Hemmorrhaging Critical

Upon reaching 17th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Ricochet

Starting at 20th level, if you miss with a firearm, make an attack to hit again against the same target’s AC as the shot ricochets off of surrounding objects. Ability modifiers, proficiency bonuses, and critical hits do not apply to this second attempt.

Bullet Time

Starting at 25th level, you may move and take an action on another creature’s, once per round, up to three times. During this, your movement speed is decreased by half. You must take a long rest to replenish your uses.

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Operator Corps

There are many ways throught which a gunslinger can achieve legendary skill, the most common is through intense training in an Operator Corps. Some still stick it out as lone wolves known as Desperados.

Foxhound

"Snake, Try to remember some of the basics of CQC."

The strange fighting style incorporates physical hand-to-hand close combat with the ranged capabilities of firearms. Typically carrying around a small blade and a simple handgun.

Foxhound
Level Feature
3rd Armoured Brute, CQC Training
6th Combat Conditioning
11th Crowd Control
15th Riot Shield
22nd Master Combatant

Armoured Brute

Beginning at 3rd level, you gain +1 to your AC as long as you are wearing armor. The bonus to AC while you are wearing armor increases by 1 at 15th level (+2).

CQC Training

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.

Also, You may dual-wield a one-handed gun and a simple melee weapon in your offhand without disadvantage.

Combat Conditioning

Starting at 6th level, your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit point.

Crowd Control

Starting at 11th level, when you make a ranged attack, with a firearm against a creature within 5 feet of you, you may make a melee attack against the creature as a bonus action. If pushing, the distance you push the creature from yourself is 10 feet, and at the end of the push the creature must make a Strength saving throw, or be knocked prone (DC = 8 + your Strength Modifier + your Proficiency Bonus).

Riot Shield

Starting at 15th level, you gain proficiency with Shields and can mount a shield onto your forearm, this counts as carrying one for the purpose of qualifying for feats and you gain the appropriate AC bonus from it. With the shield mounted you can still carry a two-handed, heavy weapon if it's a firearm.

Master Combatant

Starting at 20th level, as long as you aren't incapacitate, you have advantage on saving Throws against any spells or abilities that would knock you prone, push you against your will, or cause you to be frightened. You also ignore any reduction to your move speed.

Commander Corps

Commanders on the battlefield are a wonder to behold. Leading their troops to victory, they are tactical geniuses and experts at supporting their troops. The sight of a Commander on the battlefield both raises allies’ spirits and demoralizes your enemies.

Commander Corps
Level Feature
3rd Bonus Proficiency, Commander's Influence
6th Commanding Presence
11th Stand as One, Guiding Shot
15th Master Commander
22nd Militarised Mobilisation

Bonus Proficiency

When you choose this archetype, you gain proficiency with sabres, scimitars, rapiers, and longswords.

Commander's Influence

Starting at 3rd level, you learn the Moralize, and Demoralize actions:

Moralize As an action, you can boost your allies Morale. Choose a number of friendly creatures who can either see or hear you up to your Charisma modifier (minimum 1). The creatures you choose gain a +1 bonus to their attack rolls, damage rolls, and saving throws. The bonus provided by morale lasts for 1 minute or until you use this feature again, whichever comes first. Your allies lose this bonus if you cannot see them, or they cannot see or hear you, or you become incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. The bonus to attack rolls, damage rolls, and saving throws this feature provides increases by 1 at 7th level (+2), and again at 13th level (+3).

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Demoralize As an action, you can Demoralize the oppositions resolve. You choose a number of hostile creatures that you can see, and can see or hear you, up to your Charisma modifier (with a minimum of 1). Those creatures must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma Modifier). On a failed save, the creatures have a -1 penalty to attack rolls, damage rolls, and saving throws. This effect lasts for 1 minute or until you use this feature again, whichever comes first. A creature automatically succeeds on the saving throw if it's immune to being frightened. On a successful save, a creature becomes immune to the effects of Demoralize. The hostile creatures lose this penalty if you cannot see them, or they cannot see or hear you, or you become incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. This penalty increases to a -2 penalty at 7th level, and to a -3 penalty at 13th level.

Commanding Presence

Starting at 6th level, as long as a creature is under the effects of your Moralize feature, you have advantage on all saving throws and ranged attack rolls made with a firearm

Stand as One

Starting at 11th level, whenever a creature under the effects of your Moralize feature hits a creature with an attack, the attacking creature may choose to use their bonus action to deal an additional 1d6 damage of the weapons damage type. Once a creature has dealt extra damage with this feature, the creature can't benefit from it again until the start of its next turn.

Guiding Shot

Starting at 11th level, when you hit a creature with a ranged weapon attack by a firearm, one ally of your choice gets advantage on their next attack against the creature you hit. Your ally must not be incapacitated, they must be able to see the target, as well as see and hear you to benefit from this feature. You can use this feature only once per turn

Master Commander

Starting at 15th level, your Morale feature gets an additional +1 bonus to allies attack rolls, damage rolls, and saving throws, and your Demoralize feature gets an additional -1 penalty to hostile creatures attack rolls, damage rolls, and saving throws.

Militarised Mobilisation

Starting at 18th level, you can craft non-magical guns for NPC soldiers equal to your Charisma modifier (minimum of one). Each soldier has the stats of a Scout with the maximum possible hit points (Monster Manual pg.349). You teach them how to handle the weaponry, training them takes one week for each soldier. Once training is complete, you can then utilize them as a loyal militia requiring no payment, but still require lifestyle expenses for each soldier (Player's Handbook pg.157).

The soldiers also gain the Firearm Fighting Style Feature: they gain a +2 bonus to attack rolls they make with firearms. (The DM may also decide if the soldiers can be equipped with different items, e.g Weapons, Armor, Magic Items, etc.). You may use a bonus action on your turn to command the militia to take one of the following actions in addition to their movement: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object.

Desperado

"You've got to ask yourself one question. Do I feel lucky? Well, do ya, punk"

Daredevils with a reckless, flashy style, desperadoes excel at fighting with one-handed firearms, either singly or in pairs. Lone gunfighters wander the land in search of coin, or glory.

Some gain this fame and become notorious in their stomping grounds, others are only spoken of in hushed whispers in backs of saloons in feared tones. Many a Desperado has some sort of catchphrase that echoes across the lands, spreading the legend further.

Desperado
Level Feature
3rd Bonus Proficiency, Threatening Shot
6th Taunt, Thieves' Cant
11th Fighting Styles (2 Options)
15th Fearless, Sharp Eyes
22nd Life on the Run, Kill in the Blink of an Eye

Bonus Proficiency

When you choose this archetype, you gain proficiency in Intimidation.

Threatening Shot

When you choose this archetype at the 3rd level, you gain the Threatening Shot Trick Shot.


  • Threatening Shot: As long as you have one unspent grit point you can shoot into the air in an attempt to Intimidate others as an action. Enemies within 40ft, who can hear must make a Charisma save DC= 8 + your proficiency + your Wisdom modifier. On a failed save, they are frightened of you for a minute.

Taunt

Once you reach 6th level, you gain a knack for pissing folks off just right so that their aim and focus is spoiled. You can use an action to taunt a creature within 60 feet of you which can see or hear you. The creature must make a Wisdom saving throw. On a failure, the creature is taunted by you for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours.

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Thieves' Cant

At the 6th level with your desperado lifestyle you have picked up thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Fighting Stlyes

Daredevils with a reckless, flashy style, desperadoes excel at fighting with one-handed firearms, either singly or in pairs.

Duelist Style

Starting at 11th level, when you are wielding a firearm in one hand and no other weapons, you gain a +4 bonus to damage rolls and +2 bonus to attack rolls with that firearm.

Two-Gun Style

Starting at 11th level, when you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full.

Fearless

Starting at 15th level, you've become so inured to danger that nothing really scares you anymore. Even surrounded by enemies and under constant heavy fire, you still manage to keep your head cool, zen-like. You become immune to the frightened condition.

Sharp Eyes

Starting at 15th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.

When this is overwritten by Vicious Intent, critical hits now land on 18-20.

Life on the Run

At the 22nd level, you have learned exactly how to give the law the slip in a chase, whether ducking into an alleyway or weaving through a crowd. You can't be tracked by non-magical means, unless you choose to leave a trail, and gain a permanent +5 to stealth checks. Additionally your criminal lifestyle has led you to improved haggling skills. When fencing stolen goods you may make a deception roll with advantage vs a DC set by the DM. On a success, you receive a 50% increase in sale price of a single sale.

At 22nd level, you are so blindingly fast that no one can draw and shoot faster than you... No one. When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.

Preacher

Preachers combine the studies of gunslingers with a pious devotion to their deity that allows them to cast spells like a paladin.

Preacher
Level Feature Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd Bonus Proficiency, Spellcasting, Ranged Smite 2 3 2 - - - -
4th - 2 4 3 - - - -
5th - 2 4 3 - - - -
6th Bane Shot 2 4 3 - - - -
7th - 2 5 4 2 - - -
8th - 2 6 4 2 - - -
9th - 2 6 4 2 - - -
10th - 3 7 4 3 - - -
11th Holy Aura 3 8 4 3 - - -
12th - 3 8 4 3 - - -
13th - 3 9 4 3 2 - -
14th - 3 10 4 3 2 - -
15th Shot of Disruption 3 10 4 3 2 - -
16th - 3 11 4 3 3 - -
17th - 3 11 4 3 3 - -
18th - 3 12 4 3 3 - -
19th - 3 12 4 3 3 1 -
20th - 3 13 4 3 3 1 -
21th - 4 13 4 3 3 2 -
22nd Pale Rider 4 14 4 3 3 2 -
23rd - 4 14 4 3 3 2 -
24th - 4 15 4 3 3 3 -
25th - 4 15 4 3 3 3 1

Bonus Proficiency

When you choose this archetype, you gain proficiency in Religion.

Spellcasting

At 3rd level, you have learned to augment your martial prowess with divine spellcasting. You can choose two cantrips from the cleric spell list. At 10th level, you can choose another cantrip from the cleric spell list.

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

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

Spells Known of 1st-Level and Higher. You know three 1st-level paladin spells of your choice.

The Spells Known column of the Subclass Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from the cleric spell list.

Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since your power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.

Ranged Smite

Beginning at 3rd level, your unique blend of martial and divine training allows you to "project" your smiting spells at a distance. A spell with "smite" in the name that can normally only be used with a melee weapon can now be used with a firearm, but only if the target is within normal range. When using a firearm this way, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Bane Shot

Starting at 6th level, attacks with your firearms deal 2d6 additional radiant damage against fiends and undead.

Holy Aura

Once you reach 11th level, you become permanently protected by a protection from evil and good spell which cannot be suppressed or dispelled.

Shot of Disruption

Beginning at 15th level, your firearm attacks are devastatingly powerful against fiends and undead, sundering the essence of wicked beings with every shot. If a fiend or undead has 50 hit points or fewer after taking damage from one of your firearm attacks, it must succeed on a Wisdom saving throw (DC = 8 + your Charisma modiier + your proficiency bonus) or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

Pale Rider

Starting at 22nd level, death simply can't stop your divine mission. Should you die, you will come back to life 1d4 hours later as if by a true resurrection spell. Once you have used this feature, you can't use it again until two weeks have passed. Additionally, you no longer suffer the drawbacks of old age.

Monk

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its clothwrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of com bat prow ess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their abilities on a par with those of a raging barba rian or a superbly trained fighter. Monks embrace th is seeming contradiction , for it speaks to the core of all monastic study. By coming to know oneself completely, one learns much of the wider world.

A monk's focus on inner mastery leads many such individua ls to become detached from society, more concerned with their personal experience tha n with happenings elsewhere. Adventuring monks are a rare breed of an a lready rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large.

Playing a monk character offers many intriguing opportunities to try something diffe rent. To distinguish your monk cha racter even further, consider the options in the sections that follow.

The Magic of Ki

Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this pow er within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them m ore pow er over their bodies and the bodies of their foes.

Training and Asceticism

Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seem s to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for som e kindness that the monks had performed for their families.

Some monks live entirely apart from the surrounding population, secluded from anything that might im pede their spiritual progress. Others are sworn to isolation, em erging only to serve as spies or assassins at the command of their leader, a noble patron, or som e other mortal or divine power.

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and m onks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accom plish a greater m ission than merely slaying monsters and plundering their treasure.

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Monastery

A monk studies in a monastery in pre paration for a life of asceticism. Most of those who enter a monastery make it their home for the rest of their lives, with the exception of adventurers and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need.

What sort of place was your monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way?

Master

During your studies, you were likely under the tutelage of a master who imparted to you the precepts of the order. Your master was the one most responsible for shaping your understanding of the ma rtial arts and your attitude toward the world. What sort of person was your master, and how did your relationship with your master affect you?

Monastic Icon

Even in the monastic lifestyle , which eschews materia lism a nd personal possessions, symbolism plays an important part in defining the identity of a n order. Some monastic orders treat certain creatures with special regard, either because the creature is tied to the order's history or because it serves as an example of a quality the monks seek to emulate.

If your character's monastery had a special icon, you might wear a crude image of the creature somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps your order's icon does not have a physical form but is expressed through a gesture or a posture that you adopt, and which other monks might know how to interpret.

The Monk
Level Proficiency Bonus Features Martial Arts Ki Points Unarmoured Movement
1st +2 Unarmored Defense, Martial Arts 1d4 - -
2nd +2 Ki, Unarmored Movement 1d4 2 +10ft
3rd +2 Monastic Tradition, Deflect Missiles 1d4 3 +10ft
4th +2 Ability Score Improvement, Slow Fall 1d4 4 +10ft
5th +3 Extra Attack, Stunning Strike 1d6 5 +10ft
6th +3 Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 +15ft
7th +3 Evasion, Stillness of Mind 1d6 7 +15ft
8th +3 Ability Score Improvement 1d6 8 +15ft
9th +4 Unarmored Movement improvement 1d6 9 +15ft
10th +4 Purity of Body 1d6 10 +20ft
11th +4 Monastic Tradition feature 1d8 11 +20ft
12th +4 Ability Score Improvement 1d8 12 +20ft
13th +5 Tongue of the Sun and Moon 1d8 13 +20ft
14th +5 Diamond Soul 1d8 14 +25ft
15th +5 Timeless Body 1d8 15 +25ft
16th +5 Ability Score Improvement 1d8 16 +25ft
17th +6 Monastic Tradition feature 1d10 17 +25ft
18th +6 Empty Body 1d10 18 +30ft
19th +6 Ability Score Improvement 1d10 19 +30ft
20th +6 Perfect Self 1d10 20 +30ft
21st +7 Purity of Sight 1d10 21 +30ft
22nd +7 Monastic Tradition feature 1d10 22 +35ft
23rd +7 Unerring Strikes 1d12 23 +35ft
24th +7 Ability Score Improvement 1d12 24 +35ft
25th +8 Ki Infused Strikes 1d12 25 +40ft

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Creating a Monk

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service perform ed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?

Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of som e violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there som ething you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.

Quick Build

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom . Second, choose the hermit background.

Class Features

As a monk, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per monk level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan’s tools or one musical instrument

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

• (a) a shortsword or (b) any simple weapon

• (a) a dungeoneer’s pack or (b) an explorer’s pack

• 10 darts

Unarmoured Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortsw ords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing arm or or wielding a shield:

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and m onk weapons.

• You can roll a d4 in place of the normal damage of your unarmed strike or m onk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarm ed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assum ing you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the D odge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

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Unarmoured Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Drunken Master, Way of the Four Elements, Way of the Kensei, Way of the Long Death, Way of the Open Hand, Way of the Shadow, and Way of the Sun Soul, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, 17th and 22nd level.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the sam e reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th,19th and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five tim es your m onk level.

Extra Attack

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

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcom ing resistance and immunity to nonm agical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. W hen you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charm ed or frightened.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material com ponents. When you do so, you can’t take any other creatures with you.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Purity of Sight

Starting at level 21, you gain truesight out to 120 feet.

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Unerring Strikes

Starting at level 23, your Ki fueled strikes rarely miss their mark. You add your wisdom modifier to the attack roll of your unarmed strikes.

Ki Infused Strikes

Starting at level 25, your Ki fuels strikes deal tremendous damage to the enemy. You add your wisdom modifier to the damage roll of your unarmed strikes.

Monastic Traditions

Seven traditions of monastic pursuit are com m on in the monasteries scattered across the multiverse. Most m onasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grow s m ore adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

Monastic Traditions
Way of the Drunken Master
Way of the Four Elements
Way of the Kensei
Way of the Long Death
Way of the Open Hand
Way of the Shadow
Way of the Sun Soul

Way of the Drunken Master

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustra ting to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the a rrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Way of the Drunken Master
Level Feature
3rd Bonus Proficiencies, Drunken Technique
6th Tipsy Sway
11th Drunkard's Luck
17th Intoxicated Frenzy
22nd Improved Flurry of Blows

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance s kill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicated Fury

At 17th level, you gain the ability to make an overwhelming number of a ttacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows a ttacks), provided that each Flurry of Blows attack targets a different creature this turn.

Improved Flurry of Blows

At level 22, When you use flurry of blows you can now make 3 attacks instead of 2.

Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, comonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Way of the Four Elements
Level Feature
3rd Disciple of the Elements, Elemental Disciplines (Deiciplines at 6th, 11th, 17th and 22nd levels)

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one o f these spells, you use its casting time and other rules, but you don’t need to provide material com ponents for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points
Monk Levels Maximum Ki Points for a Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6
21st-25th 7

Elemental Disciplines

The elemental disciplines are presented in alphabetical order by level. If a discipline requires a level, you must be that level in this class to learn the discipline.

No Level Requirement

Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the follow ing effects of your choice:

• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a show er of sparks, a puff of wind, a spray o f light mist, or a gentle rumbling of stone.

• Instantaneously light or snuff out a candle, a torch, or a sm all campfire.

• Chill or warm up to 1 pound of nonliving material for up to 1 hour.

• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d 10 fire damage.

Fist of Four Thunders. You can spend 2 ki points to cast thunderwave.

Fist of Unbroken Air. You can create a blast of com pressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3 d 10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.

Shape the Flowing River. A s an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.

Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.

Water Whip. You can spend 2 ki points as a bonus 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 3 d 10 bludgeoning damage, plus an extra 1d 10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

6th Level Required

Clench of the North Wind (6th Level Required). You can spend 3 ki points to cast hold person.

Gong of the Summit (6th Level Required). You can spend 3 ki points to cast shatter.

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11th Level Required

Eternal Mountain Defense (11th Level Required). You can spend 5 ki points to cast stoneskin, targeting yourself.

Flames of the Phoenix (11th Level Required). You can spend 4 ki points to cast fireball.

Mist Stance (11th Level Required). You can spend 4 ki points to cast gaseous form, targeting yourself.

Ride the Wind (11th Level Required). You can spend 4 ki points to cast fly, targeting yourself.

17th Level Required

Breath of Winter (17th Level Required). You can spend 6 ki points to cast cone of cold.

River of Hungry Flame (17th Level Required). You can spend 5 ki points to cast wall of fire.

Wave of Rolling Earth (17th Level Required). You can spend 6 ki points to cast wall of stone

22nd Level Required

Blue Dragon Lightning (22nd Level Required) You can spend 7 ki points to cast chain lightning.

Hands of Grumbar (22nd Level Required) You can spend 7 ki points to cast move earth.

Kiss of the Gorgon (22nd Level Required) You can spend 7 ki points to cast Flesh to Stone.

Way of the Kensei

Monks of the Way of the Kensei tra in relentlessly with the ir weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion , practice, a nd study.

Way of the Kensei
Level Feature
3rd Path of the Kensei (2 weapons)
6th One with the Blade, Path of the Kensei (3 weapons)
11th Sharpen the Blade, Path of the Kensei (4 weapons)
17th Unerring Accuracy, Path of the Kensei (5 weapons)
22nd Improved Agile Parry, Sharpen the Blade

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't a lready have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's featu res work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose anothe r type of weapon either melee or ranged to be a kensei weapon for you, following the crite ria above.

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and a re holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the sta rt of your next turn, while the weapon is in your hand and you aren't incapacitated.

At level 22, Agile parry now give a +4 bonus to AC instead of +2

Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do s o, any target you hit with a ranged a ttack using a kensei weapon takes an extra ld4 damage of the weapon's type. You re tain this benefit until the end of the current turn.

Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's s upplies.

One With the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike When you hit a target with a ke nsei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one ke nsei weapon you touch a bonus to attack a nd damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack a nd damage rolls.

At 22nd level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 10 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 10 minutes or until you use this feature again. This feature stacks with similar effects on items

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

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Way of the Long Death

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Way of the Long Death
Level Feature
3rd Touch of Death
6th Hour of Reaping
11th Mastery of Death
17th Touch of the Long Death
22nd Touch of Death

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

At level 22, you get a different form of touch of death as follows: When you reduce a creature with 5 feet of you to 0 hit points, you gain temporary hit points equal to two times your wisdom modifier + you monk level. These temporary hit points last until they are depleted.

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. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1to10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Way of the Open Hand
Level Feature
3rd Open Hand Technique
6th Wholeness of Body
11th Tranquility
17th Quivering Palm
22nd Open Palm Technique

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki w hen you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can im pose one of the following effects on that target:

• The target must succeed on a Dexterity saving throw or be knocked prone.

• The target must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

• The target can’t take reactions until the end of your next turn.

At level 22, open hand technique gets modified in the following way: You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your flurry of blows, you can impose one of the following effects on that target: It must succeed on a dexterity saving throw or be knocked prone. If it is knocked prone the fall to the floor does 2d10 force damage. It must make a strength saving throw. If it fail, you can push it up to 60 feet away from you. If it collides with something on the way if must then make a acrobatics check or fall prone. It can't take reactions until end of turn. It take an additional 2d10 force damage.

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

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Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harm less unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d 10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harm lessly without using an action.

Way of the Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family mem bers, forming a clan sworn to secrecy about their arts and m issions. Other monasteries are m ore like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Way of the Shadow
Level Feature
3rd Shadow Arts
6th Shadow Step
11th Cloak of Shadows
17th Opportunist
22nd Shadow Arts

Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material com ponents. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 11th level, you have learned to becom e one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you can exploit a creature's momentary distraction w hen it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature

Way of the Sun Soul

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Way of the Sun Soul
Level Feature
3rd Radiant Sun Bolt
6th Searing Arc Strike
11th Searing Sunburst
17th Sun Shield
22nd Furious Reprisal

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die cha nges as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this specia l attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this specia l attack can be used for any of the attacks you make as part of the Attack action.

Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus a ny additiona l points) that you can spend on the spell equals half your monk level

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Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant Light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius a nd dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light s hines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Furious Reprisal

Starting at level 22, Whenever you take damage you may spend 2 ki points to cast furious reprisal spell on the source. This is funtionally the same as hellish rebuke, however, the difference is that this hellish rebuke does radiant damage. You can spend additional ki points to cast furious reprisal as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points that you can spend equal half your monk level.

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Paladin

Clad in plate armour that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and w hispers an oath, and two ores are dead before they even realize he is there. Silver hair shining in a shaft of light that seem s to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. W hether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

The Curse of Righteousness

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power com es as much from a commitment to justice itself as it does from a god.

Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Beyond the Mundane Life

Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough am ong the ranks of the militias and arm ies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

Creating a Paladin

The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining arm or venturing forth to smite evil? Are you a glorious cham pion of the light, cherishing everything beautiful that stands against the shadow, a knight w hose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those w ho have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix A lists many deities worshiped by paladins throughout the multiverse.

How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you w ere at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did som e terrible event—the destruction of your home, perhaps— drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.

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As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.

A paladin is a living embodiment of an oath-a promise or a vow made manifest in the person of a holy warrior who has the skill and the determination to see the cause through to the end. Some paladins devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of law.

Although no paladin in the world could be described as typical, a number of them are narrow-minded do-gooders who refuse to tolerate even the smallest deviation from their own outlook. Paladins who take up the adventuring life, however, rarely remain so rigid in their attitudes-if only to keep from alienating their companions.

Personal Goal

The precepts of a paladin's oath provide purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. Paladins who swear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.

If your paladin character has a personal goal, it might be drawn from some life event and thus not directly tied to the oath.

Symbol

Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and communicates that message to those around you, friend and foe alike. Your symbol might be displayed on a banner, a flag, or your cloth ing for all to see. Or it could be less obvious, such as a trinket or a token that you carry concealed on your person.

Temptation

Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling. What is the temptation that your character succumbs to or finds it difficult to resist?

Nemesis

Their adherence to a sacred oath demands that paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a paladin's most persistent or most form idable foe- a nemesis whose presence or influence is a constant factor in a paladin's life.

Your paladin character might have an enemy that dates from the days before you took up your path. Or you could be a target because when you became a paladin, you immediately attracted the attention of those that wou ld do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?

Quick Build

You can make a paladin quickly by follow ing these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.

Class Features

As a paladin, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

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

Equipment

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

• (a) a martial weapon and a shield or (b) two martial weapons

• (a) five javelins or (b) any simple melee weapon

• (a) a priest’s pack or (b) an explorer’s pack

• Chain mail and a holy symbol

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The Paladin
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Divine Sense, Lay on Hands - - - - - - -
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 - - - - - -
3rd +2 Divine Health, Sacred Oath 3 - - - - - -
4th +2 Ability Score Improvement 3 - - - - - -
5th +3 Extra Attack 4 2 - - - - -
6th +3 Aura of Protection 4 2 - - - - -
7th +3 Sacred Oath feature 4 3 - - - - -
8th +3 Ability Score Improvement 4 3 - - - - -
9th +4 - 4 3 2 - - - -
10th +4 Aura of Courage 4 3 2 - - - -
11th +4 Improved Divine Smite 4 3 3 - - - -
12th +4 Ability Score Improvement 4 3 3 1 - - -
13th +5 - 4 3 3 1 - - -
14th +5 Cleansing Touch 4 3 3 2 - - -
15th +5 Sacred Oath feature 4 3 3 2 - - -
16th +5 Ability Score Improvement 4 3 3 3 - - -
17th +6 - 4 3 3 3 1 - -
18th +6 Aura improvements, Sacred Oath Aura (some) 4 3 3 3 1 - -
19th +6 Ability Score Improvement 4 3 3 3 2 - -
20th +6 Sacred Oath feature 4 3 3 3 2 - -
21st +7 Improved Fighting Style 4 3 3 3 2 1 -
22nd +7 Sacred Oath Feature 4 3 3 3 2 1 -
23rd +7 Channel Divinity (2/rest) 4 3 3 3 2 1 -
24th +7 Ability Score Improvement 4 3 3 3 2 1 -
25th +8 Epic Aura Improvement, Epic Divine Smite 4 3 3 3 2 1 1

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly m usic in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence o f any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a num ber of times equal to 1 + your Charisma modifier. When you finish a long rest you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

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Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the follow ing options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defence

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapong Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

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 im pose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you ch oose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

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

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

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 19th, and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minim um bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

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

Sacred Oaths

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

Sacred Oaths
Oath of the Ancients
Oath of Conquest
Oath of the Crown
Oath of Devotion
Oath of Redemption
Oath of Vengeance

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their arm or and clothing with im ages of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.

Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath of the Ancients
Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Warding
15th Undying Sentinel
20th Elder Champion
22nd Improved Nature's Wrath

Oath of the Ancients Spells

Paladin Level Spells
3rd ensnaring strike, speak with animals
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride

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Channel Divinity

W hen you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the odge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks o f old age, and you can’t be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

• At the start of each of your turns, you regain 10 hit points.

• Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

Improved Nature's Wrath

Starting at level 22, you can use your channel divinity to invoke primeval forces to ensnare foes. As an action or bonus action, you can cause spectral vines to spring up and reach for all enemy creatures within 20 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of its turns. On a success, it frees itself and its vines vanish.

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The arcbdevil Bel, warlord of Avernus, counts many of these paladins- called hell knights- as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it s ha ll be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

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Oath of Conquest
Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Conquest (10 ft.)
15th Scornful Rebuke
18th Aura of Conquest (30 ft.)
20th Invincible Conqueror
22nd Improved Guided Strike

Oath of Conquest Spells

Paladin Level Spells
3rd armor of Agathys, command
5th hold person, spiritual weapon
9th bestow curse, fear
13th dominate beast, stoneskin
17th cloudkill, dominate person

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a + 10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equa l to ha lf your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke

Starting at 15th level, those who dare to strike you a re psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: You have resistance to a ll damage.

• When you take the Attack action on your turn, you can make one additiona l attack as part of that action.

• Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Once you use this feature, you can't use it again until you finish a long rest.

Improved Guided Strike

At level 22 you can use your channel divinity to strike with supernatural accuracy. When you make an attack roll, you can use your channel divinity to automatically hit(even if you roll a 1). You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath of the Crown
Level Feature
3rd Oath Spells, Channel Divinity
7th Divine ALlegiance
15th Unyielding Spirit
20th Exalted Champion
22nd Improved Turn the Tide

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Oath of the Crown Spells

Paladin Level Spells
3rd command, compelled duel
5th warding bond, zone of truth
9th aura of vitality, spirit guardians
13th banishment, guardian of faith
17th circle of power, geas

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options.

Champion Challenge. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to ld6 +your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Spirit

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

• Your allies have advantage on death saving throws while within 30 feet of you.

• You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature,

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate im ages of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact w ords and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don’t lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those w ho threaten them. Show mercy to your foes, but tem per it with wisdom .

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath of Devotion
Level Feature
3rd Oath Spells, Channel Divinity
7th Divine Allegiance
15th Purity of Spirit
20th Holy Nimbus
22nd Improved Sacred Weapon

Oath of Devotion Spells

Paladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

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Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The w eapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charm ed w hile you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Improved Sacred Weapon

At level 22, your feature of sacred weapon changes as follows: As an action or bonus action, you can imbue one weapon that you are holding with positive energy, using your channel divinity. For 1 minute, you add twice your charisma modifier to attack rolls made with that weapon (with a minimum bonus of +5). The weapon also emits bright light in a 100 foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it become magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence a nd justice is one that anyone can walk. These pa ladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace a nd justice.

Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.

Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the conseque nces fully understood, but once you have made the decision, follow through with it knowing your path is just.

Oath of Redemption
Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of the Guardian (10 ft.)
15th Protective Spirit
18th Aura of the Guardian (30 ft.)
20nd Emissary of Redemption
22nd Improved Rebuke the Violent

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Oath of Redemption Spells

Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th Otiluke's resilient sphere, stoneskin
17th hold monster, wall of force

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to ld6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:

• You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).

• Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Oath of Vengeance

The Oath of Vengeance is a solem n commitment to punish those who have com m itted a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins— sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing w rongdoers by any m eans necessary. Paladins w ho uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those w ho do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath of Vengeance
Level Feature
3rd Oath Spells, Channel Divinity
7th Relentless Avenger
15th Soul of Vengeance
20th Avenging Angel
22nd Improved Vow of Enmity

Oath of Vengeance Spells

Paladin Level Spells
3rd bane, hunter’s mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

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Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. W hile frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Vow of Enmity

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance

Starting at 15th level, the authority with w hich you speak your Vow of Enmity gives you greater pow er over your foe. When a creature under the effect o f your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

At 20th level, you can assum e the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

• Wings sprout from your back and grant you a flying speed of 60 feet.

• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a W isdom saving throw or becom e frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

Improved Vow of Enmity

At level 22, as a bonus action, you can utter a vow of enmity against a creature you can see within 60 feet of you, using your channel divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Furthermore each weapon attack you do against it does 1d8 extra weapon damage.

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Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the ores he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becom es a whirlwind of steel, cutting dow n one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the m ost distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independant Adventures

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In som e places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the com forts of a dry bed and a hot bath. Faced with city-bred adventurers w ho grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers w ho can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.

A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are s urvivalists who eschew civilization a ltogether. They vanquis h monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms a nd other civilized realms that they avoid, so be it. If you're creating or playing a ranger character, the following sections offer ideas for embellis hing the character and enhancing your roleplaying experience.

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View of the World

A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some range rs have an attitude toward civilization that's deeply rooted in disda in, while others pity the people they have sworn to protect- though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.

If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?

Homeland

All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.

Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?

Sworn Enemy

Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.

What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?

Creating a Ranger

As you create your ranger character, consider the nature o f the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain— perhaps by the sam e kind of monster that becam e your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse w ho learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What’s the source of your particular hatred of a certain kind of enemy? Did a m onster kill som eone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change?

What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build

You can make a ranger quickly by follow ing these suggestions. First, make Dexterity your highest ability score, followed by Wisdom . (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

Class Features

As a ranger, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

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

• (a) scale mail or (b) leather arm or

• (a) two shortswords or (b) two simple melee weapons

• (a) a dungeoneer’s pack or (b) an explorer’s pack

• A longbow and a quiver of 20 arrows

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The Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Favoured Enemy, Natural Explorer - - - - - - - -
2nd +2 Fighting Style, Spellcasting 2 2 - - - - - -
3rd +2 Ranger Archetype, Primeval Awareness 3 3 - - - - - -
4th +2 Ability Score Improvement 3 3 - - - - - -
5th +3 Extra Attack 4 4 2 - - - - -
6th +3 Favoured Enemy and Natural Explorer improvements 4 4 2 - - - - -
7th +3 Ranger Archetype feature 5 4 3 - - - - -
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 - - - - -
9th +4 - 6 4 3 2 - - - -
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2 - - - -
11th +4 Ranger Archetype feature 7 4 3 3 - - - -
12th +4 Ability Score Improvement 7 4 3 3 - - - -
13th +5 - 8 4 3 3 1 - - -
14th +5 Favoured Enemy improvement, Vanish 8 4 3 3 1 - - -
15th +5 Ranger Archetype feature 9 4 3 3 2 - - -
16th +5 Ability Score Improvement 9 4 3 3 2 - - -
17th +6 - 10 4 3 3 3 1 - -
18th +6 Feral Senses 10 4 3 3 3 1 - -
19th +6 Ability Score Improvement 11 4 3 3 3 2 - -
20th +6 Foe Slayer 11 4 3 3 3 2 - -
21st +7 Improved Fighting Style 12 4 3 3 3 2 1 -
22nd +7 Ranger Archetype feature 12 4 3 3 3 2 1 -
23rd +7 Improved Land Stride 13 4 3 3 3 2 1 -
24th +7 Ability Score Improvement 13 4 3 3 3 2 1 -
25th +8 Favoured Enemy Bonus 14 4 3 3 3 2 1 1

Favoured Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type o f favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

At level 25 you get a bonus to damage favored enemies each time. This bonus is a +5 to damage rolls and +1 to saving throws.

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the benefits on the next page:

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• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find tw ice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Two Weapon Fighting

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

Spellcasting

By the time you reach 2nd level, you have learned to use the m agical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

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

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list. The Spells Known colum n of the Ranger table shows when you learn more ranger spells o f your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

W isdom is your spellcasting ability for your ranger spells, since your m agic draws on your attunement to nature. You use your W isdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier w hen setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, 15th and 22nd level.

Ranger Archetypes
Beast Master
Gloom Stalker
Horizon Walker
Hunter
Monster Slayer

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Ability Score Improvement

W hen you reach 4th level, and again at 8th, 12th, 16th, 19th, and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

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Land's Stride

Starting at 8th level, moving through nonm agical difficult terrain costs you no extra movement. You can also pass through nonm agical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a sim ilar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to im pede movement, such those created by the entangle spell.

At level 23, You may extend all the benefits of land's stride to up to 12 creatures within 60 feet of you that you can see.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are cam ouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and w ide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must cam ouflage yourself again to gain this benefit.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

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

Improved Fighting Style

At level 21, fighting styles have been improved in the following ways:

Improved Archery

You gain a +5 bonus to attack rolls you make with ranged weapons.

Improved Defense

While wearing armor, you gain a +4 bonus to AC

Improved Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +5 to damage rolls with that weapon.

Improved Two Weapon Fighting

When you engage in two-weapon fighting, you can make two attacks with your off hand instead of one.

Ranger Archetypes

The ideal of the ranger has many expressions from the more classic Hunter and Beast Master to the more exotic Deep Gloom Stalker, Horizon Walker, or the Monster Slayer.

Beast Master

The Beast Master archetype em bodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the w ilderness alike. Emulating the Beast Master archetype m eans com m itting yourself to this ideal, working in partnership with an animal as its com panion and friend.

Beast Master
Level Feature
3rd Ranger's Companion
7th Exceptional Training
10th Bestial Fury
15th Share Spells
22nd Improved Exceptional Training

Ranger's Companion

At 3rd level, you gain a beast companion that accom panies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D of the Player's Handbook presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its norm al maximum or four tim es your ranger level, whichever is higher.

The beast obeys your com m ands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally com m and the beast where to move (no action required by you). You can use your action to verbally com m and it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

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If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the sam e type of beast as before or a different one.

Exceptional Training

Beginning at 7th level, on any of your turns when your beast com panion doesn’t attack, you can use a bonus action to com m and the beast to take the Dash, Disengage, Dodge, or Help action on its turn.

At level 22, you beast companion(s) may take the dash, disengage, dodge, or help action without you telling it to (you still command it but don't need to use a bonus action). Through working together so long the best knows to do this on its own.

Bestial Fury

Starting at 11th level, your beast com panion can make two attacks when you command it to use the Attack action.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast com panion with the spell if the beast is within 30 feet of you.

Gloom Stalker

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to a mbush threats before they can reach the broader world. Such ra ngers a re often found in the Underdark, but they will go a ny place where evil lurks in the shadows.

Gloom Stalker
Level Feature
3rd Gloom Stalker Magic, Dread Ambusher, Umbral Sight
7th Iron Mind
10th Stalker's Flurry
15th Shadowy Dodge
22nd Improved Dread Ambusher

Gloom Stalker Magic

Starting at 3rd level, you learn a n additiona l spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Dread Ambusher

At 3rd level, you master the art of the ambus h. You can give yourself a bonus to your initiative rolls equa l to your Wisdom modifier.

At the start of your first turn of each combat, your wal king s peed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

At level 22, now when you take the attack action on the first turn, you can make 2 additional weapon attacks and they each add 1d8 extra damage of that weapons type.

Umbral Sight

At 3rd level, you gain darkvision out to a ra nge of 60 feet. If you a lready have dark vision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Iron Mind

By 7th level, you have honed your a bility to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you a lready have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

At 11th level, you learn to attack with such unexpected 1 speed that you can turn a miss into a nother strike. Once on each of your turns when you miss with a weapon atack, you can make a nother weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

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Horizon Walker

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse - especially fey, and elementals - that work to preserve life and the order of the planes.

Horizon Walker
Level Feature
3rd Horizon Walker Magic, Detect Portal, Planar Warrior
7th Ethereal Step
10th Distant Strike, Planar Warrior
15th Spectral Defense
22nd Planar Warrior

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd protection from evil and good
5th misty step
9th haste
13th banishment
17th teleportation circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

At level 22, as a bonus action, choose one creature you can see within 90 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes and extra 5d8 force damage from the attack.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

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

Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter
Level Feature
3rd Hunter's Prey
7th Defensive Tactics
10th Multiattack
15th Superior Hunter's Defense
22nd Improved Hunter's Prey

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Hunter's Prey

At 3rd level, you gain one of the follow ing features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or m isses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.


At level 22, hunter's prey improves in the following ways:

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature take and extra 1d8 damage.

Giant Killer. When a large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature twice immediately after its attack, provided you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make two attacks with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defenssive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any num ber of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number o f creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the sam e attack against another creature (other than itself) of your choice.

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

Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Monster Slayer
Level Feature
3rd Monster Slayer Magic, Hunter's Sense, Slayer's Prey
7th Supernatural Defense
10th Magic-User's Nemesis
15th Slayer's Counter
22nd Improved Slayer's Prey

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

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Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the ta rget of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

At level 22, slayer's prey does an additional 3d6 damage instead of 1d6 with the first weapon attack each turn.

Supernatural Defense

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Magic-user's Nemesis

At 11th level, you gain the abil ity to thwart someone else's magic. ~hen you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magica lly foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its s pe ll or teleport fails and is wasted.

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

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically s ucceeds, in addition to the attack's normal effects.

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Rogue

Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend m oves forward to kick the door open.

A human lurks in the shadows of an alley while his accom plice prepares for her part in the ambush. When their target—a notorious slaver—passes the alleyway, the accomplice cries out, the slaver com es to investigate, and the assassin’s blade cuts his throat before he can make a sound.

Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their com bat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarm ing traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

A Shady Living

Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crim e families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scam s and heists. A few rogues make an honest living as locksm iths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.

As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. S om e have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure


Guilty Pleasure

Most of what rogues do revolves a round obtaining treas ure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are enticed away from that path by a compulsion that clouds their thinking-an irresistible need that must be satisfied, even if doing so is risky.

A rogue's guilty pleasure could be the acquisition of a physical item, something to be experienced, or a way of conducting oneself at certa in times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle guard. Another one can't go through a day in the city without lifting a purse or two, just to keep in practice.

What's the one form of temptation that your rogue character can't resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions?

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The Rogue
Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves’ Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Roguish Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6
21st +7 Improved Expertise 11d6
22nd +7 Roguish Archetype feature 11d6
23rd +7 Improved Uncanny Dodge 12d6
24th +7 Ability Score Improvement 12d6
25th +8 Improved Cunning Action 13d6

Adversary

Naturally, those who enforce the law are bound to come up against those who break it, and it's the rare rogue who isn't featured on at least one wa nted poster. Beyond that, it's in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they're likely to be ha rder to deaJ with than the average member of the city watch.

If your character's backstory doesn't a lready include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you've been the subject of scrutiny for a while from someone who wants to use you for ne farious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure.

Does your rogue character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life?

Creating a Rogue

As you create your rogue character, consider the character’s relationship to the law. D o you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or som e other desire or ideal? W hat w as the trigger that led you away from your previous life? Did a great con or heist gone terribly w rong cause you to reevaluate your career? Maybe you w ere lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your hom e? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another m em ber of your adventuring party—w ho show ed you new possibilities for earning a living and employing your particular talents.

Quick Build

You can make a rogue quickly by following these suggestions. First. Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.

Class Features

As a rogue, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, simple firearms
  • Tools: Thieves’ tools

  • Saving Throws: Dexterity. Intelligence
  • Skills: Choose four from Acrobatics, Athletics,Deception. Insight, Intimidation, Investigation, Perception, Perform ance. Persuasion, Sleight of Hand, and Stealth

Equipment

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

• (a) a rapier or (b) a shortsword

• (a) a shortbow and quiver of 20 arrows or (b) a shortsword

• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack

• Leather armor, two daggers, and thieves’ tools

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Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you m ake that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

At level 21 you can add your proficiency bonus again on top of expertise and have it stack. You pick two skills or thieves tools that you have expertise in to get this benefit. At level 26 you choose two expertise skills again.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seem ingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the sam e idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

At level 25 you can take the dash, disengage, or hide action for free but only once a turn and only once for either of these three. This actually doesn't overwrite the previous cunning action. So for example you can dash for free, then dash with cunning action, and then dash with your action on your turn.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Arcane Trickster, and more all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th 17th, and 22nd level.


Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, 19th, and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

At level 23 uncanny dodge no longer requires a reaction but is limited to 30 times per long rest. At level 29, and level 37 you can use uncanny dodge 30 more times per rest. So 30 level 23, 60 level 29, and 90 level 37.

Evasion

Beginning at 7th level, you can nimbly dodge out o f the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. W hen you are subjected to an effect that allows you to m ake 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.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding w hen you need to. If your attack m isses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.

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Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, em bodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques

Roguish Archetypes
Arcane Trickster
Assassin
Inquisitive
Mastermind
Scout

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the w izard spell list.

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. The Arcane Trickster Spellcasting table show show many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the w izard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn m ore wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one o f the wizard spells you know with another spell of your choice from the w izard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a w izard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Trickster
Level Feature Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd Spellcasting, Mage Hand Legerdemain 3 3 2 - - - -
4th - 3 4 3 - - - -
5th - 3 4 3 - - - -
6th - 3 4 3 - - - -
7th - 3 5 4 2 - - -
8th - 3 6 4 2 - - -
9th Magical Ambush 3 6 4 2 - - -
10th - 3 7 4 3 - - -
11th - 4 8 4 3 - - -
12th - 4 8 4 3 - - -
13th Versatile Trickster 4 9 4 3 2 - -
14th - 4 10 4 3 2 - -
15th - 4 10 4 3 2 - -
16th - 4 11 4 3 3 - -
17th Spell Thief 4 11 4 3 3 - -
18th 4 11 4 3 3 - -
19th - 4 12 4 3 3 1 -
20th - 4 13 4 3 3 1 -
21st - 5 13 4 3 3 1 -
22nd Mage Hand Expert 5 14 4 3 3 2 -
23rd - 5 14 4 3 3 2 -
24th - 5 15 4 3 3 2 -
25th - 5 15 4 3 3 3 1

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Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the follow ing additional tasks with it:

• You can stow one object the hand is holding in a container worn or carried by another creature.

