Homebrew Compendium

Table Of Contents

Change Log: Version 8.0

Updated:
  • Let wizards spend spellbook pages to use them as scrolls
  • Reworked Replicate Magic Item for Artificers so they can create any item based on its price/rarity
  • Reworked several Artificer Infusions to scale at 10th level
  • Reworked the Guidance, Resistance, True Strike trio of cantrips to match the new OneDND playtest (making the spells reactions to a failed d20 roll but limiting repeated castings to 1 success per long rest)
  • Indomitable can be used to reroll a save as a Constitution save instead
  • Barbarian can extend rage as a Bonus action on each turn they don't attack/take damage; Reworked Brutal Criticals feature to add a weapon damage die to 1 attack per turn (then add attacks @ 17th level); Boundless Rage (new feature, extends rage to 10 minutes each)
  • Powerful Build to allow you to make grapple checks against creatures as if you were one size larger
  • Reworked Interception Fighting Style to let you Defend or Hamper as a bonus action and prevent flanking against adjacent creatures
  • Reworked the Unarmed Fighting style to deal prof dmg against creature that you suceed on any grapple check
  • Mental Fortress feat to give you adv on those saves & 1/2 prof if not already
  • Moved 1 bullet point from Furious Attacker to Savage Attacker
Added:
  • New Divided Feats: Axe Executioner, Furious Attacker, Hammering Blows, Jotun Touched, Jousting Lancer, Jiu Jitsu Mastery, Mace Might, Quick Guard, Seismic Strike, Streaking Strike, Strong Arm, Swift Step, Twin Caster, Volley Launcher, and Weapon Specialization
  • New Prestige Feats: Assassin & Divine Celerity
  • 2 New Racial Feats: Adapted Eyes (sunlight sensitivity), Prehensile Tail (races with tails), Mini but Mighty (small races), Titanic Size (powerful build)
  • New Utility Feats: Master Craftsmen & Mighty Leaps
  • Added Magus Class & subclasses
  • New feature for druids to have added customization & power at level 1, then repeating at previous feat levels
  • Bonus actions can be activated using your action
  • 1 new homebrew subclasses for each class: Spy Gadgeteer Artificer, Path of the Giant Barbarian, College of the Puppeteer Bard, Order of the Phoenix Blood Hunter, Vengeance Domain Cleric, Circle of Decay Druid, Bond Forger Archetype Fighter, Way of the Falling Star Monk, Oath of the Eternal Flame Paladin, Wastelander Conclave Ranger, Dreamweaver Origin Sorcerer, Hive Queen Patron Warlock, School of Astromancy Wizard (Phase 7)
  • New Eldritch Blast variant, Blood Curse, Mana Font options for the new subclasses
  • New Spell: Elemental Infusion (to support a single damage type blaster archetype caster) to add to Breathing Bubble, Impose Order, Record Sight/Sound, and Vaulting Volt
  • Quadruped Adaptation to the Beastfolk.

Key

The options in this document come from many locations. When possible, they are labeled and credit the author (Example: HB/TCoE means, I have made a tweak to a feature given in Tasha's).

  • HB = Homebrew
  • ERftLW = Eberron Rising from the Last War
  • EGtW = Explorer's Guide to Wildemounte
  • FToD = Fizban's Treasury of Dragons
  • GGtR = Guildmaster's Guide to Ravenloft
  • MOoT = Mythic Odyssey's of Theros
  • SCAG = Sword Coast Adventurer's Guide
  • TCoE = Tasha's Cauldron of Everything
  • VRGtR = Van Richten's Guide to Ravenloft
  • XGtE = Xanathar's Guide to Everything

Thanks

The document contains rules that are used by other groups and DMs. I do not claim that I have created them; I have simply compiled all of the homebrew rules I use at my table. Special thanks to Wizards of the Coast for 5th Edition and Unearthed Arcana, reddit user u/Galiphile that created the SW5e Supplement (r/sw5e) that inspired some of these rules; Dawnforge Cast that created some of the feat changes; Treantmonk's Temple for his class Variant video/documents; Therin Creative for their supplement; Matthew Gravelin for his subclass creation guides, and The Homebrewery for creating a web app that allows for easy documentation.

This document also compiles several new subclass options for D&D 5th Edition. There were some character concepts that I felt were difficult, clunky, or unoptimized to create with the current set of subclasses. I have created some of these subclasses myself and some were found/tweaked; I have listed the original creator and linked the location I found the subclass. Thanks to Galiphile, fromhaus, ForceOfWyl, poobahbear, Greatzilla, regularabsentee, and Isaac for creating and posting their subclasses.

Lastly, a special thanks to all of my players for helping me to playtest and work through these rules as I developed them.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Kyle Byrd and published under the Community Content Agreement for Dungeon Masters Guild.

All of the following art found within this document is from Hearthstone. All of this content is available under Creative Commons Attribution-Share Alike License 3.0.

Rule Changes

These options include new and tweaked rules for the game.

Actions in Combat

All of these actions are open to any character on their turn.

Extra Attack Actions HB

Either as an action, or after you gain the Extra Attack class feature, in place of one of your attacks from the attack action, you can take any of these actions. Several new actions are included and alterations to existing actions are listed as well:

Attack. Make an attack with a weapon you are holding.

Called Shot. Attack a specific part of a creature at disadvantage, the DM will apply a custom Boon on a hit.

Climb onto Another Creature. Make a grapple check to use that creature at least 2 sizes larger than you as terrain. On a success, you successfully move into the target's space and cling to its body. While in the target's space, you move with the target and have advantage on attack rolls against it. You can move within the larger creature's spaces, treating it as difficult terrain. The larger creature can replace one of its attacks to make a grapple check to attempt to knock you off.

Dash. Gain movement this turn equal to your speed.

Defend. Devote your attention to defend an ally within 5 feet of you. Until the start of your next turn, any attack rolls made against the ally are made with disadvantage provided that you can see the attacker and the ally remains within 5 feet of you. Additionally, if an attack would hit the ally, you can use your reaction to have that attack target you instead.

Disarm. Knock a weapon or another item from a target's grasp. You make an attack roll at disadvantage contested by the target's grapple check. On a success, the attack causes no damage or other ill effect, but the defender drops the item. The target has advantage on the grapple check if they are holding the item with two or more hands or are larger than the attacker.


Disengage. You don't provoke opportunity attacks for the rest of the turn.

Drink a Potion. Drink a potion.

Grapple. Using a free hand, you attempt to grapple a target in reach. You must succeed on a Grapple Check: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.

Help. Grant advantage on the next ability check an adjacent creature makes or on the next attack roll made against an adjacent creature.

Generally, although up to the DM, you cannot perform the Help action to assist with a skill check unless you are proficient in the skill. The DM will also determine if the task is able to be assisted with the Help action.

Hamper. Impose disadvantage on the next attack roll or ability check that a creature within 5 feet makes.

Power Attack. Trade accuracy for power. Before you make an attack roll, you can forgo your proficiency bonus for the attack roll, adding it to the damage roll instead.

Ready. Ready any of the Extra Attack Action options by replacing an attack from the attack action. Choose a specific trigger and use your reaction to activate the specified action. If you choose to ready another action (like "Cast a Spell", use the Ready Action as a full action instead.

Search. Make a Perception or Investigation check.

Shove. Knock a creature no more than one size larger than you prone or push them back 5 feet with a successful Grapple Check (a willing creature can choose to fail instead of rolling).

Tackle. Tackle a foe no more than one size larger to the ground. You make a grapple check against an adjacent target. If you succeed, the target is both grappled and prone. Whether you succeed or fail, the you fall prone.

Taunt. Draw the attention of an enemy within 30 feet, rolling an intimidation contest against their insight or investigation. If either creature is at least one size larger than the other, it has advantage on its check. Some creatures, like those immune to charm, automatically succeed on checks to avoid being taunted. On a failure, the target has disadvantage on attack rolls against creatures, other than you, until the start of your next turn.

Use an Object. When an object requires your action for its use, or if you need to take a second object interaction in a turn, you take the Use an Object action.

Full Actions

Actions not available to be taken as replacements for an attack from the attack action:

Activate a Bonus Action. Use your action to activate a second ability that requires a bonus action after you have already spent your Bonus action. You cannot activate the same feature multiple times in the same turn.

Activate a Magic Item. Activate a Magic Item, other than drinking a potion or using an ability that gives a specific action cost other than an action.

Any other feature that requires an action to activate.

Cast a Spell. Cast a spell with a casting time of 1 action.

Dodge. When you take the dodge action, in addition to imposing disadvantage on all attacks you can see and granting yourself advantage on dexterity saving throws, you also gain advantage on checks to repel initial grapple attempts.

Feed a Potion to an unconscious creature.

Hide. Make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding.

Improvise. Perform any action not listed here.

Ready. You can ready any action option, to be used on your reaction after a specific trigger.

Combat Rules

Attacks of Opportunity (Tweak) HB

When you make an attack of opportunity, you can attempt a shove or a grapple provided that you have an open hand.

Death Saves (Tweak) HB

Any death save failures rolled remain until you rest and are not removed when you stabilize. You remove 1 failure after a Nights Rest and 2 failures after a Long Rest.

Delay (New) HB

You can choose at the start of your turn to permanently delay your initiative order. You can choose to wait until some effect happens or another creature takes their turn. After the trigger occurs and the current turn ends, you begin your full turn. Any abilities that would normally end during your turn end when your turn would normally have occurred.

If a player is not ready when their turn would begin, this delay occurs and the next creature takes their turn, the skipped player can jump in and take their turn when they are ready, but must wait until in between creature turns. It is recommended to use this ability when a character uses an animal companion, familiar, mount, or summoned creature (provided they do not already act on your turn).

Flanking (New) HB

When making an attack roll against an enemy that has two or more hostiles adjacent to it, you gain a bonus to your attack roll equal to the number of hostiles adjacent to your target. You are included in this number if you are also adjacent to it. This bonus can be gained using reach or ranged attacks but you are not included in the number of allies unless you are adjacent.

Some creatures (like those with Blindsight or formless creatures) are immune to flanking. Companions and Summons are included in this number but only if they assist in combat (i.e., familiars and controlled mounts do not count).



Shield Proficiency (New) HB

Shields have the same categories of armor: light, medium, and heavy. Characters that are proficient with Light Armor are proficient with Light Shields (Wooden/Buckler), those proficient with Medium Armor have Medium Shields (Shield/Targe), and characters proficient with Heavy Armor have Heavy Shields (Tower); explained further here.