• You can retrieve an object in a container w orn or carried by another creature.

• You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it m akes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a w izard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

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

Mage Hand Expert

Starting at level 22, mage hand can now carry up to 150 pounds and always seems to be active around the character. It can equip a weapon or shield. It can be controlled without a second thought. You can cast mage hand to get a second hand but it doesn't have these qualities and instead acts like it would at lower levels of arcane trickster. Further more you can now as a bonus action do one weapon attack with it and it deals 5d6 sneak attack damage. If you have a shield equipped you get the defensive bonuses of that shield.


Assassin

You focus your training on the grim art of death. Those w ho adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enem ies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Assassin
Level Feature
3rd Bonus Proficiencies, Assassinate
9th Infiltration Expertise, Poisoner
13th Impostor
17th Death Strike
22nd Improved Poisoner

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to som eone else. For example, you might acquire appropriate clothing, letters of introduction, and officiallooking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the com pany of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Poisoner

Starting at level 9, when you use poison whether to coat a weapon or to poison someone's food the damage done is double and if relevant the time it takes to take effect may be doubled or halved(your choice).

At level 22, you have additional effects to poisoner as follows: Against your poison creatures are more susceptible. If they would have immunity then are resistant when it comes to the damage of your poison, If they have resistance they take damage from your poison as normal, if they take damage as normal from poison they are vulnerable to your poison, and if they are normally vulnerable to poison they take 3 times the poison damage from your poison. Again this is only if it is on your weapon

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Impostor

At 13th level, you gain the ability to unerringly m im ic another person’s speech, writing, and behavior. You must spend at least three hours studying these three com ponents of the person’s behavior, listening to speech, exam ining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects som ething is am iss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike

Starting at 17th level, you becom e a master of instant death. W hen you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Inquisitive
Level Feature
3rd Ear for Deceit, Eye for Detail, Insightful Fighting
9th Steady Eye
13th Unerring Eye
17th Eye for Weakness
22nd Improved Insightful Fighter

Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden c reature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.


Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that ta rget even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you s uccessfu lly use this feature against a different target.

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more tha n half your speed on the same turn.

Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you , but you gain no insight into what is h idden or into its true nature.

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

Eye for Weakness

At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage aga inst that creature increases by 3d6.

Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Mastermind
Level Feature
3rd Master of Intrigue, Master of Tactics
9th Insightful Manipulator
13th Misdirection
17th Soul of Deceit
22nd Improved Master of Tactics

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Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, a nd one gaming set of your choice. You a lso learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns a nd accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Starting at level 22, when you use the help action or help bonus action you can use it on up to 3 creatures of your choice.

Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observi ng or inte racting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

• Intelligence score

• Wisdom score

• Charisma score

• Class levels (if any)

At the DM's option, you might a lso realize you know a piece of the creature's history or one of its personality tra its, if it has any.

Misdirection

Beginning at 13th level, you can sometimes cause a nother creature to suffer an attack meant for you. When you a re targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you a llow it. You can present fa lse thoughts by s ucceeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you a re being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts ser ve as the eyes and ears of war bands. Ambusher, spy, bounty hunter- these are just a few of the roles that Scouts assume as they range the world.


Scout
Level Feature
3rd Skirmisher, Survivalist
9th Superior Mobility
13th Ambush Master
17th Sudden Strike
22nd Improved Skirmisher

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

At 22nd level, you can move up to your movement speed as a reaction when an enemy moves within 5 feet of you. This movement doesn't provoke opportunity attacks.

Survivalist

W hen you choose this archetype at 3rd level. you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility

At 9th level. your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike

Starting at 17th level, you can strike w ith deadly speed. Jf you take the Attack action on your turn, you can make one additional attack as a bonus action. T his attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are br utes clad in heavy armor, your method of fighting look s almost like a per formance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

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Swashbuckler
Level Feature
3rd Fancy Footwork, Rakish Audacity
9th Panache
13th Elegant Maneuver
17th Master Duelist
22nd Improved Fancy Footwork

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Starting a level 22, you don't provoke opportunity attacks from moving away from creatures.

Rakish Audacity

Star ting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are w ithin 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. T he creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it w ith a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do any thing harmful to it.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.


Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you m iss with an attack roll, you can roll it again w ith advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

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Samurai

Warriors of old and soldiers of war, wielding techniques perfected and passed down through countless generations strike fear into those that witness them on the battlefield. While not in combat, they prefer to keep to themselves. There is very little, if anything, they hold more value in than their honor.

A human in oddly dressed attire spots a foot soldier up ahead surrounded by goblins. He rushes over with extraordinary speed and charges in between the barrage of incoming blades, shielding every last one with his scabbard. The goblins step back, however it was too late. The crackle of lightning fills the air as each goblin falls simultaneously. He flicked his blade, sheathed his sword, and kept on his way.

As a Firbolg silently drinks his ale two men interrupt him, threatening him to give over all his money. The Firbolg snickers, then continues drinking his ale. The two men attack. With unnatural speed the Firbolg throws his ale up in the air and lazily dodges the first jab. He tosses his chair toward the second man before he could react and in a single blink of an eye, his curved blade presses at the others neck. The Firbolg instinctively catches his ale and takes a sip.

An Orc charges toward an Elf, who stands calm and composed. As the Orc closes in, the Elf focuses until her mind is completely blank. She opens her eyes and notices an opening in the Orc's defense. The Orc lifts his greatclub and gets ready to strike. As they meet halfway, the Elf ever so slightly dodges his attack then gracefully cleaves through from the left waist past its right shoulder. The beast lets out an ugly scream, then falls at her feet.

Regardless of the origin or path of these swordsmen, one thing is certain, they are all known as Samurai.

The Spirit

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

A Reason to Fight

Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?

Creating a Samurai

Were you born into your characters allegiance, or were you training for the day you could call yourself a Samurai? Did you have your weapon passed down to you by your parents, or did you acquire your weapons known as the soul of a Samurai from the local lord of your residence or your master? Did you always have a soul that was meant for honorable deeds in word, action and thought? If this is so, what drove you to such selfless service?

Quick Build

You can make a samurai quickly by following these suggestions. First, constitution should be your highest ability score, followed by Wisdom. Second, choose the soldier background. Third, choose a longsword, a chain shirt, and an explorer's pack as your starting equipment. Choose either the painter's supplies or the musical instrument, depending on your samurai's preferred artistic pursuit.

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The Samurai
Level Proficiency Bonus Features
1st +2 Weapon Dancer, Daisho Set
2nd +2 Fighting Stance,
3rd +2 Way of Bushido Style feature
4th +2 Ability Score Increase
5th +3 Parry, Extra Attack
6th +3 Way of Bushido Style feature
7th +3 -
8th +3 Ability Score Increase
9th +4 Elegant Courtier, Acrobatics Master
10th +4 Way of Bushido Style feature
11th +4 One With the Blade
12th +4 Ability Score Increase
13th +5 Precise Strike
14th +5 -
15th +5 Way of Bushido Style feature
16th +5 Ability Score Increase
17th +6 Strength in the Face of Death
18th +6 Way of Bushido Style feature
19th +6 Ability Score Increase
20th +6 Fruits of Discipline, Rōnin
21st +7 Wind Rider
22nd +7 Way of Bushido Style feature
23rd +7 -
24th +7 Ability Score Increase
25th +8 Possessed Blade

Class Features

As a samurai, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light and Medium Armor
  • Weapons: Simple weapons, martial weapons
  • Tools: A gaming set, artisan's tools, one musical instrument of your choice

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose 3 from Acrobatics, Athletics, Insight, Intimidation, Perception, Survival, and Stealth

Equipment

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

• (a) Leather armor or (b) Chain mail

• (a) A Longsword (Katana, has both the Versatile and Finesse properties) and a Dagger (Tanto), or (b) A Greatsword (Nodachi or Katana) or a Glaive (Naginata), or (c) A Longbow and 20 arrows, a Tanto and one simple weapon

• A Shortsword (Wakizashi)

• (a) Scholar's pack or (b) Explorer's pack or (c) Painter's supplies or (d) A musical instrument of your choice

Weapon Dancer

As a samurai, you are extremely proficient in the use of lighter melee weapons in combat. When wielding a melee weapon without the heavy or two-handed properties, you can use either your Strength or Dexterity modifier for the attack and damage roll of the attack.

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PART 3 | CLASSES

Daisho Set

You start out with your chosen Samurai weapons: the Katana/Nodachi/Naginata/Longbow and a Wakizashi. They represent your honor and the souls of your ancestors. You may carve a symbol of your choice into the the weapon. If your weapon is lost or destroyed, you can summon it back to you by drawing the symbol (in blood) you carved, onto a solid surface that is larger than your weapon. This requires meditating over a long rest to complete. You must be on the same plane of existence that you lost the weapon to succeed in this.

Fighting Stance

Time in brutal training has allowed you to perfect your ability to adapt your stance to your opponents in combat. You can learn a total of 8 different Stances (Void Stance is only unlocked at level 15). You start with 2 and learn 2 new stances at the 5th and 10th level.

A Stance is activated and changed as a bonus action, and lasts for 1 minute, or until you activate a different Stance, if you are knocked prone, become grappled or restrained. The number of times a Samurai can activate a Stance a day is equal to your total Samurai Level + Con Mod. Once per day when you finish a short rest, you can choose to recover expended uses of Stances, that is equal to or less than half your Samurai level (rounded up), a long rest restores all expended uses.

Stone Stance. When you enter this stance and at the start of each of your turns while you have at least 1 hit point or more remaining, you gain a number of temporary hit points equal to your Constitution Modifier (Minimum of 1) + your proficiency bonus. These temporary hit points last until you are no longer in this stance. Once per turn, when you hit a creature with a weapon attack, you deal an additional 5 weapon damage to the creature. Opportunity attacks made against you are rolled with advantage and if you use more than half of your movement speed in a turn, this stance immediately ends.

Wind Stance. While in this stance, you become both quick and maneuverable. You may take the Dash or Disengage action as a bonus action, and you ignore difficult terrain when you Dash. Melee attack rolls made against you are at disadvantage and upon an attack missing you are able to make an attack of opportunity against them if they are within weapon range. If you have access to Strike from the Void, you can use one of the charges to make this attack regardless of range.

Water Stance. When you successfully hit a creature with a melee weapon attack while in this stance, you may immediately spend your bonus action to attempt to knock the creature prone. If you do this, you force them to make a Dexterity saving throw equal to (8 + your Strength modifier + your proficiency bonus). Failing this attempt grants the creature advantage on their next attack made against you. Additionally, while in this stance, landing an attack of opportunity on an enemy reduces that creatures movement to zero until the beginning of its next turn.

Earth Stance. While you are in this stance, you have advantage on Strength checks made to grapple and can hold a two-handed weapon in one hand whilst grappling a creature. Additionally, on one attack per turn, you may use your bonus action to gain a bonus to your AC equal to your proficiency modifier if the attack hit. This bonus AC lasts until the start of your next turn. Also while in this stance your feet are planted firmly on the ground, doing this grants advantage on Strength saving throws and disadvantage on Dexterity saving throws.

Fire Stance. While in this stance, you focus all you have on offence by sacrificing your defences. The first attack you make each turn and attacks of opportunities (both made by you and against you) are made with advantage. Additionally, you suffer a -2 to AC as long as you are in this stance. When you hit a creature with an attack, you may add your Proficiency Modifier to the damage roll as fire damage, which also doubles on a critical hit.

Lightning Stance. As long as you are in this stance; if you use the Dash action, you can attack all the enemies that you come within weapon range of. These attacks require your bonus action. Treat them as critical if they hit enemies who are unaware of you and are unprepared for the attack. Also, you can use your action to attack a single target furiously 3 times. These attacks are incredibly fast but difficult to land accurately, and as such attack rolls are made without proficiency or ability score bonuses (damage is dealt normally with each hit). At the 10th level, you can use this stance to attack a single target 5 additional times without proficiency bonus.

Void Stance. While in this stance, your mind is at its calmest and your senses are heightened to their maximum. All Perception checks are made with advantage. You are immune to the Blinded condition and gain 50ft of Blindsight. Your attacks in this stance add 2d6 Necrotic or Cold damage (your choice before rolling) to damage rolls. Additionally you can use a full round to extend your Blindsight out to 100ft for the duration of the stance. This stance can not be used with other stances. Switching out of this stance leaves you unable to use any stance for 2 turns.

Way of Bushido Styles

At 3rd level, you choose a style that shapes the nature of your samurai training. Choose between the Genso Buredo Style, Hiten Mitsurugi Style, the Iaijutsu Master Style, the shogun style or the blade of the Oni, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 15th, 18th, and 22nd levels.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, 19th and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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Parry

Upon reaching 5rd level, when another creature hits you or another creature within 5ft of you with a melee attack, you can use your reaction to reduce the damage dealt by the attack by 1d6 + your Dexterity modifier + your Samurai level. You can use this feature twice, you regain all expended uses when you finish a short or long rest. You gain an additional use of this feature at 9th, 17th and again at 23th level.

Extra Attack

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

Elegant Courtier

Starting at 9th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Cha risma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Inte lligence or Charisma saving throws (your choice).

Acrobatics Master

At 9th level, you proficient in the acrobatics skill. If you are already proficient, then add double your proficiency bonus to acrobatics checks.

One with the Blade

At 11th level, your weapon becomes an extension of your body and soul. You now have advantage on opportunity attacks and hostile creatures have disadvantage on opportunity attacks against you.

Precise Strike

Beginning at 13th level, you learn how to more easily defeat your opponents. When you roll for attack, you land a critical hit on a roll of 19-20.

Strength in the Face of Death

Starting at 17th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can't use it again until you finish a long rest.

Fruits of Discipline

At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.


Rōnin

Upon reaching the 20th level, you call no one master. When rolling initiative you may reroll if you rolled below a 10 on the d20 but you must take the second roll. You gain abilities according to your archetype.

Wind Rider

At 21st level, you gain 10 feet of movement speed and the first time you move more than 20 feet in a line towards your target on your turn, you deal 2d6 additional damage to the targeted creature.

Possessed Blade

At the 25th level, your ancestors take notice of your Samurai prowess and offer what they can to aid you. As an action, you can turn one sword you are carrying into a Flying Sword (Monster Manual P.20) for 1 Hour. It takes on all properties of the Flying Sword except Actions; it has the same to hit and damage as if you were using it and requires your bonus action to move and attack. If you don't use your bonus action to control the sword, it remains motionless in its position. The sword remains this way for the duration or until it drops to zero hit points, where it returns to a normal weapon. You can use this once per long rest.

Ways of Bushido Styles

The samurai is as varied a soldier as many other classes, whether they choose to study the strategy of war, or spend their time focusing and meditating on their skills, increasing their form and precision, or whether they empower their blade with the powers of the elements, the samurai will always be a formidiable warrior.

Samurai Archetypes
Blade of the Oni
Genso Buredo Style
Hiten Mitsurugi Style
Iaijutsu Master
Shogun

Blade of the Oni

Samurai who follow the Blade of the Oni style are known to tranfrom their forms into those of infernal or giant beings while also being incredible warriors in their own right.

Blade of the Oni
Level Feature CR
3rd Bonus Languages, Wild Shape 1-2
6th Oni's Stances, Bloodline Damage 3
10th Combat Wild Shape 4
15th Fear Aura 5
18th Blood of the Oni 6
22nd Fruits of the Infernal, One with the Oni 7

Bonus Languages

By following the path of the Blade of the Oni, you gain fluency in the Infernal and Giant languages.

Wild Shape

Starting at 3rd level, you can use your action to magically assume the shape of a creature given to you in the list. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your samurai level determines the beasts you can transform into, as shown in the subclass table. At 3rd level, for example, you can transform into an Imp, with a challenge rating of 1 it is the only option at that level.

You can stay in a beast shape for a number of hours equal to half your samurai level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom , and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. However, when transforming into a creature that carries a weapon, the weapon is not formed, and thus is unavailable in combat.

Wielding Weapons while in Wild Shape: Only certain Wild Shape forms can wield your daisho weapon weapon. The table below dictates which can and can't. If the Wild Shape form already wields a weapon or weapons, these become your daisho weapon. If you Wild Shape into a creature of a larger size than you, the damage dice increases to the next increment.

Blade of the Oni Wild Shape forms
Creature CR Type Weapon
Imp 1 Fiend Yes
Spined Devil 2 Fiend No
Ogre (Small Howdah) 2 Giant Yes
Hell Hound 3 Fiend No
Nightmare 3 Fiend No
Bulezau 3 Fiend Yes
Ettin 4 Giant Yes
Succubus/Incubus 4 Fiend Yes
Merregon 4 Fiend Yes
Barghest 4 Fiend No
Barlgura 5 Fiend No
Cambion 5 Fiend Yes
Troll 5 Giant Yes
Tanarukk 5 Fiend No
Cyclops 6 Fiend Yes
Glabrezu (Reduced Threat) 6 Fiend No
Stone Giant 7 Giant Yes
Draegloth 7 Fiend No
Oni 7 Giant Yes

Oni's Stances

At 6th level, while you can enter any stance while in humanoid form, in your wild shape form you can now enter either fire or earth stance while in Wild Shape. This becomes fire, earth, stone and lightning stances at 10th level.

Bloodline Damage

Upon reaching 6th level, you deal bonus damage based on your wild shape type calculated by doubling the CR value. While in a fiendish wild shape your damage is fire damage and while a giant the bonus is force damage.

Combat Wild Shape

At 10th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Fear Aura

When you reach 15th level you gain the Fear Aura trait that a few of your wild shape forms have access to:

Fear Aura. Any creature hostile to you that starts its turn within 10 feet of the pit fiend must make a Wisdom saving throw with a DC equal to your samurai level, unless you are incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to your Fear Aura for the next 24 hours.

Blood of the Oni

By reaching 18th level you gain a number of traits that make up the Blood of the Oni feature:

• You gain resistance to fire damage. If you already have fire resistance, this becomes an immunity to fire damage.

• You begin to grow horns on your scalp.

• You gain the innate spellcasting of the Oni whilst in your standard form.

• You are always considered to be naturally in either earth or fire stance - earth if you have wild whaped into a giant, and fire stance for fiends so long as you are not prone or incapacitated. At 22nd level you may activate either lightning or stone stance on top of this natural stance - lightning for fiends and stone for giants.

Fruits of the Infernal

At 22nd level, your practice empowers your body and soul. Your Strength score increase by 4. Your maximum for this scores is now 24.

One with the Oni

At 22nd level you gain the ability to wildshape into an Oni. However, the oni form you take has been forged by your previous wild shapes, you take form as Demon Oni, the details of which are outlined below.



Demon Oni

Large fiend, Shares your alignment


  • Armor Class 20 (natural)
  • Hit Points 13d12 + 45
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 18 (+4) 16 (+3) 14 (+2) 17 (+3)

  • Saving Throws Dex +3, Con +6, Wis +4, Cha +5
  • Skills Arcana +5, Athletics +12, Deception +8, Intimidation +8, Perception +4
  • Damage Immunities fire, poison
  • Damage Resistances cold, acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities frightened, poisoned, exhausted
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Giant
  • Challenge 7 (2,900 XP)

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

Reckless. At the start of its turn, the demon oni can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Regeneration. The demon oni regains 20 hit points at the start of its turn if it has at least 1 hit point. If the demon oni takes acid or fire damage, it regains only 5 hit points at the start of its next turn.

Magic Weapons. The demon oni's weapon attacks are magical.

Fear Aura. Any creature hostile to the demon oni that starts its turn within 20 feet of the demon oni must make a DC 17 Wisdom saving throw, unless the demon oni is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the demon oni's Fear Aura for the next 24 hours.

Actions

Multiattack. The demon oni makes two attacks using your weapon.

Fire Breath (Recharge 5-6). The demon oni exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Teleport. The demon oni magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Innate Spellcasting. The demon oni's innate spellcasting ability is Wisdom (spell save DC 18). The demon oni can innately cast the following spells, requiring no material components:

At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion

3/day each: dimension door, fear, wall of fire

1/day each: charm person, cone of cold, fire storm, mass suggestion, gaseous form, chain lightning

Genso Buredo Style

げんそ ぶれど Elemental Blade Style

Genso Buredo Style
Level Feature
3rd Elemental Strike
6th Lord of the Element
10th Breath of the Element
15th Improved Elemental Strike
18th Elemental Fury
22nd Master of the Element

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Elemental Strike

Beginning at 3rd level, you are able to convert the damage of your next attack to 1 elemental type from acid, cold, fire or lightning. Once you successfully land an attack while this feature is active, your attack damage reverts to normal. You are able to use this feature a number of times equal to 1 + your wisdom modifier (minimum of 1), and regain expended uses upon finishing a short or a long rest.

Lord of the Element

Beginning at the 6th level you gain resistance against the chosen element in Elemental Strike. The effects of this feature last for 1 minute, or until you choose a different elemental type for your Elemental Strike feature.

Breath of the Element

Beginning at 10th level, you can make an elemental breath attack of the chosen type from acid, cold, fire or lightning. The breath weapon is a 15 foot cone. The DC for the breath attack is 8 + your Constitution modifier + your proficiency bonus. A creature takes 5d6 damage on a failed save and half as much damage on a successful save. You can use this feature 3 times, and regain expended uses upon finishing a short or a long rest.

Improved Elemental Strike

Beginning at 15th level, the damage dealt by your Elemental Strike feature increases by +2.

Elemental Fury

Beginning at 18th level, you have mastered the ability to channel your chosen element into your weapon. As an action, you deal 10d10 damage of the chosen element in addition to your weapon damage. You are able to use this feature 1 time, and regain expended uses upon finishing a long rest.

Master of the Element

Beginning at the 6th level you gain Immunity against the chosen element in Elemental Strike. The effects of this feature last for 1 minute, or until you choose a different elemental type for your Elemental Strike feature.

Hiten Mitsurugi Style

ひてん みつるぎ The Style of the Three Dragons Who Rise to the Skies.

Hiten Mitsurugi Style
Level Feature
3rd Menace
6th Size Advantage
10th Opportunist Strike
15th Conscious Defense
18th Driving Slash
22nd Circular Swing

Menace

From 3rd level, the first time a creature is hit by one your attacks, they must make a Constitution saving throw DC = 10+ Strength + Charisma or become frightened of you for 1 minute. Any creature that fails can make the saving throw again at the end of each of its turns.

Size Advantage

Beginning at 6h level, you learn how to fight opponents who outmatch yourself. When fighting an opponent who is up to two sizes larger than yourself, you are able to deal an extra 1d8 damage, as long as the hostile creature's HP is below half of its total.

Opportunist Strike

Beginning at 10th level, whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them

Conscious Defense

Beginning at 15th level, you can use your reaction to halve the damage you would take from an attack. You cannot use this feature again until you finish a short or long rest.

Driving Slash

Beginning at 18th level, when you make a critical hit, you may use an action to deal 3 times the damage you would in a normal attack. You may use this feature 1 time, and need to finish a long rest before you can use this feature again.

Circular Swing

Beginning at 22nd level, you can use a bonus action to deal 6d10 slashing damage to all hostile creatures in a 10 foot radius of yourself. Each hostile creature must make a Dexterity save of DC 15 + your Dexterity modifier. If they succeed they take half damage, and if they fail they take full damage. You are able to use this feature a number of times equal to 1 + your dexterity modifier (minimum of 1), and regain expended uses upon finishing a long rest.

Iaiajutsu Master

The Iaijutsu Master is the ultimate participant in the art of focusing on an opponent's weak spot, gathering spiritual strength before the fateful strike all from having their Katana sheathed and striking in the same instant.

Iaijutsu Master
Level Feature
3rd Ritual Dueling
6th Lightning Blade
10th Stance Advancements
15th Strike From the Void
18th One Strike Two Cuts
22nd Heightened Awareness

Ritual Dueling

Starting when you gain this archetype at 3rd level, you may spend a bonus action to concentrate on an individual enemy and attain plus 5 to attack rolls made against that target while you maintain concentration.

At the 15th level you also attain a plus 5 to damage rolls against the enemy you are focusing on.

You are able to perform this ritual a number of times equal to twice your Proficiency modifier, regaining up to half of the expended uses after a short rest and all uses after a long rest.

Additionally you are now proficient in perception, if you are already proficient then you gain expertise and you have advantage in Wisdom (perception checks) by hearing.

Lightning Blade

Starting at 6th level once per encounter you can use both your action and bonus action to attack all enemies within a 20 foot radius around you. This happens instantly and lightning crackles around and pops around every enemy that was just attacked. Enemies that took a hit must make a DC 18 constitution saving throw or take 5d6 lightning damage and be at disadvantage on attack rolls done to them for 2 turns.

You take one level of exhaustion after completing this ability. At level 15 you no longer take a level of exhaustion.


Stance Advancements

From the 10th level, while in Lightning Stance, you gain 15ft to your base speed. Additionally, while in Stone Stance, you can use your action to gain AC equal to your Proficiency Modifier until the start of your next turn.

Strike From the Void

Starting at 15th level you now add your Proficiency modifier to your damage when attacking with an oriental weapon.

Also on one attack per turn you may extend the physical force of your weapon attacks. You may do this a number of times equal to one-half your Samurai level (rounded down). By doing this you add an extra 5 ft to your melee reach. A sword attack that would usually require 5 ft reach becomes 10, a pole-arm attack could be made at 15 ft instead of 10.

Additionally you can use one of these charges to travel in the void, using your reaction to teleport up to 25 feet. After a long rest you regain all uses.

One Strike Two Cuts

Beginning at 18th level when you land a hit on enemy you may make a free attack on that enemy, deals 6d8 Lightning damage.

You may do this a number of times equal to half your level rounded down, you regain uses after a short rest.

Heightened Awareness

Starting at the 22nd level, whenever you begin combat, attack rolls made against you have disadvantage until the end of your first turn.

Shogun

The Shogun is an elite warrior specialising in both close-quarters blade combat, and long distance ranged combat, choosing to become competant in both firearms and bows.

Shogun
Level Feature
3rd Bonus Proficiencies, Twin Arrows
6th Rapid Shot
10th Archer's Reflex
15th Extra Proficiency, Arcane Barrage
18th Phantom Arrow
22nd Chaos Volley

Bonus Proficiencies

You gain proficiency with all bows, light crossbows, and simple firearms

Twin Arrows

At the 3rd level, your skill with the bow allows you to nock a second arrow (provided you have the ammunition available) on the first attack you make on your turn (the attack is made normally). If you miss, any other attack you make this turn does not gain the benefit (even if it hits). On a hit, you deal the normal weapon damage plus an extra 1d4 Piercing Damage for the second arrow. This damage increases to 1d6 at 7th level, 1d8 at 14th level, and 1d10 at 21st level.

Rapid Shot

At 6th level, you may attack twice with a ranged weapon in a turn provided you have the ammunition. This feature recharges after a short rest.

Archer's Reflex

At 10th level, when a projectile attack (i.e. arrows or thrown weapons) targets you, you can use your reaction to attempt to intercept it with an arrow. Make an attack roll against the projectile's AC (AC= enemies attack roll). You can do this as long as you have arrows available to shoot. Starting at the 13th level you can use this ability against projectiles targeting your allies within your weapons normal range.

Extra proficiency

You gain proficiency in martial firearms.

Arcane Barrage

At 15th level you possess the understanding of the arcane enough to learn the spells conjure barrage which can be cast once per short rest, and conjure volley which can be cast once per long rest.

Phantom Arrow

Starting at 18th level, you can recall an arrow that misses its target. Once per turn, if you miss an attack with a bow, you can use your reaction to return the arrow to you and make the attack again. You can do this a number of times equal to your dexterity modifier. Regain expended uses after a long rest.

Chaos Volley

Upon reaching 22nd level You can use your action to rain down arrows that explode with elemental energy upon impact. You may shoot up to a number of arrows equal to your Dexterity modifier. Any creatures within a 20ft radius of a point you can see that are within your weapon’s range must make a DC 18 Dexterity saving throw or take 8d6 damage on a failed saved or half as much on a successful one (you choose the damage type before rolling damage dice). Each arrow deals the same amount of damage and can be shot at the same point, but any creature caught in the radius of more than one arrow only makes the save once. You can use this feature a number of times equal to 1 + your wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery w ings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can ’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

Raw Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent pow er that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous pow ers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most o f the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.


Unexplained Powers

Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.

Sorcerers often have obscure or quixotic motivations driving them to adventure. Som eseek a greater understanding of the m agical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

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The Sorcerer
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2nd +2 2 Font of Magic 4 3 3 - - - - - - - -
3rd +2 3 Metamagic 4 4 4 2 - - - - - - -
4th +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
5th +3 5 - 5 6 4 3 2 - - - - - -
6th +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
7th +3 7 - 5 8 4 3 3 1 - - - - -
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
9th +4 9 - 5 10 4 3 3 3 1 - - - -
10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11th +4 11 - 6 12 4 3 3 3 2 1 - - -
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13th +5 13 - 6 13 4 3 3 3 2 1 1 - -
14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
15th +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
21st +7 21 - 6 15 4 3 3 3 3 2 2 2 1
22nd +7 22 Sorcerous Origin Feature 7 15 4 3 3 3 3 2 2 2 2
23rd +7 23 Metamagic 7 15 4 4 3 3 3 2 2 2 2
24th +7 24 Ability Score Improvement 7 15 4 4 4 3 3 2 2 2 2
25th +8 25 Metamagic 7 16 4 4 4 4 3 2 2 2 2

Supernatural Mark

A sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk.

If your sorcerer has a supernatural mark, it might be one that's easily concealed, or it could be a source of pride that you keep on constant display.


Sign of Sorcery

As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one's magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear whe re that magical energy came from.

When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?

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Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your pow er is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

Quick Build

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile

Class Features

As a sorcerer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

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

Equipment

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

• (a) a light crossbow and 20 bolts or (b) any simple weapon

• (a) a component pouch or (b) an arcane focus

• (a) a dungeoneer’s pack or (b) an explorer’s pack

• Two daggers


Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane m agic. This font of magic, whatever its origin, fuels your spells. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

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

Spell Slots

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

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

Spells Known of 1st Level and Higher

You know two 1st-level spells o f your choice from the sorcerer spell list.

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

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

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the pow er of your m agic relies on your ability to project your w ill into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and w hen making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, 18th and 22nd level.

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Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects

Sorcery Points

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

Flexible Casting

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

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table show s the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

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

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

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th, 17th, 23rd and 25th levels.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

W hen you cast a spell that forces other creatures to make a saving throw, you can protect som e of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number o f those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.


Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different M etam agic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any som atic or verbal components.

Twinned Spell

W hen you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the sam e spell (1 sorcery point if the spell is a cantrip).

Sure Spell

When you cast a spell you can spend 3 sorcery points on making is a sure spell. If you do your spell's DC save increases by your proficiency modifier.

Ability Score Modifier

When you reach 4th level, and again at 8th, 12th, 16th, 19th and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

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Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic.

Sorcerous Origins
Divine Soul
Draconic Bloodline
Shadow Magic
Storm Sorcery
Wild Magic

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Soul
Level Feature
1st Divine Magic, Favoured by the Gods
6th Empowered Healing
14th Otherworldly Wings
18th Unearthly Recovery
22nd Adored by the Gods

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell List or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affi nity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity Spell
Good cure wounds
Evil inflict wounds
Law bless
Chaos bane
Neutrality protection from evil and good

Favoured by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Otherworldly Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points rema ining, you can regain a number of hit points equal to half your hit point maximum.

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

Adored by the Gods

At level 22, you may now use the feature favored by the gods 3 times and all uses replenish on a short or long rest

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Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that o f your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Bloodline
Level Feature
1st Dragon Ancestor, Draconic Resilience
6th Elemental Affinity
14th Dragon Wings
18th Draconic Presence
22nd Realised Potential

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Iron Lightning
Red Fire
Silver Cold
Steel Acid
Violet Psychic
White Cold
Yellow Fire

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


Draconic Resilience

As m agic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the sam e time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the arm or is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to becom e awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is im mune to your aura for 24 hours.

Realised Potential

At 22nd level the draconic blood in your veins awakens and gives you access to the breath weapon associated with your draconic ancestor. If you already have access to a breath weapon, this feature adds 2 extra dice to the damage roll.

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Shadow Magic

You are a creature of shadow, for your innate magic comes from an unknown place. Perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
d6 Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don't appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.
Shadow Magic
Level Feature
1st Eyes of the Dark, Strength of the Grave
3th Eyes of the Dark (darkness)
6th Hound of Ill Omen
14th Shadow Walk
18th Umbral Form
22nd Improved Strength of the Grave

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.


Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

At level 22, If you are reduced to 0 hit points you can spend 1 sorcery point to go to 1 hit point instead.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:


• The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.

• It appears with a number of temporary hit points equal to half your sorcerer level.

• It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

• At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.


The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target.

Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its ta rget is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action , you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness .

Umbral form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficL1.lt terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Storm Sorcery
Level Feature
1st Wind Speaker, Tempestuous Magic
6th Heart of the Storm, Storm Guide
14th Storm's Fury
18th Wind Soul
22nd Improved Tempestuous Magic

Wind Speaker

The arcane magic you command is infused with eleme ntal air. You can speak, read, and write Primordial. Knowing this la nguage allows you to understand and be understood by those who speak its dia lects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

At level 22, tempestuous magic now read as follows: After you cast a spell of 1st level or higher you can fly up to 30 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunde r damage (choose each time this ability activates) equal to ha lf your sorcerer level.


Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere cente red on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphe re centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

S tarting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equa ls your sorcere r level. The attacker must a lso make a Strength saving throw against your sorcere r spell save DC. On a fa iled save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As a n action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic
Level Feature
1st Wild Magic Surge, Tides of Chaos
6th Bend Luck
14th Controlled Chaos
18th Spell Bombardment
22nd Master of Chaos

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Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the W ild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your w ild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a m odicum of control over the surges of your wild magic. Whenever you roll on the W ild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Master of Chaos

At level 22 you may choose when a spell is affected by wild magic.

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Warlock

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Sworn and Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, w arlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stum bles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Patron's Attitude

Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.

When you determine the attitude your warlock character holds towa rd your patron, also consider how things look from the patron's perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it?

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Special Terms of the Pact

A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact- what a warlock must do to receive a patron's favor- are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.

Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn't imposed such a duty on you a lready, that's not to say it couldn't still happen.

Binding Mark

Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A binding mark makes it clear-to those who know about such things- that the individual in question is bound to the patron's service. A warlock might take advantage of such a mark, claiming it as proof of one's pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.

If your warlock's pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?

Creating a Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. W hat led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds messages that only the w rlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.


Quick Build

You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells ray of sickness and witch bolt.

Class Features

As a warlock, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

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

• (a) a light crossbow and 20 bolts or (b) any simple weapon

• (a) a component pouch or (b) an arcane focus

• (a) a scholar’s pack or (b) a dungeoneer’s pack

• Leather armor, any simple weapon, and two daggers

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The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st -
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 - 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 - 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 - 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 - 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8
21st +7 Any Cantrip 5 16 4 5th 9
22nd +7 Otherworldly Patron feature 5 16 4 5th 9
23rd +7 Improved Pact Boon 5 17 5 5th 9
24th +7 Ability Score Improvement 5 17 5 5th 10
25th +8 Invocation Adaptability 5 18 5 5th 10

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the m agic bestow ed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.


Cantrips

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

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

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Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level colum n for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

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

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known colum n of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon

At 3rd level, your otherworldly patron bestow s a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.


Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcom ing resistance and immunity to nonm agical 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 m agic w eapon into your pact weapon by perform ing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known.

If you lose your Book of Shadows, you can perform a 1-hour cerem ony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

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

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Eldritch Master

At 20th level, you can draw on your inner reserve of mystical pow er while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Any Cantrip

At level 21, You may now learn a cantrip from any spell list when you can learn a cantrip. Futhermore you can swap out a cantrip that you know with another cantip whenever you finish a long rest

Improved Pact boon

at level 23 your pact boon becomes more powerful in the following way:

Pact of the chain

Your creature selection has increased to any creature of CR 5 or lower to be your familiar. As long as the creature doesn't have an intelligence above 16.

Pact of the Blade

Your pact weapon now gets a +2 to weapon attack or damage. These bonuses stack if you make an already magical weapon your pact weapon.

Pact of the tome

When selecting spells for your pact magic you can select spells up to one level higher than your slot level. These spells will be cast at their current level even if it is one level higher.

Invocation Adaptability

At level 25, you gain a greater amount of adaptability you can now change one your invocations to another that you can take when you finish a long rest.

Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their pow er only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

Samurai Archetypes
The Archfey
The Celestial
The Fiend
The Great Old One
The Hexblade
The Undying

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Mercury Lady, Corne L'arc-en-ciel, Wildcourt, the Dancing Tree Vendellon; and ancient hags.

The Archfey
Level Feature
1st Expanded Spell List, Fey Presence
6th Misty Escape
10th Beguiling Defenses
14th Dark Delirium
22nd Improved Fey Presence

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Levels Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

At level 22, your influence increases to a 40 foot cube.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

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Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charm ed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again

The Celestial

Your patron is a powerful be ing of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

The Celestial
Level Feature
1st Expanded Spell List, Bonus Cantrips, Healing Light
6th Radiant Soul
10th Celestial Resilience
14th Searing Vengeance
22nd Improved Healing Light

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Levels Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration

Bonus Cantrips

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

At level 22, the dice of healing light are now d12s instead of d6s.

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

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The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include The Empress, The Tower, The Pawn, The Hive, or The Word.

The Fiend
Level Feature
1st Expanded Spell List, Dark One's Blessing
6th Dark One's Own Luck
10th Fiendish Resilience
14th Hurl Through Hell
22nd Improved Dark One's Own Luck

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Levels Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1)

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d 10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

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

At level 22, you now roll a d12 and you can use this a number of times equal to your charisma modifier per short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.


Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d 10 psychic damage as it reels from its horrific experience.

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

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in com parison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Entities of this type include D'harcii the Primordial Dragon, Madus the Colossus, Avram the Last, and Igis the Sealed Creator

The Great Old One
Level Feature
1st Expanded Spell List, Awakened Mind
6th Entropic Ward
10th Thought Shield
14th Create Thrall
22nd Improved Entropic Ward

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Levels Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard’s black tentacles
5th dominate person, telekinesis

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Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack m isses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

At level 22, When a creature make an attack roll against you, you can use your reaction to impose disadvantage on that roll and all future attack rolls for 3 turns. Once you use this feature, you can't use it again until you finish a short or long rest. Further more you have advantage on attack rolls against creatures that have disadvantage on attack rolls against you.

Thought Shield

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to infect a hum anoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charm ed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charm ed creature as long as the two of you are on the sam e plane of existence.

The Hexblade

You have made your pact with a mysterious entity from the Shadowfell- a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

In Videciel, the entities are more tangible, the weapons forged with entities such as Der Heuschatten, the Lady in the Flames, the Stonemason, or the Sunken Sons are particularly potent.


The Hexblade
Level Feature
1st Expanded Spell List, Hexblade's Curse, Hex Warrior
6th Accursed Spectre
10th Armor of Hexes
14th Master of Hexes
22nd Progressed Hexblade's Curse

Expanded Spell List

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Levels Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:


• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

• If the cursed target dies, you regain hit points equal to your warlock level +your Charisma modifier (minimum of 1 hit point).


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

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

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Accursed Spectre

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the spectre appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a specia l bonus to its attack rolls equal to your Charisma modifier (minimum of +O).

The spectre remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Armour of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse bits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

The Undying

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize- like all power- comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Avram the Last, and Melket Ha Hetvelyem the Immortal

The Undying
Level Feature
1st Expanded Spell List, Among the Dead
6th Defy Death
10th Undying Nature
14th Indestructable Life
22nd Improved Defy Death

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 Levels Spells
1st false life , ray of sickness
2nd blindness/deafness, silence
3rd feign death, speak with dead
4th aura of life, death ward
5th contagion, legend lore

Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Defy Death

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to ld8 +your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

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

At level 22, the effects of defy death now happen every time. You don't need to replenish it with a rest.

Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Indestructable Life

When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to ld8 +your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature , the part reattaches.

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

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Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

Agonizing Blast

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Improved Armor of Shadows

Prerequisite: level 21 warlock, armor of shadows.

You can use the way to calculate AC as 16+dexterity modifier.

Ascendant Step

Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material com ponents.

Aspect of the Moon

Prerequisite: Pact of the Tome feature.

You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.


Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Cloak of Flies

Prerequisite: 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on a ll other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

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

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level

You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Dread Return

Prerequisite: level 21 warlock, Pact of the Tome.

You can cast the spell revivify once per long rest without using material components.

Eldritch Attribute

Prerequisite: level 21 warlock.

You get +2 in an ability score. If you change this out you lose the +2 you got earlier. You can take this invocation as many times as you want. You are still limited by the maximum amount you can increase it to(usually 30).

Eldritch Knowledge

Prerequisite: level 25 warlock. You can cast legend lore at will. It doesn't require material components.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature.

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra ld8 force damage to the target, plus another ld8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Spear

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.

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Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigour

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a speU). During that time, you perceive objects as ghostly, transparent images.

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

Gift of the Depths

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature.

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Gift of Gab

You speak all languages and understand all spoken languages

Grasp of Hadar

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +l bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

It Passes Unnoticed

Prerequisite: level 25.

You can cast seeming at will.

It Shreds Like a Fiend

You learn one musical instrument and have proficiency and expertise in it. You then get a magically version of this instrument of the DM's creation. You lose this instrument if you no longer have this invocation.

Lance of Lathargy

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Maddening Hex

Prerequisite: 5th level, hex spell or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level

You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material com ponents.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

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Otherworldly Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Relentless Hex

Prerequisite: 7th level, hex spell or a warlock feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign oflll Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

Shroud of Shadow

Prerequisite: 15th level

You can cast invisibility at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

Improved Spell Selection

Prerequisite: level 23 warlock, Pact of the Tome feature.

You learn 3 spells from any spell list and add them to spells known.

Thief of Five Fates

You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tomb of Levistus

Prerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary bit points, all end when the ice melts.

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


Trickster's Escape

Prerequisite: 7th level

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Visions of Distant Realms

Prerequisite: 15th level

You can cast *arcane eye** at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature.

You can communicate telepathically with your familiar and perceive through your fam iliar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your fam iliar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

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Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnom e tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points dow n the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glim pses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

The Lure of Knowledge

Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Spellbook

Your wizard character's most prized possession- your spellbook- might be an innocuous-looking volume whose covers show no hint of what's inside. Or you might display some flair, as many wizards do, by carrying a spellbook of an unusual sort. If you don't own such an item already, one of your goals might be to find a spellbook that sets you a part by its appearance or its means of manufacture.

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Ambition

Few aspiring wizards undertake the study of magic without some personal goal in mind. Many wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or confirms old ones.

Beyond the obvious, why does your wizard character study magic, and what do you want to achieve? If you haven't given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.

Eccentricity

Endless hours of solitary study and research can have a negative effect on a nyone's social skills. Wizards, who a re a breed apart to begin with, are no exception. An odd mannerism or two is not necessarily a drawback, though; a n eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts.

If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?

The Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
2nd +2 Arcane Tradition 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 3 2 - - - - - -
6th +3 Arcane Tradition feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 - 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1
21st +7 Improved Arcane Recovery 5 4 3 3 3 3 2 2 2 1
22nd +7 Arcane Tradition Feature 5 4 3 3 3 3 2 2 2 2
23rd +7 Signature Spells 5 4 4 3 3 3 2 2 2 2
24th +7 Ability Score Improvement 5 4 4 4 3 3 2 2 2 2
25th +8 Signature Spells 5 4 4 4 4 3 2 2 2 2

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Creating a Wizard

Creating a wizard character demands a backstory dominated by at least one extraordinary event. H ow did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?

What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.

Quick Build

You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, follow ed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

Class Features

As a wizard, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

• (a) a quarterstaff or (b) a dagger

• (a) a component pouch or (b) an arcane focus

• (a) a scholar’s pack or (b) an explorer’s pack

• A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.


Cantrips

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

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book— for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

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Preparing and Casting Spells

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

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

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and mem orization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence m odifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a w izard level, you can add two w izard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the W izard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).


Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a com bined 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.

From level 21, 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 you wizard level.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. along with War Magic, and the Elf-exclusive Bladesinging tradition.