Strength (Tweak) HB

When you hit with a strength-based attack roll while you are only wielding a single weapon, you add 150% of the modifier, rounded down (+1 damage @ 14 STR, +2 @ 18). You don't gain this benefit when you are dual wielding or making an attack roll using another ability score.

Two-Weapon Fighting (Tweak) HB

At 11th level, a character that engages in Two-Weapon Fighting may now make 2 attacks instead of the usual 1.

Condition Changes

The following conditions have been altered:

Blinded. Attack rolls against the creature from other creatures that are not BLINDED have advantage, and the creature's attack rolls have disadvantage.

Exhaustion. You automatically gain a level of exhaustion if you go a night without sleep, hamper your rest by sleeping in armor, or are unprotected from the elements.

Exposed. The next attack made against you before the start of your next turn has advantage. Triggered by a creature performing a risky maneuver or critical attacks in combat.

Prone. Creatures with a hovering fly speed are immune to the prone condition. You don't have disadvantage to attack with blowguns, crossbows, or firearms.

Rest Variants (Tweak) HB

Short Rest. Regain abilities that refresh after a Short Rest, expend any number of unspent hit dice, takes 30 minutes.

Nights Rest. One half of the party sleeps while the other keeps watch. While on watch, characters can talk and work on downtime activities (4 hours). This rest takes 8 hours to complete. You gain the following benefits:

  • You can spend hit dice, as with a Short Rest. This occurs at the start of the Nights Rest.
  • You remove 1 failed death saves and 1 level of exhaustion, if you have any of either.
  • You regain half of your maximum hit dice, which can be spent immediately if you are not back to full hit points.
  • You regain one half (rounded up) of your max uses of any class, subclass, or racial features that normally refresh after a Long Rest such as Divine Sense, Rage, Sorcery Points, and Spellcasting (for this you regain a number of expended spell slots that have a combined level of half the combined level of your total spell slots).

Long Rest. Must be completed in a safe location where a lookout is not needed. It must be in a comfortable bed and room where you are away from the elements. After you complete a Long Rest, you regain all hit points, hit dice; you also remove 2 levels of exhaustion and all failed death saves. This rest takes 8 hours to complete.

Character Creation & Advancement

Background

You gain choose any published background or create your own (using the rules from the Player's Handbook). Backgrounds only grant the standard 2 skills, 2 tools or languages, plus a background feature (not a feat/spells).

Caster Subclasses

Subclasses that add spellcasting to a non-caster class usually use another class spell list and often have additional restriction (like specific spell schools). When you choose one of these subclasses, you can swap the class spell list, swap restrictions, and/or your spellcasting ability score for the subclass by working with the DM to choose a new fair option.

Casting Versatility (Tweak) HB

Each Spellcasting class is tied to a single mental ability score. Work with the DM to swap this for another mental ability score (i.e., a Lore Bard that uses INT over CHA).

Hit Point Calculation (Tweak) HB

To calculate your maximum hit points at 1st level, you take the maximum result from your 1st level hit die. When a character gains a 2nd level, they do not roll to increase their hit points but instead take the above average result. Hit die are rolled to recover health during a rest.

Intelligence (Tweak) HB

Whenever your character reaches an ability score of 14 (modifier +2) and 18 (modifier +4) for your base Intelligence, you gain an additional proficiency (skill, tool or language) or expertise (double proficiency in a skill or tool that you are already proficient with). If your Intelligence is altered by a temporary boost, this bonus is not applied.

Multiclassing (Tweak) HB

You can multiclass your character. But in order to do so, you must have a thorough understanding of the game mechanics as well as those of both of your classes. Additionally, so that it can be incorporated into the story, please work with the DM.

Non-Standard Array (Tweak) HB

When you create a character, use the following distribution to determine your ability scores: 10, 12, 13, 14, 15, 16.

Skill/Tool Checks (Tweak) HB

Characters that make a check that would grant proficiency from both a skill and a tool, normally would have to choose which source would add your proficiency bonus, but if you have proficiency with the relevant skill and useful tool you can double your proficiency bonus added to the check.

Skill Versatility (New) HB

When you gain a level, you can replace a skill you have proficiency in with a different skill from the class list of any class that you have levels in.

Duplicate Feature Stacking

There are many features that a character can acquire multiple times, follow the below rules for "stacking" these:

Armor Proficiency (Tweak) HB

If you gain proficiency with medium armor twice, you instead gain proficiency with heavy armor. If you gain light armor proficiency twice, you gain medium armor proficiency.


Darkvision (Tweak) HB

If you have multiple sources that grant you darkvision, you can choose which source to use, then add 30 ft for each additional source after the first.

You cannot see through an area of magical darkness.

Expertise (Tweak) HB

When you gain proficiency in a skill or tool that you already have proficiency with, you can either choose to gain proficiency in a different skill/tool (matching the same category earned) or gain expertise in that skill or tool instead.

You can never add more than double your proficiency bonus to an ability check using a skill or tool.

Extra Attack (Tweak) HB

If you have the Extra Attack feature, and gain it again, you instead gain a Divided Feat.

Movement Speeds (Tweak) HB

If you have multiple sources that grant you a special movement speed, you choose which form to use, then add 10 feet for each additional source after the first.

Resistance Stacking (New) HB

If you have a form of resistance to a damage type and gain resistance to the same damage type. You can either choose a similar (physical/element/magical) damage type or let them stack. Two sources of resistance would reduce the damage to 1/4 the total.

Unarmed Attacks (Tweak) HB

If you have more than 1 feature that lets you roll a die in place of normal unarmed damage or natural weapons, you can choose which option to use and gain a +1 bonus to damage with your unarmed strikes while you have both features.

Unarmed attacks as well as shield-based attacks count as weapon attacks and attacks made with a weapon.

Unarmored Calculation (Tweak) HB

If you have more than 1 feature that grant you an AC calculation while not wearing armor, you choose which option to use but also gain +1 bonus to AC. Breaking the restriction for either calculation removes this bonus.

Miscellaneous Rules

Advantage/Disadvantage Stacking HB

Each source of advantage/disadvantage is added up on each roll, then for each pair of advantage and disadvantage, you cancel both out, but the remaining sources are still included in the roll. Multiple sources of either advantage or disadvantage also stack, adding extra d20s to the roll. I.e., if you have triple advantage and disadvantage, one pair cancels out, leaving you with double advantage. So you roll 3d20s and take the highest result.

Homebrew Playtest

Since many of these features are being play-tested by you, some clarifications or balance changes may be needed to create a fun play experience for everyone at the table. If a change is made that would limit your character, you have the opportunity to "respec" your character.

Inspiration (Replaced by Piety) HB

The inspiration system is replaced by a new ability score, Piety. You can make an ability check daily, using your score, at a shrine to your deity to gain a similar one-use ability. It also grants active and passive boosts based on your score. These rules are found in the Game Master's Compendium.

Pet Options

Within this document and other rulebooks, you may be presented with options that give your character a pet, that includes any option that grants a secondary creature (either temporary or permanent). Please take these options onlf if you have a grasp on your character and the rules of the game and only do so with consideration for your fellow players since they can slow down combat if handled inappropriately.

Prevented Movement (New) HB

If you are moved by an instantaneous effect but the full distance of that movement is prevented by an obstacle, you take 1d6 "falling damage per 10 ft you were unable to move.

Rolling Arbitration (New) HB

If a player rolls any die and it stops crooked/unclear which face is "up", the DM will decide if the player should reroll. If a player rolls off the table, look at the result and have them reroll; they take whichever result is lower. In combat, roll your attack and damage dice simultaneously to speed along your turn. Out of combat, only roll after the DM asks you to make a roll; rolls made prior to the DM asking cannot be saved or used for a different check.

Special Senses (Tweak) HB

You count as being able to "see" creatures and objects using special senses like blindsight, tremorsense, and truesight. If you have multiple sources granting you one of these special senses, choose one and gain +10 ft for each source after the first. See the additional clarifications for each below:

  • Blindsight. You cannot use this sense through total cover. You are immune to the effects of visual illusions within this radius that don't have tactile properties.
  • Tremorsense. This sense is not blocked by total cover. You are immune to the effects of illusions within this radius that don't have tactile properties.
  • Truesight. If you have truesight, you cannot use this sense through total cover. Creatures cannot attempt to hide from you while they are perceived through this sense.

Critical Boons & Dooms (New) HB

Rolling a crit is an exciting moment, but they are sometimes no different than normal success or failure; low DCs and high bonuses can overwrite the assumed result. Now apply these:

  • The roll's total still decides whether you succeed or fail an ability/skill check or saving throw (depending on the DC).
  • Apply a Boon on a roll of 20; and a doom on a roll of 1.

Ability Check Boons & Dooms

Every ability and skill check made are unique, for critical rolls made during checks, the DM may add a special boon or doom on top of the normal result of the result.

Attack Boon & Doom

In combat, rolling a critical hit can leave the target Exposed. Similarly, an attacker that rolls a critical failure, leaves themselves Exposed.

Called Shots

When attacking, you can attempt to target a specific part of the target. When you do so, you attack with disadvantage. And on a hit, the DM will apply a custom boon to the attack.


Saving Throw Boon & Doom

When you roll a 20 on a saving throw, no effects are applied to you, even if effects are normally applied on a success.

Rolling a 1 on a saving throw now applies damage as if it was a critical hit (double damage dice).

Class/Subclass Changes

The following changes aim to bring the average power level of all classes up to the same tier. A new class feature table for each class has been added for your convenience that applies all of the homebrew changes to the class (new features added, ASIs removed). Class Features are broken down and are tagged with 1 of the following:

  • Addition (these features are added at the specified level).
  • Enhancement (these features are added to the feature with the same name in the PHB rules).
  • Option (these features can be selected in place of the specified class feature).
  • Replacement (these features overwrite the class feature with the same or specified name from the PHB rules).
The Artificer
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
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 Quick Crafts 4 2 2 3
5th +3 Artificer Specialist, Extra Attack 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 Tool Training (1) 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 Tool Training (2) 8 4 3 4 3 3
13th +5 8 4 3 4 3 3 1
14th +5 Magic Item Savant 10 5 4 4 3 3 1
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2
16th +5 Tool Training (3) 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 Tool Training (5) 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

Artificer

Spellcasting (Enhancement) HB

Artificers are granted the cantrip Mending, it doesn't count against their number of cantrips known.

Infuse Item (Enhancement)HB

Each time you infuse an item, you can infuse an item with one of your known infusions or you can replicate a magic item.

Replicate Magic Item has been reworked, and learning items to replicate no longers costs your infusions known. You can instead replicate any item up to a specific price range & rarity based on your artificer level.


Quick Crafts (New) HB

When you reach 4th level, you can whip up alchemical creations with ease. Over the course of 1 hour, which can be done during a short or nights rest, you can prepare a makeshift consumable item. The item's value can be up to but not exceed 25 gp x your proficiency bonus. The item lasts until you complete your next long rest. You can only use this feature once then you must complete a long rest before you can do so again (see the Consumable Items page in Game Master's Compendium for a list of available options). You need access to at least one set of tools, but you require no check to successfully craft the item.

Extra Attack (Addition) HB

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

Tool Training (Addition) HB

At 8th level, and again at 12th, 16th, and 19th level, you gain proficiency in one tool set that you are not already proficient with.

Artificer Specialists

The following subclasses are available to 3rd level Artificers:

Alchemist TCoE

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.

Additions
  • Alchemists learn the infusion Homunculus Servant and it doesn't count against their number of infusions known nor their number of items infused.
  • The Elixir takes the use an object action just like other potions and is rolled after long rest, not when consumed.
  • Work with the DM to come up with a couple of new elixir options to be added to the table.

The Alchemist gains access to healing spells and the ability to create elixirs to boost the drinker.

Animist HB

courtesy of Witchfire on GM Binder

Animists are sculptors of flesh that use the magic of artifice to manipulate the forces of life and death. Many reanimators believe that souls are a myth, and that all of life is merely a combination of alchemical and physical processes. Their versatility comes from their ability to create a mimicry of life as easily as they can take it, and through their research, they are able to raise powerful servants of undying flesh fueled by artifice.

The Animist creates an undead companion as well as access to spells over life and death.

Architect HB

Inspired by Wyll Hood's Architect Specialization


A good tactician knows the battlefield but the winning tactician changes it to their advantage. These Artificers have developed the artifice to deploy combat ready structures to give them this battlefield advantage to solidify their victory. They find no greater satisfaction than when they are caught in a combat situation by a foe that thinks they have the terrain advantage only to throw down the perfect structure.

Architect Artificers can deploy ready-made structures in or out of combat.

Archivist HB

(courtesy of redwing2773 found on dndbeyond:

Archivists are masters of knowledge, relying not on books or tomes or scrolls, but first-hand accounts from those involved. Why spend decades hunting for the truth behind an ancient stone when you can ask the stone. Archivists have perfected the art of creating Artificial minds inside ordinary objects.

The Archivist gains access to divination and utility spells and many abilities related to information and psionics.

Armorer TCoE

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

The gains access to heavy armor, custom bonuses that they can apply to their armor, and spells that increase their offense and defense.

Alterations
  • Starting at 5th level, when you take the attack action, you can cast a cantrip in place of one of those attacks.
  • When you choose your Armorer Model, you can choose from the following options from u/Dodecadungeon:
Gunner

You design your armor to be perfect for turret defense. It has the following features:

Gatling Gun. You gain an Integrated gatling weapon that is mounted on your shoulder or forearm. It counts as a simple ranged weapon, range (60/200), deal 1d4 fire damage on hit, once during each of your turns, when you take the attack action, you can make an additional attack using this weapon.

Watchful Design. You have advantage on Perception checks that rely on sight and you can't be surprised.

Perfected Armor. At 15th level, your sentinel armor gains a hover engine, granting you a 30 ft fly speed (with hover). You don't provoke opportunity attacks when you fly out of a creature's reach.

Commander

Your armor is designed to enhance your allies. It has the following feature:

Light Whip. You mount a gem-like node on your palm, which you can use to summon a whip made of pure light as a bonus action. While summoned, it counts as simple melee weapon, reach 15 ft. deals 1d6 radiant damage on a hit. You can dismiss them again as a bonus action. You can forgo an attack from the attack action to command an ally with the whip, allowing them to use their reaction to make a weapon attack against any creature in their weapon's range.

Inspiring Build. You count as being adjacent to an enemy target while they are within the reach of your Light Whips. You can take the Help action as a Bonus action.

Perfected Armor. At 15th level, while your light whips are summoned, you emit a sparkling aura in a 15 ft radius. Creatures of your choice (including yourself) in that range deal +1d6 radiant damage with their weapon attacks.

Juggernaut

Your armor is designed to withstand the strongest of blows, as well as dish them out. It has the following feature:

Charger. Your helmet counts as a simple melee weapon that you can use to make an unarmed strike. It deals 1d8 force damage on a hit. If you move at least 20 ft towards an enemy prior to hitting them with an attack or shove, they must make a Strength saving throw or be knocked prone.

Deflective Armor. Any creature that attempts to make an opportunity attack against you, must first make a Strength saving throw or be knocked prone.

Perfected Armor. At 15th level, any creature that hits you with an attack from within 5 feet takes damage equal to your Intelligence modifier.

Artillerist TCoE

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

The Artillerist gains access to several damaging spells and a mobile cannon (see table on the following page) to increase their battle prowess.


Alterations

When choosing which form your Eldritch Cannon takes, you can choose from the options on the following page, which includes the normal options as well as several new homebrew ones.

Automatravist HB

Automatravs were originally constructed by the Artificers to make travel easier on the world. Automatravist Specialization are vehicle specialist that have mastered this art and construct a vehicle they can use in combat. They choose from one of 3 vehicle option types: a mecha suite, a wheeled mount, or a winged contraption. These vehicles are powerful tools in and out of combat but they have charges that empower them for a short time. Later you can add an offensive or defensive attachment and gain passive benefits while piloting your Automatrav.

The Automatravist build a vehicle to use in combat, one of 3 models: a mecha suit, a maneuverable wheeled bike, or a set of wings.

Battle Smith TCoE

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.

Alterations
  • Starting at 5th level, when you take the attack action, you can cast a cantrip in place of one of those attacks.

The Battle Smith gains access to martial spells that allow them to stand toe-to-toe with the fiercest of warriors. They also learn to use martial weapons and use a metal companion in battle.

Diminutive HB

Inspired by the Diminuist by u/goldlee on Reddit

A Diminutist has mastered technomancy to alter the size of themselves and objects around them to make themselves the ultimate one-person army.

Diminuists specialize in the Enlarge/Reduce spell on themselves and gain bonuses to using that spell.

Shock Trooper HB

Shock Troopers are specialized soldiers that aim to pacify and control rather than harm or kill. These artificers often find themselves as prison guards, riot police, or bounty hunters. Shock Troopers know that a single combatant can swing the tides of a skirmish and find that precise strike point to assure their victory. They also train to fight when outnumbered and learn to protect themselves even when a riot breaks out around them.

Shock Troopers gain spells and abilities bent on removing targets from a fight and hindering crowds from fighting on.

Spy Gadgeteer Specialization HB

Inspired by The Agent by r/FriskyRisque

Spy Gadgeteers know that a well-equipped combatant is a victorious combatant. They use their artifice to create magical gadgets that help them and their allies to get an edge over their enemies. They are specially trained in the arts of espionage and subterfuge.

Spy Gadgeteers gain Stealth proficiency, spells to help them get in and out of an enemy compound undetected, and can craft a series of gaadgets to use themselves or hand out to their party.

Wire Weaver HB

Courtesy of Tulok the Barbarian on Youtube

Wire Weavers were born when artificers used their tech to develop ways to become more mobile and to incapacitate their foes. They climb around rooms, caves, or streets with ease and can attack their foes with these cables from range.

Wire Weavers gain mobility features, long range melee weapons, and later enhanced damage and utility options on these attacks.


Eldritch Cannon Options

Cannon Activation
Acid Spitter The cannon spews out acid covering any adjacent 10-foot cube. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 4d4 acid damage on a failed save or half as much damage on a successful one. The acid melts any non-magical objects in the area within 1 minute unless a creature uses an action to remove the acid from the object or if they aren’t metal, begin worn, or carried.
Chainsword Make a melee spell attack using the cannon against one creature or object within 5 feet of it. On a hit, the target takes 2d8 slashing damage. The cannon scores a critical hit on an attack roll of 19 or 20. If this cannon is a tiny object that you are holding, you can use an action as well as a bonus action to activate it.
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Freeze Ray The cannon lobs an orb of frost which lands at a point within 60 feet, all creatures within 5 feet of this point must make a Constitution saving throw or take 3d6 cold damage and have their speed reduced by 10 feet on their next turn on a failed save or half as much and not be slowed on a success.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
Sonic Emitter The cannon vibrates with sonic energy out to a radius of 5 feet. All creatures in that area must make a Constitution saving throw or take 2d8 thunder damage and be deafened for 1 minute, or half as much and not be deafened on a successful one. Deafened creatures can repeat the Constitution saving throw at the end of each of their turns to end this effect.
Tesla Coil The cannon charges up and unleashes a bolt of energy in a 5-foot wide 40-foot line in a direction of your choice. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d12 + your proficiency bonus lighting damage on a failed save or half as much on a successful one. The lightning ignites any flammable objects in the area that aren’t being worn or carried.
Viral Dispenser The cannon emits a cloud of noxious gas in a 10-foot radius around it. Each creature in that area must make a Constitution saving throw, taking 1d10 poison damage and becoming poisoned until the end of their next turn on a failed save, they take no damage and are not poisoned on a successful one.

Barbarian

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 Senses, Primal Path 3 +2
4th +2 Primal Knowledge (1) 3 +2
5th +3 Extra Attack, Fast Movement 3 +3
6th +3 Path feature 4 +3
7th +3 Feral Instinct, Instinctive Pounce 4 +3
8th +3 Primal Knowledge (1) 4 +3
9th +4 Brutal Hits 4 +4
10th +4 Ability Score Improvement, Path feature 4 +4
11th +4 Relentless Rage 4 +4
12th +4 Primal Knowledge (1) 5 +4
13th +5 Boundless Rage 5 +5
14th +5 Path feature 5 +5
15th +5 Persistent Rage 5 +5
16th +5 Primal Knowledge (1) 5 +5
17th +6 Brutal Hits (Unlimited) 6 +6
18th +6 Indomitable Might 6 +6
19th +6 Primal Knowledge (1) 6 +6
20th +6 Primal Champion Unlimited +6

Rage (Enhancement) HB

You gain the following benefits to your Rage:

  • While raging, your bonus to damage scales with your level matching your proficiency bonus.
  • As a bonus action on your turn, you can extend your rage up to the maximum duration if you haven't made an attack or taken damage since your last turn.
  • When you would make a save to end a charm or fear effect on you, you can instead spend a rage to succeed.
  • If you have no uses of Rage remaining, you can gain an additional use by gaining a level of exhaustion (no action).