Your choice grants you features at 2nd level and again at 6th, 10th, 14th and 22nd level.

Ability Score Improvement

W hen you reach 4th level, and again at 8th, 12th, 16th,19th and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. C hoose a 1st-level w izard spell and a 2nd-level w izard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot w hen you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. W hen you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

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Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

Arcane Traditions
Bladesinging
Chronurgy Magic
Graviturgy Magic
School of Abjuration
School of Conjuration
School of Divination
School of Enchantment
School of Evocation
School of Illusion
School of Necromancy
School of Transmutation
War Magic

Bladesinging

Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

Restriction: Elves Only

Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerfln, elves closely guard the secrets of bladesinging.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.


Bladesinging
Level Feature
2nd Training in War and Song, Bladesong
6th Extra Attack
10th Song of Defense
14th Song of Victory
22nd Improved Bladesong

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don't already have it.

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy a rmor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).

While your Bladesong is active, you gain the following benefits:

• You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1).

• Your walking speed increases by 10 feet.

• You have advantage on Dexterity (Acrobatics) checks.

• You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).

You can use this feature twice. You regain a ll expended uses of it when you finish a short or long rest.

Extra Attack

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

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

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Chronurgy Magic

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Chronurgy Magic
Level Feature
2nd Chronal Shift, Temporal Awareness
6th Momentary Stasis
10th Arcane Abeyance
14th Convergent Future
22nd Epic Temporal Awareness, Improved Arcane Abeyance

Chronal Shift

You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Temporal Awareness

You can add your Intelligence modifier to your initiative rolls. At 22nd level you can add your intelligence modifier doubled to your initiative.

Momentary Stasis

As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

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

Arcane Abeyance

When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can’t do so again until you finish a short or long rest.

Once you reach 22nd level, this feature changes in the following ways:

• You are able to create a number of beads equal to your inteligence modifier before requiring a short rest.

• You can condense spells of up to 6th level.

• Your beads now persist for a number of hours equal to your intelligence modifier.

Convergent Future

You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Graviturgy Magic

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Graviturgy Magic
Level Feature
2nd Adjust Density
6th Gravity Well
10th Violent Attraction
14th Event Horizon
22nd Unraveling Effect, Singularity

Adjust Density

As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

Gravity Well

You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Violent Attraction

When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall’s damage by 2d10.

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

Event Horizon

As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

Unraveling Effect

At 22nd level, when you use your adjust density, gravity well, violent attraction or event horizon features you can choose to have a creature that is effected to take 4d8 force damage in addition to the effect.

Singularity

Upon reaching 22nd level you gain the ability to create a small sphere of annihilation. The sphere functions the same as the wondrous item, but at half the size. Summoning the singularity takes a week. You can summon a sigularity once per month. If The sphere evaporates once it has dealt a total of 100 damage.

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

Called abjurers, members of this school are sought when baleful spirits require exorcism , when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

School of
Level Feature
2nd Abjuration Savant, Arcane Ward
6th Projected Ward
10th Improved Abjuration
14th Spell Resistance
22nd Epic Abjuration

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Epic Abjuration

At level 22, when you cast an abjuration spell that requires you to make an ability check as part of the casting of that spell, you add double your proficiency bonus to that ability check.

School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

School of Conjuration
Level Feature
2nd Conjuration Savant, Minor Conjuration
6th Benign Transposition
10th Focused Conjuration
14th Durable Summons
22nd Vicious Summons

Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Benign Transposition

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.


Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Durable Summons

Starting at 14th level, any creature that you sum m on or create with a conjuration spell has 30 temporary hit points.

Vicious Summons

At level 22, your summoned creatures get your proficiency bonus added to hit and damage for attacks. Furthermore they can attack one more time than normal. Also their movement speed is doubled.

School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

School of Divination
Level Feature
2nd Divination Savant, Portent
6th Expert Divination
10th The Third Eye
14th Greater Portent
22nd Epic Portent

Divintation Savant

Beginning w hen you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 6th level, casting divination spells com es so easily to you that it expends only a fraction of your spellcasting efforts. W hen you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent

Starting at 14th level, the visions in your dream s intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

Epic Portent

At level 22, you roll 4 d20s for your portent feature rather than three.

School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

School of Enchantment
Level Feature
2nd Enchantment Savant, Hypnotic Gaze
6th Instinctive Charm
10th Split Enchantment
14th Alter Memories
22nd Improved Hypnotic Gaze

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charm ed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

At level 22, hypnotic gaze now lasts one minute before needing your action to maintain the effect.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you m akes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget som e of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

School of Evocation

You focus your study on m agic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

School of Evocation
Level Feature
2nd Evocation Savant, Sculpt Spells
6th Potent Cantrip
10th Empowered Evocation
14th Overchannel
22nd Improved Sculpt Spells

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. W hen you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

At level 22, When you cast an evocation spell or epic spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell's level+ your intelligence modifier. The chosen creatures are not affected by the spell.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. W hen a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.

Overchannel

Starting at 14th level, you can increase the pow er of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect.

If you use this feature again before you finish a long rest, you take 2d 12 necrotic dam age for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d 12. This damage ignores resistance and immunity.

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

School of Illusion
Level Feature
2nd Illusion Savant, Improved Minor Illusion
6th Malleable Illusions
10th Illusory Self
14th Illusory Reality
22nd Lenghty Illusions

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a sem ireality. W hen you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonm agical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

Lengthy Illusions

At level 22, you can increase the duration of any illusion spell up to 10 times its initial duration.

School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

School of Necromancy
Level Feature
2nd Necromancy Savant, Grim Harvest
6th Undead Thralls
10th Inured to Undeath
14th Command Undead
22nd One of the Dead

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to tw ice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.


Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zom bie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

• The creature’s hit point maximum is increased by an amount equal to your wizard level.

• The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have becom e inured to som e of their worst effects.

Command Undead

Starting at 14th level, you can use m agic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

One of the Dead

At level 22, you start to become immune to some more of their effects being around them all the time. If you haven't already you are on the road to being a lich. You get immunity to the stunned, paralyzed, and poisoned conditions. You get immunity to poison damage.

School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.

School of Transmutation
Level Feature
2nd Transmutation Savant, Minor Alchemy
6th Transmuter's Stone
10th Shapechanger
14th Master Transmuter
22nd Human Transmutation

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonm agical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

• Darkvision out to a range of 60 feet, as described in chapter 8

• An increase to speed of 10 feet while the creature is unencumbered

• Proficiency in Constitution saving throws

• Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter’s stone, the previous one ceases to function.

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.

Major Transformation. You can transmute one nonm agical object—no larger than a 5-foot cube—into another nonm agical object of similar size and m ass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.

Human Transmutation

At level 22, you must gather the materials (costs 50 gp) for transmuting a human or elf or whatever player race. You then spend a lengthy ritual lasting 48 hours straight. In the end you roll a d20 if it isn't a 1 your create the player non-monstrous race. You can roll 3d6 or pick its stats with point buy. This just determines the maximum you can make a pure 3 stat creature. It can be whatever age you desire but mentally it is an infant. You can craft its looks however you want. Your DM may ask you to roll to see how well you crafted it. If you rolled a 1 the creature dies. In all intents and purposes this is a living breathing humanoid. With the DM's discretion you can also create beasts with a cr of 2 or less

War Magic

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?".

War Magic
Level Feature
2nd Arcane Deflection, Tactical Wit
6th Power Surge
10th Durable Magic
14th Deflecting Shroud
22nd Improved Arcane Deflection

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

From level 22, When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +4 bonus to your AC against that attack or a +8 bonus to that saving throw.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one).

Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power su rges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

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PART 3 | CLASSES

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

169

PART 4 | FEATS

Feats

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow —perhaps by a withering curse— you can’t benefit from the Grappler feat until your Strength is restored.

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.

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 halve your speed.

• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

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 (Perform ance) 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 W isdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

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 (if you chose to shove and you succeed).


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 onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Defensive Duelist

Prerequisite: 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.

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 can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light.

• 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:

• You have advantage on W isdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.

• 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 score by 1, to a maximum of 20.

• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Elemental Adept

Prerequisite: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

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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.

• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentumem power 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 m elee weapon attack as a bonus action.

• 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

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.

• As an action, you can spend one use of a healer’s kit to tend to a creature 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 Armoured

Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armour, gaining the following benefits:

• Increase your Strength score by 1, to a maximum of 20.

• You gain proficiency with heavy armour.

Heavy Armour Master

Prerequisite: Proficiency with heavy armour You can use your arm or 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 armour, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.


Inspiring Leader

Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, 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.

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 Armoured

You have trained to master the use of light armour, 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.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

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Mage Slayer

You have practiced techniques useful in melee com bat against spellcasters, 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.

• 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 at its lowest level. Once you cast it, 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 am ong 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 one m ore; otherwise, you have one superiority die, which 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.

Medium Armour Master

Prerequisite: Proficiency with medium armour You have practiced moving in medium armuor to gain the following benefits:

• Wearing medium armuor doesn’t impose disadvantage on your Dexterity (Stealth) checks.

• When you wear medium armour, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher

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 Armoured

Prerequisite: Proficiency with light armour You have trained to master the use of medium armour and shields, gaining the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.

• You gain proficiency with medium armuor 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.

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.

• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Polearm Master

You can keep your enem ies at bay with reach weapons. You gain the following benefits:

• When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the 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, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

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.

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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 determ ines 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 w izard’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 com ponents you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

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 within 5 feet of you 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 three-quarters cover.

• 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

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 with your shield.

• 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 dam - age, 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.

Skilled

You gain proficiency in any combination of three 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 ranged 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 an attack roll, the spell’s range is doubled.

• Your ranged spell attacks ignore half cover and three-quarters cover.

• You learn one cantrip that requires an 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.

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 and unarmed strikes.

• Your unarmed strike uses a d4 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.

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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.

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 when you take damage.

• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

• 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.

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 weapons of your choice.

Racial Feats

Race Feat
Aarakocra Wings of Iron
Dragonborn Dragon Fear
Dragonborn Dragon Hide
Dwarf Dwarven Fortitude
Dwarf Squat Nimbleness
Elf Elven Accuracy
Elf (Drow) Drow High Magic
Elf (High) Fey Teleportation
Elf (Wood) Wood Elf Magic
Faerie Fey Teleportation
Faerie Magic of the Grove
Firbolg Magic of the Grove
Gnome Fade Away
Gnome Squat Nimbleness
Half-elf Elven Accuracy
Half-elf Prodigy
Halg-giant Mountain's Blessing
Half-orc Orcish Fury
Half-orc Prodigy
Halfling Bountiful Luck
Halfling Second Chance
Halfling Squat Nimbleness
Homs Prodigy
Sciuridae Anklebiter
Tabaxi Light on Your Feet
Tabaxi Wanderlust
Talpid Star-Shaped Nose
Talpid Tougher Claws
Tiefling Flames of Phlegethos
Tiefling Infernal Constitution
Tiefling Barbed Hide
Vidra Child of the Current
Vidra Wanderlust

Anklebiter

Prerequisite: Sciuridae

Your small size means you can see, and have access to different points of weakness on an enemy. You gain the Fury of the Small feature:

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Barbed Hide

Prerequisite: Tiefling

One of your ancestors was a barbed devil or
other spiky fiend. Barbs protrude from your
head. You gain the following benefits:

• Increase your Constitution or Charisma score
by 1, up to a maximum of 20.

• As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing
damage to any creature grappling you or any
creature grappled by you.

• You gain proficiency in the Intimidation skill. If
you’re already proficient in it, your proficiency
bonus is doubled for any check you make with
it.

Bountiful Luck

Prerequisite: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to le t the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

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Child of the Current

Prerequisite: Vidra

You were born in the water, and have learned to use it to increase your vitality. You gain the following benefits:

• Your Strength or Constitution score increases by one.

• You have advantage on Athletics checks while underwater.

• If you spend an entire short rest submerged in water, you may treat a number of hit dice (up to your constitution modifier) as having rolled their max.

Dragon Fear

Prerequisite: Dragonborn

When angered, you can radiate menace. You gain the following benefits:

• Increase your Strength, Constitution, or Charisma score by l , to a maximum of 20.

• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon tra it to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Dragon Hide

Prerequisite: Dragonborn

You manifest scales and claws reminiscent of your draconic an cestors. You gain the following benefits:

• Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.

• Your scales harden. While you aren't wearing armour, you can calculate your AC as 13 +your Dexterity modiJier. You can use a shield and still gain this benefit.

• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no actfon. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Drow High Magic

Prerequisite: Elf (drow)

You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.


Dwarven Fortitude

Prerequisite: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.

• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Elven Accuracy

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

• Increase your Dexterity, I ntelJigence, Wisdom, or Charisma score by 1, to a maximum of 20.

• Whenever you have adva ntage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Fade Away

Prerequisite: Gnome

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

• Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Fey Teleportation

Prerequisite: Elf (high) or Faerie

Your study of high elven lore has unlocked fey power that few other elves possess. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following bene fits:

• Increase your Intelligence or Charisma score by 1, to a maximum of 20.

• You learn to speak, read, and write Sylvan.

• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

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Flames of Phlegethos

Prerequisite: Tiefling

You learn to call on hellfire to serve your commands. You gain the following benefits:

• Increase your Intelligence or Charisma score by 1, to a maximum of 20.

• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is a nother 1.

• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Infernal Constitution

Prerequisite: Tiefling

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20. You have resistance to cold damage and poison damage.

• You have advantage on saving throws against being poisoned.

Magic of the Grove

Prerequisite: Firbolg or Faerie

There are few as attuned to the forest as you. You gain the following benefits:

• Your Wisdom score increases by one.

• You learn the druidcraft cantrip

• You learn the pass without trace spell, and may cast it once without expending a spell slot. You regain use of this ability after you finish a long rest.

Mountain's Blessing

Prerequisite: Half-giant

The ancestors of Hirrihandia smile upon you. The new knowledge of your past grants you the following benefits:

• Your Intelligence or Wisdom score increases by one.

• You gain proficiency in Religion

• When you make a saving throw against a magical effect, you may choose to give yourself advantage on the roll. You can do this after you see the roll, but before you know the result. You regain use of this feature after you finish a short or long rest.


Orcish Fury

Prerequisite: Half-orc

Your inner fury burns tirelessly. You gain the following benefits:

• Increase your Strength or Constitution score by 1, to a maximum of 20 .

• When you hit with an attack using a simple or martia l weapon , you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type . Once you use this ability, you can't use it again until you finish a short or long rest.

• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Prodigy

Prerequisite: Half-elf, half-orc, or human

You have a knack for learning new things. You gain the following benefits:

• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

• Choose one skill in which you have proficiency. You gain expertise with that s kill, which means your proficiency bonus is doubled for any a bility check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Second Chance

Prerequisite: Halfling

Fortune favors you when someone tries to strike you. You gain the following benefits:

• Increase your Dexterity, Constitution, or Charisma score by 1 , to a maximum of 20.

• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Squat Nimbleness

Prerequisite: Dwarf or a Small race

You are uncommonly nimble for your race. You gain the following benefits:

• Increase your Strength or Dexterity score by l , to a maximum of 20.

• Increase your walking speed by 5 feet.

• You gain proficiency in the Acrobatics or Athletics skill (your choice). You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you ma ke to escape from being grappled.

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Tougher Claws

Prerequisite: Talpid
Your claws become tougher and are better built for tunneling. You gain the following benefits: • Your burrow speed increases to 15 feet.

• Your claws deal 1d6 slashing damage instead of 1d4, and they count as magical for the purposes of overcoming damage resistance.

• You deal double damage to objects and structures with your claws.

• You can burrow through stone at a speed of 5 feet, which does leave a tunnel.

Star-Shaped Nose

Prerequisite: Talpid
Your nose develops more and you sprout tentacle-like feelers around it. You gain the following benefits: • You have advantage on investigation, perception, and survival checks based on your sense of smell.

• Your nose can rapidly emit and retract small amounts of gas, allowing you to use your sense of smell while effectively holding your breath. This ability functions underwater.

• The range of your tremorsense extends to 10 feet aboveground and 30 feet while burrowing.

Wanderlust

Prerequisite: Tabaxi or Vidra

You're imbued with a need to travel and see as much of the world as possible. You gain the following benefits:

• Your Strength score increases by one.

• Your base walking speed increases by 5 feet.

• You gain proficiency with land and water vehicles and learn a language of your choice.

Wings of Iron

Prerequisite: Aarakocra

You have spent your formative years training with the wardens of your tribe. You gain the following benefits:

• Your Dexterity score increases by one.

• You gain proficiency with spears, javelins and nets. When you are flying and dive at least 30 feet towards a target and hit it with a melee weapon, you can cause the attack to deal an aditional 1d6 damage of the weapons type to the target.

Wood Elf Magic

Prerequisite: Elf(wood)

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the a bility to cast these two spells in this way whe n you finish a long rest. Wisdom is your spellcasting a bility for all three spells .

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Aari Nansen's Supplement of the Beyond

A Companion to the Best-Selling Catalogue of People.

A continued collection of work from Professor Nansen's unpublished personal notes.

(Edited by his faithful students.)

Epic Boons

These boons are extraordinary powerful and represent the gradual transformation of a character into something resembling a demigod.

The acquisition of a boon might visibly transform a character. For example, the eyes of a character with the Boon of True Sight might glow when he or she feels strong emotion, and a character who has the Boon of High Magic might have faint motes of light glimmering around his or her head Each boon can be picked multiple times unless stated otherwise. Rather than a Boon you can always take a regular Feat if you want.

1st Level Boons

Boon of Combat Prowess

When you miss with a melee weapon attack, you can choose to hit instead. You can use this boon threes times afterwards you can't use it again until you finish a short rest.

Boon of Dimensional Travel

As an action, you can cast the misty step spell, without using a spell slot or any components. You can use this boon threes times afterwards you can't use this boon again until you finish a short rest.

Boon of Fate

When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw , you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.

Boon of Fortitude

Your hit point maximum increases by 40.

Boon of High Magic

You gain one 9th-level spell slot, provided that you already have one.

Boon of Immortality

You stop aging. You are immune to any effect that would age you, and you can't die from old age.

Boon of Invincibility

When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can't use it again until you finish a short rest.

Boon of Irresistable Offense

You can bypass the damage resistances of any creature.

Boon of Luck

You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest.


Boon of Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Boon of Peerless Aim

You can give yourself a +20 bonus to a ranged attack roll you make. You can use this boon threes times afterwards you can't use it again until you finish a short rest.

Boon of Perfect Health

You are immune to all diseases and poisons, and you have advantage on Constitution saving throws

Boon of Quick Casting

Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell's casting time is now 1 bonus action for you.

Boon of Recovery

You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can't use it again until you finish a long rest.

Boon of Resilience

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. (Some powerful creatures natural weapons - ie claws and teeth are still considered magical)

Boon of Skill Proficiency

You gain proficiency in all skills.

Boon of Speed

Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can't do so again until you finish a short rest.

Boon of Spell Mastery

Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.

Boon of Spell Recall

You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you cant use this boon again until you finish a long rest.

Boon of the Fire Soul

You have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a spell slot or any components.

Boon of the Night Spirit

While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.

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Boon of the Stormborn

You have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15) at will, without using a spell slot or any components.

Boon of the Unfettered

You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.

Boon of Truesight

You have truesight out to a range of 60 feet.

Boon of Undetectability

You gain a +10 bonus to Dexterity (Stealth) checks, and you can't be detected or targeted by divination magic, including scrying sensors.

Boon of Artefact Affinity

Pick 1 item that you are attuned to. That item becomes part of your persona and merges with your physical form.

You now gain the benefits of this item without needing to hold it and no longer use an attunement slot for it. You can summon or conjure the item to your hand as an action, cause it to merge back into your form or become invisible. Even if it is not summoned or held at the time when you take an action you can act as if you are using the item rather than whatever you might be wielding, as if the item is an extension of your body. Some restrictions may apply based on the item, and your physical form would change based on the item. As your legend spreads you'll be heavily associated with this item (think Zeus and his lightning bolts)

This boon cannot be picked more than once.

Boon of Energy Investment

You attune to the elemental energies of the universe. When casting a spell that deals fire, thunder, lightning or cold damage you can change its damage type to another of those types. In addition when taking this boon you gain immunity to one of those types. Your body takes on properties that correspond thematically to that element, altering your appearance. Additionally any energy around you seems more volatile, fires crackles louder and brighter, wind blows more fiercely, etc.

Boon of Resurrection

Prerequisite: You must have died at some point and been brought back You gain advantage on any spell casting abilities checks to return a soul to life

Boon of Titan's Grip

Prerequisite: You must at least have a Strength of 15

You can wield a heavy or 2-handed weapon in 1 hand and use two-weapon fighting with such weapons. Any creature under CR 10 automatically fail any checks to avoid your grapples.

Boon of Higher Magic

You gain one spell slot one level higher than your current highest spell slot. (You cannot a spell slot over level 9 with this boon)


Boon of Divine Size

You physical size grows to match your emerging power. You grow in size becoming 1 size larger

Wyrm Knight

Prerequisite: Must be a martial class, and have a horde worthy of a dragon at least 100,000g in gold, gems, jewels, art etc.

Title Gained: Wyrm Knight/Dragon Knight You gain a +1 bonus to your AC and you gain the breath weapon of a young dragon of your choice. Once the breath weapon is used you cannot use it again until you take a long rest.

Legendary General

Once a day you can give a invigorating shout to restore one ability for an ally within 60 ft that would normally be recharged by a short rest. You also gain advantage on ability checks involving leadership or gaining a title

Class Specific

Artificer

Boon of the Battle Artificer

Title Gained: Battle Artificer You gain 1 additional attunement slot. This boon cannot be picked more than once but does stack with the Boon of Artifact Affinity.

Boon of the Master of the Forge

Title Gained: Master of the Forge Your talents with a forge and magic items are legendary. During a short rest you can work to temporarily improve 1 non-magical item, turning it into a +3 weapon, armor or shield until your next short rest. You can also make magic items x2 as fast as normal.

Barbarian

Boon of the Ravager

Title Gained: Ravager At the very start of your turn, even if you cannot act but as long as you have 1 hit point or more and are raging, you are cured of 1 condition of your choice currently afflicting you and gain 10 hit points

Bard

Boon of the Truespeaker

Title Gained: Truespeaker Your Bardic Inspiration now affects all allies within a 15 ft radius circle within 60 ft. You also learn two additional spells from any class

Blood Hunter

Boon of the Maledictorian

Title Gained: Maledictorian Any Blood Curse you cast is considered amplified.

Boon of the Phlebotomist

Title Gained: Phlebotomist You can now double the amount of Haemocraft Die you roll, dealing full die damage, while halving that you take yourself.

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Cleric

Boon of the Ascendant

Title Gained: Ascendant Your spell casting becomes divinely endowed. Any 4th level domain spell you cast using a 4th level spell slot or below is treated as if it was cast as 4th level. As well when casting a spell requiring concentration you can expend another spell slot to cause the spell to persist without concentration.

Druid

Boon of the Leviathan

Title Gained: The Leviathan You gain the ability to turn into more powerful and larger creatures. The Max. CR of a creature you can turn into is increased by 5.

Boon of the Emergent Primordial

Title Gained: Emergent Primordial You start to merge further into your connection to a specific elemental plane. You gain the following traits depending on which elemental plane you choose:

Air Elemental - Fly speed of 90 ft and Air Form trait.

Earth Elemental - Burrow speed of 30 ft and Earth Glide and Siege Monster traits.

Fire Elemental - Fire form and Illumination traits.

Water Elemental - Swim speed of 90 ft and Water Form trait

You also gain resistance to your choice of element and add 1d6 of that element to any physical attacks you make. You gain these traits regardless of what form you are Wild Shaped into.

Boon of the Focused Shifter

You gain the ability to turn into 1 type of creatures besides just beasts Title Gained: The Unspeakable Can turn into abberations.

Title Gained: The Great Beast Can turn into giants.

Title Gained: Monsterkind Can turn into monstrosities.

Title Gained: Oozemaster Can turn into oozes.

Title Gained: Seedling Can turn into plant creatures.

Title Gained: Blightbeast Can turn into undead creatures.

Fighter

Boon of the Dreadnought

Title Gained: Dreadnought You gain a +3 bonus to your AC

Boon of the Scalebreaker

Title Gained: Scale Breaker You gain advantage on saving throws against dragon fear and breath weapons, and you deal an extra dice of damage anytime you strike a dragon with a melee weapon attack

Boon of the Battlecry

Title Gained: Battle Cryer You can give a shout that invigorates each ally within 40 ft. These allies gain damage resistance to all damage, they can dash as a bonus action and they cannot be stopped or slowed by any effects. This cry lasts until the end of your next turn.

Gunslinger

Boon of the Deadeye

Title Gained: Deadeye Distance based disadvantage no longer effects you. Now, your effective range is determined by the maximum range of your firearm

Monk

Boon of the Enlightened Fist

Title Gained: Enlightened Fist Whenever you spend a Ki point your fists and monk weapons deal an extra 1d10 damage until the start of your next turn (this can stack if you spend more than 1 Ki point)

Paladin

Boon of the Crusader

Title Gained: Crusader You gain the ability to sanctify an action once per round Sanctified Attack Action - When taking the attack action you attack 3 times

Sanctified Channel Divinity - When you use your Channel Divinity feature you also regain two 5th level spell slots

Sanctified Lay On Hands - You restore x2 as many hit points, the ability has a range of 120 ft and this effect cannot be reduced or prevented by any effect

Boon of the Demonslayer

Title Gained: Demonslayer When striking a fiend with a smite you also damage all other fiends within 10 ft of the target for 1/2 of the total damage of the strike

Boon of the Undead Slayer

Title Gained: Undead Slayer When striking an undead with a smite you also damage all other undead within 10 ft of the target for 1/2 of the total damage of the strike

Psionic

Boon of the Mystic

Title Gained: Mystic Your Mystical Recovery trait no longer requires a bonus action to perform, it now activates whenever you spend psi points on a psionic discipline.

Ranger

Boon of Multi-shot

Title Gained: Slayer You can now maintain concentration on up to 3 instances of Hunters Mark (still have to be cast separately) When you make a ranged weapon attack against 1 of the creatures you have marked you also make an attack against all other creatures you have marked as long as they are in range and you are able to see them

Boon of the Arcane Archer

Title Gained: Arcane Archer When making a ranged weapon attack you can select an element (fire, cold, acid, necrotic, lightning, force) and all damage you do to deals that specific elemental damage instead and deals an extra 1d6 damage

Boon of the Beast Tamer

Title Gained: Tamer of Beasts Your beast companion turns into a more powerful and larger creatures. The Max. CR of a beast you can have as a companion is increased by 5.

Boon of the Magical Beast

Title Gained: Magic Beast Tamer Your beast companion can equip items that they could reasonably use and wield, it has 3 attunement slots.

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Rogue

Boon of the Blade

Title Gained: Blade Your sneak attack now deals 10d10 damage

Boon of the Phase Arrow

Title Gained: Phase Arrow Once per minute you can shoot an arrow through any magic barrier or cover or even through solid structures. If you know a creature is there but cannot see it you still get to -5 to your attack roll. Hitting a creature that cannot see you shooting deals sneak attack damage.

Samurai

Boon of the Stance Master

Title Gained: Stancemaster You gain the ability to activate two stances simultaneously.

Sorcerer

Boon of the Elemental Lord

You further infuse yourself to a specific elemental power

Title Gained: Stormlord When you cast a spell that deals lightning or thunder damage you cast it as if it was 4 levels higher.

Title Gained: Stonelord When you cast a spell that deals bludgeoning damage you cast it as if it was 4 levels higher.

Title Gained: Firelord When you cast a spell that deals fire damage you cast it as if it was 4 levels higher.

Title Gained: Oceanlord When you cast a spell that deals cold damage you cast it as if it was 4 levels higher.

Warlock

Boon of the Overlord

Title Gained: Overlord You can now use your Eldritch Master class ability as bonus action rather than it taking 1 minute.

Boon of the Demonologist

Title Gained: Demonoligist Once a day as an action you can attempt to summon a demon. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for l minute or its summoner dies, or until 1ts summoner dismisses it as an action. You can summon 1d4 vrocks, ld2 hezrous or 1 glabrezus

Wizard

Boon of the Archmage

Title Gained: Archmage When casting a 6th level spell or lower with a casting time of 1 action you may simultaneously cast a 1st level spell with a casting time of 1 action. You also gain another 9th level spell slot.

Boon of the Bloodmage

Title Gained: Bloodmage You can spend a number of hit dice when casting a spell, you roll them to take that amount of damage but then increase the damage dice done by a spell by that same number of dice.

3rd Level Boons

When you would receive your 3rd Epic Boon you gain access to these additional Boons. At this point your progress to a demigod or similar force may almost be complete.

Boon of the Arcane Savant

Your spell save DC becomes 12 + prof + spell casting modifier

Boon of the Death Bringer

If you physically strike a creature of CR 10 or less it instantly dies. So potent are you killing abilities that the afterlife fills with the souls of your victims, making you legend in those planes

Boon of Extraordinary Concentration

You maintain concentration through unconscious or incapacitated conditions, and even through death. You don't need to make concentration checks when taking under 50 damage.

Boon of Immortality

Title Gained: The Immortal Your soul is a priceless treasure, you dont age (even from magical sources) and if you reach 0 hp you can spend your reaction to spend hit dice as if finishing a short rest.

Boon of the Paragon

You increase your proficiency by 1 and become a perfect specimen of your species, with perfect body features for your species. If you have a child it is born with this Boon.

Boon of Perfect Health

Your body is in perfect health. Your maximum HP is as if you rolled the maximum on each hit dice roll when leveling up.

Boon of the Spell Lord

Your spells against any creature of CR 10 or less automatically succeed and deal maximum damage. Your spell attacks critical hit on a 18-20. All creatures automatically assume your the most powerful spell caster in the room.

Boon of the Spell Slinger

You can cast cantrips as bonus actions and you can use your reaction twice in a turn to cast a spell with a casting time of a reaction.

Boon of Lesser Boons

You gain two 1st level Boons.

Boon of the Summoner

You double the number of creatures you summon from conjuration spells

Boon of the Dragon Lord

Prerequisite: Be a Wrym Knight

Title Gained: Dragon Lord You gain lair actions at a building you own (depending on the type of dragon you are), your breath becomes the adult dragons version, and you gain permanent spectral dragon wings granting you a fly speed of 80 ft. And you gain a legendary resistance, so once per day if you fails a saving throw, you can choose to succeed instead.

Talon of D'harcii

Prerequisite: Be a Wrym Knight of a chromatic dragon

Title Gained: Talon of D'harcii When using your breath weapon roll a d4, you can also use that many other chromatic dragon breaths at the same time (your choice which kind)

Mythic Leader

Prerequisite: Be a Legendary General

Once a day you can give a invigorating shout to restore one ability for an ally within 60 ft that would normally be recharged by a long rest. You can also start recruiting a 1000 personal army from the surrounding area.

Class Specific

Artificer

Boon of the Artificer Master

Title Gained: Artificer Master Your Soul of Artifice ability now allows you to be attuned to 12 magic items at once.

Barbarian

Boon of the Rageborn

Title Gained: Rageborn

You become immune to the unconscious condition while raging. While at 0 hp, you make death saving throws at the start of your turns. Success does nothing, but a 20 grants 1 hp as normal. 3 failed attempts and you die. Once per round when making a Charisma, Intelligence or Wisdom saving throw you can instead make a Strength Saving Throw.

Bard

Boon of the Allspeaker

Title Gained: All Speaker You can take a class specific boon from any other class

Blood Hunter

Crimson Ritualist

Title Gained: Ritualist You can now learn and switch between all 9 of the crimson rites.

Cleric

Boon of the Demigod

Title Gained: Demigod

You begin to receive worship from those followers that revere you as the paragon saint of your deity. You become immortal, no longer aging, or need to sleep, eat or drink. If slain your body and items are reduced to divine essense and reform over a period of 7 days on a plane associated with your divine nature at a location of your choice. Any 5th level domain spell you cast using a 5th level spell slot or below is treated as if it was cast as 5th level. In addition when you fail a saving throw you can use your reaction and a use of Channel Divinity to succeed instead.

Druid

Boon of the Primordial

Prerequisite: Requires the Boon of the Emergent Primordial Title Gained: Primordial

You gain immunity to your choice of element and now add 3d6 of that element to any physical attacks you make. When you die you merge into that elemental plane.

Boon of the Dragonsoul

Title Gained: Dragonsoul

You are able to transform into any young chromatic or metallic dragon.


Boon of the Greater Dragonsoul

Prerequisite: Requires the Boon of the Dragonsoul Title Gained: Greater Dragonsoul

You are able to transform into any adult chromatic or metallic dragons, and unique dragons like Dragon Turtles, Sea Dragons, Mithril Dragons, Gem Dragons

Boon of the King/Queen of the Wild

Title Gained: King/Queen of the Wild

All beasts are friendly to you, you can speak with them and they will follow your commands

Fighter

Boon of the Greater Battlecry

Title Gained: Greater Battle Cryer When you take an Action Surge you also allow all allied to take any extra action on their turn before the start of your next turn

Gunslinger

Boon of No Mercy

Title Gained: Merciless When you take any shot with any weapon, you can do so with the No Mercy Feature:

The user can take a bonus action to prepare themselves for an incredible shot. To use this ability they must declare it at the start of their turn - from there they can only move, and load before they begin the process of readying themselves to fire. They may not use any other bonus actions, movement or any other actions for this turn. This process will also break any concentration spells they are maintaining as they are completely focused on the next shot. At the start of their next turn, they fire, landing an automatic critical hit on any roll that is not a natural 1. After firing the rifle, the user may only take a movement action, and a reloading bonus action for the rest of their turn. Their movement is reduced to half for said turn.

Monk

Boon of the Void

Title Gained: One With The Void

You gain a flight speed of 100 ft and if you move 100 ft in a straight line at a target your first strike deals an extra 2d10 damage

Paladin

Boon of the Living Saint

Title Gained: Living Saint

All auras you create affect all allies engaged in combat with you if you wish them to

Psionic

Boon of the Third Eye

Title Gained: The Aware You gain Truesight, and the Chronal Shift feature from the Wizard: Chronurgy Magic archetype.

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Ranger

Boon of Divine Multi-Shot

Prerequisite: Requires the Boon of Multi-shot

Title Gained: Rapid Slayer Hunters Mark no longer requires concentration for you, you can have as many marks up as you want and your multi attack will fire on them all as long you can see them and they are in range.

Boon of the Beastlord

Title Gained: Beastlord Removes any restrictions of type of creature that can be a companion and the Max. CR of a creature you can have as a companion is 15

Rogue

Boon of the Deadly Blade

Title Gained: Deadly Blade

Once a day you can perform an attack that hits any creatures in your range that you would get sneak attack against, you roll to attack each target, you then roll sneak attack damage and it applies to all targets

Samurai

Boon of the Tenshi

Title Gained: Tenshi You grow wings and gain a flying speed of 20 feet. If you already have a fly speed, increase it by 10 instead. If you use the Wind Rider feature wile flying you can increae your additional damage by 2 dice.

Sorcerer

Boon of the Archon

Title Gained: Archon

When you deal damage from a spell roll a d20, on a roll of 11 or higher you deal an extra dice of damage and roll the d20 again. This continues until you roll 10 or under.

Warlock

Boon of the Greater Demonologist

Title Gained: Greater Demonoligist

Once a day as an action you can attempt to summon a demon. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for l minute or its summoner dies, or until 1ts summoner dismisses it as an action. You can summon 1d4 nalfeshnees, 1d2 mariliths, or 1 goristro

Boon of the Dead God Fragment

Prerequisite: You must find the remnant of a dead god to absorb

Title Gained: The Fragment

The divine essense grants you +5 to all stats. You gain advantage on death saving throws and must fail two additional death saving throws to be killed while at 0 hit points.


Wizard

Boon of the Arcane Master

Title Gained: Master of the Arcane Choose a 7th level spell or less to master, you can then use any spell slot of 7th level or less to cast this spell as if it was cast at 7th level. You also gain a 10th level spell slot

6th Level Boons

Only people of legendary power ever attain a Boon, only a select few of those may attain more than 1. Rarely in the history of the world has anyone attained 6. Your status as a demigod is assured, at this point you may look to whatever your destiny will resolve to... becoming a god yourself? Reshaping the world, different planes of existence or afterlife in your image? Or passing peacefully on to the next life?

Boon of Divine Magic

Prerequisite: Have a 11th-level spell slot

You gain one 12th-level spell slot.

Boon of 12th Level Magic

Prerequisite: Have a 12th-level spell slot

You can pick one 12th level spell which you learn to cast.

Boon of Master Tactician

When you have advantage roll 3d20s and take the highest result rather than 2d20s

Boon of Greater Boons

You gain two 3rd level Boons.

Critical Weapon Master

You gain +1 to your critical hit range (if you should crit on 20 you now crit on a 19-20, if you would crit on an 18-20 you would crit on 17-20) and when you score a critical hit you deal x3 the damaged dice rather than x2

Critical Spell Caster

When you cast a spell that deals damage that causes the targets to make a saving throw, roll a d20. On a 20 the spells damage dice are doubled (on a 1 the spell does not fail).

Boon of Partial Divinity

Increase a single attribute to 30

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Blood Gifts

When it comes to the Elves (Eladrin), Tieflings and the Dragonborn, their bloodlines run strong with a potent divine power. The Elves were directly created by Avi the Lord of Lore, the god on the taken throne of creation, and the Tieflings are the offspring of the Bloodied one, the Chained Heart - K'arvel. Since the Civil War, the gods have not had many dealings with their mortal children.

However, while this is known to be true for the masses, it is not the same for the indiviual. The gods have been reported to have spoken to, and given gifts to heroes of their race.

Eladrin

Those of the Elves blessed by Avi are known as having the touch of the Eladrin - a mythical primordial race from which the Elves descended. The truth of these stories has been doubted by many a scholar. The Eladrin are filled with the power of a season - the season in which they were born.

Autumn is the season of peace and goodwill, when summer's harvest is shared with all.

Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.

Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.

Summer is the season of boldness and aggression. a time of unfettered energy.

Physical Modification

As the ancient blood stirs in their veins, the new Eladrin begins to change their appearance. The changes are more potent in some than in others.

The changes begin with the facial features - the ears get taller and pointier, the hair longer and the build taller. From their the changes diverge based on the Eladrin season.Tehe skin changes colour, for the Winter Eladrin the skin and hair becomes a pale blue, the Spring see green, the Summer yellow and the Autumn red.

Personality Modification

The divine power that is awakened within the Eladrin often changes the spirit of the individual, as if something new has been added.

Autumn

d4 Autumn Personality
1 If someone is in need, you never withhold aid.
2 You share what you have, with little regard for your own needs.
3 There are no simple meals, only lavish feasts.
4 You stock up on fine food and drink. You hate going without such comforts.

d4 Autumn Flaw
1 You trust others without a second thought.
2 You give to others, to the point that you leave yourself without necessary supplies.
3 Everyone is your friend, or a potential friend.
4 You spend excessively on creature comforts.

Winter

d4 Winter Personality
1 The worst case is the most likely to occur.
2 You preserve what you have. Better to be hungry today and have food for tomorrow.
3 Life is full of dangers, but you are ready for them.
4 A penny spent is a penny lost forever.

d4 Winter Flaw
1 Everything dies eventually. Why bother building anything that is supposedly meant to last?
2 Nothing matters to you, and you allow others to guide your actions.
3 Your needs come first. In winter, all must watch out for themselves.
4 You speak only to point out the flaws in others' plans.

Spring

d4 Spring Personality
1 Every day is the greatest day of your life.
2 You approach everything with enthusiasm, even the most mundane chores.
3 You love music and song. You supply a tune yourself if no one else can.
4 You can't stay still.

d4 Spring Flaw
1 You overdrink.
2 Toil is for drudges. Yours should be a life of leisure.
3 A pretty face infatuates you in an instant, but your fancy passes with equal speed.
4 Anything worth doing is worth doing again and again.

Summer

d4 Summer Personality
1 You believe that direct confrontation is the best way to solve problems.
2 Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply.
3 You stand tall and strong so that others can lean on you.
4 You maintain an intimidating front. It's better to prevent fights with a show of force than to harm others.

d4 Summer Flaw
1 You are stubborn. Let others change.
2 The best o ption is one that is swift, unexpected, and overwhelming.
3 Punch first. Talk later.
4 Your fury can carry you through anything.

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Eladrin Traits

Eladrin have the following traits in common, in addition to the traits they share with other elves. The season of your Eladrin is that which you were born in.


  • Ability Score Improvement. Your Charisma score increases by 1.
  • Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. Your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 +your proficiency bonus+ your Charisma modifier:
  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Tiefling Blood

Tieflings are the accursed (and since forgiven) children of the Chaos itself K'arvel, or - put more accurately, the children of one of the many avatars of the Chaos.

Upon awakening the old blood in their veins, a Tiefling who meets their acnestor must succeed on a Wisdom saving throw (DC 18) or have their alignment become chaotic if it is not already.

The Shadow

The most flighty avatar of the Chaos, The Shadow has manifested itself in many other forms, taking many faces and voice. The Shadow has infiltrated much of the world.

Upon the awakening, Children of this avatar of Chaos get an ashy black smudge around their eyes.


  • Ability Score Improvement. Your Intelligence score increases by 2
  • Eyes of The Shadow. You have advantage in all stealth checks. When you try to hide, the smudgy blackness around your eyes spreads quickly across your whole body including your clothes, blending you into the shadows.
  • Murky Legacy. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

The Siren

L'appel du Vide.

Upon awakening the blood of The Siren, children will find their hair changing to shocking white.


  • Ability Score Improvement. Your Charisma score increases by 2
  • Banshee's Wail. Once a day, as a bonus action, you can release a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
  • Jarring Legacy. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

The Pawn

The first avatar of the Chaos, The Pawn is simple, but strong. A force to be reckoned with - the easiest personality for the true K'arvel to control directly.

The blood of Asmodeus will cause the horns of a Tiefling to grow to twice their original size.


  • Ability Score Improvement. Your Intelligence score increases by 2
  • Hellish Horns. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
  • Accursed Legacy. You know the mage hand cantrip. When you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Intelligence is your spellcasting ability for these spells.

Za'Hyla, The Jester

This avatar of the Chaos has had a change of heart, and no longer seeks to upturn the world in favour of anarchy, now the Jester, with a humanoid vessel seeks only to sow the chaos in a more minor way, merely to have fun.

Children of The Jester will find their skin to be a brighter hue of the colour the player chose.


  • Ability Score Improvement. Your Charisma score increases by 2
  • Loveable Rogue. You gain expertise in the Persuasion and Performance skills, and you are considered proficient in the Deception skill.
  • Unknown Legacy. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level,you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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The Empress

The Empress is tied with The Tower for the title of true inheritor of K'arvel's power. The Empress is maniacal and is conquest-focused, seeking to spread the blood and chaos across the world.

Awakening the blood of The Empress can be a painful experience for some as their horns crack open, revealing a glowing light witihin...


  • Ability Score Improvement. Your Wisdom score increases by 2
  • Lead From the Front. You gain the Legendary General Boon
  • Tyrannical Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

The Hive

The Hive brings sickness to the land, the air and the people. Plague, Pestilence, and Rot.

The diseased blood of The Hive runs through the tiefling's veins, causing a strange black stain to run down their face like tears.


  • Ability Score Improvement. Your Constitution score increases by 2
  • Diseased. On any attack that makes physical connection with a target, that target must make a DC 10 Constitution saving throw or take 2d4 poison damage.
  • Sickening Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Your normal spellcasting ability is your spellcasting ability for these spells.

The Strings

Fate and Music. The Strings weaves through the world sowing seeds of Chaos that the world has yet to see...

The blood of The Srings runs hot under the skin, and the eyes of the Children come to glow a bright red in the dark.


  • Ability Score Improvement. Your Charisma score increases by 2
  • Fated Luck. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die.
  • Musician. You may chose one instrument to become proficient in.
  • Jarring Legacy. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

The Word

This avatar speaks in all languages of the world. Some theorise that Lawyers and their inherent will to bend the letter of the law comes from the seeds of Chaos sown by The Word.

Kin of the word will find their tongues become like those of snakes.


  • Ability Score Improvement. Your Charisma score increases by 2
  • Omniglot. You are considered fluent in all languages both dead and alive. You are also considered proficient in the Persuasion skill.
  • Dishonest Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

The Tower

Tied with The Empress for the title of the title of true inheritor of K'arvel's power. The Tower is defensive, prejudiced, and deeply protective of it's property. If stolen from or slighted in the slightest way, it will seek to completely destroy everything that soul held dear before rending the soul itself from the world.