Primal Senses (Addition) HB

When you reach 3rd level, you have advantage on Wisdom checks.

Primal Knowledge (Addition) HB/TCoE

Once you reach 4th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. You can make an additional choice when you reach 8th, 12th, 16th, and 19th level.

Instinctive Pounce (Addition) TCoE

At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

Brutal Hits (Replacement) HB

Replaces Brutal Critical

Beginning at 9th level, once per turn after you roll to hit a creature with a melee weapon attack, you can add one additional weapon damage die to the damage.

You can do this on all of your melee weapon attacks when you reach 17th level.

Boundless Rage (Addition) HB

When you reach 13th level, your rage duration increases to up to 10 minutes.

Ability Score Improvement (Replacement) HB

You gain a Bonus Martial Ability Score Increase when you reach level 10.


Barbarian Paths

The following subclasses are available to 3rd level Barbarians:

Path of the Ancestral Guardian XGtE

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

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

Ancestral Guardians protect their allies and turn attacks towards themselves.

Path of the Apex HB

At the top of every food chain is the apex predator, your channel rage has put you in that place. In your travels as the apex, you have found a Primal Companion, a nature spirit in the body of a predator. You have earned the companionship of one such a creature through a feat of strength or protection of nature and it will follow you into battle.

You gain a Beast Master's Primal Companion that can be larger than usual and learn to fight along side it.

Path of the Battlerager SCAG

Known as Kuldjargh (literally "axe idiot") in Dwarvish. 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.

Alterations
  • Ignore the restriction of Dwarves only for the Path of the Battlerager.
  • A special item called Spiked Armor is listed, but this is only an example; these spikes can be added to any armor.
  • You gain proficiency in heavy armor & firearms.
  • You can still gain the benefits of the Rage class feature while you are wearing heavy armor, provided that they have spikes applied to them.

Battleragers gain access to heavy armor and can attack spikes to any armor they wear. This subclass is found in the Sword Coast Adventurer's Guide (SCAG).

Path of the Beast TCoE

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such barbarians might be inhabited by a primal spirit or be descended from shape-shifter.

Beast Barbarians manifest claws, teeth, or a tail to damage their enemies while raging.


Path of the Berserker PHB

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.

Alterations
  • You ignore the effects of exhaustion while raging.
  • Intimidating Presence takes an attack from the attack action and uses an Intimidation contest instead of save.

Berserkers learn to attack more quickly at the cost of tiring more quickly.

Path of Blood HB

The Path of any Barbarian is a path soaked in blood, but while most walk away from the bloody field after a fight, you embrace it. The Path of Blood Barbarians channel the ancient power of Blood Magic to empower their body, conjure weapons from their own blood, and punish those that make them bleed. The weapons they conjure grow more powerful with you. They later can resist necrotic damage, attack them when you suffer a critical hit, and eventually become an unkillable juggernaut that regenerates when close to death and attacks even faster.

Path of Blood Barbarians can pay their own hit points to conjure weapons made of their own blood, and while raging can cause damage to those that damage them.

Path of the Brawler HB

Those barbarians that follow the Path of the Brawler throw aside their weapons to become a living weapon. Followers of this path use their strength and anger to defeat their foes using their bare fists.

Brawlers gains a growing unarmed damage die and features that let them fight without weapons.

Path of the Cyclone HB

(courtesy of Galiphile found at sw5e with minor tweaks):

The Path of the Cyclone empowers the barbarian's ability to fight with weapons in each hand. Followers of this path learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.

Cyclones learn to fight while dual-wielding and other abilities to assist their movement through battle.

Path of the Dual Mind HB

Barbarians on the Path of the Dual Mind have a second mind, personality, or soul sharing their body which is unleashed in moments of danger. This might be a monster within them that transforms their body or simply another soul takes over control. Do you get along with your other half, are you even aware that the other exists?

Path of the Dual Mind Barbarians can use their intelligence modifier in place of their strength and use their intelligence to calculate their unarmored defense.

Path of the Giant (UA Rework) HB

Reworked version of the Unearthed Arcana subclass

Barbarians who walk the Path of the Giant draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might. During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.

Path of the Giant Barbarians can increase in size & reach while they rage and can use their barbarian class features on thrown weapons, even throw creatures around the battlefield.

Path of Primal Magic HB

Courtesy of u/Bear-Puppy on reddit

Barbarians that walk the path of Primal Magic, often act as guardians of druid circles and the untamed places of the world. These defenders are granted primal tattoos that allow them to bend nature to their will. This mixture of rage and mysticism creates unstoppable druidic juggernauts.

Primal Barbarians gain access to druid spells and can uniquely cast while raging.

Path of the Skald HB

Inspired by u/fest- on reddit

Behind every legendary tale of battle is a master storyteller - a Skald. The title of Skald comes with great responsibility, as the barbarian takes on the role of poet, historian, and storyteller for their tribe. In the chaos of battle Skalds are often found cleaving through their enemies while whipping their allies into a frenzy with their battle cries. After each glorious battle Skalds make records ensuring that every heroic deed and bold sacrifice lives on for eternity. Through a Skald’s storytelling and oration their companions may come to know great fame as tales of their triumphs are immortalized in the world’s collective consciousness.

Skalds whip their allies into bloodlust, helping to guide their attacks to hit and hit harder.

Path of the Storm Herald XGtE

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

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

Alterations
  • You can swap your environment type each time you rage.
  • Increased effects to follow barbarian level.
  • Added new Jungle environment type (restrain/piercing)

Storm Heralds surround themselves with an aura of their chosen storm.

Path of the Totem Warrior PHB

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 akin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Totem Warriors choose animal spirits to assist them and their allies.


Alterations
  • You can spend 1 hour of downtime to create a new totem, replacing your current totem with the benefits of the new.
Totem Spirit

These options are available to you when you choose a totem animal at 3rd level.

As with the spirits in the Player's Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as a prominent nose if you have an elk totem spirit or catlike eyes if you have a tiger totem spirit.

Also, your totem spirit might be an animal similar to one listed here but more suitable to your homeland, such as a horse or stag, rather than an elk, or a lion, panther, or other big cat, rather than a tiger.

Duck. While raging, when an attacker that you can see targets you with an attack, you can use your reaction to impose disadvantage on the attack roll, helping you to shrug off the blow. Like water off of a duck's back.

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

Tiger. HB While raging, you gain a climbing speed equal to your walking speed, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Aspect of the Beast

These options are available to you when you choose a totem animal at 6th level.

Duck. You gain resistance to acid damage, as the liquid mostly slides off your strangely waxy exterior. In addition, you gain a swim speed equal to your walking speed.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated (see chapter 8 in the Player's Handbook for more information about travel pace). The elk spirit helps you roam far and fast.

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

Totemic Attunement

These options are available to you when you choose a totem animal at 14th level.

Duck. While raging, if you hit a creature with a melee attack on your turn, you can forgo one of your other attacks to flap your arms while honking and flailing at that same target. The creature 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 turn.

Elk. While raging, you can use a bonus action during your move to pass through the space of a large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to ld12 +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 before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Path of the Voice HB

Barbarians that follow the path of the voice have trained their shouts to produce powerful effects. Many are unsure of the nature of this power, some assume it comes from the power word spells, a dragon's shout, the song of creation, or unknown magic. These barbarians can shout their way to victory.

Barbarians of the Path of the Voice can unleash a shout when they rage and on each of their turns to affect creatures in a cone.


Path of Wild Magic TCoE

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Alterations
  • While raging, as an attack from the attack action, you can roll on the Wild Magic table taking the new effect rolled and replacing the current effect. The effect still ends when your rage ends.

Wild Magic Barbarians can find sources of magic more easily and cause chaotic effects during their rage.

Path of the Zealot XGtE

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

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

Zealots channel the power of the gods to punish their foes and keep their spirit fighting even beyond death.


Bard

The Bard
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration, Magical Secrets 2 4 2
2nd +2 Jack of All Trades, Magical Inspiration, Song of Rest 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 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 3 11 4 3 3 2
9th +4 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 4 15 4 3 3 3 2 1
13th +5 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 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 3 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 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

Spellcasting (Enhancement) HB

Whenever you finish a long rest, you can replace 1 spell you learned with another of the same level from your spell list.

You can use an artisan's tool set, game set, or musical instrument as a spellcasting focus for your bard spells.

Magical Secrets (Replacement)HB

At 1st level, choose one spell from any class, including this one that is of a level you can cast or a cantrip. The chosen spell counts as a bard spell for you but is not included in the number in the Spells Known column of the Bard table. When you gain a level in this class, you can replace one of these spells with another spell that is of a level you can cast from any class.

You learn two additional spells from any classes at 10th level, 14th level, and again at 18th level.



Magical Inspiration (Addition) TCoE

Once you reach 2nd level, if a creature has a Bardic Inspiration dice from you and casts a spell that restores hit points or deals damage, the creature can spend and roll that die, choosing a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt.

Song of Rest (Enhancement) HB

Beginning at 2nd level when you use your Song of Rest feature, affected creatures gain extra health equal to your bardic inspiration die.

Countercharm (Enhancement) HB

At 6th Level, when you use your action to Countercharm, Creatures within 30 feet can immediately make a saving throw at advantage to end a Charm of Fear effect currently affecting them as long as they can hear you.

Tool Training (Addition) HB

At 12th level, and again at 16th level, you gain proficiency in one tool set of your choice.

Superior Inspiration (Replacement) HB

At 20th level, when you use bardic inspiration or spend one of your bardic inspiration die on another feature, you can provide a different creature within range a bardic inspiration die without spending a second use (no action required).

Bard Colleges

The following subclasses are available to 3rd level Bards:

College of the Battle Herald HB

Bards of the College of the Battle Herald are trained to lead a charge into battle carrying a heraldic flag. These bards tend to stand at the front lines, toe-to-toe with their enemies and shoulder to shoulder with their allies. They can enter a battle song to fight with their wits and will instead of raw strength.

Battle Heralds can spend their bardic inspiration to attack using their Charisma and they gain access to more armor and weapons.

College of Creation TCoE

Bards believe the cosmos is a work of art -the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: "Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."

Creation bards empower their bardic inspiration to give bonus effects and can animate objects to fight for them in combat.


College of the Crossroads HB

There comes a time when even the devils of the nine hells tred the material plane looking to make a deal with a poor mortal soul in an attempt to claim that soul. You were (un)lucky enough to be this soul, but you challenged him to duel of music and won.