Children of the Tower feel their horns worm around in the air, wrenching in the skull until they meet above the head, forming a strange, bony, halo.


  • Ability Score Improvement. Your Strength score increases by 2
  • Breath Weapon. You can use your action to exhale destructive energy. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. After you use your breath weapon, you can’t use it again until you com plete a short or long rest.
Breath Weapon
d6 Type AoE
1 Fire 5 by 30 ft. line (Dex. save)
2 Ice 5 by 30 ft. line (Dex. save)5 by 30 ft. line (Dex. save)
3 Lightning 5 by 30 ft. line (Dex. save)
4 Cold 5 by 30 ft. line (Dex. save)
5 Acid 5 by 30 ft. line (Dex. save)5 by 30 ft. line (Dex. save)
6 Poison 5 by 30 ft. line (Dex. save)

  • Unflinching Legacy. You can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. our normal spellcasting ability is your spellcasting ability for these spells.

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Divine Dragon

The Dragonborn of today are all bron from the primordial dragon D'harcii. D'harcii was the only dragon to survive the Collapse. All Dragonborn live as her flesh. When a Dragonborn's flesh realises it's full potential, the following trait manifests.

Dragonborn Wings

You sprout draconic wings. With your wings, you have a flying speed of 30 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity.

Blessings

A character might receive a blessing from a deity for doing something truly momentous-an accomplishment that catches the attention of both gods and mortals. Killing rampaging gnolls rarely warrants such a blessing, but slaying the high priest of a cult as he attempts to summon might. A blessing is an appropriate reward for one of the following accomplishments:

  • Restoring the most sacred shrine of a god
  • Foiling an earthshaking plot by the enemies of a god
  • Helping a god's favored servant complete a holy quest

An adventurer might also receive a blessing in advance of a perilous quest. For example, a paladin could receive one before setting out on a quest to slay a terrifying lich that is responsible for a magical plague sweeping the land.

A character should receive only a blessing that is useful to him or her, and some blessings come with expectations on the part of the benefactor. A god typically gives a blessing for a particular purpose, such as recovering a holy person's remains or toppling a tyrannical empire. The god might revoke a blessing if a character fails to pursue that purpose or acts counter to it.

A character retains the benefits of a blessing forever or until it is taken away by the god who granted it. Unlike a magic item, such a blessing can't be suppressed by an anti magic field or similar effect. Most adventurers go their entire lives without receiving even one of these blessings. There is no limit on the number of blessings a character can receive, but it should be rare for a character to have more than one at a time. Moreover, a character can't benefit from multiple instances of a blessing at the same time. For example, a character can't benefit from two instances of the Blessing of Health at once.

Example blessings are provided below. The text of a blessing addresses its user. If you decide to create more blessings, consider this: a typical blessing mimics the properties of a wondrous item.



  • Blessing of Health. Your Constitution score increases by 2, up to a maximum of 22.
  • Blessing of Protection. You gain a +1 bonus to AC and saving throws.
  • Blessing of Magic Resistance. You have advantage on saving throws against spells and other magical effects.
  • Blessing of Understanding. Your Wisdom score increases by 2, up to a maximum of 22.
  • Blessing of The Einherjar. This blessing grants you the power to summon spirit warriors, as if you had blown a silver horn of Valhalla. Once you use this blessing, you can't use it again until 7 days have passed.
  • Blessing of Weapon Enhancement. One nonmagical weapon in your possession becomes a +1 weapon whenever you wield it.
  • Blessing of Wound Closure. This blessing grants you the benefits of a periapt of wound closure.
  • Blessing of Fleetness of Foot. Your walking speed increases by 10 feet.
  • Blessing of Void Sight. You gain darkvision for 60 feet, and can see through magical darkness. If you already have darkvision, the range is increased by an additional 30 feet.
  • Blessing of Wild Speech. You are always under the effect of the speak with animals spell.

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Racial Paragon Traits

The following are abilities that player characters can be given either on achieiving level 20, or by performing an action that would be worthy of defining them as a paragon of their race.

Aarakocra

The grand Wing of Harleif saw fit to make you their champion, you can now live 3 times longer naturally than they otherwise would have been able to. Through much training they have strengthened their wings. They now have a flying speed of 100 feet. They get a permanent +2 bonus to their dexterity.

Aasimar*

The angelic blood in your veins allow radiant soul, radiant consumption, and necrotic shroud to be used 3 times a day and last one hour instead of a minute. They get a +2 to their charisma.

Amazon*

The glorious goddess Mehegenelleia, Empress of the Sun has chosen you as a champion, increase your wisdom and constitution by 2. Furthermore your natural armor ability is improved. If you aren't wearing armor, your AC is 18+ your constitution modifier. This is a normal AC calculation that you can use in place of another AC calculation.

Anubim*

In a dream one night, you see long, stretching deserts and a tall ziggurat shimmering in the heat haze. When you wake, your pride of your ancestry gives you the Saving Face ability:

Saving Face. You are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Astrajj*

The abilities of an Astrajj Paragon are unknown

Cervitaur

The parted brothers Raimei and Arno are united within you, you may increase your movement speed by 20 feet. Additionally other creatures of the same size and smaller can ride on a cervitaur. The creature that is riding the cervitaur can stay in the same space as the centaur. The creature that is riding the centaur moves when the cervitaur moves. Additionally your hooves are considered magical and your hooves do an additional 10 bludgeoning damage.

Dragonborn

D'harcii's spirit flows through your soul, they gain resistance to the damage type of their draconic ancestry and one other. Furthermore their breath weapon can be used 3 times per short or long rest and is 10d6 damage.

Dwarves

Your ancestors appear to you, and their voices echo in your head granting you immunity to poison and a subtract 3 damage from piercing, slashing, and bludgeoning weapons.

Elf

Avi, flanked by the sun and moon in a waking vision, unseen by others. They are gifted a superior version of trance that shortens their long rest to 1hour and they need only 1 hour of trance a day to avoid exhaustion. Furthermore they gain expertise in perception checks.

Faerie

The spirits of Wildcourt must love you... You learn a cantrip of your choice from the wizard spell list and you use your intelligence for the spellcasting modifier for this cantrip and following spells. You learn the spell misty step and can cast it once per long rest. You learn the spell darkness and can cast it once per long rest.

Firbolg

The spirits of Wildcourt must love you... Firbolgs get the ability to use hidden step at will. They get a +2 to wisdom.

Genasi

Depending on your elemental heritage, as a Genasi you gain the following features:

  • Air. You learn the Create Whirlwind attack as if a Djinni.
  • Earth. You learn the Earth Glide feature of the Dao.
  • Fire. You learn the Hurl Flame attack as if an Efreeti
  • Water. You learn the Water Jet feature of the Marid

Giant*

The lost ancestors of the line of Madus see you as a spark of hope for their kind, you get expertise in athletics and they increase their strength by +2. They can use stone's endurance once per turn.

Gith*

In retaliation against their original slavers of old, the Gith have learned how to make an Extract Brain attack as the mind flayers do. (Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the gith. Hit: The target takes 10d10 piercing damage. If this damage reduces the target to 0 hit points, the gith kills the target by extracting and destroying its brain.)

Gnome

Gnomes instead of advantage on saving throws against magic they get a +10 bonus to saving throws against magic.

Goblin*

The spirits of the world come together to bless you. Fury of the small can now be done once per turn. They get a +2 bonus to dexterity.

(* Asterisk refers to a race being non-playable)

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Halfling

The spirit of adventure inspires the character, and they gain a superior version of lucky. They can roll once more on top of their current amount. They also become immune to the frightened condition.

Half-Elf

Both the Elven and Hom traits are strong in you, the character gets expertise in 4 skills or tools that they previously has proficiency in. You increase two stats by +1.

Half-Giant

The lost ancestors of the line of Madus see you as a spark of hope for their kind, you get expertise in athletics and they increase their strength by +2. They can use stone's endurance once per turn.

Half-Orc

The spirits of the world come together to bless you. Half orcs get a +2 bonus to strength. On top of that you get to add five damage dice to critical hits with savage attacks instead of one.

Homs

The spirit of ingenuity, and the Lady of the hearth, Arale smiles upon you, Homs get a +2 to all stats and increase your maximum for such stats by 2. You also gain another feat of their choice.

Ixtenfroix*

The abilities of an Ixtenfroix Paragon are unknown.

Kalshtar*

The fantastical genes separate you from relaity enough to harness dream-logic. You may traverse the Material Plane as any other creature would traverse the Astral Plane and similar planes. (3x Intelligence score) feet. Also, your Intelligence and Wisdom scores increase by 2.

Lapine

Strong of leg and sharp of ear, your ancestor spirits, and the spirits of the wild bless you with +10 to your walking movement speed and +5 to your passive perception skill.

Orc*

The spirits of the world come together to bless you, you get Frenzy of the Wild. The Frenzy of Wild lets you get another action on your turn provided it is an attack action. You can only do this once per long rest. Orcs get a +4 bonus to strength


Sciuridae

Your tail is bushy and your eyes sharp, your confidence sails high, you gain the Brave feature:

Brave. You have advantage on saving throws against being frightened.

Talpid

The darkness of the ground has sharpened your senses. You now have Truesight for 60 feet. Also, your burrow speed increases to 25 feet.

Tabaxi

Melket Ha Hetvelyem appears in a dream and inspires them to push forth further. +30 bonus to move speed, +2 bonus to dexterity.

Tiefling

The infernal flame burning within you spits and flares up, you get immunity to fire damage. They get the ability to cast blink and blight once per day.

Tortle

Your shell has become an even more vital part of you as you gain both the amphibious feature as your shell is able to hold an infinite supply of air. Additionally, your shell grants you a natural AC of 20, wielding a shield still grants the same effects, and the *shell defence** still grants the +4 bonus.

Amphibious. You can breathe air and water.

Vidra

The pride of your ancestors in all the dams of the past have placed their belief in you, you gain the Lucky feature:

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

(* Asterisk refers to a race being non-playable)

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Curses

Curses run opposite to the blessings of gods. Curses are bestowed on passing travelers, oft disguised as gifts, there is some positive element to the curse.

Curses are bestowed by ghosts. Ghosts are spirits who failed to pass into the realms of the dead - most of these were trapped, in the service of, or enslaved by K'arvel during life, or just before death.

In videciel, the curses are phrased as amber sarcophagus gifts, and are offered by traveling mystics, who have access to a number (1d4) of the (Curse of Strahd) Amber Sarcophagi.

Fekre, Queen of Poxes

  • Benefit. Contagion spell three times.
  • Consequence. Beneficiary reeks of filth. (permanent)

“My name is Fekre, Queen of Poxes. I bid you to accept my gift. It is one of great power. You will be known as one who controls health and disease at your command. Your name will reek of power.”

Zrin-Hala the Howling Storm

  • Benefit. Lightning Bolt spell 3 times.
  • Consequence. One side of the beneficiary’s face sags and loses all feeling. (permanent)

“My name is Zrin-Hala, the Howling Storm. Do you think you can withstand the true power of storms? Because that’s what I can offer you. A name for yourself as a storm, at least while you can survive.”

Sykane the Soul-Hungerer

  • Benefit. Raise Dead spell three times.
  • Consequence. As soon as this dark gift is received, the beneficiary’s eyes glow a sickly yellow until the dark gift vanishes. Also this trait “If I help someone, I expect payment in return.” (permanent)

“Hello traveller, you stand before Sykane, the Soul Hungerer. I offer you complete control over death. A great power it is, but it has a price. And whenever you use it you’ll also collect the price to be paid.”

Savnok the Inscrutible

  • Benefit. Mind Blank spell for one year.
  • Consequence. The beneficiary’s eyes melt away upon receiving this dark gift, leaving empty sockets that can still see. (permanent)

“I am Savnok the Inscrutible. You can hear me only because I’m letting you, no one can ever read or disrupt my mind. And this power can be yours too, if you accept it.”

Tarakamedes the Grave Wyrm

  • Benefit. The beneficiary of this dark gift grows skeletal wings and gains a flying speed of 50 feet.
  • Consequence. The beneficiary of this dark gift must eat bones or grave dirt to survive. At dawn, if the creature has not eaten at least 1 pound of bones or grave dirt in the past 24 hours, it dies. (permanent)

“I am Tarakamedes, the Grave Wyrm, I offer you a gift of dark power. With it, the sky will be yours and you will find no limit.”

Shami-Amourae the Lady of Delights

  • Benefit. Suggestion spell three times.
  • Consequence. Extra finger in each hand and this trait: “I can’t get enough pleasure. I desire others to create beauty for me at all times.” (permanent)

“Ah, a pretty traveller from far lands. When I roamed the world like you, all desires were within my reach. My very word was enough to collect anything or anyone I wished. Do you wish to be as persuasive as I used to be?”

Drizlash the Nine-Eyed Spider

  • Benefit. This dark gift allows its beneficiary to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Consequence. The beneficiary of this dark gift grows an extra eye somewhere on its body. The eye is blind and ever open. (permanent)

“A mortal like you is always limited to the ground, do you wish to expend your horizons to walls and ceilings. Spiders can do that, why can’t you then? Their power is here to take. You just have to reach for it.”

Dahvler-Nar, He of the Many Teeth

  • Benefit. Auto-Reincarnate spell three times.
  • Consequence. The beneficiary of this dark gift loses all of its teeth until it reincarnates for the third and final time.

“How many lives have you lived? Oh, I see… I can feel your lifeline. It’s the only one, and there will be no more for you. Unless you accept this gift, that is. I can offer you a sample of immortality.”

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Zantras, the Kingmaker

  • Benefit. This dark gift increases the beneficiary’s Charisma by.4, up to a maximum of 22.
  • Consequence. The beneficiary of this dark gift gains the following flaw: “I won’t take no for an answer.” (permanent)

“I am known as Zantras, the Kingmaker. They named me such because I hold the power to give you the influence and aura of a king. I can feel it’d do you well. But if you accept, never again will you surrender yourself to others. Your will shall supersede anyone else’s.”

Delban, the Star of Ice and Hate

  • Benefit. Cone of Cold spell 7 times and benefits of Ring of Warmth.
  • Consequence. The beneficiary of this dark gift gains the following flaw: “Fire terrifies me.” (permanent)

“Is that torchlight? Get that away from me and we can talk… Don’t you dare again approach Delban, the Star of Ice and Hate with fire in your hands, disrespectful mortal. Now how does the power to freeze your enemies sound? It’s yours if you want it.”

Khirad, Star of Secrets

  • Benefit. Scrying spell 3 times
  • Consequence. The beneficiary’s voice becomes a low whisper, and its smile becomes cruel and evil. (permanent)

“I am the Star of Secrets and no information shall be hidden from me. Or from you if you accept this deal. Do you crave to know all that which lies beyond your mortal perspectives. It’s all here.”

Yrrga, Eye of Shadows

  • Benefit. Truesight 60 ft. for 30 days.
  • Consequence. The eyes of the beneficiary become starry voids until the dark gift vanishes. The beneficiary of this dark gift also gains the following flaw: “I believe that all life is pointless and look forward to death when it finally comes.” (permanent)

“I am known as Yrrga, the Eye of Shadows. You would do well by accepting the gift I offer. No secret will ever escape you. All knowledge will be in your grasp. Life is pointless so there’s no time to waste searching for its secrets.”

The Great Taar-Haak, the Five-Headed Destroyer

  • Benefit. This dark gift grants its beneficiary the benefit of a Belt Of Fire Giant Strength. (10 days)
  • Consequence. The beneficiary of this dark gift the following flaw: “I like to bully others and make them feel weak and inferior.” (permanent)

“You want to be strong, huh? I am the Great Taar Haak, the Five-Headed Destroyer. Weak as you are you’ll never scare an insect. I offer you the strength of fire. FIRE ! You will then show your friends how stronger you are!”

Yog, the Invincible

  • Benefit. This dark gift increases the beneficiary’s hit point maximum by 30. (10 days)
  • Consequence. Oily black fur covers the beneficiary’s face and body. (permanent)

“Interesting… hmmm… your face looks so clean and shaven. You appear healthy but I offer you the resilience of Yog the invisible. Without it you’re just a swine. You sure need this blessing if you are to succeed.”

Norganas, the Finger of Oblivion

  • Benefit. Finger of Death spell 3 times.
  • Consequence. This dark gift turns the beneficiary’s blood pitch black and viscid, like tar. (permanent)

“A curious fluid blood is, don’t you think? It flows red but it can easily bring death, I say it ought to be black. My gifts confers you the power to make this judgment. All you have to do is accept it, and you will have to power the judge anyone in your way. That’s how I got to be known as Norganas, the Finger of Oblivion.”

Vaund the Evasive

  • Benefit. This dark gift grants its beneficiary the benefits of an Amulet Of Proof Against Detection And Location and a Ring Of Evasion. (10 days)
  • Consequence. The beneficiary of this dark gift becomes twitchy and nervous, and also gains the following flaw: “I can’t give a straight answer to any question put to me.” (permanent)

“I can’t believe you found me, Vaund the Evasive. I must swiftly return to my amber cell, but first, would you like to take my gift? None shall ever find you thereafter. Or I could answer a question for you, I promise not to answer truthfully….”

Seriach, the Hell-hound Whisperer

  • Benefit. Summon two hellhounds.
  • Consequence. Sulfurous smoke issues from the beneficiary’s pores whenever he or she speaks Infernal.

“I am Seriach, the Hell Hound Whisperer. I have a special affinity for those foul beasts. See, they come to me when I so wish it. If you accept this gift I can share them with you, for as long as you take care of them”

The Vampyr

  • Benefit. Beneficiary becomes a vampire under the DM’s control.
  • Consequence. After receiving the dark gift, the beneficiary gains the following flaw: “I am surrounded by hidden enemies that seek to destroy me. I can’t trust anyone.”

Zhundun, the Corpse-star

  • Benefit. Resurrection spell once. No limitation with time dead.
  • Consequence. The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead.

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Non-Player Races

These races seem not to have any... Ah, screw it, players cannot play these races, but they may be present, whether for DM created characters that players may use, or as reference for the DM. Also, players may use these races with the DM's disgression. The races detailed here may also be ancient in nature.

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PART 6 | DM RESOURCES

Goblin

Goblin Traits


  • Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
  • Age. Goblins reach adulthood at age 8 and live up to 60 years.
  • Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
  • Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
  • Languages. You can speak, read, and write Common

Orc

Orc Traits


  • Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.
  • Age. Ores reach adulthood at age 12 and live up to 50 years.
  • Alignment. Ores are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.
  • Size. Ores are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
  • Menacing. You are trained in the Intimidation skill.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Languages. You can speak, read, and write Common and Orc.

Kenku

Kenku Traits


  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
  • Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
  • Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
  • Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
  • Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
  • Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.

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Giant (Goliath)

Giant Traits


  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score in-creases by 1.
  • Age· Giants have lifespans that seem long to humans, but are often outlived by Elves.
  • Allinment. Giant society, with its clear roles and tasks, has a strong lawful bent. The giant sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.
  • Size. Goliaths are between 10 and 12 feet tall. Your size is Huge.
  • Speed. Your base walking speed is 40 feet.
  • Natural Athlete. You have proficiency in the Athletics skill.
  • Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a dl2. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Languages. You can speak, read, and write Common and Giant.

Cloud Giant Blood


  • Ability Score Increase. Your Charisma score increases by 1
  • Keen Senses. You have proficiency with the Perception skill.
  • Cloud Giant Magic. You know the gust cantrip and can cast it at will. Starting from 3rd level, you know the spell feather fall and can cast it once. Starting from 5th level, you know the spell fog cloud and can cast it once as a 2nd-level spell. You regain expended uses of this trait when you complete a long rest. Charisma is your spellcasting ability for these spells.

Fire Giant Blood


  • Ability Score Increase. Your Constitution score increases by 1.
  • Fireborn. You have resistance to fire damage. Additionally, when you score a critical hit with a melee weapon attack, your weapon ignites in flame and you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. This extra damage is fire damage regardless of the weapon damage type.
  • Metal Worker. You have proficiency with smith's tools.

Frost Giant Blood


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Frostborn. You have resistance to cold damage. Additionally, you know the frostbite[2] cantrip and can cast it at will. Starting from 3rd level, you know the spell ice knife[1] and can cast it once, regaining the ability to cast it when you complete a long rest. Constitution is your spellcasting ability for these spells.
  • Glacial Native. While you are traveling through arctic terrain, you add twice your proficiency bonus to Intelligence (Nature) and Wisdom (Perception and Survival) checks related to your immediate surroundings, instead of any proficiency bonus that you would normally apply. Additionally, you ignore difficult terrain while in arctic terrain.

Hill Giant Blood


  • Ability Score Increase. Your Strength score increases by 1.
  • Barrel Through. When you move, you can attempt to enter the space of a creature of Medium size or smaller. When you do so, that creature must succeed on a Strength saving throw or be knocked prone as you enter their space. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. You can't force a creature to make this saving throw more than once per turn.
  • Thick Skinned. While you are not wearing armor, your Armor Class equals 10 + your Constitution modifier.

Stone Giant Blood


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Deflect Missile. When you are targeted by a ranged weapon attack, you can use your reaction to deflect or catch the missile. When you do so, the damage from the attack is reduced by 1d4 + your Dexterity modifier. If you reduce the damage to 0, you can catch the missile if you have a hand free and the missile is small enough to be held in one hand. When you catch a missile in this way, you can choose to make a ranged attack with the missile as part of the same reaction. The damage die of the missile increases to 1d4 if it wasn't already higher, and the attack has a normal range of 20 feet and a long range of 60 feet. Once you attack in such a manner, you can't do so again until after you next roll initiative.
  • Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

Storm Giant Blood


  • Ability Score Increase. Your Intelligence score increases by 1.
  • Storm Resistance. You have resistance to lightning and thunder damage.
  • Storm Bolt. You can generate a bolt of lightning in your hand, which you can use to make attacks in combat. This is a ranged spell attack that you can use with the Attack action. The attack has a range of 60 feet, an attack bonus equal to your Intelligence modifier + your proficiency bonus, and deals lightning damage on a hit equal to 1d6 + your Intelligence modifier.

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Aasimar

An aasimar, except for one who has turned to evil, has a link to an angelic being. provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide.

Angelic Guide
d6 Name
1 Yonath
2 Norn
3 Tong-a
4 Revah
5 Ama
6 Rhymm (Fallen)

Aasimar Traits


  • Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score by 1.
  • Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
  • Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
  • Size. Aasimar have the same range of height and weight as humans.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  • Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
  • Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Languages. You can speak, read, and write Common and Celestial.

Amazon

Amazons reproduce somewhat rarely, by praying to their gods with extravagant feasts and revels. The morning after a successful ceremony, a baby amazon will be found somewhere nearby, in a cradle-shaped tree or shrub of golden leaves and vines, apparently sprung from out the ground. Leaves from these Vinecradles are often kept by the amazon throughout their lives, whether sewn into clothes, worn in their hair, or gilded to weapons. There is also a myth among amazons, that those sisters of gloomy temperament are first found on rainy or overcast mornings. Typically, an amazon will have two or more volunteer-mothers, but in truth are raised by the whole tribe together. Rarely, amazons can also be born from relationships with other races, though they will often face mild prejudice from their sisters. Indeed to this day, no known Amazonian Queen has been born this way.

Amazon Traits


  • Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
  • Age. Amazons reach adulthood in their mid-teens, and usually live to be just over 200 years old.
  • Alignment. Amazons usually tend toward lawful alignments, as their outlook takes influence from their goliath allies.
  • Size. Amazons typically stand roughly between 9 and 10 feet tall and weigh between 320 and 380 pounds. Your size is Large.
  • Speed. Your base walking speed is 30 feet.
  • Amazon Weapon Training. You have proficiency with spears, javelins, glaives, shortbows, longbows, and shields.
  • Earthborn. Amazons, being sculpted and born from the ground are said to be as strong and as resilient as the earth. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Powerful Build. Your peoples emphasize on self-betterment and your naturally adept body causes you to be significantly stronger than most races your size. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Rugged Grace. Amazons have an inherent, nigh-deific, yet somewhat uncivilized presence that other races take note of. Whether this takes the form of noble gesture, bombastic charm or feminine sway, their unusual mannerisms, intentionally or otherwise, fill others' perceptions with warm feelings and clouded judgment. Whenever you make an Charisma (Persuasion) or an Charisma (Intimidation) check against a humanoid creature, you are considered proficient in the Persuasion or Intimidation skill and if you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Endure Elements. You have advantage on saving throws to resist the effects of extreme weather, as detailed in Chapter 5 of the DMG.
  • Languages. You can speak, read, and write Common and Giant.

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Anubim

Anubim are bipedal humanoids that strongly resemble wild jackals and other dogs, with similar heads, tails, legs, and fur patterns and colors.

Anubim Traits


  • Ability Score Increase. Your Dexterity score is increased by 2, and your Wisdom score is increased by 1.
  • Age. Anubim have somewhat longer lifespans, and grow slower, reaching physical maturity around the age of 20, but many do not die until the age of 250. Their fur starts to grey around 150.
  • Alignment. Anubim typically lean towards the lawful and neutral alignments, and are rarely chaotic or any form of evil.
  • Size. Anubim are a tall type of beastfolk, typically being a little taller than an average adult human, and weigh accordingly. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Your feral counterpart is well suited for hunting at night, and as such your eyes are adapted to low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Animal Senses. Your sense of smell and hearing is better than most, granting you advantage on Wisdom (Perception), checks involving these senses.
  • Devout. Paladin or not, you are a firm worshiper of a god, or at least you've learned plenty about them. You have proficiency in the Religion skill.
  • The Desert Is Your Home. Anubim are a desert-living race, and as such are well-adapted to extremely hot weather conditions, droughts, and feel more at home in sandy environments. You gain advantage on Survival checks made in desert conditions.
  • Languages. You can read, write, and speak in Common and one other language of your choice.

Tiefling

The Curiosity

Slowly... Bit by bit... Piece by piece he was born; The Curiosity. The youngest son of K'arvel born to replace the Jester and to kill Meda the Warden.

If you were to look into the red or orange eyes of Kin of Curiosity Tieflings you'd see the flames of revenge burning within. Kin of Curiosity adolescents will find black or white (depending on their original skin colour) tattoos appearing on their skin, these markings depict flames more than often, but some are horrible dark poetry in infernal.


Kin of Curiosity Traits

Tieflings share certain racial traits as a result of their infernal descent.


  • Ability Score Improvement. Your Intelligence and Charisma both increase by 2, and your Wisdom and Strength increase by 1
  • Age. Tieflings mature at the same rate as humans but live a few years longer.
  • Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Infernal.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Spirit of Revenge. You have advantage on attacks made as reactions or attacks of opportunity, you also naturally have the Combat Reflexes Feat seen below.
  • Combat Reflexes (Feat). When foes leave themselves open, you may make a number of additional melee attack reactions equal to your Dexterity bonus.
  • Flames of Retribution. When you score a critical hit with a melee weapon attack, your weapon ignites in flame and you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. This extra damage is fire damage regardless of the weapon damage type.
  • Hellish Resistance. You have resistance to fire damage.
  • Infernal Legacy. You know the thaumaturgy cantrip.

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Kalashtar

One of the newer races present in Videciel - the kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams-spirits called quori. They are refugees in Videciel, removed from their second home in the Astral Plane by the Gith.

Bound to Spirits

Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.

Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers.

The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table.

d10 Quirk
1 You try to understand the motives and feelings of your enemies.
2 You prefer using telepathy over speaking aloud.
3 You feel a strong drive to protect the innocent.
4 You apply dream logic to mundane situations.
5 You discuss things out loud with your quori spirit.
6 You suppress your emotions and rely on logic.
7 You are strongly influenced by the emotions of those around you.
8 You prefer to find nonviolent solutions to problems whenever possible.
9 You are driven by a warrior spirit and will fight for any noble cause.
10 You are obsessed with conspiracies.

Kalashtar Traits


  • Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1 .
  • Age. Kalashtar mature and age at the same rate as humans.
  • Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
  • Size. Kalashtar are about the same size and build as the homs. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. Additionally, when traveling in realms such as the Astral Plane, where speed is dictated by Intelligence score, this value is further doubled.
  • Dual Mind. You have advantage on all Wisdom saving throws.
  • Mental Discipline. You have resistance to psychic damage.
  • Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
  • Severed from Dreams. Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
  • Languages. You can speak, read, and write Common, Quori, and one other language of your choice.

Gith

Gith Traits

Your character shares the following traits with other gith.


  • Ability Score Increase. Your Intelligence score increases by 1.
  • Age. Gith reach adulthood in their late teens and live for about a century.
  • Size. Gith are taller and leaner than humans, with most a slender 6 feet in height.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Gith.
  • Subrace. There are two kinds of gith, githyanki and githzerai. Choose one of these subraces.

Githyanki

The brutal githyanki are trained from birth as warriors.


  • Ability Score Increase. Your Strength score increases by 2.
  • Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their queen. Renegade githyanki tend toward chaos.
  • Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In their timeless city, Githyanki have bountiful time to master odd bits of knowledge.
  • Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
  • Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Githzerai

The githzerai hone their minds to a razor's edge.


  • Ability Score Increase. Your Wisdom score increases by 2.
  • Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
  • Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
  • Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

The Astral War

In the Astral Plane, a long, timeless war rages between the Kalashtar refugees, who fled to the Astral Plane from their home realm of the Dream Plane, and the newly united natives, the Gith. Thier war burns from floating debris to larger floating debris. The Gith seek to resurrect Ik-o and to use the titan ally to wipe the Kalashtar from the plane.

The Kalashtar, on the other hand were forced out of their home in the Plane of Dreams, and sought refuge in the Astral Plane. Their unnamed city built in a more turbulent area in the plane. The city of the kalashtar is built atop an ancient gith site, where they had trapped a portal to the Material Plane - a crack in reality left when the theomachy reached its most violent moments.

While the Kalashtar hope to reroute this portal back to their home in the Plane of Dreams, they have thus far used it as a way for those who have accepted their separation from dreams to find a new, less chaotic home. They hoped for a peaceful world, but beggars cannot be choosers.

The Gith have been planar travellers for all their history, cruising the workbench from which the Material Plane was born from Igis' designs. Whether it be Limbo, the Astral Plane, Shth, or the Abyss, the Gith have been there. The Gith remain the only people to successfuly traverse the vast empty expanse that is Shth - their technology keeping them warm, lit up, moving and keeping them from asphyxiating.

They run their vast empire from their strange and alien city Adlisharathki, which is known to be a glorious, if not dangerous, trade city, where reputable merchants and brutal pirates trade from the same street. No race is considered exotic here, though Gith are the default at top of the food chain.

An empire requires an army, something the Gith have in droves, with deep technological knowledge, the weapons of the gith are notoriously terrifying. When this reputation is coupled with the numbers and skill of their navy, the gith are a titanic force not to be taken lightly.

Tortle

Tortle Traits


  • Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
  • Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
  • Alignment. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
  • Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. THeir shells account for roughly one-third of their weight. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
  • Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
  • Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
  • Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
  • Languages. You can speak, read, and write Common and Aquan.

Astrajj

Astrajj Traits


  • Ability Score Increase. Your Dexterity and Charisma scores each increases by 2.
  • Age. Astrajj can live about 750 years and reach mental maturity at around 100.
  • Size. A typical Astrajj is between 5 and 7 foot tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Holy Blood. You are resistant to necrotic damage.
  • Languages. You can read, write, and speak Common and Celestial.

Ixtenfroix

You are a true native, the world was yours. Until the collapse.

Ixtenfroix Traits

  • Ability Score Increase. Every ability score increases by 2
  • Age. Ixtenfroix were born without the ability to die, however the mind, soul and body can - and do - decay. This can take thousands of years.
  • Alignment. Ixtenfroix are varied.
  • Size. Ixtenfroix tend to the taller end of the spectrum, around 7-8 ft.
  • Speed. Your base walking speed is 30 feet.
  • Flight. You have a flying speed of 50 feet.
  • Fated. The threads of fates unravel and tie themselves anew for a demigod. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
  • Primordial Tell. Your connection to the divine is strong and its strength gives you away to others. Creatures with the celestial, fey or fiend creature type as well as creatures with a divine connection know what you are.
  • Godly Parentage. Unswerving of will and unassailable of mind, you have advantage on saving throws against being charmed and frightened. In addition, you cannot be aged magically.
  • Magic Initiate. You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you can pick one spell of your choice from the wizard spell list and cast it once. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. When you cast either of these spells you need to finish a long rest before you can cast that spell again. Intelligence is your spellcasting ability for these spells.
  • Lore Magic. The magic needed to gain the information every seeker of knowledge searches for. You know the message cantrip. When you reach 3rd level, you can cast the identify spell once, requiring no material components, and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the detect thoughts spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
  • Languages. You can speak, read and write Common, Ixtaaln and Celestial.

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Extra Classes

For when THAT player does the thing...

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Blood Hunter

Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a finger across his wounds to draw a glowing, ruby glyph in the air. He grips the weightless, completed sigil, twisting it to unleash dark magical energies that fire forward, cursing the stalking behemoth from within its own veins to better even the odds.

A mysterious half-elf swathed in a worn cloak and rugged leather armor carefully investigates a grizzly scene off the roadway, her eyes flashing with recognition as she meditates on the remnants of the massacre. The survivor who warily hired her withdraws with a jump as the half-elf suddenly shoots to her feet, sure in the knowledge of the culprit, where it calls home, and how little time there is to find it.

Stepping into the lightless chambers of ancient dust and lingering whispers, the halfling’s nose picks up the pungent smell of imminent danger as she hears the scraping of bone and claw on nearby stone. She winces as she runs her blade across her palm, the steel transmuting her blood into glowing runes of powerful magic, her sword suddenly engulfed in arcane flames, eager to brand and burn the flesh of her enemies.

Often feared or misunderstood, and driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt to better stalk and survive their prey. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt.

Sacrifice to Preserve Life

While most of the classic schools of magical study are well known and widely respected, the less refined and macabre incantations of Haemocraft have long been forbidden and lost to most of the civilized world. Blood Hunters have reclaimed these techniques away from the judging eyes of society, finding blood magic’s esoteric nature effective against the evils that often defy the divine powers that historically hold the line.

Through careful study and practice, blood hunters have honed the rites of haemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. They can sear an arcane brand into the body of their quarry that hinders their foe’s abilities and punishes their aggression, or call blood curses upon their enemies, manipulating their bodies from the inside. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.

A Monster to Fight Monsters

Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of another blood hunter in person, or just seeking a place to belong in an uncaring world, the reasons one may take up the Hunter’s Bane and choose this life are many and varied. In joining an order of blood hunters, one is also joining a tight family bound by service to each other and the common cause. For many, this is the only family they have known or have left, so the kinship felt between members of an order is a bond neigh unbreakable.

Beyond the boundaries of the order, however, the life of a blood hunter is often not an easy one. The rituals of the Hunter’s Bane regularly leave one visibly changed and prone to unsettle common folk, and the witnessing of haemocraft can invoke a superstitious fear from even the most learned scholar. While some societies have come to accept the good deeds of the orders, many blood hunters publicly hide their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the world where the Orders commonly train. Even so, the best work a blood hunter can do usually involves the poor and defenseless on the outskirts of society, those prone to the corrupting touch of fiends and dark intension. Braving the threat of vilification, these dark protectors wade through civilization, earning coin as mercenaries or bounty hunters, ever watching for the signs of something more nefarious beneath the surface.

In choosing this path, a blood hunter has irrevocably given a part of themselves to their cause, physically, emotionally, and sometimes morally. The orders of blood hunters practice their own unique ideals and methods, often employing techniques with dark origins that test the strength and will of these guardians. Many wrestle with the fear of losing this struggle, so a life of discipline and vigilance drives their travels as they wander the countryside in search of like-minded adventurers and whispers of dark deeds afoot.

Creating a Blood Hunter

As you create a blood hunter, the most important aspects of your character are why you were driven to this lifestyle, and why do you seek to give up everything to wallow in the dark with the evils you hunt? Did you lose a loved one to a fiendish beast and now wish to prevent others from suffering the same fate? Do you seek a sense of purpose and security, and found this among the order that has taken you in? Have you always carried a seed of darkness within you, and seek kin to watch over you and prevent you succumbing to it? Were you once a holy warrior who strayed from his faith and was cast out, but still seek to give yourself to the cause of protecting the innocent? Or are you a criminal with a dark past seeking to make amends, taking this life as a path of penance?

What is your relationship with the powers of haemocraft and the abilities it promises to grant you as you step closer to its mastery? Do you respect and fear the ancient power that surges through your veins, using them only when necessary? Do you relish in the strength it offers you, embracing your gifts and using them freely? Are you worried the superstitions are right, and this power will eventually turn you into one of the monsters you hunt? Or has your study instilled you with the confident control of mind over matter, certain you can bend these gifts to bring a brighter dawn?

Consider too that while a blood hunter belongs to an order, many strike out on their own to do their best work. What made you leave the comfort of your order? Do you intend to return, or have you decided you have more to learn in the world beyond? What do you seek in other adventurers that can help you meet your goals?

While most blood hunters follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side of haemocraft and use their abilities for selfish and evil purposes. These deviants are always thrown from the order, and often hunted along with the creatures they once trained to fell.

Quick Build

You can make a blood hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or archery (or finesse weapons). Make Intelligence your next highest if you plan to focus on the potency of blood curses and mystical power. Choose a higher Constitution next, as you want to have extra hit points to burn on your crimson rite or amplifying blood curses. Then, select the urchin or soldier background.


Blood Hunter Multiclassing with Warlock

If multiclassing Order of the Profane Soul with Warlock levels, add a third of your blood hunter levels (rounded down) to your Warlock level and consult the Warlock progression table in the Player’s Handbook for total Spell Slots, Cantrips known, and Spell Slot Level.

Class Features

As a blood hunter, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemist’s supplies

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival
The Blood Hunter
Level Proficiency Bonus Features Haemocraft die Blood Curses
1st +2 Hunter's Bane, Blood Maledict 1d4 1
2nd +2 Fighting Style, Crimson Rite 1d4 1
3rd +2 Blood Hunter Order 1d4 1
4th +2 Ability Score Improvement 1d4 1
5th +3 Extra Attack 1d6 1
6th +3 Brand of Castigation, Blood Maledict (2/rest) 1d6 2
7th +3 Order Feature, Primal Rite 1d6 2
8th +3 Ability Score Improvement 1d6 2
9th +4 Grim Psychometry 1d6 2
10th +4 Dark Augmentation 1d6 3
11th +4 Order Feature 1d8 3
12th +4 Ability Score Improvement 1d8 3
13th +5 Brand of Tethering, Blood Maledict (3/rest) 1d8 3
14th +5 Hardened Soul, Esoteric Rite 1d8 4
15th +5 Order Feature 1d8 4
16th +5 Ability Score Improvement 1d10 4
17th +6 Blood Maledict (4/rest) 1d10 4
18th +6 Order Feature 1d10 5
19th +6 Ability Score Improvement 1d10 5
20th +6 Sanguine Mastery 1d10 6
21st +7 Profound Rites 1d12 6
22nd +7 Improved Rites 1d12 6
23rd +7 Blood Maledict (5/rest) 1d12 7
24th +7 Ability Score Improvement 1d12 7
25th +8 Pitch Augmentation 1d12 7

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail armor
  • an explorer’s pack

Hunter's Bane

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

The Hunter’s Bane also empowers your body to control and shape haemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Haemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

Blood Maledict

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through haemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, 18th, and 22nd level.

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your haemocraft die, as shown in the Haemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, at 17th level, you can use it four times between rests, and five times at 23rd level. You regain all expended uses when you finish a short or long rest.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

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

Crimson Rite

At 2nd level, you learn to invoke a rite of haemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your haemocraft die, as shown in the Haemocraft Die column of the Blood Hunter table.

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Haemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

You learn an additional Primal Rite at 7th level, access to an Esoteric Rite at 14th level, and an additional Esoteric Rite and one Profound Rite at 21st.

Primal Rites
Rite of the Flame. Your rite damage is fire damage.
Rite of the Frozen. Your rite damage is cold damage.
Rite of the Storm. Your rite damage is lightning damage.
Esoteric Rites
Rite of the Dead. Your rite damage is necrotic damage.
Rite of the Oracle. Your rite damage is psychic damage.
Rite of the Roar. Your rite damage is thunder damage.
Profound Rites
Rite of the Caustic. Your rite damage is acid damage.
Rite of the Vile. Your rite damage is poison damage.
Rite of the Forceful. Your rite damage is force damage.

Blood Hunter Order

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, 18th, and 22nd level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 19th and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

Brand of Castigation

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of haemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

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

Grim Psychometry

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

Dark Augmentation

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

Hardened Soul

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

Sanguine Mastery

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a haemocraft die, you can choose to reroll the die and choose which result to use.

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

Improved Rites

When taking damage as part of invoking a rite, the damage dealt to you is halved. The damage dealt to the target is unaffected. You also gain a resistance to your choice of slashing or piercing damage.


Pitch Augmentation

Upon reaching 25th level, your blood magic, permanently reinforcing your resilience. Your speed increases by a further 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to double your Intelligence modifier. You also gain a resistance to your choice of slashing or piercing damage.

Blood Hunter Orders

There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.

Blood Hunter Orders
Order of the Ghostslayer
Order of the Lycan
Order of the Mutant
Order of the Profane Soul

Order of the Ghostslayer

The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.

Order of the Ghostslayer
Level Feature
3rd Rite of the Dawn, Curse Specialist
7th Ethereal Step
11th Brand of Sundering
15th Blood Curse of the Exorcist
18th Rite Revival
22nd Improved Rite of the Dawn

Rite of the Dawn

When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).

Rite of the Dawn. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:

  • Your weapon sheds bright light out to a radius of 20 feet.
  • You have resistance to necrotic damage.
  • Your weapon deals one additional haemocraft die of rite damage when you hit an undead.
Improved Rite of the Dawn

At 22nd level your rite is improved in the following ways:

  • Your weapon sheds a beam of focused bright light out to a radius of 100 feet.
  • You have immunity to necrotic damage.
  • Attacks made against undead creatures are made with advantage
  • Your weapon deals three additional haemocraft die of rite damage when you hit an undead.

Curse Specialist

Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Ethereal Step

Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.

You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).

You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests, and three times when you reach 22nd level. You regain all expended uses when you finish a short or long rest.

Brand of Sundering

Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional haemocraft die of rite damage. In addition, the branded creature can’t move through creatures or objects.

Blood Curse of the Exorcist

At 15th level, you’ve honed your haemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.


Rite Revival

Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.

Order of the Lycan

Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud order of blood hunters who undergo “The Taming,” a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of the order’s blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust.

The Onus of Lycanthropy

Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible burden it is and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these blood hunters accept the gifts of the beast while maintaining control through intense training and blood magic. These factors enable a member of the Order of the Lycan to prevent the spread of their curse through blood, should they wish to. One of the most sacred oaths of this order is to never infect another without the order’s sanction.

Should a member of the Order of the Lycan be cured of the lycanthropic curse, it is a terrible shame on their name, the order, and those who carry the curse still. There have been passages written about members being cleansed against their will, but those brothers and sisters readily return to the order to undergo a renewed initiation of The Taming, reintroducing the curse to their bodies and restoring their honor.

Lycanthropy comes in many forms. Each version of the curse is bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations. The strain of the curse defines the beast a hybrid form will share, but the features the curse bestows remain relatively uniform across strains.

Order of the Lycan
Level Feature
3rd Heightened Senses, Hybrid Transformation
7th Stalker's Prowess
11th Advanced Transformation
15th Brand of the Voracious
18th Hyrbid Transformation Mastery
22nd Epic Transformation

Heightened Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.

Once you use this feature, you must finish a short or long rest before you can use it again.

Hybrid Transformation Features

While you are transformed, you gain the following features:

Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th, 18th, and 24th level. You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level, and 1d10 at 22nd level.

Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

Stalker's Prowess

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.

Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Transformation

Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Lycan Regeneration feature.

Lycan Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.

Brand of the Voracious

At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you.

Hybrid Transformation Mastery

At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.

You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against your number of blood curses known.

Epic Transformation

The traits you adopt are now incredible, you gain an expertise in Wisdom (Perception) checks that rely on sight, hearing or smell. You also gain an additional +10ft of Darkvision, and gain your choice of Tremorsense or Blindsight up to 60ft. Additionally, you gain advantage on Stealth checks, and proficiency in the Nature skill when it comes to tracking creatures.

Order of the Mutant

The process of the Hunter’s Bane is a painful, scarring, and sometimes fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one’s own physiology through a combination of haemocraft and corrupted alchemy. Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time, become something beyond what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be best prepared for the coming conflict.