Maybe it wasn't a devil, it could have been any of the foul eldritch entities, but you bested them and lived to tell the tale.

Bards of the College of Crossroads are highly skilled, are experts in a contest of any kind and gain eldritch pact boons from this entity.

College Dropout HB

Bard’s College isn’t for everyone, some bards choose to forgo specialized training and dropout after their intro classes maybe forgoing going to any classes at all. They take bits and pieces from each of the bard colleges and learn on the streets to improve their bardic abilities. Dropouts can choose to mimic these specialized bards, stealing their features for themselves, or mix-and-match taking what they want from each.

Dropout Bards gain general bardic abilities and borrow features from other bard colleges.


College of Hymns HB

Bards of the College of Hymns know the power of song and the power of the divine. They devote their talents to sing, dance, and act for the glory of the god they swore to serve. In most cases, bards of the College of Hymn travels between towns, serving as a choirmaster at mass or ceremonial events for the local church, or preaching to new believers the great legends and lore their entity holds.

College of Hymn Bards gain access to some cleric spells, and can use their bardic inspiration to improve their healing.

College of Eloquence TCoE

Adherents of the College of Eloquence master the art of oratory. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.

Eloquence bards can reliably persuade or deceive and can use their Bardic Inspiration to ensure their foes succumb to their magical influence.

College of Glamor XGtE

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds.

Glamour Bards gain the ability to charm the audience of their performances and learn to use their inspiration to boost their ally's health.

College of Jesters HB

(courtesy of fromshus found at DnD Beyond with minor tweaks):

These Bards are students of comedy who live for the sound of laughter. However, for the College of Jesters, humor is much more than entertainment. For them, the absurdity of existence is itself a divine force, and comedy is sublime. Members of the College of Jesters are often dismissed as fools, but that is how they like it, so that they can make fools of others. These Bards often dress in motley clothes and many wear makeup, at least when they perform.

Jesters increase the potency of vicious mockery and learn to use their inspiration to hamper their enemies.

College of Lightshaping HB

Many Bards are artists, some use an instrument, some their voice, while others use paints, the written word, and any number of mediums. Bards of the College of Lightshaping have combined their magic with this artistic ability to use light itself as their medium of choice. These bards shape light into solid objects like weapons and cover, even bridges and walls. Later they can quickly choose a single spell to learn for the day even mid-combat.

Bards of the College of Lightshaping gain a choice of cantrips and can spend their bardic inspiration to create objects of solid light.

College of Movement HB

Inspired by FermatMD's College of Dance and Miming

Bards of the College of Movement put the pursuit of grace, beauty, and expressiveness above all else. They stress that even without words, great stories can be told. Some bards like to perform by themselves, but most form troupes so that they could tell more fantastical tales through their routines.

Most bards of this college convene in dance studios where they gain tutelage from masters of the craft. A good majority start off their careers by performing in inns and taverns. Depending on their skills, some eventually find themselves performing in circuses, theaters, or even royal courts.

There are those bards, however, who reject rigid techniques, believing that they only serve to stifle what the craft can offer. They instead embrace styles that are much more laxed in terms of structure and form, instead focusing on the emotions they can bring forth with their unorthodox poses, spins, and footwork.

College of Movement Bards gain unarmored defense and movement, a bonus skill proficiency, and they can ignore verbal components with their bardic inspiration.

College of the Piper HB

These bards are students of song and use their music to control the masses. Some folks are distrusting of pipers, due to their association with vermin, though this is not always fair. Rats can be of great use for a city-dwelling bard, but you'll just as easily find a piper surrounded by dogs or doves.

Pipers can maintain several songs that magically effects the world around them, they also learn to use their inspiration to enthrall their enemies.


College of the Puppeteer HB

Bards of the College of Puppeteers learn to pull the strings of both friend and foe dragging them around the battlefield to their whim.

Puppeteer Bards gain a movement based cantrip, can move the target of their higher level enchantment spells, and can inspire their allies into extra movement.

College of Lore PHB

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 political.

Lore Bards gain extra skills and learn to use their inspiration to hamper their enemies.

College of Spirits VRGtR

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

Alterations
  • Spiritual Focus. Starting at 6th level, when you cast a bard spell that deals damage or restores hit points while holding the Spiritual Focus, you may roll a die equal to your bardic inspiration die, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Spirit Bards gain the guidance cantrip and can use their bardic inspiration to access special spell-like actions.

College of Swords XGtE

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

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

Alterations
  • Extra Attack (6th level feature): Moreover, you can cast one of your cantrips in place of one of those attacks.

Sword Bards gain medium armor and access to the scimitar, they can use a weapon as a focus, learn a fighting style, and learn flourishes that can boost their attacks.


College of Valor PHB

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

Alterations
  • Gains proficiency with Firearms
  • Extra Attack (6th level feature): Moreover, you can cast one of your cantrips in place of one of those attacks.

Valor Bards gain martial weapons, medium armor, and shields as well as being able use their inspiration to boost damage or defense.


College of Whispers XGtE

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

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

Whisper Bards learn to deal psychic damage against their foes and can cause fear to their audience.

Blood Hunter

The Blood Hunter
Level Proficiency Bonus Features Hemocraft Die Blood Curses Known
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 Blood Magic (1) 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 Blood Magic (2) 1d6 2
9th +4 Grim Psychometry 1d6 2
10th +4 Ability Score Improvement, Dark Augmentation 1d6 3
11th +4 Order feature 1d8 3
12th +4 Blood Magic (3) 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 Blood Magic (4) 1d8 4
17th +6 Blood Maledict 1d10 4
18th +6 Order feature 1d10 5
19th +6 Blood Magic (5) 1d10 5
20th +6 Sanguine Mastery 1d10 5

Blood Maledict (Enhancement) HB

You can swap one Blood Curse when you finish a long rest.

Hunter's Bane (Enhancement) HB

You can choose between Constitution, Intelligence, Wisdom, or Charisma as your primary Hemocraft ability modifier rather than just Intelligence. If a Blood Hunter class/subclass feature refers to your Intelligence modifier, you use the chosen modifier instead.


Crimson Rite (Enhancement) HB

There are 2 new primal rites available to Blood Hunters:

  • Rite of the Acrid. Your rite damage is acid type
  • Rite of the Venomous. Your rite damage is poison type

There are 2 new esoteric rites available to Blood Hunters:

  • Rite of the Dawn. Your rite damage is radiant.
  • Rite of Time. Your rite damage is force.

Blood Magic (Addition)

When you reach 4th level, you can use your hemocraft powers to perform blood magic. You can choose one of the below spells to learn, once learned, you can cast the spell by spending the respective number of uses of your Blood Maledict as an action without needing to provide material components or a spell slot in order to cast it. You can only choose a spell with a cost up to your maximum number of uses of Blood Maledict. You can choose an additional spell from the list when you reach 8th, 12th, 16th, and 19th levels. You can swap the spells you know with another from this list when you gain a level in this class.

Spell Blood Maledict Uses
Locate Animals or Plants 1 Use
See Invisibility 1 Use
Life Transference 2 Uses
Speak with Dead 2 Uses
Locate Creature 2 Uses


Ability Score Improvement (Replacement) HB

You gain a Bonus Martial Ability Score Increase when you reach level 10.

Blood Hunter Orders

The following subclasses are available to 3rd level Blood Hunters:

Order of the Crimson Cloak HB

Courtesy of Sir_Billiam on DnD Beyond

A blood hunter of The Order of the Crimson Cloak is touched with certain dark gifts. Though they do not fully embrace an unholy transformation like their Order of the Lycan brethren, they harness the power of vampires to become more socially inclined than other blood hunters. Wielding the charm and guile of a vampire, members of this order are able to insert themselves within social circles more easily, wielding words as weapons. Should diplomacy not garner the desired result, their brush with vampirism grants them some of the prowess of these dangerous undead. These blood hunters manipulate to create advantages, then strike with their imposing will fueling their vicious attacks.

Note: Many, but not all, Blood Hunters of this order have a Dhampir lineage, sometimes they find the order because of their transformation and sometimes their brush with the vampirism causes this transformation.

Crimson Cloaks gain many of the abilities of vampires including: their powers of charisma even flight.

Order of the Demon Hunter HB

(courtesy of Killchrono found at DnD Beyond with minor tweaks):

The forces of the lower planes – demons, devils, and their ilk – are a target of scorn by all who tread the path of inquisition. However, some believe strongly in the ideal of fighting fire with fire; that to defeat these foes, one must use their own powers against them.

Blood Hunters from the Order of the Demon Hunter have undergone a transformation that infuses fiendish essence in their own being. Their methods of obtaining this power varies between individual hunters; some imbibe a concoction not unlike that used to obtain their hunter’s bane. Others perform risk-laden dark rituals and have survived by some miracle, or have even dared to enter a pact with a demon or devil, only to break their oath the moment their power has been obtained. All fiends scorn such thieves of their power, and will hunt them relentlessly…a chase that the demon hunter expects and relishes.

Demon Hunters learn the languages of their foes and gain fiendish powers as they continue their metamorphosis.

Order of the Dragon HB

Inspired by u/DeathIVIonkey on reddit:

It is unclear or at least debated amongst scholars how Blood Hunters tap into the well of power that is hemocraft. For the Order of the Dragon, it becomes more obvious as they all gain their power from a connection to the blood of dragons. Some acquire it through a draconic lineage, some in a deadly brush with a dragon, and the bravest or maddest among them even seek it out. They use this dragon blood to channel some of the aspects of dragon.

Order of the Dragon Blood Hunters gain bonuses to their crimson rite and can spend their active crimson rite or blood maledict to emanate a breath weapon.

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.

Alterations
  • Gains proficiency with Firearms

Ghostslayers gain a new Rite and can use their Blood Curses against foes without blood. This subclass is found in the Blood Hunter Class document.

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.

Lycans learn to control their lycanthropy and transform into a hybrid were-form. This subclass is found in the Blood Hunter Class document.


Order of the Monster Tamer HB

Many Blood Hunters end up working as monster slayers due to their hemocraft abilities. Monster Tamer Blood Hunters instead use those creatures as allies to better fight against the evils of the world. Choose from Displacer Beast, Dread Steed, or Hell Hound and gain a companion that fights alongside them in combat.

Later they can create a telepathic bond with their companions, the monster gains additional features, and you can boost their attacks with your Crimson Rite.

Blood Hunters of the Order of the Monster Tamer gain a monstrous pet to command in battle as well as proficiency with Animal Handling & an exotic language.