Order of the Mutant
Level Feature
3rd Formulas, Mutagencraft
7th Strange Metabolism
11th Brand of Axiom
15th Blood Curse of Corrosion
18th Exalted Mutation
22nd Permanent Mutation

Formulas

You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.

Beginning at 3rd level, you choose to learn four mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level. At 22nd level, you know all mutagen formulas.

Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.

Mutagencraft

At 3rd level, you can concoct a single mutagen when you finish a short or long rest. Starting at 7th level, the number of mutagens you can create when you finish a rest increases to two, at 15th level, you can now create three mutagens, and at 22nd level you can create four.

As a bonus action you can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.

Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.


Strange Metabolism

Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.

In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.

Once you use this feature to resist side effects, you can’t do so again until you finish a long rest.

Brand of Axiom

At 11th level, your haemocraft has altered your Brand of Castigation to enforce a foe’s true nature. Any illusions disguising or making a creature invisible when you brand them end, and they can’t benefit from such illusions while branded. If a creature branded by you is polymorphed or has changed shape, they must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your next turn. Whenever a branded creature attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or the attempt fails, and they are stunned until the end of your next turn.

Blood Curse of Corrosion

Starting at 15th level, your blood curse can wrack a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your number of blood curses known.

Exalted Mutation

At 18th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one mutagen currently affecting you to flush from your system and end, then immediately have a mutagen you know the formula for take effect in its place.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.

At 22nd level, this feature can be used a number of times equal to double your Intelligence modifier. You now regain all uses of this feature after you finish a short rest.

Permanent Mutation

At 22nd level you may choose one of the mutagens you have learned, and apply one to yourself permanently with no side-effect.

Mutagens

These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.

Aether

Prerequisite: 11th level.

You gain a flying speed of 20 feet for 1 hour.

Side effect. You have disadvantage on Strength and Dexterity ability checks for 1 hour.

Alluring

Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.

Side effect. You have disadvantage on initiative rolls.

Celerity

Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level.

Side effect. You have disadvantage on Wisdom saving throws.

Conversant

You gain advantage on Intelligence ability checks.

Side effect. You have disadvantage on Wisdom ability checks.

Cruelty

Prerequisite: 11th level.

When you use the Attack action, you can make an additional weapon attack as a bonus action.

Side effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Deftness

You gain advantage on Dexterity ability checks.

Side effect. You have disadvantage on Wisdom ability checks.

Embers

You gain resistance to fire damage.

Side effect. You gain vulnerability to cold damage.

Gelid

You gain resistance to cold damage.

Side effect. You gain vulnerability to fire damage.

Impermeable

You gain resistance to piercing damage.

Side effect. You gain vulnerability to slashing damage.

Mobility

You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.

Side effect. You have disadvantage on Strength ability checks.

Nighteye

You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.

Side effect. You gain sunlight sensitivity.

Percipient

You gain advantage on Wisdom ability checks.

Side effect. You have disadvantage on Charisma ability checks.

Potency

Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.

Side effect. You have disadvantage on Dexterity saving throws.

Precision

Prerequisite: 11th level

Your weapon attacks score a critical hit on a roll of 19-20.

Side effect. You have disadvantage on Strength saving throws.


Rapidity

Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.

Side effect. You have disadvantage on Intelligence ability checks.

Reconstruction

Prerequisite: 7th level

For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points.

Side effect. Your speed decreases by 10 ft for 1 hour.

Sagacity

Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th and 18th level.

Side effect. You have disadvantage on Charisma saving throws.

Shielded

You gain resistance to slashing damage.

Side effect. You gain vulnerability to bludgeoning damage.

Unbreakable

You gain resistance to bludgeoning damage.

Side effect. You gain vulnerability to piercing damage.

Vermillion

You gain an additional use of your Blood Maledict feature.

Side effect. You have disadvantage on death saving throws.

Order of the Profane Soul

Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and cruel fiends and terrors of the world. Unable to pursue beings of such power, creatures able to vanish amongst the nobles without a trace, or bend the mind of the most stalwart warrior with but a glance, this order trusted in their resilience and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have traded a part of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they’ve drawn the attention of the Order of the Profane Soul.

Order of the Profane Soul
Level Feature Cantrips Known Spells Known Spell Slots Slot Level
3rd Otherworldy Patron, Pact Magic, Rite Focus 2 2 1 1st
4th - 2 2 1 1st
5th - 2 3 1 1st
6th - 2 3 2 1st
7th Mystic Frenzy, Revealed Arcana 2 4 2 2nd
8th - 2 4 2 2nd
9th - 2 5 2 2nd
10th - 3 5 2 2nd
11th Brand of the Sapping Scar 3 6 2 2nd
12th - 3 6 2 2nd
13th - 3 7 2 3rd
14th - 3 7 2 3rd
15th Unsealed Arcana 3 8 2 3rd
16th - 3 8 2 3rd
17th - 3 9 2 3rd
18th Blood Curse of the Souleater 3 9 2 3rd
19th - 3 10 2 4th
20th - 3 11 2 4th
21st - 4 12 3 4th
22nd Freed Arcana 4 13 3 4th
23rd - 4 14 3 4th
24th - 4 15 3 4th
25th - 4 16 3 5th

Otherworldly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, the Great Old One, the Undying, the Celestial or Hexblade. Your choice augments some of your order features.

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

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

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Rite Focus

Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).

The Archfey

When you deal rite damage to a creature, it glows with faint light until the end of your next turn. For the duration, the creature can’t benefit from half cover, three-quarters cover, or being invisible.

The Celestial

You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points hit points equal to one roll of your hemocraft die + your Intelligence modifier (minimum of +1).

The Fiend

While using the Rite of the Flame, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.

The Great Old One

When you score a critical hit against a creature while using the weapon, that creature is frightened of you until the end of your next turn.

The Hexblade

Whenever you target a creature with a blood curse, your next attack against the cursed creature deals additional damage equal to your proficiency modifier.

The Undying

Whenever you reduce a hostile creature to 0 hit points using a weapon attack, you regain a number of hit points equal to one roll of your hemocraft die.

Mystic Frenzy

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Revealed Arcana

At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact.

The Archfey

You can cast blur once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Celestial

You can cast lesser restoration once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Fiend

You can cast scorching ray once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Great Old One

You can cast detect thoughts once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Hexblade

You can cast branding smite once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Undying

You can cast blindness/deafness once using a pact magic spell slot. You can’t do so again until you finish a long rest.

Brand of the Sapping Scar

Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your warlock spells.

Unsealed Arcana

At 15th level, your patron grants you the rare use of an additional arcane spell based on your pact.

The Archfey

You can cast slow once without expending a spell slot. You can’t do so again until you finish a long rest.

The Celestial

You can cast revivify once without expending a spell slot. You can’t do so again until you finish a long rest.


The Fiend

You can cast fireball once without expending a spell slot. You can’t do so again until you finish a long rest.

The Great Old One

You can cast haste once without expending a spell slot. You can’t do so again until you finish a long rest.

The Hexblade

You can cast blink once without expending a spell slot. You can’t do so again until you finish a long rest.

The Undying

You can cast bestow curse once without expending a spell slot. You can’t do so again until you finish a long rest.

Blood Curse of the Souleater

Starting at 18th level, you’ve learned to siphon the soul from your fallen prey. You gain the Blood Curse of the Souleater for your Blood Maledict feature. This does not count against your number of blood curses known.

Freed Arcana

At 22nd level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact. Additionally, you learn one eldrtitch invocation of your choice.

The Archfey

You can cast polymorph on yourself only, once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Celestial

You can cast death ward once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Fiend

You can cast wall of fire once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Great Old One

You can cast phantasmal killer once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Hexblade

You can cast locate creature once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Undying

You can cast blight once using a pact magic spell slot. You can’t do so again until you finish a long rest.

Blood Curses

The blood curses are presented in alphabetical order.

Blood Curse of the Anxious

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Blood Curse of Binding

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

Blood Curse of Bloated Agony

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

Blood Curse of Corrosion

Prerequisite: 15th level, Order of the Mutant

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

Blood Curse of the Exorcist

Prerequisite: 15th level, Order of the Ghostslayer

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.


Blood Curse of Exposure

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

Blood Curse of the Fallen Puppet

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

Blood Curse of the Howl

Prerequisite: 18th level, Order of the Lycan

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

You can choose any number of creatures you can see to be unaffected by the howl.

Amplify. The range of this curse increases to 60 feet.

Blood Curse of the Marked

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

Blood Curse of the Muddled Mind

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

Blood Curse of the Souleater

Prerequisite: 18th level, Order of the Profane Soul

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power.

Until the end of your next turn, your weapon attacks have advantage.

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Oathbreaker (Paladin)

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.

A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an allnight vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker path.

Oathbreaker
Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Hate
15th Supernatural Resistance
20th Dread Lord
22nd Improved Dread Aspect

Oathbreaker Spells

An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

Paladin Level Spells
3rd hellish rebuke , inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Channel Divinity

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.

Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom s aving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

Oathbreaker Atonement

An Oathbreaker paladin can later become a true paladin once more The paladin who wishes to atone must first shed his or her evil alignment and demonstrate this alignment change through words and deeds. Having done so, the paladin loses all Oathbreaker features and must choose a deity and a sacred oath. (With the DM's permission, the player can select a different deity or sacred oath than the character had previously.) However, the paladin doesn't gain the class features specific to that sacred oath until he or she completes some kind of dangerous quest or trial, as determined by the DM . A paladin who breaks his or her sacred oath a second time can become an oath breaker once more, but can't atone.

Aura of Hate

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord

At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4dl0 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 +.the paladin's Charisma modifier.

After activating the aura, the paladin can't do so again until he or she finishes a long rest.

Improved Dreadful Aspect

At level 22, dreadful aspect now reads as follows: As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 60 feet of the paladin must make a wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 hour. If a creature frightened by this effect ends its turn more than 60 feet away from the paladin, it can attempt another wisdom saving throw to end the effect on it.

Psionic

A human clad in simple robes walks along a forest Path. A gang of goblins emerges from the brush, Arrows trained on him, their smiles wide at their Good fortune of finding such easy prey for the Legion’s slave pens. Their smiles turn to shrieks of Terror as the traveller grows to giant size and leaps At them, his staff now a deadly cudgel. The militia forms in ranks to prepare for the Orcs’ charge. The growling brutes howl their battle Cries and surge forward. To their surprise, the Human rabble holds its ground and fights with Surprising ferocity. Suddenly, mindless fear clings To the orcs’ minds and they, despite facing a far Inferior foe, turn and run, never noticing the calm Half-elf standing amid the militia and directing its Efforts. The Baron was always proud of his Grand library. Little did he know that each evening, A gnome laden with blank scrolls slipped past his Guards each night and dutifully copied his most Heavily guarded archives. When the duke’s men Arrived to arrest him for dealing with demons, he Never guessed that the gnome scribe traveling With them had spent more time in his keep than he Had over the past year. These heroes are all psionics, followers of a Strange and mysterious form of power. Psionics Shun the world to turn their eyes inward, Mastering the full potential of their minds and Exploring their psyches before turning to face the World. Psionics are incredibly rare, and most prefer To keep the nature of their abilities secret. Using Their inner, psychic strength, they can read minds, Fade into invisibility, transform their bodies into Living iron, and seize control of the physical world And bend it to their will.


Eccentric Minds

In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, psionics develop a variety of practices to keep their focus sharp. These practices are reflected in taboos and quirks, strange little behaviours that govern a psionic’s actions. These quirks are oaths or behavioural tics that help keep psionics in the proper frame of mind while maintaining perfect control over their minds and bodies. While these taboos are harmless, they help cast psionics as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To psionics, the life of the mind is where they feel most at home.

Selecting Quirks

To add some texture to your psionic, consider the quirks your character has acquired. These behaviours have no game effect, but your character might become irritated or upset if forced to break them. They’re a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviours. What do they say about your character’s personality or background? Are they based on a specific incident or a belief?

Psionic Quirk
d20 Quirk
1 You never cut your hair.
2 You refuse to wear clothes of a specific colour.
3 You never say your name.
4 You never wear footwear.
5 You always wear a mask.
6 You dye your hair a bright colour
7 You pick a new name each day.
8 You never immerse yourself in water.
9 You sleep on bare earth.
10 You never consume alcohol.
11 You wear a veil to conceal your face.
12 You always wear a specific piece of clothing.
13 You refuse to light fires.
14 You refuse to write things down, instead using pictograms.
15 You never sit on a chair, preferring to stand or sit on the floor.
16 You never answer to any name but your own.
17 You write down the name of each creature you slay, and name ones that are unnamed.
18 You consume only water and raw vegetables.
19 You spend any money you earn within 1 week of gaining it.
20 You often speak to an imaginary companion, and act only with its blessing.

Creating a Psionic

When creating a psionic, consider your character’s background. How did you become a psionic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like? Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other
motivation?

Quick Build

You can make a psionic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.


Class Features

As a psionic, you gain the following class features

Hit Points


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

Proficiencies


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

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion

Equipment

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

• (a) a spear or (b) a mace

• (a) leather armor or (b) studded leather armor

• (a) a light crossbow and 20 bolts or (b) any simple weapon

• (a) a scholar’s pack or (b) an explorer’s pack

The Psionic
Level Proficiency Bonus Features Talents Known Disciplines Known Psi Points Psi Limit
1st +2 Psionics, Mystic Order 1 1 4 2
2nd +2 Mystical Recovery, Telepathy 1 1 6 2
3rd +2 Mystic Order feature 2 2 14 3
4th +2 Ability Score Improvement, Strength of Mind 2 2 17 3
5th +3 - 2 3 27 5
6th +3 Mystic Order feature 2 3 32 5
7th +3 - 2 4 38 6
8th +3 Ability Score Improvement, Potent Psionics (1d8) 2 4 44 6
9th +4 - 2 5 57 7
10th +4 Consumptive Power 3 5 64 7
11th +4 Psionic Mastery (1/day) 3 5 64 7
12th +4 Ability Score Improvement 3 6 64 7
13th +5 Psionic Mastery (2/day) 3 6 64 7
14th +5 Mystic Order feature, Potent Psionics (2d8) 3 6 64 7
15th +5 Psionic Mastery (3/day) 3 7 64 7
16th +5 Ability Score Improvement 3 7 64 7
17th +6 Psionic Mastery (4/day) 4 7 64 7
18th +6 - 4 8 71 7
19th +6 Ability Score Improvement 4 8 71 7
20th +6 Psionic Body 4 8 71 7
21st +7 - 4 9 71 7
22nd +7 Mystic Order feature 4 9 71 7
23rd +7 Potent Psionics (3d8) 4 9 71 7
24th +7 Ability Score Improvement 5 10 71 7
25th +8 Psionic Mastery (5/day) 5 10 80 7

Psionics

As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.

Psionic Talents

A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Psionic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.


Psionic Disciplines

A psionic discipline is a rigid set of mental exercises that allows a psionic to manifest psionic power. A psionic masters only a few disciplines at a time.

At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Psionic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.

The number of psi points you have is based on your psionic level, as shown in the Psi Points column of the Psionic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your psionic level, as shown in the Psi Limit column of the Psionic table. For example, as a 3rd-level mystpsionicic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.

Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Psionic Ability

Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier

Discipline attack modifier = your proficiency bonus + your Intelligence modifier

Mystic Order

At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, 14th, and 22nd level.

Mystical Recovery

Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.

Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.


Telepathy

At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 19th, and 24th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Strength of Mind

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.

Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Potent Psionics

At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. When you reach 23rd level, this extra damage increases to 3d8.

In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.

Consumptive Power

At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

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

Psionic Mastery

Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent.

If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on.

At 15th level, the pool of psi points you gain from this feature increases to 11, and 15 at 25th level.

You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, 17th, and 25th level.

Psionic Body

At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:

• You gain resistance to bludgeoning, piercing, and slashing damage.

• You no longer age.

• You are immune to disease, poison damage, and the poisoned condition.

• If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Mystic Orders

Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve.

Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics.

Mystic Orders
Order of the Avatar
Order of the Awakened
Order of the Immortal
Order of the Nomad
Order of the Soul Knife
Order of the Wu Jen

Order of the Avatar

Psionics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these psionics vary from tyrants to inspiring leaders who are loved by their followers.

Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.

Order of the Avatar
Level Feature
1st Bonus Disciplines, Armour Training
3rd Avatar of Battle
6th Avatar of Healing
14th Avatar of Speed
22nd Avatar of Defense

Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines.

Armor Training

At 1st level, you gain proficiency with medium armor and shields.

Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.

Avatar of Healing

Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.

Avatar of Speed

Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.

Avatar of Defense

At 22nd level, you project a stalwart aura that protects you from many a thing. You gain +4 to your AC, and you become resistant to piercing, slashing, and bludgeoning damage.

Order of the Awakened

Psionics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.

The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened psionics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.

Order of the Awakened
Level Feature
1st Bonus Disciplines, Awakened Talent
3rd Psionic Investigation
6th Psionic Surge
14th Spectral Form
22nd Improved Psionic Surge

Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.

Awakened Talent

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Psionic Investigation

Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.

You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.

Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.

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


Psionic Surge

Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.

At 22nd level, your surge improves in such a way that now, you can recover your psionic focus on the next turn. This also deals anadditional 1d12 psychic damage.

You can’t use this feature if you can’t use your psychic focus.

Spectral Form

At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.

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

Order of the Immortal

The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.

Order of the Immortal
Level Feature
1st Bonus Disciplines, Immortal Durability
3rd Psionic Resilience
6th Surge of Heart
14th Immortal Will
22nd Immortal Soul

Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines.

Immortal Durability

Starting at 1st level, your hit point maximum increases by 1 per mystic level.

In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.

Psionic Resilience

Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.

Surge of Health

Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.

You can’t use this feature if you can’t use your psychic focus.

Immortal Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.

Immortal Soul

Upon reaching 22nd level, your defensive abilities have improved, not only does your Psionic Resilience feature now produce double the amount of hit points, but your AC, as long as you aren’t wearing armor or wielding a shield, is equal to 10 + your Dexterity modifier + your Constitution modifier + proficiency. You also gain immunity to Psychic damage.

Order of the Nomad

Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.

Order of the Nomad
Level Feature
1st Bonus Disciplines, Breadth of Knowledge
3rd Memory of One Thousand Steps
6th Superior Teleportation
14th Effortless Journey
22nd Improved Breadth of Knowledge, Memory of Ten Thousand Steps

Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.

Breadth of Knowledge

At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

At 22nd level, you may choose two proficiencies of your choice: two tools, two skills, or one of each. This benefit is permanent, though they cannot be changed

Memory of One Thousand Steps

At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Superior Teleportation

At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.

Effortless Journey

Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.

Memory of Ten Thousand Steps

At 22nd level, your recall when it comes to remembering your own steps is second to none. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the beginning of initiative, and the attack misses you. You can use this feature an amount of times equal to your intellignece Modifier

Order of the Soul Knife

The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.

Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.

Order of the Soul Knife
Level Feature
1st Martial Training, Soul Knife
3rd Hone the Blade
6th Consumptive Knife
14th Phantom Knife
22nd Improved Consumptive Knife, Improved Pahntom Knife

Martial Training

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

Soul Knife

Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.

For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit.

As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.

Hone the Blade

Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.

Psi Points Attack and Damage Bonus
2 +1
5 +2
7 +4
11 +8

Consumptive Knife

Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.

At 22nd level, the amount of psi points you regain becomes 2d6

Phantom Knife

Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.

At 22nd level, whenever you attack with the soul knife, you may roll to hit with advantage.

Order of the Wu Jen

The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it.

In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.


Order of the Wu Jen
Level Feature
1st Bonus Discipline, Hermit's Study
3rd Elemental Attunement
6th Arcane Dabbler
14th Elemental Mastery
22nd Elemental Freedom

Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines.

Hermit’s Study

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.

Elemental Attunement

Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.

Arcane Dabbler

At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level.

As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.

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

The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.

Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.

Elemental Mastery

Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.

Elemental Freedom

At 22nd level, elemental damage means nothing to you, and is the difference between life and death. You gain one immunity to one elemental damage type of your choice. Also, the benefits gained from the Elemental Attunement are now permanent for a single chosen damage type.

You may continue to use the Elemental Attunement and Elemental Mastery as you wish for other damage types.

Psionic Disciplines and Talents

Psionic talents and disciplines are the heart of a mystic’s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.

Psionic disciplines were each discovered by different orders and tend to reflect their creators’ specialties. However, a mystic can learn any discipline regardless of its associated order.

Using a Discipline

Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.

The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.

Psychic Focus

The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.

Effect Options and Psi Points

A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option.

Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline’s potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can’t decide to spend additional points once you see the discipline in action.

Each option notes specific information about its effect, including any action required to use it and its range.


Components

Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.

Duration

An effect option in a discipline specifies how long its effect lasts.

Instantaneous. If no duration is specified, the effect of the option is instantaneous. Concentration. Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s psi point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute.

Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time.

Targets and Areas of Effect

Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.

Saving Throws and Attack Rolls

If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.

Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.

Combining Psionic Effects

The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect— applies while the durations of the effects overlap.

Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.

Psionic Disciplines by Order

Each psionic discipline is associated with a Mystic Order. The following lists organize the disciplines by those orders.

Avatar Disciplines

Crown of Despair

Crown of Disgust

Crown of Rage

Mantle of Command

Mantle of Courage

Mantle of Fear

Mantle of Fury

Mantle of Joy

Awakened Disciplines

Aura Sight

Intellect Fortress

Mantle of Awe

Precognition

Psychic Assault

Psychic Disruption

Psychic Inquisition

Psychic Phantoms

Telepathic Contact

Immortal Disciplines

Adaptive Body

Bestial Form

Brute Force

Celerity

Corrosive Metabolism

Diminution

Giant Growth

Iron Durability

Psionic Restoration

Psionic Weapon

Nomad Disciplines

Nomadic Arrow

Nomadic Chameleon

Nomadic Mind

Nomadic Step

Third Eye

Wu Jen Disciplines

Mastery of Air

Mastery of Fire

Mastery of Force

Mastery of Ice

Mastery of Light and Darkness

Mastery of Water

Mastery of Weather

Mastery of Wood and Earth

Discipline Descriptions

The psionic disciplines are presented here in alphabetical order.

Adaptive Body

Immortal Discipline

You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.

Psychic Focus. While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

Environmental Adaptation (2 psi). As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.

Adaptive Shield (3 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn.

Energy Adaptation (5 psi; conc., 1 hr.). As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Energy Immunity (7 psi; conc., 1 hr.). As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Aura Sight

Awakened Discipline

You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.

Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks.

Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.

Read Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.

View Aura (3 psi; conc., 1 hr.). As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Bestial Form

Immortal Discipline

You transform your body, gaining traits of different beasts.

Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.

Bestial Claws (1–7 psi). You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent.

Bestial Transformation. As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

Amphibious (2 psi). You gain gills; you can breathe air and water.

Climbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.

Keen Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.

...

Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.

Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.

Brute Force

Immortal Discipline

You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.

Psychic Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks.

Brute Strike (1–7 psi). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back (1–7 psi). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.

Mighty Leap (1–7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent.

Feat of Strength (2 psi). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.

Celerity

Immortal Discipline

You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Psychic Focus. While focused on this discipline, your walking speed increases by 10 feet.

Rapid Step (1–7 psi). As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense (2 psi). As a bonus action, you take the Dodge action.

Blur of Motion (2 psi). As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed (2 psi). As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action (5 psi). As a bonus action, you can Dash or make one weapon attack.


Corrosive Metabolism

Immortal Discipline

Your control over your body allows you to deliver acid or poison attacks.

Psychic Focus. While focused on this discipline, you have resistance to acid and poison damage.

Corrosive Touch (1–7 psi). As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.

Venom Strike (1–7 psi). As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.

Acid Spray (2 psi). As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.

Breath of the Black Dragon (5 psi). You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it.

Breath of the Green Dragon (7 psi). You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.

Crown of Despair

Avatar Discipline

You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Crowned in Sorrow (1–7 psi). As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.

Call to Inaction (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

...

Visions of Despair (3 psi). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.

Dolorous Mind (5 psi; conc., 1 min.). As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Crown of Disgust

Avatar Discipline

You cause a creature to be flooded with emotions of disgust.

Psychic Focus. While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.

Eye of Horror (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.

Wall of Repulsion (3 psi; conc., 10 min.). As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.

Visions of Disgust (5 psi; conc., 1 min.). You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.

World of Horror (7 psi; conc., 1 min.). As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage.

While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Crown of Rage

Avatar Discipline

You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.

Psychic Focus. While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.

Primal Fury (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.

Fighting Words (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

Mindless Courage (2 psi). You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.

Punishing Fury (5 psi; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.

Diminution

Immortal Discipline

You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.

Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Miniature Form (2 psi; conc., 10 min.). As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing.

Toppling Shift (2 psi). As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.

Sudden Shift (5 psi). As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.

Microscopic Form (7 psi; conc., 10 min.). As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks.

Giant Growth

Immortal Discipline

You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.

Psychic Focus. While focused on this discipline, your reach increases by 5 feet.

Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.

Giant Form (7 psi; conc., 1 min.). As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.

Intellect Fortress

Awakened Discipline

You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.

Psychic Focus. While focused on this discipline, you gain resistance to psychic damage.

Psychic Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry (1–7 psi). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt (5 psi; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.


Iron Durability

Immortal Discipline

You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.

Iron Hide (1–7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide (2 psi). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

Iron Resistance (7 psi; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.

Mantle of Awe

Awakened Discipline

You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

Psychic Focus. While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence (1–7 psi). As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention (2 psi; conc., 1 min.). As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe (7 psi; conc., 10 min.). As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Mantle of Command

Avatar Discipline

You exert an aura of trust and authority, enhancing the coordination among your allies.

Psychic Focus. While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.

Coordinated Movement (2 psi). As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.

Commander’s Sight (2 psi; conc., 1 rnd.). As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.

Command to Strike (3 psi). As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.

Strategic Mind (5 psi; conc., 1 min.). As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.

Overwhelming Attack (7 psi). As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.

Mantle of Courage

Avatar Discipline

You focus your mind on courage, radiating confidence and bravado to your allies.

Psychic Focus. While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.

Incite Courage (2 psi). As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.

Aura of Victory (1–7 psi; conc., 10 min.). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.

Pillar of Confidence (6 psi; conc., 1 rnd.). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.


Mantle of Fear

Avatar Discipline

You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Incite Fear (2 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.

Unsettling Aura (3 psi; conc., 1 hr.). As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.

Incite Panic (5 psi; conc., 1 min.). As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.

Mantle of Fury

Avatar Discipline

You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.

Psychic Focus. While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.

Incite Fury (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.

Mindless Charge (2 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.

Aura of Bloodletting (3 psi; conc., 1 min.). As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.

Overwhelming Fury (5 psi; conc., 1 min.). As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mantle of Joy

Avatar Discipline

You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Persuasion) checks.

Soothing Presence (1–7 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.

Comforting Aura (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.

Aura of Jubilation (3 psi; conc., 1 min.). As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.

Beacon of Recovery (5 psi). As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.

Mastery of Air

Wu Jen Discipline

You become one with the power of elemental air.

Psychic Focus. While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.

Wind Step (1–7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.

Wind Stream (1–7 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Cloak of Air (3 psi; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.

Wind Form (5 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.

Misty Form (6 psi; conc., 1 min.). As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.

Animate Air (7 psi; conc., 1 hr.). As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears.

Mastery of Fire

Wu Jen Discipline

You align your mind with the energy of elemental fire.

Psychic Focus. While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.

Combustion (1–7 psi; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.

Rolling Flame (3 psi; conc., 1 min.). As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.

Detonation (5 psi). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.

Fire Form (5 psi; conc., 1 min.). As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage.

Animate Fire (7 psi; conc., 1 hr.). As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears.

Mastery of Force

Wu Jen Discipline

As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.

Psychic Focus. While focused on this discipline, you have advantage on Strength checks.

Push (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Move (2–7 psi). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.

Psi Spent Maximun Weight Bludgeoning Damage
2 25lbs 2d6
3 50lbs 4d6
5 250lbs 6d6
6 500lbs 7d6
7 1,000lbs 8d6

Inertial Armor (2 psi). As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.

Telekinetic Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.

Grasp (3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple.

The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent.

While a target is grappled in this manner, you create one of the following effects as an action:

Crush (1–7 psi). The target takes 1d6 bludgeoning damage per psi point spent.

Move (1–7 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.

Mastery of Ice

Wu Jen Discipline

You master the power of ice, shaping it to meet you demands.

Psychic Focus. While focused on this discipline, you have resistance to cold damage.

Ice Spike (1–7 psi). As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.

Ice Sheet (2 psi). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.

Frozen Sanctuary (3 psi). As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points.

Frozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage.

As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC.

You can increase this effect’s damage by 1d6 per each additional psi point spent on it.

Ice Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.

Mastery of Light and Darkness

Wu Jen Discipline

You claim dominion over light and darkness with your mind.

Psychic Focus. While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.

Darkness (1–7 psi). As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area.

Light (2 psi; conc., 1 min.). As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.

Shadow Beasts (3 psi; conc., 1 min.). As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.

Radiant Beam (5 psi; conc., 1 min.). As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can increase this effect’s damage by 1d6 per each additional psi point spent on it.

Mastery of Water

Wu Jen Discipline

Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow.

Psychic Focus. While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.

Desiccate (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.

Watery Grasp (2 psi). As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it.

Water Whip (3 psi). As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it.

Water Breathing (5 psi). As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours.

Water Sphere (6 psi; conc., 1 min.). As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.

Animate Water (7 psi; conc., 1 hr.). As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Mastery of Weather

Wu Jen Discipline

Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage.

Cloud Steps (1–7 psi; conc., 10 min.). As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.

Hungry Lightning (1–7 psi). As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.

Wall of Clouds (2 psi; conc., 10 min.). As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision.

Whirlwind (2 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.

Lightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it.

Wall of Thunder (6 psi; conc., 10 min.). As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.

Thunder Clap (7 psi). As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Mastery of Wood and Earth

Wu Jen Discipline

You attune your mind to seize control of wood and earth.

Psychic Focus. While focused on this discipline, you have a +1 bonus to AC. Animate Weapon (1–7 psi). As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.

Warp Weapon (2 psi). As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.

Warp Armor (3 psi). As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn.

Wall of Wood (3 psi; conc., 1 hr.). As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.

Armored Form (6 psi; conc., 1 min.). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.

Animate Earth (7 psi; conc., 1 hr.). As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Nomadic Arrow

Nomad Discipline

You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.

Psychic Focus. While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage.

Speed Dart (1–7 psi). As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.

Seeking Missile (2 psi). As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.

Faithful Archer (5 psi; conc., 1 min.). As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.

Nomadic Chameleon

Nomad Discipline

You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.

Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Chameleon (2 psi). As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.

Step from Sight (3 psi; conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you.

Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.

Enduring Invisibility (7 psi; conc., 1 min.). As a bonus action, you turn invisible and remain so until your concentration ends.

Nomadic Mind

Nomad Discipline

You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.

Psychic Focus. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.

Wandering Mind (2–6 psi; conc., 10 min.). You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.

Find Creature (2 psi; conc., 1 hr.). You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.

Item Lore (3 psi; conc., 1 hr.). You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.

Psychic Speech (5 psi). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.

Wandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Phasing Eye (7 psi; conc., 1 hr.). As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.

Nomadic Step

Nomad Discipline

You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.

Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.

Step of a Dozen Paces (1–7 psi). If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.

Nomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.

Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.

There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Transposition (3 psi). If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.

Baleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.

Phantom Caravan (6 psi). As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.

Nomad’s Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.

Precognition

Awakened Discipline

By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Psychic Focus. While focused on this discipline, you have advantage on initiative rolls.

Precognitive Hunch (2 psi; conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.

All-Around Sight (3 psi). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.

Victory Before Battle (7 psi). When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.

Psionic Restoration

Immortal Discipline

You wield psionic energy to cure wounds and restore health to yourself and others.

Psychic Focus. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

Mend Wounds (1–7 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.

Restore Health (3 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.

Restore Life (5 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.

Restore Vigor (7 psi). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.

Psionic Weapon

Immortal Discipline

You have learned how to channel psionic energy into your attacks, lending them devastating power.

Psychic Focus. Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.

Ethereal Weapon (1 psi). As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline.

On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.

Lethal Strike (1–7 psi). As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.

Augmented Weapon (5 psi; conc., 10 min.). As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.

Psychic Assault

Awakened Discipline

You wield your mind like a weapon, unleashing salvos of psionic energy.

Psychic Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.

Psionic Blast (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.

Ego Whip (3 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.

Id Insinuation (5 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.

Psychic Blast (6 psi). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.

Psychic Crush (7 psi). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Psychic Disruption

Awakened Discipline

You create psychic static that disrupts other creatures’ ability to think clearly.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.

Distracting Haze (1–7 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.

Daze (3 psi). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.

Mind Storm (5 psi). As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.

Psychic Inquisition

Awakend Discipline

You reach into a creature’s mind to uncover information or plant ideas within it.

Psychic Focus. While focused on this discipline, you know when a creature communicating with you via telepathy is lying.

Hammer of Inquisition (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.

Forceful Query (2 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.

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Ransack Mind (5 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails.

With one failed saving throw, you learn its key memories from the past 12 hours.

With two failed saving throws, you learn its key memories from the past 24 hours.

With three failed saving throws, you learn its key memories from the past 48 hours.

Phantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”).

With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.

Psychic Phantoms

Awakened Discipline

Your power reaches into a creature’s mind and causes it false perceptions.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.

Distracting Figment (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.

Phantom Foe (3 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability.

Phantom Betrayal (5 psi; conc., 1 min.). As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Phantom Riches (7 psi; conc., 1 min.). As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Telepathic Contact

Awakened Discipline

By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

Psychic Focus. While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.

Exacting Query (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Occluded Mind (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Broken Will (5 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Psychic Grip (6 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.

Psychic Domination (7 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Third Eye

Nomad Discipline

You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.

Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.

Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.

Unwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute.

Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends

Truesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.

Psionic Talents

Psionic talents are minor abilities that require psionic aptitude but don’t drain a mystic’s reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions:

• You can never use your psychic focus on a talent.

• Talents don’t require you to spend psi points to use them.

• Talents aren’t linked to Mystic Orders.

The talents are presented below in alphabetical order.

Beacon

As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.

Blade Meld

As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp.

Blind Spot

As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Delusion

As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.

If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

Energy Beam

As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice).

The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8), and 23rd level (5d8).


Light Step

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Mind Meld

As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.

This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.

Mind Slam

As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6), and 23rd level (5d6).

Mind Thrust

As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), 17th level (4d10), and 23rd (5d10).

Mystic Charm

As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.

Mystic Hand

You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.

This talent allows you to open an unlocked door, pour out a beer stein, and so on.

The object falls to the ground at the end of your turn if you leave it suspended in midair.

Psychic Hammer

As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.

The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6), and 23rd level (5d6).

Full List of Divine Forces

Gods & Demigods

Being Divine Domain(s) Alignment Patron of Associated Aspects Symbol
Agstrøm The Forge Lawful Neutral War (Cleric), Forge (Cleric) Mechanics Two Interlocked Cogs
Arale The Hearth Chaotic Good Shepherd (Druid) Fire A Fire
Arno War Neutral Evil War (Cleric), Conquest (Paladin) War, the Fae Antlers
Asen The Moon True Neutral Moon (Druid), Vengeance (Paladin) The Moon, the Vampires, Justice An Eye in a Crescent Moon
Avi Law and Lore Chaotic Good Knowledge (Cleric) History, Music, Stories A Broken Sword
Chimoth Messenger Lawful Good New Being. Light (Cleric), Crown (Paladin) Justice, Light, Royals Crowned Wings
Elin Fertility Chaotic Neutral Nature (Cleric) The Harvest, Agriculture A Sheaf of Wheat
Fiamé Life Neutral Good Life (Cleric), Dreams (Druid) Life, the Fae, the Treants The Dancing Tree
Igis Creation Lawful Evil Great Old One (Warlock) Creation Chains
Ik-o Chaos, War Chaotic Evil Great Old One (Warlock), Fiend (Warlock) The Astral Plane, The Gith & Kalashtar A Blue Snake
Ilid Aké Law Lawful Evil Vengeance (Paladin) The Underdark, the Drow, Duergar & Underfolk Three Silver Downward Triangles
Kana Light Neutral Good Light (Cleric), Life (Cleric) the Orcs, Medicine, Fire Flaming Wings
K'arvel Trickery,
Old Chaos
Chaotic Evil Trickery (Cleric), Fiend (Warlock) Chaos, Blood, Anarchy A Bowl
Meda Warden Lawful Good Light (Cleric), Devotion (Paladin) Justice, the Tabaxi 3 Parallel Spears
Mehegenelleia The Sun Chaotic Neutral Light (Cleric), Conquest (Paladin) The Sun, the Amazons Sun with Curling Flames
Mifuyeh Trickery Chaotic Neutral Trickery (Cleric), Way of the Four Elements (Monk) The Elemental Planes, Elementals, the Genasi A Four-spoked Wheel
Pefrige Death Lawful Neutral Grave (Cleric) Death Two Interlocked Rings
Raimei Storm Chaotic Neutral Tempest (Cleric), Dreams (Druid), Storm (Sorcerer) Storms Lightning Bolt with a Sword Hilt
Rayn Hunting Neutral Good Shepherd (Druid) Hunting, Travellers The Lantern-Staff
Sha-en Magic Lawful Neutral Knowledge (Cleric), Wild Magic (Sorcerer) Magic, Fate, the Elves, Luck A Set of Dice
Talo The Forge Neutral Evil Forge (Cleric) The Forge, The Arcane A Blazing Forge
Za'Hyla - The Jester Trickery, New Chaos Chaotic Good Trickery (Cleric), Redemption (Paladin) Chaos, Hope A Bell

Beings of Great Power and Minor Gods

Being Domain Alignment Patron of Associated Aspects Symbol
Avram Ancient Being Lawful Evil Ancients (Druid), Great Old One (Warlock), The Undying (Warlock) The Astrajj A Star
Corne L'arc-en-ciel Ancient Being Lawful Good Shepherd (Druid), Dreams (Druid), Archfey (Warlock), Celestial (Warlock) the Unicorns, The Arcane, the Faewild A Unicorn Head / Rainbows
D'harcii Ancient Being Lawful Neutral Draconic Bloodline (Sorcerer), Great Old One (Warlock) Dragons and the Dragonborn A Simple Staff
Der Heuschatten Harvest (Puppet) Chaotic Neutral Hexblade (Warlock) The Harvest A Bonfire
Dror Kirch Ancient Being Lawful Neutral Ancients (Druid), Archfey (Warlock), Great Old One (Warlock), The Undying (Warlock) Druids, Gunslingers, Possession An Arrowhead
Harleif's Wing Ancient Being Lawful Neutral Ancients (Druid) Death, Flight, the Aaracokra A Wing Shielding a Candle
Iohannaut War Lawful Evil Vengeance (Paladin), War (Cleric) War, Rampage A Flaming Arrow
Lady in the Flames Fire (Puppet) Chaotic Evil Hexblade (Warlock) Fire, Screams, Fear A Screaming Skull Aflame
Madus Ancient Being Lawful Neutral Ancients (Druid), Great Old One (Warlock) the Giants A Gate
Melket Ha Hetvelyem Ancient Being Chaotic Neutral Knowledge (Cleric), The Undying (Warlock) the Tabaxi, History, Stories A Chalice
The Mercury Queen Ancient Bieng Neutral Good Archfey (Warlock) The feywild, the Fey, Faeries A Silver Droplet
Stonemason Forge (Puppet) Ture Neutral Hexblade (Warlock) Stone, Mountains, etc. A Circle with a Cross in it
Sunken Sons Spirits Neutral Evil Ancients (Druid), Grave (Cleric), Tempest (Cleric), Hexblade (Warlock) Sailors, Death, Ghosts A Wave and Skull
Vendellon Nature Neutral Good Nature (Cleric), Archfey (Warlock) The Faewild The Dancing Tree
Wildcourt Justice, Nature Chaotic Good Dreams (Druid), Shepherd (Druid), Archfey (Warlock) the Fae, the Faewild, Justice A Sunflower
Deoi & Cani Time & Justice Lawful Neutral Shepherd (Druid), Devotion (Paladin) Time, Justice, Fate, Rayn A Silver Chariot
Mer & Mar Life Lawful Good Life (Cleric) Birth, Fiamé Pair of Curled Horns
Pho-o Travellers Lawful Good Shepherd (Druid) Time, Travellers, Rayn A Silver Chariot
Tuh Fertility Chaotic Good Life (Cleric) Children, Fiamé A Dragon Head with Halo

Avatars and Angels

Being Domain Alignment Patron of Associated Aspects Symbol
The Curiosity Chaos (Avatar) Chaotic Evil New Being. Fiend (Warlock), Wild Magic (Sorcerer), Knowledge (Cleric) Chaos, Curiosity, the Unknown A Question Mark
The Empress Chaos (Avatar) Lawful Evil Oathbreaker (Paladin), Fiend (Warlock) Chaos, Politics, the Tieflings A Bent Crown
The Hive Chaos (Avatar) Chaotic Evil Fiend (Warlock) Chaos, Disease, the Tieflings A Skull
The Pawn Chaos (Avatar) True Neutral Fiend (Warlock) Chaos, Ignorance, the Tieflings The Pawn Chess Piece
The Shadows Chaos (Avatar) Chaotic Evil Shadow (Sorcerer), Fiend (Warlock) Chaos, Darkness, the Tieflings A Black Ghost
The Siren Chaos (Avatar) Chaotic Evil Fiend (Warlock) Chaos, Music, the Tieflings A Jagged Music Note
The Strings Chaos (Avatar) Lawful Evil Fiend (Warlock) Chaos, Fate, the Tieflings A Red Knot
The Tower Chaos (Avatar) Lawful Neutral Oathbreaker (Paladin), Fiend (Warlock) Chaos, Arcane Power, the Tieflings A Black Spire
The Word Chaos (Avatar) Neutral Evil Fiend (Warlock) Chaos, Lies, the Tieflings A Book Aflame / A Gavel
Ama Angel Neutral Good Knowledge (Cleric) Order, the Aasimar, Music, Bards, children A Winged Musical Note
Norn Angel Neutral Good Light (Cleric), Tempest (Cleric) Order, the Aasimar, Clerics A Black Lion
Revah Angel Lawful Neutral Trickery (Cleric) Order, the Aasimar, the Drow, Samurai A Red Blade
Rhymm Fallen Angel Lawful Evil Conquest (Paladin), Oathbreaker (Paladin) Fallen Aasimar A Griffon
Tong-a Angel Chaotic Good War (Cleric), Conquest (Paladin) Order, the Aasimar, the Aarakocra A Dagger Hilt with a Feather for a Blade
Yonath Angel Lawful Good Devotion (Paladin) Order, the Aasimar, Paladins A Winged Hammer

Agstrøm

One of the two gods of the forge, he and Talo are most worshipped by artificers, mechanics, tinkerers and - particularly for Agstrøm, gunslingers. Many religious gunslingers will carve or paint depictions of the god on their weapons for guidance - to shoot straight or to keep their powder dry. He is often worshipped alongside Talo - his husband.

Arale

The goddess of the heart and hearth - the concept of the hearth in Videciel also refers to campfires and in inns. Wherever people make civilised dwellings, she is there to protect them. Worshipped as a protector of Keeps and Castles. Also known as the First Mother to the Golden Children - the Ixtenfroix.

Arno

The god of war, and the Fae peoples. In the early days of Creation, when he and Raimei were one being, before wars, Fiamé used his blood to build the Fae races.

After the Collapse, the domain of war was given to him by Avi. It is said that even for the god of war, the atrocities committed by the people sickened even him.

Asen

The goddess of the moon is a solitary deity, her only connections being to Avi and Mehegenelleia - her husband and wife. The moon of Videciel gets its name from her, and many ancient cultures revered her.

She is the mother of the Vampires - creating them out of living beings after the Civil War as punishment.

Avi

The king of the gods - though it hasn't always been that way. After the Collapse, the previous ruling god had been sealed away. He took the throne as the eldest god, and gave his family their domains.

As an old soul from another world, his mind and memories are vast, and once the world had settled, it is said that he taught the first races how to write. He taught them song.

Many seek to find him, as it is said he resides on the surface - in the Avilhall, the legendary library and feasting hall for the heroes of the dead.

Chimoth

An odd-one-out among the rest of the pantheon - a mortal who achieved true apotheosis. His soul made him more reminiscent of the Astrajj, as a reincarnated soul from another world, he did not fall as his Astral counterparts did. He sided with the gods, and wished to join the new mortals upon their creation. The Ambrose Soul. The Good Man. Known as the paragon of good. A common god for religious orders to devote themselves to, he is not without worship.