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 hemocraft 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.

Mutants gain access to Mutagen Formulas that grant benefits and downsides. This subclass is found in the Blood Hunter Class document.

Order of Nullification HB

Inspired by u/Josemi993's Order of the Nullifier


While most blood hunters focus their training on martial abilities and the ancient art of blood magic, Blood Hunters of the Order of Nullification bring psionic abilities into this mix. They use this ability to fight against mages and the ever-corrupting power of the arcane.

Nullification Blood Hunters are easily capable of discovering hidden magic and mages, as well as destroying and defending against those that wield magic in combat.

Order of the Phoenix HB

Tweaked version of the subclass of the same name by greasyy on D&D Beyond

The Hunters of this order have gone through a trial of fire to obtain the power of the Phoenix.

The trial comes in many forms, once completed the Hunter is marked and now the fires of life protect them. The Order's goal unlike the others is not to become a monster but to show them their humanity. Most of the Order is made up of hunters that are looking to better and to be the light for the other lost souls.

Blood Hunters of the Order of the Phoenix gain a special Esoteric Rite that deals radiant damage and a pair of cantrips.

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.

Alterations
  • Gains an Eldritch Invocation at levels 3, 7, 11, 15, and 18.
  • Added Homebrew & New Patrons as notes to each ability
  • Revealed Arcana can now be activated once for free, then can be repeated using your pact magic spell slots.

Profane Souls make a Pact with an Otherworldly Patron and gain minor boons based on their patron as well as a lesser form of Pact Magic like Warlocks. This subclass is found in the Blood Hunter Class document.

Order of the Timekeeper HB

Courtesy of u/NevernotDM on Reddit

Blood Hunters of the Order of the Timekeepers use their powers to keep the timeline safe from incursions from alternate timelines, and will destroy those capable and willing to time travel. These Timekeepers know that the very fabric of reality rely on the ever forward flow of the timestream and will protect it from those that break the stream. All Timekeepers know that time travelers must be stopped since it is the ultimate forbidden use of Chronomancy.

Timekeeper Blood Hunters gain force damage rite that deals siege damage, can better fight aberrations, tap into the proficiencies of their alternate timelines, and gain wisdom saving throws.

Order of the Vigilant Watch HB

The planes of the multiverse are home to endless monstrous evils and horrific terrors and you stand among the few to brave the wild places to seek them out. The Order of the Vigilant Watch peer into the night and wait for these dangers to step into the light. While other do-gooders might bring divine magic granted by a deity, the Vigilant Watch use the ancient art of blood magic to call upon divine magic to hunt these creatures.

Vigilant Watch Blood Hunters gain cleric spellcasting and tracking capabilities

Cleric

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 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Destroy Undead (CR 1), Blessed Strikes (1d8) 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Blessed Strikes (2d8), 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 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4) 5 4 3 3 3 3 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 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

Spellcasting (Enhancement) HB

Whenever you gain a level in this class, you can replace 1 cantrip you know with another cantrip from your spell list.

Channel Divinity (Enhancement) TCoE

Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain 1 expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded-up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Blessed Strikes (Replacement) TCoE

8th-level feature, replaces Divine Strike/Potent Spellcasting

In battle, you are blessed with divine might. When a creature takes damage from one of your cantrips or weapon attacks, you can deal an extra 1d8 radiant damage to that creature. When you reach 14th level, this damage increases to 2d8.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Cleric Domains

The following subclasses are available to 1st level Clerics:

Arcana Domain SCAG

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand.

Arcana Clerics gain wizard cantrips and can channel divinity to turn the living.

Death Domain DMG

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Their deities are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder, pain, disease or poison, and the underworld.

Death Clerics gain martial weapons, can channel divinity to deal extra damage, and target 2 adjacent creatures with necromancy cantrips.


Earth Domain HB

Inspired by u/SuperBoydzilla on reddit:

The gods of earth are often the eldest from their pantheon and are tied to the creation of the world. This domain represents strength, security, endurance, and the safety of home. Earth Domain Clerics know the importance of a solid foundation and quality materials in construction and crafting. They know that victory is certain if they can outlast their enemy.

Earth Domain Clerics gain earthen themed spells, heavy armor, extra health, and can cause earthquakes.

Forge Domain XGtE

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

Forge Clerics gain heavy armor and smith's tools, can enhance a weapon or shield, and channel divinity to create an object.


Grave Domain XGtE

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. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time. particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Grave Clerics become experts at stabilizing dying comrades, can magically detect undead, and channel divinity to impose vulnerability to the next attack.

Hunt Domain HB

Inspired by Aripockily on GM Binder

The Hunt Domain focuses on the thrill and quiet of the hunt.

Hunt clerics gain features that allow them to used ranged weapons, including firearms, can follow up a missed attack roll and have a keen eye for stalking their prey.

Knowledge Domain PHB

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

Knowledge Clerics gain extra skill, tools, and even expertise.

Life Domain PHB

The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.

Life Clerics gain heavy armor and can heal even better than other clerics.

Light Domain PHB

Gods of light 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.

Alterations
  • Remove restriction on Preserve Life Channel Divinity that cannot restore hit points above half maximum health.

Light Clerics can distract their foes and channel divinity to damage their foes.

Love Domain HB

(courtesy of ForceOfWyl found at Dnd Beyond with minor tweaks):

Clerics of the Love Domain believe that love conquers all. Love Domain clerics seek to embody the gods' love for mankind by bringing love and laughter to the world. Many are also masters of song and dance, seeing music and art as gifts from the gods.

Love Clerics gain extra skill and instrument proficiencies, can distract those trying to attack their allies, and channel divinity to boost their allies.

Madness Domain HB

(courtesy of u/poobahbear on Reddit with minor tweaks):

Clerics of the Madness Domain recognize the insanities of the multiverse and embrace it wholeheartedly. Their followers seek to cause turmoil wherever they go, bringing down even the stoutest into fits of lunacy. These clerics are so dedicated to bringing madness to others that they willingly enter the realm of insanity themselves.

Madness Clerics can cause madness among their enemies at the cost of madness of their own.

Nature Domain PHB

Gods of nature are as varied a s the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. 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. 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 Clerics gain heavy armor, nature skills, and can channel divinity to charm plants or animals.

Ocean Domain HB

Clerics of the Ocean Domain dance through the battle field, rebuking those that dare face the wrath of the ocean. They command the power of the seas and stand unyielding through the crash of waves thrown at them.

Ocean Domain Clerics gain a swimming speed, can hold concentration on lost spells, and rebuke attackers with damage.

Order Domain TCoE

The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just.

Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities. Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

Order Clerics gain Heavy Armor, can command their allies to attack, and channel divinity to cause a ceasefire.

Peace Domain TCoE

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.

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

Alterations
  • Emboldening Bond: You can bond two creatures. Once you bond two creatures, you can't do so again until you finish a long rest, unless you expend a spell slot of any level.
  • Protective Bond: When either creature under your emboldening bond takes damage, the other can use their reaction to grant resistance to all damage until the end of the current turn.

Peace Clerics gain skills to deescalate combat as well as divine powers to aid your allies.


Prosperity Domain HB

Tweaked version of James Rathwell's Greed Domain

Mercenaries, nobles, merchants, and kings, strive for wealth. None more so however then the worshipers of the gods presiding over coin and commerce. Clerics of prosperity & greed value gold and riches to a degree that they believe to be sacred.

Clerics of this domain might choose to use the powers bestowed by their gods with honor and build the funds of their church or help those in need; while others handle this power with a bit less ethics to grow their own wealth.

Prosperity or Greed Clerics gain powers of persuasion and deception and gain expertise when they use them to make a deal. They can channel divinity to draw enemies to an illusory treasure at their feet.


Revelry Domain HB

Inspired by u/NotTheDreadPirate's Revelry Domain Cleric

Revelry Domain clerics know the evil and darkness of the world can never be outright destroyed, so they help to make the world a little brighter wherever they go. Their gods send them out to ensure that life is worth living and death is worth fearing. To breathe without laughing, to eat without tasting, to drink without becoming drunk, these are grave sins to these gods.

Clerics of the Revelry Domain gain an unarmored defense, a bard cantrip, a tool proficiency, and can use their channel divinity to bolster an ally to thrive in a crowd.

Tempest Domain PHB

Gods whose portfolios include the Tempest domain 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 folks on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Tempest Clerics gain martial weapons and heavy armor, can rebuke attackers, and channel divinity to maximize lightning or thunder damage.


Travel Domain HB

Courtesy of Kobold Press

From tribal migrations to the march of the armies of empire, sentient creatures have always needed to travel, and they have called on the gods of road and river, of ship and path, to aid them getting from one place to another. Servants of these gods are often explorers, leaving behind shrines and maps for those who follow, but are just often guides and guards on well-traveled paths. As they age, they become keepers of inns and archivists of maps. Some serve, in their travels, as cart-makers, merchants, and builders of bridges and roads. Their motto is “ever on, ever on.”

Trickery Domain PHB

Gods of trickery 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 Clerics can enhance stealth abilities, and channel divinity to create an illusory duplicate.

Twilight Domain TCoE

The transition from light to darkness often bring calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

These clerics bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Alterations
  • Eyes of the Night: You can share your darkvision with one target at a time.
  • Twilight Sanctuary: The temp hp is = your proficiency bonus
  • Steps of the Night: You can use this once, then you must spend a spell slot to use it again.

Twilight Clerics gains martial weapons and heavy armor, have an extended/sharable Darkvision, and have a selection of auras they can apply to the battlefield.

Vengeance Domain HB

Reworked version of this Vengeance Domain

While most clerics serve a deity there are some that serve a domain or idea. Clerics of the Vengeance Domain often don't even know that they serve this domain, instead seeking personal revenge with such drive that they gain divine powers to help them succeed. Since few followers choose this domain and rather stumble into on a quest for revenge, most worlds either have no god of vengeance or their name is long forgotten.

Vengeance Domain clerics gain martial weapons, heavy armor, they ability to deal retribution damage, and can mark a target for death.

War Domain PHB

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.

War Clerics gain martial weapons and heavy armor, can attack as a bonus action, and can channel divinity to increase their attack accuracy.

Druid

The Druid
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Natural Aspect, Spellcasting 2 2
2nd +2 Wild Shape, Druid Circle 2 3
3rd +2 2 4 2
4th +2 Natural Aspect (2nd Option), Wild Shape (swim speed) 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 Natural Aspect (3rd Option), Wild Shape (fly speed) 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 Natural Aspect (4th Option) 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 Natural Aspect (5th Option) 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 3 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Natural Aspect (6th Option) 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Spellcasting (Enhancement) HB

Whenever you gain a level in this class, you can replace 1 cantrip you know with another cantrip from your spell list.

Natural Aspect (Addition)HB

Also at 1st level, choose one of the below options. You can choose a new option whenever you gain a druid level, replacing the benefits of the previous one for the new one:

  • Essence of Mana. You gain an additional Druid cantrip.
  • Eyes of the Eagle. You gain proficiency with the Perception skill.
  • Friend of the Beast. Beasts that attempt to target you with an attack must make a Wisdom saving throw or be forced to choose a new target. Once a beast rolls this save (success or failure) or you deal damage to any beast it can see, they are immune to this effect for 24 hours.
  • Master of Elements. You gain resistance to one of the following damage types: acid, cold, fire, lightning, poison, thunder.
  • Ore of the Earth. You ignore the restrictions on wearing metal armor.
  • Ritual of Nature. You can cast a druid ritual spell that you do not have prepared, once you have used this feature, you must complete a long rest before you can do so again.
  • Shaper of the Wild. You can activate your Wild Shape features using your bonus action or your action.
  • Skin of Bark. When you activate your Wildshape feature and gain temporary hit points, the amount you gain increases by an amount equal to your Wisdom modifier.
  • Tongue of the Ancients. You learn the Giant Elk, Giant Eagle, Giant Owl languages and can communicate simple ideas and emotions with non-hostile beasts even if they don't have a language.
  • Waters of Restoration. When you grant a creature hit points (either maximum, temporary, or regular hit points), the amount is increased by an amount equal to your proficiency bonus.

You gain additional options from the above list when you reach 4th, 8th, 12th, 16th, and 19th level, you gain an additional feature from the above list. You can't benefit from the same option more than once at a time.

Wild Shape (Enhancement) TCoE

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to 1/2 your druid level.

Wild Shape (Replacement)HB

Starting at 2nd level, you can use your action to magically assume to form of a beast. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the type of beasts you can transform into, as shown in the Beast Form table.

While you are transformed, the following rules apply:

  • You can stay in a beast form for a number of hours equal to half your Druid level (rounded down). You then revert to your normal form unless you expend another use of this feature.
  • You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you lose all the temporary hit points granted by this feature or die.
  • Your game statistics are replaced by the statistics of the beast form, but retain your alignment, personality, Constitution and mental stats, and proficiencies.
  • 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 or prevent you from taking actions that are part of a spell.
  • When you transform, you gain a number of temporary hit points as specified in the Beast Form template. These temporary hit points last until your Beast Form expires.
  • You retain the benefits of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. Although, any special senses are replaced by the chosen form.
  • Your equipment merges into your new form and has no effect until you leave the form.

Druid Circles

The following subclasses are available to 2nd level Druids:

Circle of the Alpha HB

Druids of the Circle of the Alpha command nature through a Primal Companion beast that they have met in their travels through the wilds. This companion has sought you to assist you in your quest to defend the untouched places of the world. You fight alongside this beast for life and grow an ever-stronger bond with them.

Alpha Druids gain a beast companion to fight with them in combat.

Circle of Blooms HB

Druids of the Circle of Blooms use the magic of the Feywild present in all of nature to entice & enchant those around them. They, unlike most druids specialize in enchantment & illusion spell schools and use the magic flora from the feywild to enter psychedelic trances to empower their abilities.

Circle of Blooms Druid gain additional enchantment and illusion spells and can enter a trance using their wildshape that trades off their perception & ability to fight off charm for better concentration & ability to fight off fear.

Circle of Calamity HB

Inspired by u/TheArenaGuy on reddit

Druids of the Circle of Calamity feed off the destructive nature of the world. Unlike most, you are prepared for the coming cataclysm and can adapt quickly to survive. You channel the powers of nature to bring forth this calamity upon your foes.

Circle of Calamity Druids channel aspects of natural disaster and gain benefits based on the aspect that they are channeling and can rebuke those that deal damage associated with that aspect.


Circle of Cities HB

While most druids defend nature from the incursion of civilizations, Druid of the Circle of Cities know that there can be equal suffering if nature creeps into a city. These druids rebuke nature to keep it safe out side city walls and stand as a warden

Circle of the Cudgel HB

Some druids tap into the primal aspect of nature to improve their martial prowess. They can stand toe-to-toe with the fiercest of warriors.

Cudgel Druids gain extra weapons proficiencies and master the Shillelagh cantrip.

Circle of Decay HB

Druids that join the Circle of Decay know that the way of all life is to eventually die, decay, and feed new life. These druids use the magic of necromancy to channel the lifeforce of other creatures into themselves.

Circle of Decay Druids gain a series of necromancy spells, and can use their Wildshape to create immediate effects from a nearby creature's death.


Scout Form

Tiny beast


  • Armor Class 12 + PB (natural armor)
  • Hit Points x1 Your Druid level in temporary HP
  • Speed 30 ft.; 30 ft. climb, swim (available at level 4) or fly (available at level 8) (Your Choice)

STR DEX
6 (-2) 14 (+2)

  • Senses Darkvision 60 ft.
  • Languages Understands all languages known but cannot speak
  • Naturally Stealthy Has adv on stealth checks

Actions

Scratch. Melee Weapon Attack: Your spell attack modifier to hit, reach 5ft., one target. Hit 1 piercing or bludgeoning damage (your choice)


Hunter Form

Small or Medium beast (your choice)


  • Armor Class 13 + PB (natural armor)
  • Hit Points x5 your Druid level in temporary HP
  • Speed 40 ft.; 30 ft. climb, swim (available at level 4) or fly (available at level 8) (Your Choice)

STR DEX
14 (+2) 14 (+2)

  • Senses Darkvision 60 ft.
  • Languages Understands all languages known but cannot speak
  • Amphibious If the Form has a swim speed, the Druid can breathe both air and water.
  • Flyby If the Form has a fly speed, the Druid doesn't provoke opportunity attack when it flies out of an enemy's reach.
  • Pack Tactics If the Form has a climbing speed, the Druid has advantage on an attack roll against a creature if at least one of the Druid's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. Upon reaching 5th level, the Druid makes 2 Maul attacks, then makes 3 at 15th.

Maul. Melee Weapon Attack: Your spell attack modifier to hit, reach 5ft., one target. Hit 2d6 + Wisdom piercing or bludgeoning damage (your choice)


Stalker Form

Medium beast


  • Armor Class 14 + PB (natural armor)
  • Hit Points x5 your Druid level in temporary HP
  • Speed 30 ft.; 30 ft. climb; 30 ft. swim (Reptile Form Only)

STR DEX
13 (+1) 14 (+2)

  • Senses Darkvision 60 ft.
  • Languages Understands all languages known but cannot speak
  • Amphibious (Reptile Form Only) The Druid can breathe both air and water.
  • Spider Climb (Arachnid Form Only) The Druid can climb difficult surfaces including upside down on ceilings without needing to make an ability check.
  • Enhanced Movement The Druid ignores movement restrictions caused by difficult terrain or webbing

Actions

Multiattack. Upon reaching 5th level, the Druid makes 2 Bite attacks, then makes 3 at 15th.

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5ft., one target. Hit 1d8 + Wisdom piercing + 1d8 poison, and the target is grappled (escape DC equals your spell save DC); while grappling, the Druid can't Bite another target.

Swallow. (Reptile Form Only) The Druid makes one bite attack against a medium or smaller target it is grappling. If the attack hits, the target is swallowed (until the Druid is no longer in this form). The swallowed creature is no longer grappled, but blinded and restrained, has total cover, and takes 10 (3d6) acid damage at the start of each of the Druid's turns.

Web (Recharge 5-6). (Arachnid Form Only) Ranged Weapon Attack: Your spell attack modifier to hit, range 30/60 ft., one creature. The Target is restrained by the webbing. As an action, the restrained target can make a Strength Check (DC equals your spell save DC bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, HP 5, vulnerable to fire, immune to bludgeoning, poison, and psychic damage)

Note: these forms require you to make a choice, you must choose when you enter the form and gain any abilities and actions specified for your form as well as those without a form specified.


Predator Form

Large, Huge (available at level 11), or Gargantuan (available at level 17) beast (your choice)


  • Armor Class 14 + PB (natural armor)
  • Hit Points x6 your Druid level in temporary HP
  • Speed 50 ft.

STR DEX
22 (+6) 12 (+1)

  • Senses Darkvision 60 ft.
  • Languages Understands all languages known but cannot speak
  • Charge If the Druid moves at least 20 ft. straight toward a target it may immediately make a Gore or Stomp attack against any creature that the Druid moved through the space of during that movement (no action required). On a hit, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Actions

Multiattack. The Druid makes 2 Gore or Stomp attacks, they make 3 upon reaching 15th level.

Gore or Stomp. Melee Weapon Attack: Your spell attack modifier to hit, reach 5ft., one target. Hit 2d10 + Wisdom piercing or bludgeoning damage (your choice) and the druid may make a grapple attempt using their bonus action if the creature is no larger than the Druid.



Elemental Form

Large elemental


  • Armor Class 14 + PB (natural armor)
  • Hit Points x8 your Druid level in temporary HP
  • Speed 40 ft.; 40 ft. burrow (Earth Only); 40 ft. Fly (hover) (Air Only); 40 ft. Swim (Water only)

STR DEX
18 (+4) 15 (+2)

  • Senses Darkvision 60 ft.
  • Languages Understands all languages know, Primordial, and can speak in its respective Primordial dialect.
  • Damage Resistances Acid (Water Only); Lightning and Thunder (Air Only); Bludgeoning, Piercing, and Slashing from Nonmagical attacks.
  • Damage Immunities Poison; Fire (Fire Only)
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

  • Amorphous Form (Air, Fire, and Water Only) The Druid can move through enemy's space or a gap as narrow as 1 inch wide without squeezing.
  • Earth Glide (Earth Only) The Druid can burrow through nonmagical unworked earth and stone. While doing so, the Druid doesn't disturb the material it moves through.
  • Fire Form (Fire Only) A creature that attacks the druid in melee takes 1d10 fire damage. They also take this damage if they start their turn sharing the druid's space or are hit by the druid.

Actions

Multiattack. Upon reaching 5th level, the Druid makes 2 Slam attacks, then makes 3 at 15th.

Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 5ft., one target. Hit 2d10 + Wisdom bludgeoning (Air, Earth, and Water Only) or fire (Fire Only) damage.