Elin

One of the three children of Avi, Elin - born of the Earth is known to the people of Videciel to be the goddess of nature - particularly the harvest.

Fiamé

The goddess of nature. While Arale brought the first new sentient life to the world in the form of the Ixtenfroix, Fiamé painted the plants on the land, and places the trees with care. Her children were the Treants - a folk rarely seen today.

After the collapse - when the world needed new life - she formed the Homs, Dwarves, Elves, and all the folk, breathing new life into birds, rabbits, and squirrels. She took the last essence of D'harcii the Primordial Dragon - the only one that survived the collapse - barely - and formed the Dragonborn from her flesh.

Igis

The creator goddess. It was Igis who brought all the other gods into her project. Her original vision was a perfect world of floating islands, of plants and serene landscapes. However, a perfect world can only be one without change, without movement, without true life. The other gods convinced her to bring new life into the world - thus she created the Astrajj - old souls in new bodies.

When the Ixtenfroix and the Astrajj started to bicker, war, and build, she decided she had had enough. Wanting to freeze the earth back in a perfect unmoving form, a fight broke out - Arale and her husband couldn't let that happen. Sides were taken and blood was shed - Igis was sealed away, K'arvel was buried and the Astrajj banished into the sky. Without the power of unbrideld creation, the floating isles plummented into the land, or were flung into space. This is known as The Collapse.

Ik-o

Though next to nothing is known of the most notorious of the dead gods who fell in the Theomachy, Ik-o was known to have fallen in the Astral Plane, and her remains still float there to this day. All depictions of her show her as a blue coiling snake, hair in place of scales with a dozen mouths.

Ilid Aké

A mosty unknown god. Worshipped exclusively by the inhabitants of the Underdark. They have become a figure of a promised land, a promised rebellion from the slaver of the Underdark - Kavark Copperbeard. Some ancient texts do talk of a likely divine figure called Ilid being present in the final battles of the Theomachy. They were assumed to be counted among the fallen. The Aké suffix is likely a product of the new source

K'arvel

The Bloodied One, The Chaos, The Enemy. Some early scholars and apologists theoriesed that K'arvel didn't start bad, and that it was certain circumstances that changed him. This has been proven false. After his burial - an event similar to that of Igis' sealing, he worked to sow seeds of chaos from inside his cell - the Avatars were created: The Empress, The Hive, The Pawn, The Shadows, The Siren, The Strings, The Tower, The Word, and the traitor: The Jester. Meda - his jailor watches his cell for all time.

Kana

Kana the Lightbringer is worshipped among more "civilised" orcish circles whereas Kana of the Flaming Wings is worshipped by the "savge" orcish raiders at the base of the mountains in the Hillfolk territories. Most of Kana's mythology comes from the days of the theomachy where she proves herself to be an incredible warrior, slaying many of the enemy gods singlehandedly.

Meda

The warden of K'arvel, the only non-humanoid deity - resembling that of a Hellcat or Hound - sources differ - the Tabaxi claim her as their progenitor, the extinct Anubim claimed the same. She is worshipped as a paragon of strength and Justice.

Mehegenelleia

The sun goddess and the creator of the extince Amazon race. She watches the people of Videciel from the skies during the day, and visits with her husband and wife Avi and Asen during the nights. A strong warrior and the Lady of the sun draws strong worship from the world below.

Mifuyeh

Mifuyeh is a strange god, notably absent during the theomachy. This god used the chaos of the war to construct a travelling palace that drifts between the elemental planes of existance. He swans around his palace with a staff in the thousands, he entertains regal genies in courtly villasand the grounds of his estate, and is known for throwing incredible parties that last centuries.

Pefrige

The god of death, and brother to Fiamé, the goddess of life. He fell during The Collapse, and has ruled over the reamlm of the dead since.

Raimei

Split from Arno, as Arno was split from him. He is also known as The Oncoming Storm, The Flood, The Lightning.

His Fae influence is undeniable, the Church of Naersus stakes him as their focus under the leadership of Praetor Fio Amtarvius Morollo Septinum Belgarum 16th, moving away from the typical polytheistic worldview of the Fae worshipping Fiamé, Elin, Arno, Arale and Raimei in equal parts.


Rayn

Another of Avis children. Rayn born of the Sun is the patron god of the travellers, sometimes referred to as the Shepherd, or the Traveller, some the Walker, the Lanternbearer. Some see him in the fog. He oft appears this way - as a warm light in the fog, leading travellers to shelter.

Sha-en

The eldest child of Avi, Sha'en born of the Moon is the deity of magic, the arcane, fate and luck. Often called to by arcanists and gamblers alike.

She wrestles the red threads of fate with Cani against forces like The Strings.

Wife of Fiamé, they tie a thread of fate to each new soul.

Talo

Much like his partner Agstrøm, his husband, Talo is a reclusive deity - this is likely what leads to the confusion.

Talo is a god of the mechanical, invoked by artificers more often than arcanists, who call upon Sha-en - the more commonly known patron of the arcane.

Za'Hyla - The Jester

What was once an Avatar of K'arvel's bloodthirsty chaos, had a change of heart, and began to spread good chaos. What started as pranks became odd blessings - a Djinn without drawbacks. Her power grew and grew, granting wishes left and right.

She became a symbol of redemption, and forgiveness. In a time when Tieflings were seen as enemies, her acts countered this mentality. She became the first new god - replacing her creator in the divine domain of chaos and trickery.

Cani

The Guard-dog of Time, In travelling with Rayn, protects the adventurers in the wild, while also seeking to maintain the correct flow of time.

Deoi

The Hound of Justice. Travelling with his twin brother Pho-o and their elder brother Cani, they are the hounds of Rayn. Together they protect and guide travellers.

Iohannaut

This demigod saw much, much worship during The Civil War - a period of immense bloodshed and rampage. Oft depicted in ancient texts at the side of Rayn and Arno as a just god of war, though it seems that the acts of brutality comitted since have scarred this god and left him angry.

Mer & Mar

The handmaidens of Fiamé, they usher new life into the world - The Midwives of the world.

Pho-o

The Sheepdog. Travelling with his twin brother Deoi and their elder brother Cani, they are the hounds of Rayn. Together they protect and guide travellers.

Tuh

Fiamé's right-hand. The patron god of all children across the lands.

The Avatars

The Curiosity

A new being created by K'arvel to replace The Jester. Embodies wayward curiosity and is knwon to lure adventurers to their deaths - or worse...

The Empress

The true natures of the Avatars goes unknown for many, and among those many are the unfortunate souls who revere the Empress, who inspires greed, hubris, and megalomania, a desire for power - unbridled power over others.

The Hive

This Avatar is impersonal, like its brother The Tower, rather than magical power, the Hive spreads disease, and plague. Often called The Rot for this reputation. failed crops, sick populations, some say the undead are a result of this parasite.

The Pawn

The avatar of the ignorant - it weedles its influence into the minds of townspeople who live under tyrannical mayors - leaders who could easily be overthrown for a better one. Instead it inspires weakness and anonymity as part of an ineffective crowd.

The Shadows

The Shadows was the firstborn avatar of K'arvel, and the most similar to it's father. It is always lurking in the darkness, in the doubt in the back of your mind. It rarely moves though, preferring instead to use puppets to sow the seeds of chaos

While impersonal and as abstract as fear itself, it has been able to create puppets such as Der Heuschatten, Stonemason and The Lady in the Flames.

The Siren

The impersonal force called L'appel du vide - a name given to her by the Sylvan speaking Faefolk. The call of the void - the sweet song calling people to their deaths, the Siren is one of the more dangerous avatars due to her abstract nature

The Strings

The Strings is a fickle avatar - it has possibly immense power, but instead it choses to meddle small-scale with the lives and fates of individuals, causing bad luck and misfortune. Locked in an eternal battle with Sha-en and Cani for control over the red threads of Fate.


The Tower

While the Empress inspires political power, the Tower inspires power in the abstract sense - typically that of magic or the divine. Worshipped among circles of more chaotically aligned groups of arcanists. Some unfortunate magicially inclined individuals will accidentally tie themselves to the Tower.

The Word

The youngest original avatar - finding home in lies. This avatar will settle in a town and sow deciet in the minds and mouths of the inhabitants. Infernal has become the stereotypical language of lawyers for a reason...

The Angels

Ama

An angel of music and protector of children, Ama is said to watch over all children and inspire the minds of bards to pen the most beautiful of songs. She has a strong connection to the Handmaidens of Fiamé

Norn

It is said that this angel rides on the winds of the storm. Their voice carried on the thunder, the wind sustained by the beating of their wings.

Revah

The angel of trickery. Revah appears as an armoured red tiefling with feathered wings and a red iron bladed katana, sometimes she incites others into mere milkd trickery, other times she incites violence and bloodshed though only when it is right. She is a symbol of power oft invoked by samurai.

Rhymm

Senn riding on the back of a griffon, Rhymm, the fallen angel. Tempted into evil by The Chaos itself, Rhymm now seeks to unseat the closest allies of the angel - the paladins. Rhymm is a force of temptation out of the light, the angel of all oathbreakers.

Tong-a

Said to oft manifest as a rainbow bird that speaks with the voice as if carried on the wind itself.

Yonath

If the three hounds are the judge, defense and prosecution, then Yonath is the Witness.

Avram

Said to be the only Astrajj who escaped the fate of his brethren at The Collapse. His eventual fate, or current location is unkown.

Those who worship himbelieve that 3 beings were sealed at The Collapse - Igis, K'arvel, and Avram. They believe they can one day communicate with this great old one.

Corne L'arc-en-ciel

The First Unicorn. Said to be the first creation of Fiamé, immortal and perfect. Also incredibly secretive, living in the depths of the mysterious Feywilds. Few can claim to have seen it, fewer still can claim to have been blessed by it.

D'harcii

The only primordial dragon to have survived The Collapse. Though she did not live much longer after that, she lived long enough for Fiamé to take her flesh, her essence amd create the Dragonborn, similarly to how she did with The Vidra, Sciuridae and such. Rarely worshipped outside of the arcanists and Dragonborn.

Der Heuschatten

One of The Shadows' puppets - also called The Wicker Man, Der Heuschatten literally translates to The Hay Shadow. The true nature of its existence is unknown to most of those who worship - only thse truly bent by it's influence continue to worship after the discovery.

The only other people that know of it that do not worship it fear it as a being of careless destruction - they often hold small festivals around the time of the harvest in an attempt to appease it. This practice is limited to areas of the Plainsfolk and Woodedfolk lands - its stomping grounds.

A tall hulking humanoid figure made of wicker and hay. No discernable face. Between the brancehs and reeds that compose its body, those close enough will notice a dim red glowing of a fire from within.

Dror Kirch (Ice Sparrow)

The spirit of an old druid who lived among the earliest of civilisations. Not much is known about this spirit aside from his penchant to possess. Every few centuries a story will pop up of an individual claiming to be Dror Kirch, how they have become possessed through using an item that once belonged to the ancient druid. His current residence is inside a small arrowhead that has been embedded in the grip of a pisotl known as The World, or Empty Sky.

The Lady in the Flames

A truly haunting entity - known as both the Lady in the Flames, and the Lady of the flames. Depending on the area the people either see her as the reason a fire spreads - she claws at homes and the like in an attempt to bring them down. Others believe that she claws at the ground and buildings in an attempt to escape the fire itself. The screams of the Lady have been known to drive individuals to paralysing fear, insanity, and suicide through self-immolation.

In reality, the Lady is a puppet of The Shadows.

Harleif's Wing

A spirit collective in the sky. In the original legend, Aarakocra who die will go to join the Harleif's Wing, unless they died without their wings, or in shame. There is not a lot of scripture for this being as the Aarakocra language still uses oral tradition to send messages and tell stories - there is no agreed upon written language save for the odd symbol for names, or concepts like "nest" and such.

Madus

The Firstborn Giant, The Colossus, the father of all giantkind alive today. While the Giants were killed in the fall of Hirrihandia, his progeny still walks the planet today.


Melket Ha Hetvelyem

The Queen of Cats, Lady of Lore. The patron saint of Tabaxi everywhere. One of many Tabaxi that sought Immortality in the early days. The only one to do so - she holds the Sacred Chalice of Ragalough.

Her name is given in Celestial rather than Tabaxi, as she was reborn through the gaining of immortality, reborn with a divine, celestial spirit. Her original Tabaxi name has been lost to the sands of time but some will refer to her with epithet bynames.

The Mercury Queen

The daughter of Asen, the queen of the feywild, said to be of silver hair, and amber eyes. A mysterious idol said to only appear to her worshippers in their dreams as an ethereal amber eye in the empty sky, with unknown stars reflected in the depths. Those who follow her claim to hear her voice in the rustling of tree's leaves and in the water of babbling brooks.

Stonemason

One of The Shadows' puppets - A large stone golem that has been known to walk straight through small villages, squashing houses, stone buildings and people alike without noticing. Feared by those in the Hillfolk lands where it roams. There is no appeasing this being of mindless wandering.

The hexblade Warlocks who worship this being never really see past the stony emptiness.

The Sunken Sons

A collective of spirits that lost their lives at sea. Beginning with those who died in the Great Calamities of Old: The Collapse, The Fall of Hirrihandia and The Civil War. Worshipped in the three main ways: as a god - a named being that is worshipped ahead of - or during - a voyage; Spirit Worship as many see the Sunken Sons as the group of souls rather than as the single entity; Ancestor Worship is a newer method (in comparison) as many families lost loved ones during the Civil War.

While they are called upon mostly by sailors and the like as ancient guiding spirrits - whether they guide the sailors to their destination or death is unknown for each soul that calls upon them.

Vendellon

The Dancing Tree of Vendellon is named after the grove which it protects. Much like Melket Ha Hetvelyem in the fact that it was once a Treant, but was granted eternal life, and has since become a subject of worship.

Wildcourt

The ancient Fey spirits that inhabit the mystical Feywild. Not much is known of this group, aside that it is mostly worshipped by the Faeries and Firbolg as both Ancestor and Spirit worship practices.

The Arcane Inventory

Extra magical objects found in Videciel

Written in collaboration with Arcanist Mehwec Tetramer

Ring of Familiar Magic

Wondrous Item - Uncommon (Requires attunement)

A small copper ring that is designed to fit around an appendage of a familiar, or animal companion. When worn, this allows the owner to cast spells throgh their companion or familiar. Any spells cast are taken from the spell slots of the owner.

Both owner and companion/familiar must attune to this item.

Reboot

Wondrous Item - Rare

A dirty looking pistol. Chambered for shotgun slug rounds, when in use, Reboot gives a +2 to the total grit points the user has access to.

Damage Weight Properties Misfire
1d8 piercing + 1d8+2 force 3lbs Ammunition (range 40/120), reload (4) 2

Nulund's Screaming Stone

Wondrous Item - Uncommon

There is nothing incredibly magical about this stone, apart from the fact that is screams as if with a human voice whenever its is looked at. The volume increases with each additional pair of eyes looking at it.

The Left Fist of Doxa

Wondrous Item - Rare

An ornate brushed silver and gold knuckle duster and fist-filler with the iconography of the gods Avi, Asen and Mehegenelleia.

When first putting on the gauntlet, the wielder hears a heavenly chorus singing "Sala sala sala-" in their left ear.

While wearing this gauntlet you gain a +1d4 -1 to any unarmed attack made with it, and a +1 to the Religion skill.

Also allows the wielder to cast the cure wounds cantrip once per long rest.

The Right Fist of Gnosis

Wondrous Item - Rare

A simple, bronze knuckle-duster with strange arcane writing on every inch.

When first putting on the gauntlet, the wielder hears a vast orchestra playing while an operatic ballad of "Afkar afkar afkar-" can be heard in the right ear.

While wearing this gauntlet you gain a +1d4 -1 to any unarmed attack made with it, and a +1 to the Arcana skill. Also allows the wielder to cast magic missile once per long rest at the lowest level.

Thoughts and Prayers

Wondrous Item - Very Rare (Requires attunement)

When Doxa and Gnosis are worn toegether, they become Thoughts and Prayers.

What was previously a gaudy knuckle duster becomes a beautifully composed gauntlet of brushed silver and more tastefully used pale gold. The symbols remain but are less worn - every deity and being of power is detailed here from Agstrøm to Wildcourt. A modest sleeve of dark chainmain flows from the wrist up to just below the shoulder, the suspender is required to hold this sleeve up.

As for the right hand. Replacing the bronze knuckles is a clean almost brialliant cream with detailed, intricate diagrams and formulas inked and embroidered into the fabric. These match the now clean and less jumbled engravings of knowledge on the metal part of the gauntlet. Core knowledge from all schools of magic, Abjuration, Necromancy, even the ancient Dunamancy are here. Biological diagrams and chemical equations are all here, well organised and easy to read.

When first putting on the gauntlets, the wielder hears a heavenly chorus singing "Sala sala sala-" in their left ear and an operatic ballad of "Afkar afkar afkar-" can be heard in the right ear. To begin, the sounds are discorant and nauseating, but soon the notes are glorious. The song ends with the chiming of a single gong as the names Afkar and Sala become clear - Thoughts and Prayers.

Simply wearing these gauntlets and bracers gives you a +1 on the Religion, Arcana, and History skills

‘Thoughts’ does 2d6 psychic damage on hit while ‘Prayers’ does 2d6 radiant damage on hit.

Wearing the gauntlets allows the wielder to cast the cure wounds and eldritch blast cantrips once each per long rest.

Splintershot

Weapon (shortbow), rare

This shortbow can cause a nonmagical nocked arrow to magically shatter and unleash a devastating spray of shrapnel. On your turn, you can use an action to force creatures within a 15 foot cone to make a DC 15 Dexterity saving throw. On a failed save, creatures within the cone take 2d6 magical piercing damage from the splintered shrapnel, or 3d6 if it was within 5 feet of you. This ability destroys the arrow used when creating the spray.

Candle of Anti-light

Wondrous item, uncommon

While burning, this dark candle sheds magical darkness in a 10 foot radius. It can be lit for up to one hour before it's consumed, and can be snuffed or relit like a normal candle. Completely covering the candle with something opaque contains the darkness within it. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

210

PART 7 | ARCANE INVENTORY

The Prosopa

The Prosopa are a series of magical items that were kept safe in the vault under Leiden. 6 items comprise the set - Raav, the Seilati, The Wayback, Ta Didyma, The Luxon, and Diafaneis

Raav

Wondrous Items - Legendary

The Raav is a traingular-based pyramid of bronze. Each face is able to summon an elemental of a certain power level based on the user's roll. Each of the four faces is detailed with the symbol for each of the 4 elemental planes. (Player must reroll inf they land on a 4 and are below 15th level).

Roll Summon
1-2 Elemental
3 Elemental Myrmidon
4 Elemental Princes†

† The Elemental Princes are; Olhydra (Water), Yan-C-Bin (Air), Imix (Fire), Ogrémoch (Earth)

Seilati

Wondrous Items - Legendary

Seilati are 6 sided silvery metallic objects no larger than a six sided die. Many were made, and they are found throughout the world - rare though they are. Embedded in each of the six faces is a small garnet stone which glows when used. The Seilati are spell containers, with each face containing a different spell slot level. (1 = Cantrip, 2 = 1st level, and so on). The user must be able to cast the spell they want to normally, but the seilati functions as a bonus spell slot.

The Wayback

Wondrous Item - Legendary

The 8 sided box that has the power to open portals to other realms. The faces are slightly clouded glass windows into the respective planes. A portal opens from The Wayback to a random, relatively safe place in the desired plane.

Face Realm
1 The Abyss
2 Elemental Plane of Fire
3 Limbo
4 Elemental Plane of Water
5 Pandemonium
6 Elemental Plane of Air
7 Astral Plane
8 Elemental Plane of Earth

Ta Didyma

Wondrous Items - Legendary

The Ta Didyma are a pair of simple silver rings each with a single 10-sided sapphire attached to it. Wearing one, the user can push their being through their ring and into the other ring creating a Second Self. Functionally, this Second Self shares the full abilities of the original, save for traits gained from external sources such as boons or blessings.

Created naked they are not formed with equipment or armour. They are capable of casting spells and share the spell slots of the original. and share the same initiative roll as the original. They are created one level below your current, but will level up when you do - they cannot deviate from sharing the progression you choose.

The Second Self shares your HP and other stats (save for those gained through equipment), they have their own death saves, and are dispelled upon death. If your Second Self dies, the Ta Didyma are considered inert for a full year, when they can be used again provded you have both rings. Should one ring be destroyed, the living clone cannot be resummoned after death, also their maximum HP is halved. They can still level up but will always have half your maximum, non-temporary health.

Only one Second Self can exist at one time, and must be wearing the ring to continue to exist. If the ring is removed, they begin to decay, taking 1d10 necrotic damage every week.

The Luxon

Wondrous Item - Legendary

This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched.

Fragment of Possibility. A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source.

When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll.

Soul Snare. The Luxon has one total use of the 9th level true resurrection spell. Once used, this cannot be regained through any means save for a wish spell

Diafaneis

Wondrous Item - Legendary

A simple looking 1ft square icosahedron made of a metal that is always warm to the touch. 20 arcane symbols cover the shape. There are latches and handles inset into the surface that can be pulled to open or otherwise manipulate the 20 triangular panels - some of which are locked by either magic or mechanical means.

Inside are a great many things. Some panels hide mere objects, some hide puzzles that may open other panels. Notably there are 3 panels that remain constant (the equivalents of 8, 9, and 15) these do not have any visible locks or handles (magical or otherwise). Instead, when pressed and Oranoskistis has been removed, the panels extend 2ft and create a ring of light at the equator of the icosahedron.

Diafaneis is surrounded in myth, an object created in the time of the Ixtenfroix decay. What little of the golden Ixtaaln language has been translated amounts to:

"Diafaneis... the death(?)... of the Ixtenfroix... great gifts..."

There has been much debate over what this means. Some believe that Diafaneis is a great weapon that killed the Ixtenfroix, or perhaps the graveyard or cemetary of the Golden Children, and opening the box will release the people back into the world. Some believe the engraving to be a warning to anyone who opens it, lest they share the same fate as the Ixtenfroix.

In reality, Diafaneis is the last will and testament of the Ixtenfroix, containing much arcane knowledge to be given to the world on the passing of the last living Ixtenfroix.

When opened, and unlocked by Oranoskistis, images are projected and sound is played. The images are of 4 strange spheres, a boat, aand magical instruments. The sound is a voice in Ixtaaln. Upon translation through comprehend languages (which even then takes a while to begin to translate), a repeating phrase:

"This is the Diafaneis, the last will and testament of the Ixtenfroix, who bequeath great gifts to the 'Clay Children, the Second Sons and Daughters, our successors."

There is a second sentiment afterwards that takes a while to unravel as there is strange phraseology.

"For further gifts, travel to Charyzea - The Rest-Home."

First, the word "Charyzea" causes a deep unease, a strange feeling of intimidation from a completely unknown word. Secondly, there is the impression that "Rest-Home" is a new word, or a foregin term for an new or previously unknown idea.

It displays requirements and blueprints for a new kind of ship along with strange magical components. Projected onto the air around those who open it are the diagrams and also a map and directions. Directions to Charyzea - a planet beyond the orbit of Videciel, hidden from view by the moons Asen and Yulia. This item, once opened fully, is the plot hook for The Voyage to Charyzea.

Because of the nature of Diafaneis, many groups wish to either use it or destroy it. The Holy Fey Empire, most notably, wish to use it to eradicate certain individuals for being suopposedly abhorred by the gods - The Nightfolk, Tieflings, and Underfolk.

Diafaneis contents
Face Contents Locking Mechanism DC
1 Starts spinning, and looses 1d20 arrows in a 40ft radius Locked (Puzzle) WIS †
2 Amulet of Dynamis Unlocked DEX 5
3 1d4 tentacles come spewing out and attack Locked (Arcane) Arcana 10
4 Amulet of the Planes Locked (Puzzle) INT †
5 Summons a monster (of appropriate CR) Locked (Puzzle) DEX †
6 Pearl of Power Locked (Arcane) Arcana 10
7 1 Ioun Stone Locked (Mundane) Repeatable (1week) Religion 20
8 1 of 3 legs (+ Small light source - Projector) Locked (Mundane) DEX 12
9 1 of 3 legs (+ Smoke dispenser) Locked (Arcane - Duna req') Arcana 15
10 One droplet of Zest Locked (Puzzle) Repeatable (24hr) DEX †
11 Bear trap Locked (Puzzle) DEX †
12 Animated Shield Locked (Mundane) Key
13 An unending well that changes the watcher's alignment to chaotic. Locked (Mundane) Key
14 Door to pocket dimension The Faculty Locked (Arcane - Duna req') Arcana 30
15 1 of 3 legs (+ Smoke dispenser) Unlocked DEX 7
16 Sacred Chalice of Ragalough Locked (Mundane) Key
17 1d4 Will'O'Wisps Locked (Arcane) Arcana 15
18 1d100 coins of 1d5 denomination where 1 = Copper & 5 = Platinum Locked (Puzzle) Repeatable (24hr) DEX †
19 Spell scroll Locked (Arcane) Repeatable (1week) Arcana 27
20 Oranoskistis Locked (Arcane) Arcana 25

† Requires a puzzle prop, spectrum of 0-20 on hints / red herrings

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The Faculty

Opening panel 14 transports the user to the small pocket realm known simply as "The Faculty". The Faculty is a strange place, the dimension is built like the inside of a building... The architecture is strange, familiar but weird, maybe it's too tall - the ceilings are 10ft high and there are no windows, but plenty paintings of gorgeous landscapes - some of these are recognisable, some are strange, depicitng braches of black sand, green skies, gigantic trees, one even shows a mountain sliced horizontally into 4, which each slice floating in the sky, held in place by giant chain links.

This is where Professor Aari Nansen, Arcanist Mehwec Tetramer, and Enchanter Tyno Omum perform and detail their studies into the world of Videciel, and beyond. The dimension is very small and is mortly corridors and libraries, and the occasional observatory. The place is silent and mostly empty, there is no dust, and the torches burn bright and homely.

Amulet of Dynamis

Wondrous Item - Rare

An Amulet held within Diafaneis. When worn by anyone who can cast magic, they gain access to spells of the school of Dunamancy. For mundane individuals, the amulet is simply a beautiful piece of craftsmanship.

Droplet of Zest

Wondrous Item - Very Rare

A golden, viscous liquid that grants 1d4 inspiration point upon ingestion.

Oranoskistis

Weapon: Scimitar - Legendary

The sword known in Common as "Skyrender". Hidden within Diafaneis.

When Diafaneis is opened, the light from face 8 shines through the hilt to project the details of the will.

Functionally, Skyrender or Oranoskists, is a +3 scimitar, with the following attributes:


  • Nimble Fuller: When using this sword to attack, you gain +2 to your initiative.
  • Incredible Critical: On a critical hit, the damage dice are tripled rather than doubled.

Spell Scroll

Wondrous Item - Very Rare

Contains a random spell from the dunamancy school of magic.


Sacred Chalice of Ragalough

Wondrous Item - Legendary (requires attunement)

The legendary chalice relic of the god Avi that stories tell grants the holder true awesomeness. Once attuned to, the user can cast create food and water at will, the food generated is of a fine quality, and the water can instead be a very fine wine, or clean water. This glorious nourishment can grant 1 point of (bardic) inspiriation that follows the dice of the bard class (1st = 1d6, 5th = 1d8, 10th = 1d10, 15th = 1d12, 25st = 2d8) to one individual that eats or drinks from the chalice. This benefit can only be used once per day.

Additionally, the aura of the chalice grants the holder a +1 to every skill (effecting skill checks and saving throws), and advantage on charisma saving throws.

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Hands of Time

Weapon: Dagger and Shortsword - very rare (requires attunement)

These two magical weapons are bound by a powerful force. Despite there being two weapons, you only need to attune to one of them to use their properties. While holding one of the weapons, you can use an action to determine the distance and direction of the other paired weapon as long as you're on the same plane of existence.

If you attune to one of the weapons while another creature is attuned to the other, you are each aware of the other creature's attunement and must make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The creature that wins the contest remains attuned to the item, and for the next 24 hours, its attunement cannot be broken by another creature attempting to attune to the other weapon. The creature that loses the contest is no longer attuned to the weapon.

While holding both weapons in either hand, you gain several benefits:

• You gain a +1 bonus to attack and damage rolls made with these magic weapons.

• Your perception of time is slightly quickened: allowing you to dodge attacks that would have normally hit you. You gain a +1 bonus to AC.

• When you roll a 20 on an attack roll using Hour (the dagger) against a creature, that creature is under the effects of the "slow" spell until the end of its next turn.

• When you roll a 20 on an attack roll using Minute (the shortsword), you're under the effects of the "haste" spell until the start of your next turn. When the effect ends, you don't suffer the normal effects of the spell ending.

In addition, you can use an action to lay the two weapons down on the ground. When you do, they magically point north before spinning around to align and tell the current time. When they do, 12:00 is always facing north.

Singing Sword

Weapon: Longsword - Rare (Requires Attunement)

The Singing Sword will always sing, loudly, whenever unsheathed. Any creature within 50 feet of the singing sword that has never heard it before must succeed a DC 15 Charisma saving throw or be considered charmed by the sword’s wielder. While the sword is out, all stealth checks are made at disadvantage. Drawing or sheathing the Singing Sword takes one action.

Adamantine Bullets

Weapon: Ammunition - Uncommon

Found in caches of 1d4 around the world. Hits landed with these bullets, the hits are critical.


Moonlight

Weapon: Longsword - Legendary (requires attunement)

A legendary +2 shortsword forged from a meteorite, it has been in the Ayinsoff family for decades. The blade flashes in the light, the tri-axial markings glinting, sending beams of light scattering in different directions.


  • Argent Incinerator: Moonlight has the same effect on certain creatures as a silvered weapon would.
  • Resolute Blade: The blade appears to be made of some sort of adamantine-adjacent metal or alloy, granting it the same effects as a typical adamantine weapon - automatic critical hits on objects.
  • Moon-Touched Sword: In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15ft radius and dim light for an additional 15ft.
  • Bane of the Night: When striking an undead, or a lycanthropic creature, the sword deals a further 1d10 radiant damage.
  • Glinting Metal: As a bonus action, you can adjust the blade to bounce light off the face of the sword to blind the target for one turn. This can only be performed in a well-lit area.

Eviscerator Weapons

Weapon Items - Uncommon

The typical weapon of the cultists of Raimei. A one-use weapon built for stabbing and shredding the target. Deals 1d4 slashing damage on a mere graze.

Most commonly appears as a simple knife, with a not-so-simple bite, and a terrifying bark.

Can be affixed to a spear shaft, reducing the dexterity save but increasing the the overall damage.

Can also be affixed to an arrow shaft to make arrows of evisceration, which increases the dexterity saving throw, but reduces the overall damage, as smaller shards must be used.

A terrifying application of the ethos of the eviscerator weapon type is the eviscerator flail. An angry looking bundle of blades and shrapnel precariosuly held together, swinging menacingly on the end of a chain. using this weapon will also deal a fraction of the damage to the user (1/6).

The most deadly of the evisceration weapon types is the evisceration grenade, a sizeable bundle of metal shards that upon detonation sends shrapnel flying in a 20 foot radius.

Weapon Type Dex save DC Damage (Average)
Dagger 7 6d6 piercing + 1d6 force (28)
Spear 5 6d6 piercing + 2d6 force (32)
Arrow 12 2d6 piercing + 1d6 force (12)
Flail 10 10d6 piercing + 2d6 force (72)
Grenade (AoE) 15 8d6 piercing + 6d6 force (56)

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Sending Stone X

Wondrous Item - Rare (requires attunement)

A quaint little stone, rectangular in shape with the odd irregularity, a bright glowing face shines with a welcoming light. A strange magic hums from within, the possibilities this item presents are nigh limitless.

Unlike the normal Sending Stone, the Sending Stone X does not require a partner stone to function.

However, is limted to a certain number of charge per day. This number is set at 1d10 charges per day. Over a short rest, the Sending Stone X™ regains 1d4 charges. The amount of charges cannot exceed 10. The user must re-roll the new charge at the beginning of the day from 0. The charge points of each action should be taken as 1 per action unless specified.

The Sending Stone X™ has the following functions:

Bewitchipedia: Use this application to gain advantage on any Arcana, History, Medicine (some), or Religion skill check.

Birdsong: Activating this application casts the Dissonant Whispers spell on a target of the user's choice.

Bopify: When this application is used, it gives the user one inspiration die (1d8).

Claptrap: Activating this allows the user to cast the Disquise Self spell.

Echo Chamber: Much as the Obscura can capture images, the Echo Chamber can magically store audio as long as the application has been activated and would be able to "hear" the audio. This action takes 2 charge points. 5 clips of audio lasting no more than 30 seconds each can be stored. These clips can be compounded for a maximum recording time of 2 minutes 30 seconds.

Fowls o'Fury Activating this allows the user to cast the Catapult spell.

Forum: The user can pose a question to the world, and over the course of the next 24 hours, 1d12 responses are recieved.

Headtome: Using this application casts the Friends cantrip on a target of the user's choice.

Insta-runner: This can be used to find public knowledge on an individual

Lantern: This application casts the Dancing Lights cantrip, but is limited to one orb. This application can be used as many times as the user has spell slots. Even when the Sending Stone X™ has run out of charge.

Notes: (Wizards only.) This application can be used as a spellbook that does not require ink and parchment. This application can be used as many times as the user has spell slots. Even when the Sending Stone X™ has run out of charge.

Obscura: For 2 charge points the Sending Stone X™ can store an image of whatever it is pointed at. Only 3 images can be stored at a time.

Skrype: Upgraded from the normal Sending Stone, using Skrype, the user can cast the message cantrip.

Squeel: The Sending Stone X™ finds the names and locations of the nearest taverns and gives average price.

Sugar Smash: For no charge points, the user can merely pass time using an application that displays colourful confectionary line up and explode.

Sundial: This application can tell the user the exact time, and can be used to set alarms and such. This application can be used as many times as the user has spell slots. Even when the Sending Stone X™ has run out of charge. (Does not require sunlight.)

Tinderbox: Activating this application casts Charm Person spell on a target of the user's choice.

TownCrier: This handy application can tell the user what is happening in the world at that time, it can also tell the user what has happened both in the past week or so, but also any time in the past they wish.

Interestingly enough, this stone is difficult to break if you intend to do so. However, accidentally, damage is surprisingly easy to inflict, especially on the face of the stone.

Unbinding the Stone

There are certain functions that require the stone to be unbound, this security setting was enchanted into the item to keep the original user who it was intended for safe while using the stone.

Locked functions:

Ask Aari: Activating this aplication, the user can ask a spectral Professor Aari Nansen any one question. The answer is limited to DM's discretion.

Babble: This application casts Comprehend Languages on the user.

Clay's Guided Meditation: This application allows the user to use the Trance feature available to elves for 2 charge points, or for 4 charge points, the user may take a power-nap, taking a long rest in about half an hour, the app guiding them slowly through a meditative dream-state.

Litter: This application simply casts the Find Steed spell for 1 charge.

Obscura: For 5 charge points it can be used to cast the Time Stop spell for only 1 turn for 1 target.

Pouch Monsters! Go: Cast the Conjure Animals spell for 1 charge point, or Cast Elementals for 3 .

The Sending Stone has been locked by it's last owner - Hammarhand Sichelangelo, who thought he could sow more chaos by leaving the stone lying around... The method through which the stone is locked is that of arcane lock with a physical puzzle aspect

Ruyijing AKA "Gunchucks"

Weapon: Nunchaku/Hand Mortar - Rare (Requires Attunement)

Likely the product of a monk who developed an interest in firearms. The Ruyijing function as both a pair of nunchaku, and a set of 4 hand mortars. (Monk Weapon)

Damage Weight Properties Misfire
1d8 fire + 3d4 force 6lbs Ammunition (range 10/20), loadingx4, explosive 4

  • Nunchuck: The Ruyijing functions as a flail when used as nunchucks (1d8 bludgeoning).
  • Four guns: Ruyijing is comprised of four hand mortars, and each can be fired on an action or bonus action.
  • Identical Pair: Ruyijing is a pair of nunchaku, and thus, can be used in your off-hand without the normal disadvantage.

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The Pathfinder

Weapon: Torchstaff - Legendary (Requires Attunement)

The Pathfinder is a doubly divine relic. Used to carry the spark of creation. Carried by Rayn as he brought the spark through an eternal vacuous empty abyss. In the hands of an immortal, this weapon can be devastating. This weapon requires the wielde to become a worshipper of Rayn to maintain attunement.


  • Legendary Weapon: The Pathfinder deals 𝑥d6 bludgeoning damage when using the lanturn-head to strike. 𝑥 is equal to the wielder's level halved.
  • Silvered Point: The bottom point of the staff comes to a never dulling point. This point is silvered, and deals 𝑥d4 piercing damage where 𝑥 is equal to the wielder's level halved.
  • Holy Relic: Attuning to this weapon grants you expertise in the Religion skill.
  • Light The Way: The lantern is always lit and passively sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, you can offer a prayer to Rayn and direct bright light in a 5 foot wide beam for any distance up to 200 feet.

Amulet of Ursine Forms

Wondrous Trinket - Rare (requires attunement)

A copper amulet of a bear-claw design, speaking the command word: "arkouda" on a bonus action, will allow the user to transform into a bear as if under the effect of the polymorph spell so long as they meet the level requirement, once per short rest.


Black Bear (1st-5th)

Medium beast, unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 19 (3d8+6)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

  • Senses Passive Perception 13

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 2) slashing damage.


Additionally, while attuned to this item, the wearer gains the Keen Smell feature, granting them advantage on scent-based Wisdom (Perception checks).


Brown Bear (6th-10th)

Large beast, unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 34 (4d10+12)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Passive Perception 13

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.


Polar Bear (11th-15th)

Large beast, unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 42 (5d10+15)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Passive Perception 13

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.

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Owlbear (16th-20th)

Large monstrosity, unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 59 (7d10+21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Darkvision 60 Ft., Passive Perception 13

Keen Sight and Smell. The bear has advantage on Wisdom (Perception) checks that rely on sight and smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing damage.


Dire Bear (21st-25th)

Huge beast, unaligned


  • Armor Class 14 (natural armour)
  • Hit Points 126 (11d12 + 55)
  • Speed 50 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 8 (-1) 14 (+2) 10 (+0)

  • Skills Perception +6
  • Senses Passive Perception 16

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

The Spinning Blades of Priviel

Weapon - Rare

Once owned by the prince of the Leighdan dynasty, who led a contingent into the fray during the civil war. It is said he fell in that battle, one among many lost in the height of the war, when elves and others alike fought for the principles of freedom and equality. It is said that Priviel could do wonderous things with these blades.

A single +1 double-bladed scimitar that must be wielded two-handed, dealing 2d6 slashing on a hit. It has the following qualities:


  • Follow-up: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d6 slashing damage on a hit, instead of the standard 2d6.
  • Aerial Screw. As a bonus action, the wielder can activate the magical property of the blades. The blades begin to spin, and do so with such speed that the wielder can be lifted off the ground by the thrust of this weapon. Using this ability allows a flight speed of 10ft, and a height of 100. While using this ability, the weapon cannot be used to attack - and must be held with both hands during the flight.

Tragedy

Wondrous Weapon - Very Rare

This incredible rifle has been crafted impeccably with accuracy and efficiency in mind.

Damage Weight Properties Misfire
2d12+2 piercing + 1d8 force 30lbs Ammunition (range 300/600), reload (2 shots) None

Critical hits now count on a roll of a 19 as well as a 20, if this is a feature the weilder has access to, the weapon lowers the critical by a further number, going no lower than 16.

Additionally, on a critical hit, the gun fires twice in one turn (so long as the is ammunition available and loaded) - This second shot is not effected by the critical hit double dice, and does not require an additional hit roll.


  • No Mercy: The user can take a bonus action to prepare themselves for an incredible shot. To use this ability they must declare it at the start of their turn - from there they can only move, and load the rifle before they begin the process of readying themselves to fire. They may not use any other bonus actions, movement or any other actions for this turn. This process will also break any concentration spells they are maintaining as they are completely focused on the next shot. At the start of their next turn, the rifle fires - landing an automatic critical hit on any roll that is not a natural 1. After firing the rifle, the user may only take a movement action, and a reloading bonus action for the rest of their turn. Their movement is reduced to half for said turn.

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Black Star Stone

Wondrous Item - Uncommon

A smooth stone in the shape of a 5-pointed star, black as the darkest night, the stone is part of a network of communication with a separated group.

A connected stone can leave a message with the effect of the sending spell. However, the recipient will not hear the message in ther head, instead the stone will vibrate once it has recieved a message, and then once avery minute after. The vibration is soft and soundless, but is easily noticable to anyone holding one, unless in a bag.

The stone can only send 2 messages per day, as the stone regains its powers from the night sky - as such it must be in open air at nighttime to regain its 2 uses.

A user can denote a security word, like a command word that will unlock the stone and allow messages to be sent and recieved messages heard. This is not necesaary for function.

The word limit for the sending spell is the standard 25 words.

Connected Black Star Stones

In a network larger than two stones, the sender must specify to which other stone, or group of stones their message will be sent to. Recieved replies will back up and will remain until heard.

A message can be sent to multiple parties, in this case, the message still counts as one use, responses will gather within the stone, each causing a vibration. Recipients can make a full 25 word response to the initial message, but only one confirming reply can be made per response, and there is a limit of 10 words.

The reciepient will be unaware of others listed in the message (unless informed), and their reply can only be heard by the user's recieving stone.

Connecting Black Star Stones

When one party wishes to give another a Black Star Stone, they must first connect the stones to their network of contacts. This process is similar to attunement, though the item itself needn't be attuned to.

Members of the network will be unaware that they are connected to eachother unless told so, and will thus be unable to contact that person until they are made aware of their connection.

Arabella

Wondrous Weapon - Very Rare

Arabella is a beautifully crafted double-barreled mithril shotgun created by the famous artificer Reynold Kingston.

Damage Weight Properties Misfire
1d12 piercing/force 7lbs Ammunition (range 30/190), reload (2 shots), two-handed 3

  • Two Barrels, Two Targets: Arabella can be fired at two separate targets within a cone within the effective range.
  • Double Trigger: Arabella can fire both barrels in an action.
    
    

Pendant of The Broken Blade

Wondrous Trinket - Rare (requires attunement)

A small gold and silver chain with a broken blade model. The pieces are held apart by arcane means, and the pendant always hovers an inch away from the chest.

While attuned to this item, a cleric's spiritual weapon is forced to become a large floating representation of the broken sword, with the pieces floating almost connected. The spell deals an extra damage dice on an attack.

Additionally, the spiritual weapon spell gains an extra feature. As a bonus action instead of the normal slashing attack, the user can instead order it to perform an attack that functions as the cloud of daggers spell: "You fill the air with spinning shards in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there." This feature can be used a total of times equal to the user's Wisdom modifier per short rest.

Double Tap Rounds

Wondrous item, uncommon

When you attack with this ammunition, regardless of whether or not you hit, you can repeat the attack roll against the same creature you fired at again at the beginning of your next turn. If the creature was brought to 0 HP by the ammunition on the first attack, you can instead make the second attack roll at a different target within 30 feet of the creature attacked at the beginning of your next turn. Otherwise this ammunition drops to the ground harmlessly. If both attack rolls were able to be made with this ammunition, it loses its magic and becomes mundane.

Returning Ammunition

Wondrous item, rare

This ammunition can take the form of either arrows, sling bullets, crossbow bolts, or gun rounds. When it is fired for the first time, it teleports back to you/back into your gun. Every time you fire this ammunition from here on out, there's a 50% chance it will teleport back into you.

Tracer Rounds

Wondrous item, very rare

When you make an attack roll with this ammunition, it has advantage. On a hit, the round begins to glow and seems to draw attacks toward it. The next creature that makes an attack roll against the creature hit by the ammunition makes the roll with advantage. On a hit, the creature's attack deals an extra d8 damage. The ammunition then loses its magic. The round can always be recovered after a battle if it does not hit a creature.

The Lightning Rod

Weapon: +1 Pistol - Rare


  • One in the Chamber. The Lightning Rod is a break-action pistol that can only hold 1 bullet. When this is fired, the bullet deals 1d6 piercing damage, 1d4 thunder damage, plus an additional 1d4 lighning damage. To frie again, the pistol must first be reloaded.
  • Empty Chamber. When you choose, by switching a safety switch, the wielder can choose to shoot a bolt of electrical energy at their target. This shot is repeatable and can be fired multiple times per turn if the wielder has access to multiple attacks. This shot deals 2d6 lightning damage
  • Shocking Misfire. Should The Lightning Rod misfire, the wielder takes an additional 2 ligtning damage on top of the normal damage.

Repulse

+1 Shield - Rare

This shield that makes it so that the wielder cannot be flanked. The metal that reinforces the hexagonal edge of the shield is a pearlescent blue, and a layer of reddish-brown leather has been spread tight over the surface. A plus-sign shield boss has been installed – that too is made of the same bluish metal. Attached to the back of a shield is a strange wood, rope, and metal arm. The shield is to be attached to the shoulder, allowing the wielder to use both hands. When held the shield grants the +1 magic bonus to AC, when un-held, the shield provides the AC bonus, but not the additional magic bonus. In both configurations the shield negates flanking.


  • Bubble of Protection. While holding this shield you cannot be flanked.

The Sha-en Deck

Wondrous Item - Legendary

While not the most notorious deck in the D&D multiverse, the divine deck of Sha-en is one of the most potent arcane items in Videciel. Often found in caches of 1d4 cards. Based on the rarity of the card, the apperance rates change. One cache can be entirely common crads, maximum 3 uncommon, maximum 2 rare, and only 1 ultra rare or legendary cards can appear in a cache. Legendary cards can only appear once per campaign, while any other rarity can appear multiple times.

Cards can be thrown on a bonus action, and only the Black Joker can be thrown as a reaction.

The Sha-en deck is based around a normal deck of playing cards, for each card, a certain effect is induced:

Card Type Effect
Diamond Ice
Spades Force
Clubs Bludgeoning
Hearts Healing
Wands Lightning
Pentacles Fire
Cups Acid
Swords Slashing
Aces 1d4 damage + extra throw
2-10 (card)d4 damage
Jack Target's next attack is made with disadvantage
Queen Advantage on next attack
King 10d4 damage + advantage on next attack
Knights 7d4 damage 10ft AOE (DC 10 Dex Save)

When a card is played, an etheral representation of the card asppears and deals the damage to the target, whether that be an archer for diamonds, or dragons for ryu cards.

Common Cards

Ace-10 Diamonds Ace-10 Clubs
Ace-10 Spades Ace-10 Hearts
Ace-10 Wands Ace-10 Pentacles
Ace-10 Cups Ace-10 Swords
Copper Squire of Coins † Gives the thrower 1d100 money.

† Comes in 5 colour variants: Copper, Silver, Electrum, Gold, Platinum. Copper is a common card, Silver is uncommon, Electrum is rare, Gold is rare, and Platinum is a legendary card


Uncommon Cards

Card Description
Red Joker Ethereal hands rise from the ground and pull the target prone for one turn. Wisdom DC 10
Black Joker An ethereal force shunts the target out of the way of an attack.
1st - 5th Ryu (card)d Radiant damage.
Zener Cards Circle (1), Box (2), Waves (3), Cross (4), Star (5) d8 Psychic damage.
Silver Squire of Coins † Gives the thrower 1d100 money.

Rare Cards

Card Description
Skip-A-Go †† Target is incapacitated for a turn. Wisdom DC 15
Direction Change †† Reverses the flow of initiative
Plus 2 †† Summon or draw 2 random cards.
Electrum Squire of Coins † Gives the thrower 1d100 money.
Get out of Jail Free Card This card can be used as a reaction to escape the grappled, or restrained conditions.

†† Comes in 4 colour variants: Green, Yellow, Red and Blue, each with the following bonus effect:

Colour Bonus Effect
Green Simple: No bonus effects.
Yellow Reusable: The card reappears in the user's hands. After the first instance, the user must roll a d20 following the wish rules.
Red Damage: Target takes an additional 1d4 force damage.
Blue Replace: Summons a new card of lesser rarity.

Very Rare Cards

Card Description
Black Lotus Regain 1 spell slot of each level available - cannot exceed maximum spell slots.
Wildcard Select one card from XXXXXXXXXX
Baseball Card Grants the thrower an attack
Gold Squire of Coins † Gives the thrower 1d100 money.
Pikachu Summons 1 Thunder Mouse familiar
Blue Eyes White Dragon Summons 1 White Pseudodragon familiar

Blue Eyed White Pseudodragon

Tiny dragon, neutral good


  • Armor Class 13
  • Hit Points 2d4+2
  • Speed 15ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (0) 12 (+1) 10 (0)

  • Skills Perception +3, Stealth +4
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 13
  • Languages Understands Common and Draconic But Can't Speak

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.

Breath Weapon The pseudodragon head exhales cold mist in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 2d6 cold damage on a failed save, or half as much damage on a successful one.


Thunder Mouse

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2d6
  • Speed 40ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (0) 2 (-4) 10 (0) 4 (-3)

  • Languages Understands Common but Can't Speak

Actions

Iron Tail. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6+2) Bludgeoning. Thundershock Cast thunderwave on a Dexterity saving throw instead of Constitution. The target must also make a DC 12 Constitution save or be paralyzed for 1d4 turns.

Legendary Cards

Card Description
Platinum Squire of Coins † Gives the thrower 1d100 money.
Victory (VII) Sha-en herself manifests, and places her hand on your shoulder, ensuring that your next attack hits.
Justice (VIII) This card can be thrown as a reaction to the holder being attacked: A toga-clad manifestation of Sha-en appears at your shoulder, and strikes the attacking target for the same amount of damage they dealt to you.
The Monk (IX) An ethereal elderly man appears, he giggles and clasps you on the shoulder, and grants you the effects of the foresight spell.
The Wheel of Fortune (X) Randomly select 1d6 additional cards, only one can be legendary, the rest can be any combination of rarities. Cannot summon an expended legendary card.
Strength (XI) A warm feeling swells through your body, and ensures a critical hit on the next strike should you land the hit.
The Hanged Man (XII) Ethereal nooses drift from the ground like fast-growing plants, ensaring the target incapacitating them for 1d6 turns.
Death (XIII) For the duration of the combat, any natural 20 to hit instead pulls a dark-hooded manifestation of Sha-en, who sweeps over to the target and deals 100 necrotic damage.
The Angel (XIV) An angelic manifestation swings a golden sword at the target, dealing 7d20 radiant damage
The Devil (XV) A devilish manifestation throws a black trident at the target, dealing 7d20 necrotic damage
The Tower of God (XVI) The Tower of God erupts from the ground, clouds gather and a bolt of lightning courses through the tower, shattering the building. The tower collapses and turns to dust dealing 7d20 lightning damage. Cannot be cast indoors.
The Stars (XVII) Casts the meteor swarm spell.
The Moon (XVIII) Targets in a 30ft radius must succeed a DC 15 Constitution saving throw or be blinded. Cannot be cast indoors.
The Sun (XIX) A blazing star appears on the battle field, dealing 7d10 fire damage. Cannot be cast indoors.
Judgement (XX) Revives a downed enemy from a distance and heals for 7 health points.
The World (XXI) Grants the user an extra full action.
The Fool (XXII) Grants up to 7 selected creatures bardic inspiration of the appropriate level for the party's level.
The Chariot (XXIII) Increases the movement speed of up to 7 targeted creatures by 30ft.

Bramble

Wondrous Weapon - Rare

A hexblade weapon connected to Der Heuschatten that takes the form and stats of a pre-selected weapon.

The entire form of the weapon it manifests as is tangled dry branches, when in use the inside of the blade glows and crackles as if a fire were lit deep within its core. Sometimes - when put under extreme pressure the glow increases to a bright red and embers spill from the form.

  • Infernal Glow As a passive effect, the blade emits dim light in a 20 foot radius. Also, when attacking, the blade deals an additional 1d4 fire damage.
  • Eldritch Blast A non-warlock wielder can cast Eldritch Blast once per short rest. This is locked at its lowest level.
Exalted Bramble

Once exalted, Bramble's connection to Der Heuschatten increases. The favourite of the patron can now perform the following actions:

  • Thorny Ally The blade begins to thrum, and the wielder can produce, from the tip of the sword, a figure - similar in build to themselves, though the figure cannot say anything they are able to cast one spell (one slot). This ability functions like the dunamancy spell resonant echo, though the figure produced is not one of shadow, but one composed of loose branches with a dim orange light coming from within - much like the design of Bramble itself. As the lifetime of the figure comes to an end, the light fades dimmer and dimmer, until it "dies", causing all the loose branches to fall to the ground in a messy pile. This can only be used once per short rest.

  • Fiery Fury A searing pain shoots up the wielder's arm as roots dig into the veins of the hand and wrist pumping adrenaline and anger into the wielder's system. Activating this ability gives the favourite the ability to rage as if they were a 1st level barbarian, however, the rage lasts half as long at maximum (5 rounds). This can only be used once per long rest, taking a level of exhaustion after use.

Requirements to exalt:

Light a fire
Cast eldritch blast
Summon or manifest Bramble
Experience a dream of Der Heuschatten
Deal fire damage with Bramble
Critical hit with any attack
Reach 0 Hit points and fail a death save
Reach 8th level total
Wielded by a non-warlock

The power of Der Heuschatten reaches out and attempts to convince any who come near to wield it. The weapon takes the form of the wielder's preferred weapon type and grants the features listed. If this is a thrown weapon type, Bramble can be summoned as a bonus action.

The World

Wondrous Weapon - Rare

Damage Weight Properties Misfire
1d8+4 piercing 3lbs Ammunition (range 40/120), reload (6 shots) 2

Previously owned by a commanding officer of the Eastwood Elite who called himself Ice Sparrow. The pistol allows the user to cast blink once per long rest.

Additionally, on a critical hit, the gun fires twice in one turn (so long as the is ammunition available and loaded) - This second shot is not effected by the critical hit double dice, as it is an in dividual attack, and requires an additional hit roll.

Ice Sparrow is the spirit of an ancient warrior druid that inhabits a small arrowhead that has been imbedded in the grip of the pistol. Residing within the pistol Ice Sparrow slowly takes control of the wielder - possessing them, merging their spirit with his own, becoming a conglomerate of souls under the banner of Ice Sparrow. The effects of the melding happen as follows:

Use Event
First shot Blurred vision
First critical hit Sleepwalking
First critical fail Partial possession for 1 turn
First time running out of ammo Alignment changes to Lawful
First activation of Blink Temporary Posession (10 mins) - Radiant Soul †
First death saves Full Posession (1 day) - Radiant Soul † & Beginning of dreams of the Astral Plane
Reach 8th level total Control of Radiant Soul
Defeat Ice Sparrow Gain a modified version of the Gith racial paragon trait: extract brain (5d10)

† The activation of radiant soul while posessed has a 1/10 chance of occuring. Every time the weilder casts blink through The World, there is a 1/4 chance of possession.

Radiant Soul. When the spirit of Ice Sparrow manifests within you, he can unleash the divine energy within you, causing your eyes to glimmer and two luminous, incorporeal orange wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. You do not have control of this transformation until you defeat Ice Sparrow in the Astral Plane.

Exalted Form: 「Empty Sky」
Damage Weight Properties Misfire
2d8 piercing + 1d6 force + 1d4 radiant 3lbs Ammunition (range 60/180), reload (8 shots), Crit on 19 1

217

PART 7 | ARCANE INVENTORY

Spell Descriptions

Aldri's Dark Sphere

5th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a black pearl)
  • Duration: Concentration, up to a minute

A tiny dark sphere appears where you designate, bending the space around it creating difficult terrain within 20 foot radius of its range, attack rolls of ranged attacks have disadvantage if they pass in or out of the affected area.

The dark sphere has its own gravity force attracting every material body to itself. Creatures entering or starting their turn in the area within 15 feet of the sphere must make a Strength saving throw: If they fail, they are pulled 5 feet toward the sphere, and are unable to move opposite direction of it.

The bending of space creates stress, on all material bodies. Creatures, entering or starting their turn in the area within 10 feet of the sphere take 4d8 force damage, or succeed on a Constitution save for half damage.

The warp of space cause, confusion in the senses. Creatures at a distance of 5 feet from the dark sphere have a disadvantage in all Wisdom rolls (Perception) involving sight and hearing.

On your turn you can spend a bonus action to direct the sphere and mote a up to 10 feet.

At Higher Levels. The damage increases by 1d8 for each slot level above 5th used to cast this spell .

Crushing Gravity

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a shard of glass)
  • Duration: 1 round

As you point with your finger, there is a drastic change in the gravity's force, affecting a 15-foot radius sphere area, crushing everything within it. Each creature inside or entering the affected area must make a Strength saving throw. A target takes 3d6 bludgeolung damage, gets knocked prone and its movemnent speed is reduced to zero until the start of your next turn on a failed save, or only half as much damage on a successful one. Inside the affected area all target's speed is halved for the duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher. the damage increases by 1d6 for each slot level above 3rd


Delay

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

Bringing your focus onto a single creature with the intent to slow them down, or trip them up. A creature must succeed on a Wisdom save, or be moved 1d10 lower on the initiative order.

Dimensional Rift

5th-level conjuration


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S, M (a silver blade)
  • Duration: instantaneous

You open two dimensional rifts, one under a target and another wherever there is unoccupied space withan range that you can see. A non flying target must make a Dextenty saving throw. On a failed save the target falls in the rift and is teleported where the other dimensional rift was conjured.

This spell does not affect Large or larger targets.

Distortion Blade

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: concentration, up to 1 minute

You warp, in your hand, reality just enough to create a blade with the distotion's edge. This blade lasts until the spell ends. It counts as a simple melee weapon with which you are profieteot. It adds 1d10 slashing damage plus 1d10 force damage on a hit and has the finesse and light properties. If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the blade to reappear in your hand

At Higher Levels. When you cast this spell using a 3rd or 4th level spell slot, the damage increases to 1d12 slashing damage plus 1d12 force damages When you cast a using a 5th or 6th level spell slot, the damage increases to 2d10 slashing damage plus 2d10 force damage When you cast using a spell slot of 7th level or higher the damage increases to 2d12 slashing damage plus 2d12 force damage.

Dudman's Deja Vu

1st-level divination


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V
  • Duration: Instantaneous

A creature’s mind is sent back to remember a moment from their past that they may have forgotten. Unwilling creatures must make a Wisdom save or be stunned and take 2d6 psychic damage. Willing creatures take no damage.

Florin's Visions of the Past

6th-level divination


  • Casting Time: 1 hour
  • Range: Up to 5 creatures within 10 feet excluding self.
  • Components: V, S, M (an artefact connected to the desired time and location)
  • Duration: 1 minute

The creatures’ minds are sent back to a time before their own to bear witness to a historical event from the past. You must specify a location and time for this to take hold.

Inside the spell's vision, time moves differently relative to where the spell was cast: 1 minute in the real world is 1 hour in the spell's world

Florin's Visions of the Past - Necromantic Aspect (Druids & School of Necromancy Wizards only)

6th-level necromancy


  • Components: V, S, M (Assembled bones of the corpse the caster wants to see through. Skeleton must be complete)

Visions of the Past can be cast as a necromancy spell that allows the caster to see through the eyes of a deceased individual. As with the normal spell, the caster must specify the desired time and space that the individual must have been present for.

Only one target can see through a corpse at a time, though the caster can use multiple corpses to send multiple targets.

At Higher Levels. For each spell slot above 6th level you use to cast this spell, you may add either 1d10 minutes to the duration of the spell, or add another target to the spell.

Force Refraction

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Thin warp wreathes the target's body for the duration, looking like a glass veil. You can end the spell early by using an action to dismiss it. The target gains +2 to their AC. In addition, whenever a creature within 5 feet of you hits the target with a melee attack the dimensional warp erupts with magical force. The attacker takes 1d6 force damage from it. Besides, the creature must make a Strength saving throw if they fail, they are pushed 10 feet away from the target.

Impressions of the Past

4th-level divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (an artefact connected to the desired time and location)
  • Duration: 1 minute

A creature’s mind is sent back to a time before their own to bear witness to a historical event from the past. You must specify a location and time for this to take hold.

Inside the spell's vision, time moves differently relative to where the spell was cast: 1 minute in the real world is 1 hour in the spell's world.

Minor Temporal Reversion

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You pull the strings of time and rewind time a short amount. The target must be a medium-sized object or person. Casting this restores it to a state it was in within the last hour. If used on a creature, regain hit points equal to 4d6 hp. This spell is unable to reverse death.

Norben's Restore Youth

3rd-level transmutation


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S
  • Duration: Permanent

You perform a long complex ritual on someone, reducing it’s physical age by 3d10 years. This spell does not extend a creature’s lifespan.

Norben's Fountain of Youth

8th-level necromancy


  • Casting Time: 24 hours
  • Range: Touch
  • Components: V, S
  • Duration: Permanent

You perform a long complex ritual on someone, reducing it’s physical age. The youth added to the creature is equal to 1d10 years plus an additional d10 for every spell slot level above 8th you use. This spell, unlike Norben's Restore Youth, this spell does extend a creatures lifespan by adding the dice result to their average lifespan.

Phantom Step

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

As you see an upcoming melee attack with you as a target, before the attacker hits or misses, you briefly bend the redity around you, moving instantly 5 feet, leaving tehind a ghostly after-image. The attack automatically misses. This spell does not trigger attacks of opportunity.

Reality Crack

cantrip evocation


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

You point at one target you can see within range and a small crack in reality emerges, causing A little warp in space that explodes with magical energy. The target must succeed on a Strength saving throw or take 1d6 force damage and be pushed 5 feet away from the explosion. The spell's damage increases by one die when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8), and 23rd level (5d8).

Space Laceration

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (60 feet)
  • Components: V, S
  • Duration: Instantaneous

You bend the borders of reality, forcing the creation of a razor-sharp dimension distortion, which is thrown in front of you in 5 foot wide 60 foot long line, lacerating everything in its path. Each creature in the line must make a Dexterity saving throw. On a failed save, the creature takes 5d8 force damage plus 5d8 slashing damage. On a successful save. It takes half as much damage. Inside the affected area the movement speed is halved for the duration thanks to the dimensional bending.

Swap Out

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 Minute

You slightly change reality, bending spacce by swapping your position with a body with smular size. Choose a target with equivalent size within range. Then you and the target teleport, instantantly swapping positions. You must not cast this spell while in movement. This spell does not trigger attacks of opportunity.


Swizzle

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

This spell allows for the short range teleportation of two targets. Select two creatures of the same size class up to medium size that you can see within range. The two physically switch places. The caster must have a clear line of sight of both targets. You may not target yourself. If either target is not a willing participant in this spell, they can roll a Wisdom saving throw against your spell save DC to attempt to resist this spell. If either one succeeds the spell ends with no effect. For willing participants, no saving throw is required.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by 30 feet for each slot level above 2nd.

Temporal Reversion

5th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (An hourglass)
  • Duration: 1 minute

Pouring the handful of sand onto the target, that must be a medium-sized object or person, you pull the strings of time in such a way that undoes certain effects. Casting this restores it to a state it was in within the last day. If used on a creature, regain hit points equal to 7d6 hp. This spell is unable to reverse death.

Vibe Check

cantrip divination


  • Casting Time: 1 action
  • Range: Sight
  • Components: S, M (
  • Duration: Concentration, instantaneous

You point your Druidic focus at a target that you can see to check their 'Vibe'. The target feels a relaxing sensation similar to a gentle breeze on a beach and you gain one of the following insights depending on what you wish to learn (DM's discretion):

On a failed Wisdom saving throw, you learn the target's immediate thoughts prior to casting this spell. You also have advantage on Insight checks against the target.

On a failed Charisma saving throw, you learn the target's immediate feelings prior to casting this spell. You also have advantage on Persuasion checks against the target.

On a success, you learn the target's name and their alignment (DM's discretion). As the spell ends, the breeze fades with the target understanding that their vibe has been checked.

At Higher levels. At level 14, you are able to understand the more complex 'Vibes' of the psyche.

On a failed Wisdom saving throw, you can now tell the target's general motivation.

On a failed Charisma saving throw, you see through the target's poker face. They now have disadvantage on Deception checks against you for 1 hour.

Warp Javelin

1st-level evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: 1 round

You warp the reality within your palm, making a weapon-like distortion that is thrown at a target within range. Make a ranged spell attack against to target. On a hit the target takes 4d6 force damage and all Wisdom rolls (Perception) involving sight and hearing and the next attack roll made by this target before the end of your next turn are made with disadvantage thanks to the distortion made by the dimensional warp.

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

218

PART 7 | ARCANE INVENTORY

Tyno Omum's Divine Firmament

Realms and Deities

The absolute authority on the divine and beyond.

(Co-authored by Aari Nansen)

Planes

The various planes of existence are realms of myth and mystery. They're not simply other worlds, but dimensions formed and governed by spiritual and elemental principles.

Astral Plane

The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light like distant stars. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color poolsmagical pools of colored light that flicker like radiant, spinning coins.

Creatures on the Astral Plane don't age or suffer from hunger or thirst. For this reason, humanoids that live on the Astral Plane (such as the githyanki) establish outposts on other planes, often the Material Plane, so their children can grow to maturity.

A traveler in the Astral Plane can move by simply thinking about moving, but distance has little meaning. In combat, though, a creature's walking.speed (in feet) is equal to 3 x its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.

Astral projection

Traveling through the Astral Plane by means of the astral projection spell involves projecting one's consciousness there, usually in search of a gateway to an Outer Plane to visit. Since the Outer Planes are as much spiritual states of being as they are physical places, this allows a character to manifest in an Outer Plane as if he or she had physically traveled there, but as in a dream. A character's death-either in the Astral Plane or on the destination plane-causes no actual harm. Only the severing of a character's silver cord while on the Astral Plane (or the death of his or her helpless physical body on the Material Plane) can result in the character's true death. Thus, high-level characters sometimes travel to the Outer Planes by way of astral projection rather than seek out a portal or use a more direct spell.

Only a few things can sever a traveler's silver cord, the most common being a psychic wind (described below). The legendary silver swords of the githyanki also have this ability. A character who travels bodily to the Astral Plane (by means of the plane shift spell or one of the rare portals that leads directly there) has no silver cord.

Astral Pools

Gateways leading from the Astral Plane to other planes appear as two-dimensional pools of rippling colors, ld6 x 10 feet in diameter. Traveling to another plane requires locating a color pool that leads to the desired plane. These gateways to other planes can be identified by color, as shown on the Astral Color Pools table. Finding the right color pool is a matter of chance: locating the correct one takes 1d4 x 10 hours of travel.


Astral Colour Pools
d10 Plane Pool Colour
1 Space Starry Black
2 Limbo Jet Black
3 Pandemonium Magenta
4 Realm of Sealed Gods Turquoise
5 The Abyss Amethyst
6 Bytopia Amber
7 Ethereal Plane Spiraling White
8-10 Material Plane Silver

Psychic Wind

A psychic wind isn't a physical wind like that found on the Material Plane, but a storm of thought that batters travelers' minds rather than their bodies. A psychic wind is made up of lost memories, forgotten ideas, minor musings, and subconscious fears that went astray in the Astral Plane and conglomerated into this powerful force.

A psychic wind is first sensed as a rapid darkening of the silver-gray sky. After a few rounds, the area becomes as dark as a moonless night. As the sky darkens, the traveler feels buffeting and shaking, as if the plane itself was rebelling against the storm. As quickly as it comes, the psychic wind passes, and the sky returns to normal in a few rounds.

The psychic wind has two kinds of effects: a location effect and a mental effect. A group of travelers journeying together suffers the same location effect. Each traveler affected by the wind must also make a DC 15 Intelligence saving throw. On a failed save, the traveler suffers the mental effect as well. Roll a d20 twice and consult the Psychic Wind Effects table to determine the location and mental effects.

Psychic Wind Effects
d20 Location Effect
1-8 Diverted; add 1d6 hours to travel time
9-12 Blown off course; add 3d10 hours to travel time
13-16 Lost; at the end of the travel time, characters arrive at a location other than the intended destination
17-20 Sent through color pool to a random plane (roll on the Astral Color Pools table)
d20 Mental Effect
1-8 Stunned for 1 minute; you can repeat the saving throw at the end of each of your turns to end the effect on yo urself
9-10 Short-term madness (see chapter 8 of DMG)
11-12 11 (2d10) psychic damage
13-16 22 (4d10) psychic damage
17-18 Long-term madness (see chapter 8 of DMG)
19-20 Unconscious for 5 (1d10) minutes; the effect on you ends if you take damage or if another creature uses an action to shake you awake

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Astral Stegosaurus

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 69 (7d12+24)
  • Speed 20 ft., astral project 40ft

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 12 (+1) 11 (+0) 5 (-3)

  • Saving Throws Int +4
  • Damage Resistances piercing
  • Damage Immunities psychic
  • Condition Immunities grappled, stunned
  • Senses blindsight 20 ft., passive Perception 10
  • Languages

Flyby. The astral stegosaurus doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.

Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (4d6) bludgeoning damage.

Dead Gods

Ik-o An ally of K'arvel in the theomachy, almost no art or literature survives depicting her in any capacity besides mentions of her name, in the myth of K'arvel's sealing, and her form being that of a blue snake. Some believe her to have been sealed like a number of K'arvel's allies, some believe her dead, and few believe her to be an extension of K'arvel. Astral travellers sometimes claim to have seen chunks of her still writihing in the emptiness.

It is possible to resurrect Ik-o, intentionally or otherwise. The Demi-devil drifts in myriad pieces in the Astral Plane.

Dror Kirch

The most powerful individual in the Videciel local area of the Astral Plane is Dror Kirch, or in common: Ice Sparrow. Dror Kirch was a druid aasimar from the first years of existence, who was cast out into the still fluid and molten Astral Plane, a casualty of the war of theomachy.


DROR KIRCH "Ice Sparrow"

Medium Celestial, lawful neutral


  • Armor Class 14 (hide armor)
  • Hit Points 380
  • Speed 30 ft., fly 50 ft

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 24 (+7) 16 (+3) 28 (+9) 18 (+4)

  • Condition Immunities Aged
  • Damage Immunities Poison, Psychic, Disease
  • Senses Truesight 120 ft., passive Perception 19
  • Languages Abyssal, Celestial, Common, Infernal, Sylvan

Mastery Over Death. When he is reduced to 0 hit points, he goes 1 hit point instead.

Actions

Thousand Forms. Cast Alter Self at will

Wildshape (Unlimited uses). Bonus action, any creature excluding construct and undead. CR: 8

Reactions

Deflect Missiles. Dror Kirch can use itsreaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he would take from the attack is reduced by 1d 10 + Dexterity modifier + 25. Uncanny Dodge. when an attacker that he can see hits him with an attack, he can use your reaction to halve the attack’s damage.

Adlisherathki

Feywild

The Praetor's Necromancy Camps

The Praetor Fio Amtarvius Morollo Septinum Belgarum 16th is running camps in the Feywild where he is training children to become necromancers for his war effort. It seems he has found a way to bend the time dilation of the Feywild to his whim, allowing him to accelerate the growth of children drastically relative to the material plane.

Underdark

The Slave Mines of Uaingora

Kavark Copperbeard, prince of Uaingora in the Green Mountains has enslaved thousands in the mines beneath the mountains of his home. While the mountains get their name from the emeralds found in the stone, with the rampant exploration down has uncovered a number of "resources". Beneath the considerable veins of Emerald Silver, there are considerable sized deposits of Mithril, Adamantium and the arcane-augmenting residuum. Under the control of Kavark, the mines have plunged so deep that they have broken into the Underdark. Kavark, always one to capitalise on a situation swiftly deployed a battalion of Uaingora soldiers to capture, control, and enslave the native Underfolk and refugee Cavefolk. These people are forced to mine and refine the materials found deep underground. With the hoard of Mithril, Residuum, Adamantium, Silver and Emeralds, Kavark sits upon a titanic wealth, and yet he still hungers for more - forcing the slaves to dig deeper still...

Residuum

Residuum is a green, glass-like substance found in the depths below the Green Mountains. Although not inherently magical, it is particularly receptive to arcane energies and therefore may be used to create objects that retain more powerful enchantments, perhaps for longer periods of time. It can also be utilized to replace and act as other expensive materials and components for spells and other uses.

Mithril

Mithril is a light, flexable metal. Mithril armor can be any Medium or Heavy armour, but not hide. A mithril chain shirt or brestplate can be worn under normal cloths. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. An item made from mithral weighs half as much as the same item made from other metals. Mithril is too light to be used for Heavy weapons. If the weapon isn’t Heavy, it becomes Light. If it is already listed as Light it gains the Finesse property. If the weapon is Two-Handed it is now instead Versatile. Mithril ammunition is too light to be effective.

Adamantium

This is one of the hardest substances in existance. Adamantine armour can be any Medium or heavy armor, but not hide. While you’re wearing it, any critical hit against you becomes a normal hit. Adamantine weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

Silver

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons.


† Underdark Slaves detailed overleaf.



Kavark Copperbeard

Medium humanoid (Dwarf (Mountain)), Lawful Evil


  • Armor Class 20 (plate, shield)
  • Hit Points 69 (Party level +1 x d10 +Con)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 16 (+3) 15 (+2) 14 (+2) 17 (+3)

  • Saving Throws Wis +4, Cha +5
  • Skills Athletics +7, History +6, Insight +4, Religion +4
  • Damage Resistances poison
  • Condition Immunities paralyzed, poisoned
  • Senses passive Perception 12
  • Languages Common, Dwarvish, Giant, Undercommon

Dwarven Resistance. Kavark advantage on saving throws against poison.

Acquired Duergar Resilience. Kavark has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Great Weapon Fighting. When Kavark rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon he is wielding with two hands, he will reroll the die and use the new roll.

Slaver of the Underfolk. Kavark can summon 1d4 Underdark Slaves†, each armed with a pickaxe.

Aura of Conquest. Kavark constantly emanates a menacing aura while not incapacitated. The aura extends 10 feet in every direction, but not through total cover.

    If a creature is frightened of him, its speed is reduced to 0 while in the aura, and that creature takes 5 psychic damage if it starts its turn there.

Actions

Multiattack. Kavark makes two attacks with his warhammer.

Adamant Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1D10 + 9 bludgeoning damage if used with two hands. Automatic critical hit on objects.

Spellcasting. Kavark is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Kavark has the following spells prepared:

Cantrips (at will): sacred flame, thunderclap, resistance
1st level (6 slots): bane, command, earth tremor, searing smite
2nd level (5 slots): branding smite, hold person, heat metal
3rd level (4 slots): crusader's mantle, meld into stone

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Underdark Slave

Medium humanoid, Lawful Neutral


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
10 (0) 8 (-1) 4 (-3) 6 (-2) 10 (+0) 10 (+0)

  • Skills Religion +2, Survival +2
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Common, Undercommon
  • Challenge 0 (10 XP)

Devotion. The slave has advantage on saving throws against being charmed or frightened.

Sunlight Sensitivity. While in sunlight, the slave has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.

Realm of Sealed Gods

The Realm of Sealed Gods is an infinite plane of emptiness, the only landmarks being the prisons for the gods sealed here. Much like the Astral plane, a traveller can propel themselves through the ether by simply thinking. Much like the feywild, time passes strangely compared to the Material Plane, with any who go there coming back days, weeks, months, sometimes years after they left...

d20 Time Warp
1-2 Days become years
3-6 Days become months
7-13 Days become weeks
14-17 No Change
18-19 Days become hours
20 Days become minutes

The Realm of Sealed Gods is a pervasive, snaking plane, that takes chunks of other realms in building prisons for the beings left here. This also means that certain cells are accessible through other realms.

Being Entrance
Igis Underdark
K'arvel Limbo
Arno Ysgard
Raimei Arcadia

Cells

The cell of each sealed god is different, taken from a chunk of their respective prison-plane, the method by which they are sealed too differs.

Igis

The goddess of creation is sealed within a jade statue of herself in a long forgotten temple in the underdark under the city of Artemecia.

K'arvel

The Bloodied One, The Chaos, The Enemy is chained within a chunk of limbo, eternally drowning in blood, watched by Meda The Warden-god. The portal accessing the cell was cast inside a crater, with the portal closed, a tower was built atop it, and eventually the crater filled to become a lake, submerging what is now known as Bloðax Tower.

Arno

The disgraced god of war was sealed after the other gods of the Civil War. His anger boiled for a while after the atrocities. The judgement of Asen tipped him over the edge, and he began a terrible reign of terror. His cell is a more typical stone room in a castle's dungeon. The empty castle was built from a mountain in Ysgard.

Raimei

Raimei, the Wild One is a unique case, as he sealed himself away - there are no bindings holding him here. He uses his strange floating mountain range area as a meditation spot, entrance and exit are easy to the Material Plane for him.

Shth

The place between the physical planetary bodies of Videciel, Asen, Charyzea and the rest of the solar system, Shth is as vast as, if not more so, than the Astral Plane. The dark expanse of nigh nothingness can be terrifying to explore. Shth is full of natural threats that can easily be fatal to an unprepared traveller.

The threats are such that a vessel is required to traverse this plane, unlike the Astral Plane where thought can propel oneself through the starless sky, in Shth, propulsion is near impossible for an individual with no aid.

The few creatures that can survive in the cold, airless expanse of the nothingness between are hardier than anything seen on the planet, having developed a method of self-propulsion, a resistance to the immense cold, an ability to survive on very little air, and some kind of armour to protect from errant matter.

Shth Threats

Besides the inability to traverse Shth without a form of propulsion, there are a number of aspects that can and will threaten the survival of any traveller to this plane.

Asteroid Storm

An asteroid storm is a serpentine column that spins through the plane. The storm appears abruptly, flying in from the horizon at blistering speeds. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a glint of light on ice in the distance. Travelers who can't take cover, or leave the area suffer the storms's effect. Roll a d20 and consult the table to determine the effect on all creatures in the vicinity.

d20 Effect
1-3 Hurled into deep Shth
4-10 10d6 bludgeoning damage
11-20 Extended Journey

Extended Journey. The most common effect of an asteroid storm is to extend the duration of a journey. Each character in a group traveling together must make a DC 15 Dexterity saving throw. If at least half the group succeeds, travel is delayed by 1d10 hours. Otherwise, the journey's travel time is doubled.

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Aura of Insignificance

The feeling of insignificance against the vastness of worlds can be mind-breaking, which can manifest in a number of ways. Some call the feeling that manifests Sonder, others Yugen, most cannot describe it.

This feeling will require a character not native to Shth to make a DC 10 Wisdom saving throw. On a failure, the character is affected by despair. Roll a d6 to determine the effects, using the despair table.

d6 Effect
1-3 Apathy. The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: "I don't believe I can make a difference to anyone or anything."
4-5 Dread. The character has disadvantage on all saving throws and gains the following flaw: "I am convinced that this place is going to kill me."
6 Madness. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: "I can't tell what's real anymore."

Epiphany of Insignificance At the end of a long rest spent in Shth, a visitor must make a DC 10 Constitution saving throw. On a failed save, the creature is stunned.

Starless Sky

Shth is a very dark place, lit only by the star in the distance. During the "day", the light is incredibly bright, and without protection, and individual must make a DC 10 Constitution saving throw or be blinded until "night".

At "night", individuals will have the opposite problem, where the expanse of Shth becomes an inky blackness, impenetrable by darkvision. Mundane and arcane lights can illuminate the area around them if on some kind of vessel.

Airless Vacuum

There is no air in Shth, and creatures existing outside of some kind of sealed atmosphere begin to asphyxiate. A creaure can hold their breath for (1 + their constitution modifier) minutes. After this time has elapsed, the creature falls unconscious and their hitpoints fall to 0, the creature can survive a further (1 + their constitution modifier) minutes before making death saves. The creature cannot be stabilised until they are brought into an atmosphere of breathable air.

Icy Silence

Not only is Shth completely silent due to the lack of air, but it is also incredibly cold, without some method of generating heat, a creature will slowly freeze. Any creature effected by this must roll a constitution DC 15 saving throw or gain a point of exhaustion. For every additional 10 minutes spent without heat, the creature gains another point of exhaustion.

Yulia & Asen

Videciel, as a planet without stars, is blessed to ahave a moon - Asen, named for the goddess. Asen was an empty rock until The Collapse. Now, the old capital of the Astraaj, Ershtot sits on the surface.

For those who travel there, while they are technically in the plane of Shth, they are not at risk from the Asteroid Storm, Starless Sky, Airless Vacuum, or the Icy Silence hazards, though the insignificance effects do still occur. The Sealed tower is where Asen sits upon her throne during the night. Here, a party may encounter Mehegenelleia along with Asen.

Yulia is a strange world, smaller by some margin, than Videciel, though significantly less... troublesome. Yulia is only accessible from Videciel for a few days each year - during the Yuliastait festival, and never visible. Put simply, Yulia is an excuse for the DM to do a christmas session, and is the setting of the A Town Called Yulia micro-campaign.

Charyzea

Charyzea is the planet of the gods, the bastion to which the majority retreated after the Civil War. A small planet, taken from a fragment of the Bytopia plane, here the ruins of an ancient, otherworldy city previously called Snowcrest stand proud, as a divine city carved from a mountain, now made of marble, basalt and gold. A city with no inhabitants is no city at all, it is in the divine city that The Faculty is based, it is, after all, where the surving Golden Children pilgrimaged in the days of their fall. Now, returned to their former glory among the gods in a new Mesaithrone, built from the old Snowcrest, a city called Goldmantle

Shth Encounters


Giant Tardigrade

Medium fiend, neutral evil


  • Armor Class 18
  • Hit Points 32 (4d10+10)
  • Speed 10ft., propel 10ft.

STR DEX CON INT WIS CHA
10 (0) 10 (+0) 30 (+10) 1 (+0) 17 (+4) 1 (-4)

  • Condition and Damage Resistances. Acid, Piercing, Bludgeoning
  • Condition and Damage Immunities. Disease, Cold, Poison, Psychic
  • Senses passive Perception 10
  • Languages None, cannot speak nor understand language

Life in the Vacuum. This creature does not require air to breathe, and cannot drown if submerged underwater

Actions

Bite. Melee Weapon Attack:+ 2 to hit, reach 5 ft ., one target . Hit: 8 (3d4 + 1) piercing damage.

Cosmic Behemoth

The most terrifying of all the encounters possible in Shth is that of the blood curdling presence of the Cosmic Beheomth - a creature so big that is has it's own gravitational well, doubling a creature's jump height.

Standing on the surface of the cosmic behemoth is a humbling and terrifying experience. First, you would notice that due to it's size and gravity well, a creature could walk on it - though its hide counts as difficult terrain. Formless in shape, the behemoth drifts through Shth feeding on whatever it can...



Cosmic Behemoth

Colossal Monstrosity, Chaotic Neutral


  • Armor Class 25 (natural armour)
  • Hit Points 875 (50d20+350). Reroll natural 1s.
  • Speed 5ft., propel 40ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 26 (+8) 26 (+8) 26 (+8)

  • Saving Throws Int +5, Wis +10, Cha +10
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks, Cold, Fire, Psychic
  • Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
  • Senses Truesight 200ft., Passive perception 15
  • Languages None
  • Challenge 11 (5825 XP)

Legendary Resistance (4/Day). It the cosmic behemoth fails a saving throw, it can choose to succeed instead.

Brutal Opportunist. The cosmic behemoth rolls two initiatives, and can take a full turn on both, though it can only make one Frightful Presence attack per round.

Planetary Size. The cosmic behemoth is so big that

Antimagic Cone. Each of the cosmic behemoth's 1d6 sensor stalks create an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each round, the behemoth decides which way the cones face. The cone doesn't function while the behemoth's stalk is severed.

Cosmic Entity. The cosmic behemoth can't leave Shth, nor can it be banished or otherwise transported out of Shth.

Strange Physicality. The behemoth's skin is strange, Unlike other inhabitants, its skin is soft and mushy, relying on sheer mass to hold its body together rather than an outer shell. Any creature that stays on the behemoth's skin for more than 2 consecutive turns is pulled into the behemoth. Inside the murky flesh, the creature has full cover but cannot be seen, they are subjected to the behemoth's Engulf, and has disadvantage on the saving throw.

Ageless and Eternal. The behemoth is immune to the effects of spells that age it.

Actions

Multiattack. The cosmic behemoth makes four attacks: three with it's pseudopods, and one ingest OR one breath weapon attack.

Pseudopod. Melee Weapon Attack: +10 to hit, reach 50 ft., one creature. Hit: 6d12+5 acid damage.

Icy Breath (Recharge 5-6). The behemoth vents an icy blast from anywhere on its body, the vent spraying the blast in a 100-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 10d12+20 cold damage on a failed save, or half as much damage on a successful one.

Ingest. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 5d10+10 acid damage. Any target that is injested must succeed on a DC25 Strength saving throw or be subjected to the behemoth's Engulf.

Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1d4 minutes. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the cosmic behemoth is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cosmic behemoth's Frightful Presence for the next hour.

Engulf. Whenever a creature enters the behemoth's body, the creature must make a DC 25 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet off the surface of the behemoth or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature takes is engulfed. The engulfed creature can't breathe, is restrained, and takes 5d12 acid damage at the start of each of the cube's turns. Inside the creature, the air is moist, hot and heavy, for every turn a creature spends inside the creature but not within the flesh, they take 2d12 force damage. Any damage dealt to the creature inside its body is doubled.

Legendary Actions

The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end otanother creature’s turn. The dreadnought regains spent legendary actions at the start of its turn.

Psychic Projection (Costs 3 Actions). Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.

Planetary Host (Costs 1 Action). The behemoth shakes and pulsates its form randomly, dislodging a number of bodies stuck within its body with the intention to summon 1d10 Giant Tardigrades to its aid. This will also dislodge any other cretures who are subjected to the Engulf trait at the time, being flung 20ft. away from the creature's skin.

Divine Statblocks

Listed below are the statblocks of divine forces that are likely to be fought in Scars of War.

K'arvel (Vessel)

Ik-o

Der Heuschatten

The Stonemason

The Lady in the Flames

The Curiosity (Vessel)

The Empress

The Hive

The Pawn (Vessel)

The Shadows

The Siren

The Strings (Vessel)

The Tower

The Word (vessel)

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Planar Travel

To travel between the planes is an undertaking that takes considerable effort. Some choose to utilise magical items, others choose to use spells. There are other, more physical methods. This section will talk about Planar Craft.

While it is fine to travel to another plane, movement while there may be difficult, this is certainly the case for the Astral plane and Shth. In these planes, a Planar Craft is a clear advantage.

If you wish to create a planar craft, it helps to build off an existing design. The only viable decision here is to use a ship. This section will discuss the creation and control of a planar craft.

Appendices

Extra tidbits

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Appendix A: Gods, Divine Beings, etc.

Gods, Demigods, Idols and Beings of Great Power

There are many divine forces in Videciel, present and absent alike, when creating a character, you may decide which of these figures of worship your character reveres. Typically, clerics and paladins will worship gods and other deities, while Druids and Warlocks will worship one or some of the incredibly powerful god-like beings in the world.

Some races or backstories may lead you to believe in other forces too, like ancestor worship, or a belief in "the spirits" what you take these to be is up to you, but confer with the DM about how they may manifest in the world.

The table here lists the gods, their divine domains and alignments, the professor's further research into the divine can be found by asking your DM to read from the Supplement of the Beyond

Gods and Other Deities
Beings of Great Power
Minor Idols
Idol Alignment Patron of... Idol Alignment Patron of...
Agstrøm LN War (Cleric), Forge (Cleric)

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Organised Religions

While there are many idols of worship for the people of Videciel, there are a few that stand out as the most "popular". These typically fall into 3 categories; Idol worship, both individual and group; Ancestor Worship, and Spirit Worship. Listed below are the most common occurrences of these.

Idol Worship

Idol worship manifests as a reverence for a single or small group of deities typically.

Individual Idol Worship

Pick any member of the main pantheon (marked in red and bold). They are typically worshipped in the capacity of attribute, for example, a blacksmith or artificer would be more likely to worship Agstrøm or Talo than Meda or Elin.

Individual idol worship can also be racial, Za'Hyla is a tiefling deity, and garners a large portion of her worship from tielfing worshippers.

Of course, there are exceptions, you may come from a family, or a religious order that is devoted to a particular god, or gods, for example, the Church of Naersus, which pledges itself to the worship of Raimei, also known as The Wild One.

The Three

The familial core of the pantheon in Videciel is The Three: Avi, Mehegenelleia and Asen; the king of the gods, and his wives the sun and the moon respectively. Many of the myths in Videciel centre on these three. The eldest of these comes from the early days of civilization.

Much of the worship of The Three comes from the royal houses of the Plainsfolk in Artemecia and the Woodedfolk in Zula Al'Ishraq.

The Myth of the Sun and Moon

After The Collapse, Avi, as the new king of the gods, and his family became the new pantheon. To his first wife, Mehegenelleia, he gives the sun, and to his second - Asen, he gives the moon for it is said that Avi could not handle being pulled in two directions at once.

During the day, when Mehegenelleia races across the sky in her chariot, Asen lays with Avi deep within the Avilhöl. During the night while Asen watches creation from the empty, dark sky, Mehegenelleia burns the night in the great hall of warriors and artists sat beside the king.

On days where both the sun and moon are visible, it is said that one or both of the goddesses are displeased with their husband, or on nights when Asen's silver throne of the moon does not hang in the sky, that the three spend the night together as one.


Fiamé and her Handmaidens

Fiamé is the goddess of life, and the sister of death. While she is worshipped as an individual, she is more commonly flanked by her handmaids Tuh, Mer and Mar, who are seen as lesser goddesses of fertility, birth and infants. Together, the four are the goddesses of the beginning, and the majority of your life, Fiamé's brother Pefrige, who fell during The Collapse and associated theomachy, rules the land of the common dead. The elderly are typically also protected by Tuh.

Rayn and the Hounds

As Fiamé is worshipped alongside her handmaids, Rayn is worshipped alongside his hounds Cani, Deoi, and Pho-o. Cani is the hound of time, ensuring it flows correctly, and that all things obey the laws, it is also the alpha, the leader of the pack. Deoi is the hound of Justice, doling out karmic justice where needed. Pho-o is the hound of the traveller, the sheepdog of the wanderers. The three hounds represent the capacities in which Rayn appears to people, as a symbol of natural law and justice and as a guiding hand to those who travel.

The hounds are sometimes depiced with The Warden Meda. This depiction of the group only includes hound-depiction Meda, and never depicts her as a big cat, or feline in general as other sources claim her to be.

Racial Idol

It is typical for a certain deity or idol to be particularly, or specifically and solely by a race of folk. For example, Melket Ha Hetvelyem is almost exclusively worshipped by Tabaxi, and D'harcii the Progenitor dragon by the Dragonborn.

A similar example is that of Harleif's Wing as an Aarakocra belief, but The Wing is an impersonal force, often believed to be a collection of spirits.

Tieflings are another interesting example, they understand their heritage comes from an infernal place, some know their progenitor, many do not. However, sice the apotheosis of Za'Hyla, previously known as The Jester or The Fool, Tieflings are seen as forgiven, saved, or born anew, and thus many worship Za'Hyla regardless of their ancestry.

Ancestor Worship

Ancestor worship is simple to understand, the worshipper revers and/or prays through their ancestor, believing them to have ascended to a pseudo-divine stage, or to have become a spirit. This typically comes in three main styles: Familial, Impersonal, and Progenitor.

Familial Ancestor Worship

Familial ancestor worship is more typical of clan-based, or dynastic races such as Dwarves and Orcs. They revere their ancestors with the belief that they become pseudo-divine spirits that in some capacity look over their descendants, aiding and guiding them.

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Impersonal

The Aarakocra believe in the great ancestral spirit collective; Harleif's Wing - the great single spirit of the sky that all who pass away whose souls belong to the sky join the great Wing made up of many feathers.

Progenitors

The creation of the world came many years before the creation of the folks, and it known that different folks were born of different gods, many of the animalian creatures were born of the magic of Fiamé, however, those who were born to different circumstances, such as Tieflings and Dragonborn oft worship their progenitor.

For the Tieflings, it is accepted tht their heritage is infernal - though the apotheosis of Za'Hyla redeemed those of the blood of The Chaos. Most Tieflings worship Za'Hyla as their progenitor, though only a small percentage are actually descended from The Jester.

Still, of those who know their progenitor, some do worship their actual progenitor

The story for Dragonborn differs, as they all share one original progenitor, regardless of colour or breath, they all are born of D'harcii. The Colapse was a brutal period of history, a time that saw devastating natural disasters, a theomachy, and the weakening of magic following the re-structuring of the pantheon. D'harcii - the Last Dragon, much like Pefrige, and numerous now lost deities and idols was one of the casualties of the war.

Fiamé quickly got to populating the world with the myriad folks seen today. While she was able to change rabbits into lapine folk and squirrels into Sciuridae, creating dragons anew was impossible for her, so she took flesh from the dying Last Dragon and from her being created 14 clutches of eggs. These eggs would go on to hatch into the first dragonborn.

The dragonborn of today worship D'harcii as their progenitor, their mother, their flesh. Many have a respect and gratitude to Fiamé, but their main worship is devoted to D'harcii.

Not all progenitor-descendant relationships are positive, however. The nightfolk of The Grange were cursed by Asen at the end of the Civil War, cursed with vampirism. They could not live in the sun as they had before. They hate their progenitor for her - in their eyes - unjust punishment.

Spirit Worship

Spirit worship believes that there are major and minor spirits everywhere. This is typically a druidic belief - that nature gives all things a spirit; flowers, trees and so forth.

There are a number of other, more specific interpretations of spirit worship in Videciel, the two main examples are that of the Wildcourt, and the Sunken Sons.

Wildcourt

The Wildcourt is almost a pantheon in and of itself, though a large extended one at that. Wildcourt is a specifically fey spirit group, and is a conglomerate of named idols, impersonal forces, minor local deities and beings of power that make up the ruling base of the natural wold in the feywild of Videciel.

Wildcourt and the Associated Spirits

As mentioned briefly earlier, the Wildcourt is an extensive group of spirits, idols, deities and impersonal forces. Only some are included here - those being the only ones that the professor's research covered.

Corne L'arc-en-ciel

The First Unicorn is one of the more transient members of the Wildcourt, as they are able to come and go between the material plain and the feywild at will. Rarely seen by people in both planes, Corne L'arc-en-ciel is a rare sighting few can claim to have seen, and fewer still can sey they have interacted with The First Unicorn.

Acting as a princely figure within the Wildcourt, Corne L'arc-en-ciel is typically seen as a figure worthy of individual worship as well as part of the whole Wildcourt.

The Mercury Queen

The Mercury Queen is known to be the head of the Wildcourt, hence the title. The Queen is the daughter of the moon, and she gets her hmysterious nature from her mother - only really appearing to her followers in their dreams as she is unable to leave the feywild due to her position within the wildcourt.

Vendellon

Vendellon is old by material plane standards, but by fey Wildcourt standards they are young. Vendellon the Dancing Tree is a stand-out member of Wildcourt, being that they reside in the material plane, rather than in the feywild. Sharing an origin similar to that of Melket Ha Hetvelyem as an individual granted with immortality, vendellon is seen as wise in both realms, having lived many lifetimes in comparison to common beings and spirits in both the material and fey planes.

The Sunken Sons

The Sunken Sons are neither a racial, nor cultural belief, but a workplace one. Sailors who traverse the Grey Sea and the Trail of Tears believe that those who die at sea, or those who's souls belong amongst the waves pass, their souls join the crew of the armada of the Sunken Sons, sailing sunken ships below the waves for eternity.

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PART 8 | APPENDICES

Appendix B: Bombs, Bullets, and things that go BOOM!

Explosives

Type Base Cost Weight Effect
Alchemist's Fire 50gp 1lb (DC 10 Dex save) 1d4 fire damage 20ft. radius AoE
Bomb 150gp 1lb (DC 12 Dex save) 3d6 fire damage
Gunpowder, keg 250gp 20lbs 7d6 fire
Gunpowder, horn 35gp 2lbs 3d6 fire
Dynamite (stick) 45gp 1lb (DC 12 Dex save) 3d6 bludgeoning
Grenade, Smoke 30 gp 1lb 20ft radius smoke
Grenade, Fragment 50gp 1lb (DC 15 Dex save) 5d6 piercing

Firearm Archetypes

Firearm Damage Weight Properties Misfire
Simple
Pepperbox 1d4 piercing 1lb Ammunition (range 20/80), light, loading 1
Pistol 1d6 piercing + 1d4 force 3lbs Ammunition (range 30/90), loading 1
Musket 1d8 piercing + 1d6 force 10lbs Ammunition (range 40/120), load, two-handed 2
Blunderbuss 1d8 piercing + 1d4 force 10lbs Ammunition (range 15/60), loading, two-handed 3
Martial
Revolver 1d6 piercing 3lbs Ammunition (range 40/120), reload (6 shots) 2
Rifle, Hunting 1d10 piercing + 1d6 force 8lbs Ammunition (range 80/240), reload (5 shots), two-handed 2
Shotgun 1d12 piercing / 1d12 force † 7lbs Ammunition (range 30/190), reload (2 shots), two-handed 4
Grenade Launcher Grenade 10lbs Ammunition (range 20/50), loading 7
Legendary
Hand Mortar 2d8 fire + 1d4 force 6lbs Ammunition (range 30/60), loading, explosive 6
Longrifle 2d12 piercing + 1d8 force 20lbs Ammunition (range 200/400), reload (3 shots),two-handed 4
Flamethrower Cone (15ft): 2d8 fire (push 5ft) / Line (20ft) 3d8 fire †† 25lbs Ammunition (range 15/20), two-handed, Flammable ††† 8
Shoulder Cannon 4d10 force 18lbs Ammunition (range 60/200), Two-Handed, Loading 8

† based on ammunition.


†† the flamethrower's flame can be maintained for as many turns as there is ammunition to do so. The wielder can only move while using the flamethrower. Their movement is halved.



††† the flammable condition means that any object struck by the flames have a chance to be set aflame. This also effects the misfire, on a critical misfire, the flamethrower spits flames in every direction in a 5ft radius, dealing 1d8 fire damage to anything hit.

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PART 8 | APPENDICES

Ammunition Archetypes

Type Base Cost Weight Properties
Pellets (10) 2 gps 2lb Small lead balls made for Pepperboxes, Muskets, Blunderbusses, and Hand Mortars.
Bullets (10) 4 gps 2lb Streamlined bullets that fly further than the typical spherical round. Built for Pistols, Revolvers and Hunting Rifles.
Buckshot (10) 3gp 2lbs Cartidges full of small metallic balls with incredible stopping power. Designed for use in Shotguns.
Slugs (5) 5gp 3lbs A single solid bullet made with the intention of penetrating everything. Made for Shotguns.
Rounds (3) 6gp 4lbs A Long, typically custom pointed bullet designed for use in long range firearms, like the notorious Bad News style.
Oil Flask (3) 1sp 1lb A low efficiency flask of flammable oil. This allows the flamethrower weapon type to fire for 1 turn
Fuel Flask (1) 10gp 1lb A high efficiency flask of flammable oil. This allows the flamethrower weapon type to fire for 3 turns maximum

Crafting Firearms

The process by which Artificers and Gunslingers build their firearms is not a complicated process - though only members of those classes can produce custom firearms.

The process is built on two main sections. Once the player has chosen which firearm archetype they wish to create, the result is reliant on the materials used and the skill of the builder:

Material. This dictates both the weight, and the misfire value of the piece.

Skill. After rolling with Tinkers' tools, the result dictates the accuracy and sometimes power of the piece

Personality. Upon the creation of a piece, the crafter must give it a name.

Materials

Receiver
Material Result
simple and above
Bone Weight ÷ 1, misfire +2
Soft Wood Weight ÷ 2, misfire +1
Hard Wood -
martial and above
Metal Weight x 1.5
Adamantium Weight x 2, +1 dice to main damage
Mithril Quicktrigger
Barrel
Material Result
Flimsy Metal Misfire x3
Pig Iron Misfire x2
Iron -
Steel Misfire -1
Adamantium Misfire = 0

Quicktrigger

A mithril receiver and trigger allows the user to fire twice in one attack. The second shot is made without proficiency, but this attack can hit two targets.

Note on materials

A weaker material can actually Increase the DC of the crafting, making an imporved range more difficult.

Skill

Simple
Critical Fail (Range 1/2) 1
Reduced Range (Range 3/4) 2-5
Unchanged 6-15
Improved Range (Range + 1/2) 16-19
Critical Success (+1 main damage dice) 20+
Martial
Critical Fail (Range 1/2) 1
Reduced Range (Range 3/4) 2-8
Unchanged 9-17
Improved Range (Range + 1/2) 18-19
Critical Success (+1 main damage dice) 20+
Legendary
Critical Fail (Range 1/2) 1
Reduced Range (Range 3/4) 2-12
Unchanged 13-19
Improved Range (Range + 1/2) 20-25
Critical Success (+1 main damage dice) 25+

Note on Range

Increases and decreases to range effect the archetype's typical range. This modifier only effects the effective range, and does not effect the maximum range.

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PART 8 | APPENDICES

Siege Weaponry

Heavy Cannon


  • Huge object
  • Armor Class: 20
  • Hit Points: 150
  • Damage Immunities: poison, psychic
    A heavy cannon is a much larger device that uses gunpower to propel heavy balls of cast iron through the air at devastating speeds. A heavy cannon requires a much wider support system to move it. Before a heavy cannon can be fired, it must be loaded and aimed. It takes two actions to load the weapon, one action to aim it, and one action to fire it.
  • Heavy Cannon Ball. Ranged Weapon Attack. +7 to hit, range 800/3,000 ft., one target. Hit: 55 (10d10) bludgeoning damage.

Mortar


  • Small object
  • Armor Class: 15
  • Hit Points: 60
  • Damage Immunities: poison, psychic
    Mortars are relatively small weapons that are designed to fire explosive shells in a wide arc into enemy fortifications, and is designed to go behind cover. These things are small and easy enough to be carried by a single creature. In order to fire this weapon, it must be aimed first. It takes a bonus action to aim, and an action or bonus action (player's choice) to fire it. Once it is aimed, it does not need to be aimed a second time unless it is moved.
  • Mortar Shell. Ranged Weapon Attack. +6 to hit, ignores cover, range 500/2,000 ft., one target. Hit: 21(6d6) bludgeoning damage and all creatures within a 10 foot radius sphere must succeed a DC 14 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, and half as much damage on a successful save.

Heavy Mortar


  • Medium object
  • Armor Class: 17
  • Hit Points: 75
  • Damage Immunities: poison, psychic
    Heavy mortars are larger mortars that function exactly like their smaller counterparts, but deal more damage. In order to fire this weapon, it must be aimed first. It takes an action to aim, and an action or bonus action (player's choice) to fire it. Once it is aimed, it does not need to be aimed a second time unless it is moved.
  • Mortar Shell. Ranged Weapon Attack. +6 to hit, ignores cover, range 800/3,000 ft., one target. Hit: 28(8d6) bludgeoning damage and all creatures within a 10 foot radius sphere must succeed a DC 14 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, and half as much damage on a successful save.

Dragon's Maw


  • Gargantuan object.
  • Armor Class: 22
  • Hit Points: 300
  • Damage Immunities: fire, poison, psychic
    The Dragon's maw is one of the most fearsome weapons to be used on the battlefield when sieging large fortifications. It is a large, metallic boiler in the shape of a dragon, and is either remotely piloted by a creature or latched onto a wheeled support.
    In order to fire this weapon, it must be loaded first. It takes three actions to load it and one action to fire it. It shoots out a large burning rock in 500 foot line that is 15 feet long. Creatures within the line must succeed a DC 15 Dexterity saving throw, taking 10d6 fire and 10d6 bludgeoning damage on a failed save, and half as much damage on a successful save.

Appendix C: Nightstalkers and Bloodsuckers

Hollow One

The transition from life to becoming a Hollow One affects different people to different degrees. Some let their anger and regret consume them. Others use theirsecond chance to become a brighter force in the world. However, all Hollow Ones are marked by their new existence: feelings of unease, dread or sadness cling to them like tattered rags of their past life.

Revenant Returning

The Dungeon Master has the option to allow a character created in Videciel to be a Hollow One. Alternatively, a character who perishes in the course of the campaign might return as a Hollow One, created by the mysterious forces that scar the land.


  • Ageless. You don't age, and effects that would cause you to age don't work on you
  • Cling to Life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point.
  • Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
  • Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that cannot be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.
  • Locked Out. As a Hollow One, you can no longer achieve epic levels with any class. This means the level limit for each class is 20th. You may reach 25th through a multiclass combination, but not through a single class. If you were already in the epic levels, you lose any level above 20th along with its benefits and features. Your DM may allow you to reallocate any lost levels into another class.

Lycanthropy

Similar to the curse of vampirism, lycanthropy was wrought upon the the non-elven folk of the separatists after the reckoning of Asen. Both diseases can be spread to other folks through bites, or in the case of lycanthropy, certain other attacks.

Spreading Lycanthropy

A humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. lf the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope.

Symptoms

  • Werebear. The character gains a Strength of 19 if their score isn't already higher, and a + 1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
  • Wereboar. The character gains a Strength of 17 if their score isn't already higher, and a + 1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Charge: If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Wererat. The character gains a Dexterity of 15 if their score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.
  • Werewolf. The character gains a Strength of 15 if their score isn't already higher, and a + 1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Vampirism

Vampirism is a horrible afflicition originally bestowed upon the guilty purist separatist half of the Leighdan Dynasty of old. Asen, the goddess of the moon cursed the supremacist party with many ailments. She did this as she believed her husband, Avi, was too blind to the crimes of his children, his own blood, whom he loved too much. By cursing them to become functionally nocturnal, she made it so that she would become their warden - their watcher.

Symptoms

Vampirism, also called the Moon's Curse, or Silverskin is a cursed disease that is historically bestowed by Asen, the goddess of the moon once as a punishment for atrocities committed during the Civil War, but there have been recent reports of new individuals contracting the curse. The cause for this is unknown, as there has been no proof to these claims... Yet.


  • Appearance. The afflicted's skin becomes a sickly grey, their hair becomes slick with oil, and their fangs grow in very painfully.
  • Ability Score Decrease. Their Charisma and Constitution scores both decrease by 2 for as long as they remain afflicted. This reuduces max health by 1 point per player level.
  • Forbiddance. The afflicted can't enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. The afflicted takes 20 acid damage if it ends its turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into the afflicted's heart while the afflicted is Incapacitated in its Resting place, the afflicted is Paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. The afflicted takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.
  • Alignment Change. The afflicted's personality takes one step towards neutral evil from their previous alignment. This can cause patrons to recind certain blessings, pacts and covenenats with the afflicted depending on their patron's position on the matter.
  • Unholy Body. If the afflicted is carrying any holy items, for example weapons that deal radiant damage, or is wearing clothing bearing the symbol of any patron or deity that dislikes vampirism, this item deals 1d4 fire damage + 1d4 radiant damage for every turn that the item is on their person.

While the curse of vampirism comes with a bevy of downfalls, there are some positives of the curse.


  • Ability Score Increase. Their Dexterity and Strength scores both increase by 2 for as long as they remain afflicted.
  • Spider Climb. The afflicted can climb difficult surfaces, including upside down on ceilings. They must still make an ability check (acrobatics), but this can be made at advantage + proficiency.
  • Cursed Magic. The afflicted learns the misty step and charm person spells.

Appendix D: Spell Lists

† = Mehwec Tetramer's Arcane Inventory

Artificer Spells

Artificer Infusions

Boots of the Winding Path

Elemental Weapon

Enhanced Arcane Focus

Enhanced Defense

Enhanced Weapon

Homonculus Servant

Radiant Weapon

Repeating Shot

Replicate Magic Item

Repulsion Shield

Resistant Armour

Returning Weapon

Cantrips (0th level)

Acid Splash

Create Bonfire

Dancing Lights

Fire Bolt

Frostbite

Guidance

Light

Mage Hand

Magic Stone

Mending

Message

Poison Spray

Prestidigitation

Ray Of Frost

Reality Crack †

Resistance

Shocking Grasp

Spare the Dying

Thorn Whip

Thunderclap

1st Level

Absorb Elements
Alarm (Ritual)

Catapult

Cure Wounds

Detect Magic (Ritual)

Disguise Self

Expeditious Retreat

Faerie Fire

False Life

Feather Fall

Grease

Identify (Ritual)

Jump

Longstrider

Purify Food and Drink

Sanctuary

Snare

2nd Level

Aid

Alter Self

Arcane Lock

Blur

Continual Flame

Darkvision

Delay †

Enhance Ability

Enlarge/Reduce

Heat Metal

Invisibility

Lesser Restoration

Levitate

Magic Mouth (Ritual)

Magic Weapon

Protection From Poison

Pyrotechnics

Rope Trick

See Invisibility

Skywrite (Ritual)

Spider Climb

Web

3rd Level

Blink

Catnap

Create Food And Water

Dispel Magic

Elemental Weapon

Flame Arrows

Fly

Glyph of Warding

Haste

Protection from Energy

Revivify

Tiny Servant

Water Breathing (Ritual)

Water Walk (Ritual)

4th Level

Arcane Eye

Elemental Bane

Fabricate

Freedom of Movement

Leomund's Secret Chest

Mordenkainen's Faithful Hound

Mordenkainen's Private Sanctum

Otiluke's Resilient Sphere

Stone Shape

Stone Skin

5th Level

Animate Objects

Bigby's Hand

Creation

Greater Restoration

Skill Empowerment

Transmute Rock

Wall of Stone

6th Level

Blade Barrier

Chain Lightning

Contingency

Heroes Feast

Programmed Illusion

7th Level

Etherealness

Force Cage

Plane Shift

Regenerate

Teleport

Bard Spells

Cantrips (0th level)

Blade Ward

Dancing Lights

Friends

Light

Mage Hand

Mending

Message

Minor Illusion

Prestidigitation

Reality Crack †

Thunderclap

True Strike

Vicious Mockery

1st Level

Animal Friendship

Bane

Charm Person

Comprehend Languages

Cure Wounds

Detect Magic

Disguise Self

Dissonant Whispers

Distort Value

Earth Tremor

Faerie Fire

Feather Fall

Healing Word

Heroism

Identify

Illusory Script

Longstrider

Silent Image

Sleep

Speak with Animals

Tasha’s Hideous Laughter

Thunderwave

Unseen Servant

2nd Level

Animal Messenger

Blindness/Deafness

Calm Emotions

Cloud of Daggers

Crown of Madness

Detect Thoughts

Enhance Ability

Enthrall

Gift of Gab

Heat Metal

Hold Person

Invisibility

Knock

Lesser Restoration

Locate Animals or Plants

Locate Object

Magic Mouth

Phantasmal Force

Pyrotechnics

See Invisibility

Shatter

Silence

Skywrite (Ritual)

Suggestion

Swizzle †

Warding Wind

Zone of Truth

3rd Level

Bestow Curse

Catnap

Clairvoyance

Dispel Magic

Enemies Abound

Fast Friends

Fear

Feign Death

Glyph of Warding

Hypnotic Pattern

Leomund’s Tiny Hut

Major Image

Motivational Speech

Nondetection

Plant Growth

Sending

Speak with Dead

Speak with Plants

Stinking Cloud

Tongues

4th Level

Charm Monster

Compulsion

Confusion

Dimension Door

Freedom of Movement

Greater Invisibility

Hallucinatory Terrain

Impressions of the Past †

Locate Creature

Polymorph

5th Level

Animate Objects

Awaken

Dominate Person

Dream

Geas

Greater Restoration

Hold Monster

Legend Lore

Mass Cure Wounds

Mislead

Modify Memory

Planar Binding

Raise Dead

Scrying

Seeming

Skill Empowerment

Synaptic Static

Teleportation Circle

6th Level

Eyebite

Find the Path

Guards and Wards

Mass Suggestion

Otto’s Irresistible Dance

Programmed Illusion

True Seeing

7th Level

Etherealness

Forcecage

Mirage Arcane

Mordenkainen’s Magnificent Mansion

Mordenkainen’s Sword

Project Image

Regenerate

Resurrection

Symbol

Teleport

8th Level

Dominate Monster

Feeblemind

Glibness

Mind Blank

Power Word Stun

9th Level

Foresight

Mass Polymorph

Power Word Heal

Power Word Kill

Psychic Scream

True Polymorph

Cleric Spells

Cantrips (0th level)

Guidance

Light

Mending

Resistance

Sacred Flame

Spare the Dying

Thaumaturgy

Thunderclap

Toll the Dead

Word of Radiance

1st Level

Bane

Bless

Ceremony

Command

Create or Destroy Water

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Earth Tremor

Guiding Bolt

Healing Word

Inflict Wounds

Protection from Evil and Good

Purify Food and Drink

Sanctuary

Shield of Faith

2nd Level

Aid

Augury

Blindness/Deafness

Calm Emotions

Continual Flame

Enhance Ability

Find Traps

Gentle Repose

Hold Person

Lesser Restoration

Locate Object

Prayer of Healing

Protection from Poison

Pyrotechnics

Silence

Skywrite

Spiritual Weapon

Warding Bond

Warding Wind

Zone of Truth

3rd Level

Animate Dead

Beacon of Hope

Bestow Curse

Clairvoyance

Create Food and Water

Daylight

Dispel Magic

Fast Friends

Feign Death

Glyph of Warding

Incite Greed

Life Transference

Magic Circle

Mass Healing Word

Meld into Stone

Motivational Speech

Protection from Energy

Remove Curse

Revivify

Sending

Speak with Dead

Spirit Guardians

Tongues

Water Walk

4th Level

Banishment

Control Water

Death Ward

Divination

Freedom of Movement

Guardian of Faith

Impressions of the Past †

Locate Creature

Stone Shape

5th Level

Commune

Contagion

Dawn

Dispel Evil and Good

Flame Strike

Geas

Greater Restoration

Hallow

Holy Weapon

Insect Plague

Legend Lore

Mass Cure Wounds

Planar Binding

Raise Dead

Scrying

6th Level

Blade Barrier

Create Undead

Find the Path

Forbiddance

Harm

Heal

Heroes’ Feast

Planar Ally

True Seeing

Word of Recall

7th Level

Conjure Celestial

Divine Word

Etherealness

Fire Storm

Plane Shift

Regenerate

Resurrection

Symbol

Temple of the Gods

8th Level

Antimagic Field

Control Weather

Earthquake

Holy Aura

9th Level

Astral Projection

Gate

Mass Heal

True Resurrection

Druid Spells

Cantrips (0th level)

Druidcraft

Control Flames

Create Bonfire

Frostbite

Guidance

Gust

Infestation

Magic Stone

Mending

Mold Earth

Poison Spray

Primal Savagery

Produce Flame

Resistance

Shape Water

Shillelagh

Thorn Whip

Thunderclap

1st Level

Absorb Elements

Animal Friendship

Beast Bond

Charm Person

Create or Destroy Water

Cure Wounds

Detect Magic

Detect Poison and Disease

Earth Tremor

Entangle

Faerie Fire

Fog Cloud

Goodberry

Healing Word

Ice Knife

Jump

Longstrider

Purify Food and Drink

Snare

Speak with Animals

Thunderwave

2nd Level

Animal Messenger

Barkskin

Beast Sense

Darkvision

Dust Devil

Earthbind

Enhance Ability

Find Traps

Flame Blade

Flaming Sphere

Gust of Wind

Healing Spirit

Heat Metal

Hold Person

Lesser Restoration

Locate Animals or Plants

Locate Object

Moonbeam

Pass without Trace

Protection from Poison

Skywrite (Ritual)

Spike Growth

Warding Wind

3rd Level

Call Lightning

Charm Monster

Conjure Animals

Crushing Gravity †

Daylight

Dispel Magic

Erupting Earth

Feign Death

Flame Arrows

Guardian of Nature

Meld into Stone

Plant Growth

Protection from Energy

Sleet Storm

Speak with Plants

Tidal Wave

Wall of Water

Water Breathing

Water Walk

Watery Sphere

Wind Wall

4th Level

Blight

Confusion

Conjure Minor Elementals

Conjure Woodland Beings

Control Water

Dominate Beast

Elemental Bane

Freedom of Movement

Giant Insect

Grasping Vine

Hallucinatory Terrain

Ice Storm

Impressions of the Past †

Locate Creature

Polymorph

Stone Shape

Stoneskin

Transmute Rock

Wall of Fire

Watery Sphere

Wrath of Nature

5th Level

Antilife Shell

Awaken

Commune with Nature

Conjure Elemental

Contagion

Control Winds

Geas

Greater Restoration

Insect Plague

Maelstrom

Mass Cure Wounds

Planar Binding

Reincarnate

Scrying

Tree Stride

Wall of Stone

Wrath of Nature

6th Level

Bones of the Earth

Conjure Fey

Druid Grove

Find the Path

Heal

Heroes’ Feast

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Move Earth

Primordial Ward

Sunbeam

Transport via Plants

Florin's Visions of the Past (Ritual) †

Wall of Thorns

Wind Walk

7th Level

Fire Storm

Mirage Arcane

Plane Shift

Regenerate

Reverse Gravity

Whirlwind

8th Level

Animal Shapes

Antipathy/Sympathy

Control Weather

Earthquake

Feeblemind

Sunburst

Tsunami

9th Level

Foresight

Shapechange

Storm of Vengeance

True Resurrection

Paladin Spells

1st Level

Bless

Ceremony (Ritual)

Command

Compelled Duel

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Divine Favor

Heroism

Protection from Evil and Good

Purify Food and Drink

Searing Smite

Shield of Faith

Thunderous Smite

Wrathful Smite

2nd Level

Aid

Branding Smite

Find Steed

Lesser Restoration

Locate Object

Magic Weapon

Protection from Poison

Zone of Truth

3rd Level

Aura of Vitality

Blinding Smite

Create Food and Water

Crusader's Mantle

Daylight

Dispel Magic

Elemental Weapon

Magic Circle

Remove Curse

Revivify

4th Level

Aura of Life

Aura of Purity

Banishment

Death Ward

Find Greater Steed

Locate Creature

Staggering Smite

5th Level

Banishing Smite

Circle of Power

Destructive Smite

Dispel Evil and Good

Geas

Holy Weapon

Raise Dead

6th Level

Blade Barrier

Harm

Heal

True Seeing

Word of Recall

7th Level

Conjure Celestial

Divine Word

Regenerate

Resurrection

Symbol

Temple of the Gods

Ranger Spells

1st Level

Absorb Elements

Alarm

Animal Friendship

Beast Bond

Cure Wounds

Detect Magic

Detect Poison and Disease

Ensnaring Strike

Fog Cloud

Goodberry

Hail of Thorns

Hunter’s Mark

Jump

Longstrider

Snare

Speak with Animals

Zephyr Strike

2nd Level

Animal Messenger

Barkskin

Beast Sense

Cordon of Arrows

Darkvision

Find Traps

Healing Spirit

Lesser Restoration

Locate Animals or Plants

Locate Object

Pass without Trace

Protection from Poison

Silence

Spike Growth

3rd Level

Conjure Animals

Conjure Barrage

Daylight

Flame Arrows

Lightning Arrow

Nondetection

Plant Growth

Protection from Energy

Speak with Plants

Water Breathing

Water Walk

Wind Wall

4th Level

Conjure Woodland Beings

Freedom of Movement

Grasping Vine

Guardian of Nature

Impressions of the Past †

Locate Creature

Stoneskin

5th Level

Commune with Nature

Conjure Volley

Steel Wind Strike

Swift

Tree Stride

Wrath of Nature

6th Level

Bones of the Earth

Conjure Fey

Find the Path

Transport via Plants

7th Level

Plane Shift

Sorcerer Spells

Cantrips (0th level)

Acid Splash

Blade Ward

Booming Blade

Chill Touch

Control Flames

Create Bonfire

Dancing Lights

Fire Bolt

Friends

Frostbite

Green-Flame Blade

Gust

Infestation

Light

Lightning Lure

Mage Hand

Mending

Message

Minor Illusion

Mold Earth

Poison Spray

Prestidigitation

Ray of Frost

Reality Crack †

Shape Water

Shocking Grasp

Sword Burst

Thunderclap

True Strike

1st Level

Absorb Elements

Burning Hands

Catapult

Chaos Bolt

Charm Person

Chromatic Orb

Color Spray

Comprehend Languages

Detect Magic

Disguise Self

Distort Value

Dudman's Deja Vu †

Earth Tremor

Expeditious Retreat

False Life

Feather Fall

Fog Cloud

Ice Knife

Jump

Mage Armor

Magic Missile

Ray of Sickness

Shield

Silent Image

Sleep

Thunderwave

Warp Javelin †

Witch Bolt

2nd Level

Aganazzar's Scorcher

Alter Self

Blindness/Deafness

Blur

Cloud of Daggers

Crown of Madness

Darkness

Darkvision

Detect Thoughts

Distortion Blade †

Dragon's Breath

Dust Devil

Earthbind

Enhance Ability

Enlarge/Reduce

Gust of Wind

Hold Person

Invisibility

Knock

Levitate

Maximilian's Earthen Grasp

Mirror Image

Misty Step

Phantasmal Force

Phantom Step †

Pyrotechnics

Scorching Ray

See Invisibility

Shadow Blade

Shatter

Snilloc's Snowball Swarm

Spider Climb

Suggestion

Warding Wind

Web

3rd Level

Blink

Catnap

Clairvoyance

Counterspell

Crushing Gravity †

Daylight

Dispel Magic

Enemies Abound

Erupting Earth

Fear

Fireball

Flaming Arrows

Fly

Gaseous Form

Haste

Hypnotic Pattern

Incite Greed

Lightning Bolt

Major Image

Melf's Minute Meteors

Protection from Energy

Norben's Restore Youth (Ritual) †

Sleet Storm

Slow

Stinking Cloud

Thunder Step

Tidal Wave

Tongues

Wall of Water

Water Breathing

Water Walk

4th Level

Banishment

Blight

Charm Monster

Confusion

Dimension Door

Dominate Beast

Greater Invisibility

Ice Storm

Polymorph

Sickening Radiance

Stoneskin

Storm Sphere

Vitriolic Sphere

Wall of Fire

Watery Sphere

5th Level

Aldri's Dark Sphere †

Animate Objects

Cloudkill

Cone of Cold

Control Winds

Creation

Dimensional Rift †

Dominate Person

Enervation

Far Step

Hold Monster

Immolation

Insect Plague

Seeming

Skill Empowerment

Synaptic Static

Telekinesis

Teleportation Circle

Wall of Light

Wall of Stone

6th Level

Arcane Gate

Chain Lightning

Circle of Death

Disintegrate

Eyebite

Globe of Invulnerability

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Mass Suggestion

Mental Prison

Move Earth

Scatter

Space Laceration †

Sunbeam

True Seeing

7th Level

Crown of Stars

Delayed Blast Fireball

Etherealness

Finger of Death

Fire Storm

Plane Shift

Power Word Pain

Prismatic Spray

Reverse Gravity

Teleport

Whirlwind

8th Level

Abi-Dalzim's Horrid Writing

Dominate Monster

Earthquake

Incendiary Cloud

Norben's Fountain of Youth (Ritual) †

Power Word Stun

Sunburst

9th Level

Gate

Mass Polymorph

Meteor Swarm

Power Word Kill

Psychic Scream

Time Stop

Wish

Warlock Spells

Eldritch Invocations

Agonizing Blast

Armor of Shadows

Ascendant Step

Aspect of the Moon

Beast Speech

Beguiling Influence

Bewitching Whispers

Book of Ancient Secrets

Chains of Carceri

Cloak of Flies

Devil's Sight

Dread Return

Dreadful Word

Eldritch Attribute

Eldritch Knowldge

Eldritch Sight

Eldritch Smite

Eldritch Spear

Eyes of the Rune Keeper

Fiendish Vigor

Gaze of Two Minds

Ghostly Gaze

Gift of the Depths

Gift of the Ever-Living Ones

Grasp of Hadar

Improved Armour of Shadows

Improved Pact Weapon

Improved Spell Selection

It Passes Unnoticed

Lance of Lethargy

Lifedrinker

Maddening Hex

Mask of Many Faces

Master of Myriad Forms

Minions of Chaos

Mire the Mind

Misty Visions

One with Shadows

Otherworldly Leap

Relentless Hex

Repelling Blast

Sculptor of Flesh

Shroud of Shadow

Sign of Ill Omen

Thief of Five Fates

Thirsting Blade

Tomb of Levistus

Trickster's Escape

Visions of Distant Realms

Voice of the Chain Master

Whispers of the Grave

Witch Sight

Cantrips (0th level)

Blade Ward

Booming Blade

Chill Touch

Create Bonfire

Eldritch Blast

Friends

Frostbite

Green-Flame Blade

Infestation

Lightning Lure

Mage Hand

Magic Stone

Minor Illusion

Poison Spray

Prestidigitation

Reality Crack †

Sword Burst

Thunderclap

Toll the Dead

True Strike

1st Level

Armor of Agathys

Arms of Hadar

Cause Fear

Charm Person

Comprehend Languages

Distort Value

Expeditious Retreat

Hellish Rebuke

Hex

Illusory Script

Protection from Evil and Good

Unseen Servant

Witch Bolt

2nd Level

Cloud of Daggers

Crown of Madness

Darkness

Delay †

Earthbind

Enthrall

Hold Person

Invisibility

Mind Spike

Mirror Image

Misty Step

Phantom Step †

Ray of Enfeeblement

Shadow Blade

Shatter

Spider Climb

Suggestion

Swizzle †

3rd Level

Counterspell

Dispel Magic

Enemies Abound

Fear

Fly

Gaseous Form

Hunger of Hadar

Hypnotic Pattern

Incite Greed

Magic Circle

Major Image

Remove Curse

Summon Lesser Demons

Thunder Step

Tongues

Vampiric Touch

4th Level

Charm Monster

Banishment

Blight

Dimension Door

Elemental Bane

Hallucinatory Terrain

Thunder Step

Summon Greater Demon

5th Level

Contact Other Plane

Danse Macabre

Dream

Enervation

Hold Monster

Infernal Calling

Negative Energy Flood

Scrying

Synaptic Static

Wall of Light

6th Level

Arcane Gate

Circle of Death

Conjure Fey

Create Undead

Eyebite

Flesh to Stone

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Mass Suggestion

Mental Prison

Scatter

Soul Cage

True Seeing

7th Level

Crown of Stars

Etherealness

Finger of Death

Forcecage

Plane Shift

Power Word Pain

8th Level

Demiplane

Dominate Monster

Feeblemind

Glibness

Maddening Darkness

Power Word Stun

9th Level

Astral Projection

Foresight

Imprisonment

Power Word Kill

Psychic Scream

True Polymorph

Wizard Spells

Cantrips (0th level)

Acid Splash

Blade Ward

Booming Blade

Chill Touch

Control Flames

Create Bonfire

Dancing Lights

Fire Bolt

Friends

Frostbite

Green-Flame Blade

Gust

Infestation

Light

Mage Hand

Mending

Message

Minor Illusion

Mold Earth

Poison Spray

Prestidigitation

Ray of Frost

Reality Crack †

Shape Water

Shocking Grasp

Sword Burst

Thunderclap

True Strike

1st Level

Absorb Elements

Alarm

Burning Hands

Catapult

Cause Fear

Charm Person

Chromatic Orb

Color Spray

Comprehend Languages

Detect Magic

Disguise Self

Distort Value

Dudman's Deja Vu †

Earth Tremor

Expeditious Retreat

False Life

Feather Fall

Find Familiar

Fog Cloud

Grease

Ice Knife

Identify

Illusory Script

Jim's Magic Missile

Jump

Longstrider

Mage Armor

Magic Missile

Protection from Evil and Good

Ray of Sickness

Shield

Silent Image

Sleep

Snare

Tasha’s Hideous Laughter

Tenser’s Floating Disk

Thunderwave

Unseen Servant

Warp Javelin †

Witch Bolt

2nd Level

Aganazzar's Scorcher

Alter Self

Arcane Lock

Blindness/Deafness

Blur

Cloud of Daggers

Continual Flame

Crown of Madness

Darkness

Darkvision

Delay †

Detect Thoughts

Distortion Blade †

Dragon's Breath

Dust Devil

Earthbind

Enlarge/Reduce

Flaming Sphere

Gentle Repose

Gift of Gab

Gust of Wind

Hold Person

Invisibility

Jim's Glowing Coin

Knock

Levitate

Locate Object

Magic Mouth

Magic Weapon

Maximilian's Earthen Grasp

Melf’s Acid Arrow

Mirror Image

Misty Step

Nystul’s Magic Aura

Phantasmal Force

Phantom Step †

Pyrotechnics

Ray of Enfeeblement

Rope Trick

Scorching Ray

See Invisibility

Shadow Blade

Shatter

Skywrite (Ritual)

Snilloc's Snowball Swarm

Spider Climb

Suggestion

Swap Out †

Swizzle †

Warding Wind

Web

3rd Level

Animate Dead

Bestow Curse

Blink

Catnap

Clairvoyance

Counterspell

Crushing Gravity †

Dispel Magic

Enemies Abound

Erupting Earth

Fast Friends

Fear

Feign Death

Fireball

Flame Arrows

Fly

Force Refraction †

Gaseous Form

Glyph of Warding

Haste

Hypnotic Pattern

Incite Greed

Leomund’s Tiny Hut

Life Transference

Lightning Bolt

Magic Circle

Major Image

Melf's Minute Meteors

Dudman's Minor Temporal Reversion †

Nondetection

Phantom Steed

Protection from Energy

Remove Curse

Norben's Restore Youth (Ritual) †


Sending

Sleet Storm

Slow

Stinking Cloud

Summon Lesser Demons

Thunder Step

Tidal Wave

Tiny Servant

Tongues

Vampiric Touch

Wall of Sand

Wall of Water

Water Breathing

4th Level

Arcane Eye

Banishment

Blight

Charm Monster

Confusion

Conjure Minor Elementals

Control Water

Dimension Door

Elemental Bane

Evard's Black Tentacles

Fabricate

Fire Shield

Greater Invisibility

Hallucinatory Terrain

Ice Storm

Impressions of the Past †

Leomund’s Secret Chest

Locate Creature

Mordenkainen’s Faithful Hound

Mordenkainen’s Private Sanctum

Otiluke’s Resilient Sphere

Phantasmal Killer

Polymorph

Sickening Radiance

Stone Shape

Stoneskin

Storm Sphere

Summon Greater Demon

Vitriolic Sphere

Wall of Fire

Watery Sphere

5th Level

Aldri's Dark Sphere †

Animate Objects

Bigby’s Hand

Cloudkill

Cone of Cold

Conjure Elemental

Control Winds

Contact Other Plane

Creation

Danse Macabre

Dawn

Dimensional Rift †

Dominate Person

Dream

Enervation

Far Step

Geas

Hold Monster

Immolation

Infernal Calling

Legend Lore

Mislead

Modify Memory

Negative Energy Flood

Passwall

Planar Binding

Rary’s Telepathic Bond

Scrying

Seeming

Skill Empowerment

Steel Wind Strike

Syanptic Static

Telekinesis

Teleportation Circle

Dudman's Temporal Reversion †

Transmute Rock

Wall of Force

Wall of Light

Wall of Stone

6th Level

Arcane Gate

Chain Lightning

Circle of Death

Contingency

Create Homunculus

Create Undead

Disintegrate

Drawmij’s Instant Summons

Eyebite

Flesh to Stone

Globe of Invulnerability

Guards and Wards

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Magic Jar

Mass Suggestion

Mental Prison

Move Earth

Otiluke’s Freezing Sphere

Otto’s Irresistible Dance

Programmed Illusion

Scatter

Soul Cage

Space Laceration †

Sunbeam

Tenser's Transformation

True Seeing

Florin's Visions of the Past (Ritual) †

Wall of Ice

7th Level

Crown of Stars

Delayed Blast Fireball

Etherealness

Finger of Death

Forcecage

Mirage Arcane

Mordenkainen's Magnificent Mansion

Mordenkainen’s Sword

Plane Shift

Power Word Pain

Prismatic Spray

Project Image

Reverse Gravity

Sequester

Simulacrum

Symbol

Teleport

Whirlwind

8th Level

Abi-Dalzim's Horrid Writing

Antimagic Field

Antipathy/Sympathy

Clone

Control Weather

Demiplane

Dominate Monster

Feeblemind

Illusory Dragon

Incendiary Cloud

Maddening Darkness

Maze

Mighty Fortress

Mind Blank

Norben's Fountain of Youth (Ritual) †

Power Word Stun

Sunburst

Telepathy

Trap the Soul

9th Level

Astral Projection

Foresight

Gate

Imprisonment

Invulnerability

Mass Polymorph

Meteor Swarm

Power Word Kill

Prismatic Wall

Psychic Scream

Shapechange

Time Stop

True Polymorph

Weird

Wish

Dunamancy

Cantrips (0th Level)

Sapping Sting

1st Level

Gift of Elacrity

Magnify Gravity

2nd Level

Fortune's Favour

Immovable Object

Wristpocket (Ritual)

3rd Level

Pulse Wave

4th Level

Gravity Sinkhole

5th Level

Temporal Shunt

6th Level

Gravity Fissure

7th Level

Tether Essence

8th Level

Dark Star

Reality Break

9th Level

Ravenous Void

Time Ravage

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