Beast Form
Level Beast Forms Available
2nd Scout or Hunter
4th Scout, Hunter, or Stalker
8th Scout, Hunter, Stalker, or Predator
10th (Moon Druid Only) Elemental

Circle of Dreams XGtE

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Dream Druids have improved healing.


Circle of the Land PHB

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.

Land Druids gain extra spells and can regain spell slots, they focus their spells on one land type.

Alterations
  • Circe Spells. You can swap out land types to a new one at the end of a long rest.
  • The following land types are available to you when you choose a land type:

Sky Circle Spells

Druid Level Spells
3rd Gust of Wind, Warding Wind
5th Fly, Wind Wall
7th Dimension Door, Freedom of Movement
9th Control Winds, Steel Wind Strike

Urban Circle Spells

Druid Level Spells
3rd Knock, Spider Climb
5th Sending, Tongues
7th Fabricate, Stone Shape
9th Creation, Passwall

Volcano Circle Spells

Druid Level Spells
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Fire Shield, Wall of Fire
9th Flame Strike, Immolation

Circle of the Moon PHB

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to hare 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.

Alterations
  • Circle Forms is replaced and instead grants your Wild Shape's attacks an additional damage die.
  • Primal Strikes counts for all of the new Wild Shape templates, including Elemental form.
  • For Elemental Form, you use the Elemental Template.

Moon Druids use their enhanced wild shape in combat and can use their spell slots to recover their health.

Circle of Scales HB

Inspired by the Circle of Scales from Mage Hand Press

Druids who join the Circle of the Scale hold dragons in higher esteem than all other works of creation. These druids believe, as many dragons do, that wyrms are perfect creatures, the pinnacle of all life brought into existence by the gods. Likewise, these druids aspire to perfect wyrmhood, and gradually become like dragonkind.

Circle of the Scale Druids can shift into a Draconic Form and spend spell slots to emit a breath weapon.

Circle of the Shepard XGtE

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Shepard Druids learn Sylvan and can communicate with beasts and can summon a spirit totem to boost their allies.

Circle of Spores TCoE

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi, the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Alterations
  • Halo of Spore Damage die is increased one die size
  • Set Symbiotic Entity to Bonus Action and it uses the Halo of Spores damage die on weapon hits.

Spores Druids gain a set of new spells, can sap the life out of those around them, and can use their wild shape to deal extra damage.

Circle of Stars TCoE

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Star Druids gain a star chart spellcasting focus, extra spells, and can use their Wild Shape to emanate power of a constellation.

Circle of the Verdant HB

Inspired by u/EmpyrealWorlds on reddit

Druids of the Circle of the Verdant are most at peace among the green wilds, tending to wildflowers blooms, sacred groves, vine-bound rainforests, and even seagrass plains dancing on the ocean floor. These druids fight fiercely to defend this life upon which all other life depends, and are protected and nurtured in return.

Verdant Druids can use their Wildshape to shift into a plant form, it has unique properties including regeneration and eventually casting in that form.

Circle of Wildfire TCoE

Druid within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

Alterations
  • Replace Plant Growth with Fireball from circle spell list.

Wildfire Druids gain a new set of fire and curative spells and can use their wild shape to summon an elemental spirit.


Fighter

The Fighter
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge
3rd +2 Martial Archetype
4th +2 Studious (1)
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Studious (2)
9th +4 Indomitable
10th +4 Ability Score Improvement, Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Studious (3)
13th +5 Indomitable (2 uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Studious (4)
17th +6 Action Surge (2 uses), Indomitable (3 uses)
18th +6 Martial Archetype feature
19th +6 Studious (5)
20th +6 Extra Attack (3)

Studious (Addition)

At 4th level, choose one Intelligence based skill, you gain proficiency with it, if you are already proficient, you gain expertise with the chosen skill instead. You gain an additional choice when you reach 8th, 12th, 16th, and 19th level.

Ability Score Improvement (Replacement)

You gain a Bonus Martial Ability Score Increase when you reach levels 6, 10, and 14.

Indomitable (Enhancement)

When you use this feature, you can reroll the saving throw as a Constitution saving throw.

Fighter Archetypes

The following subclasses are available to 3rd level Fighters:

Adventurer HB

Tweaked version of ElementCT on DnD Beyond

An Adventurer's philosophy is to always be prepared. They know that dungeons, the road, and wilderness are dangerous places to tread so they makeshift the right item for any situation. While Artificers specialize in item infusion and artifice, adventurers tend to be more mundane tying together scraps they find on the trail.

Adventurer Fighters can create adventuring gear, improvised weapons, and consumable magic items during a short rest to use during their adventuring day.

Arcane Archer XGtE

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic—infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Alterations
  • Remove the restriction that your arcane shots must be used with magic arrows or with specific bows.
  • Your arcane shot has a number of uses equal to your proficiency bonus.
  • Work with your DM to develop a new signature type of arcane shot such as: Kinetic Arrow (You weave evocation magic into this arrow, causing it to exert extreme magical force when it hits the target. This arrow deals 2d6 extra bludgeoning damage. The target must make a Strength saving throw or be pushed up to 15 feet back and be knocked prone.)


Arcane Archers gain a cantrip and can fire special magical arrows.

Battle Master PHB

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weapon smithing 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 Masters gain special maneuvers to use in combat.

Bond Forger HB

Every fighter knows the power that comes with a good weapon. But the Bond Forger, takes this understanding to a new level. They form a mystical bond with a single specific weapon which becomes empowered while they wield it. These fighters can swap the weapon they bond to over time as they grow more powerful and collect powerful artifacts from their adventurers.

Bond Forger Fighters gain Firearms proficiency, a tool kit, and can apply passive enhancements to a single weapon.

Bulwark HB

Fighter’s that train under the Archetype of the Bulwark learn to use their shield offensively as well as defensively.

Bulwarks use their shields as a weapon and gain resilience against deadly effects.

Cavalier XGtE

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner.

Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Cavaliers gain a skill and language and can better use mounts in combat.

Champion PHB

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.

Alterations
  • You gain an additional Fighting Style at 3rd level.

Champions gain increased chance to crit in combat.

Daredevil HB

All adventurers are inherently risk tolerance individuals, but daredevils are the pinnacle of the bunch. They tend to fight up close and personal with melee weapons and often employ elevation to get the drop on their foes when surprise is an option. These adrenaline junkies seek the thrill of taking down deadly foes and the glory of victory when just in the reach of death and defeat.

Daredevil Fighters perform risky stunts in combat, that can swing a fight to their side if successful but might put them in danger if they fail.

Eagle Warrior HB

Eagle Warriors either capture or are gifted an eagle to raise as their own from a young age, they are bound together with a powerful ritual that connects them for the life of the Eagle Warrior. These warriors are trained alongside these loyal companions; many nobles are drawn to the ranks of the Eagle Warriors. Once their companion grows large enough in size, they join in mounted battle to bring swift ends to their foes.

Eagle Warriors gain a eagle companion that can aid them in combat eventually growing large enough for mounted combat.


Echo Knight EGtW

A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Echo Knights create a duplicate of themselves from a new timeline, which can be used to make attacks with.

Eldritch Knight PHB

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Alterations
  • You can change the spell list restrictions to other schools and even to any of the full caster classes, swapping your spellcasting ability to match.

Eldritch Knights gain minor spellcasting and can summon their weapon.

Gunslinger

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. However, some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals unlocked the secrets of controlled explosive force. The few who survive these trivals of ingenuity may become the first to create, and deftly wield, the first firearms.

Alterations
  • Ignore the Firearms section of the document, using the ones in this document instead.
  • Lightning Reload lets you ignore the loading and misfire properties of firearms and reload weapons with no action required.

Gunslingers gain the use of firearms. This subclass is found in the Fighter Archetype - Gunslinger document.


Mentor HB

Most warriors have been in the role of trainee at some point in their journey, now is the time that they take up an apprentice of their own to pass on the knowledge and skill that they have obtained. Mentors find those brimming with potential and pour out their training to ensure nothing is lost with you. There is no shortage of followers capable of learning, but only the bravest and boldest are willing to adventure alongside these dangerous heroes.

Mentors gain a sidekick follower and can synergize their combat strategy with this apprentice.

Psi Warrior TCoE

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi -infused weapon strikes, telekinetic lashes, and barriers of mental force.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked in under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both a weapon and shield.

Psi Warriors use their Psi Energy die to empower their offense, defense, and movement.

Pugilist HB

Inspired by Benjamin Huffman’s Pugilist Class

Pugilists are bare knuckle brawlers and street fighters, unlike other martial adventurers, they eschew the usual weapons and throw down with just their fists and feet. What greater feat is it than to take on a dragon, zombie hoard, or a god with no weapons and no magic, just your raw power and the will to win.

Pugilists gain support to fight unarmed and can choose between stances during combat.

Purple Dragon Knight SCAG

A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some ores and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Alterations
  • Ignore the restriction of Knights only.
  • New Class Feature: Commander's Presence - When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature within 60 feet that can see or hear you. That creature can immediately use its reaction to make one weapon attack.
  • Rallying Cry - Can be activated either as a bonus action or when you use the Second Wind feature. Either way, it refreshes when you complete a short or long rest.

Purple Dragon Knights can command and bolster their allies. This subclass is found in the Sword Coast Adventurer's Guide (SCAG).

Rune Knight TCoE

Rune Knights enhance their martials prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Rune Knights gain Smith's Tools and can use them to forge runes into their equipment that give unique bonuses; they can also increase their size.

Samurai XGtE

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.

Alterations
  • Fighting Spirit now grants temporary hit points equal to your fighter level and it can be used a number of times equal to your proficiency bonus each day.
  • You gain the skill and language from bonus proficiencies.

Samurai gain a skill, language, and can give themselves advantage on attacks and temporary health.

Tactician HB

Fighters are often seen as the most intelligent martials, if so, then the Tacticians are the pinnacle of intelligence. These fighters use their wit rather than brawn to defeat their foes and as time passes in a fight, they grow more deadly as they watch the defenses of their enemies. They prefer to use lighter weapons and armor so they can easily apply their strikes to an enemy's weak point.

Tactician Fighters can study a target's defenses to use their Intelligence modifier for attack and damage rolls and can choose to gain a bonus to their AC or critical range at the end of each turn.


Thrower HB

Fighters that train under the Thrower Archetype, find that keeping distance between them and their foes provides the greatest advantage on the battlefield. They gain special benefits and abilities when throwing their weapons from a distance.

Throwers gain extra skills and can use thrown weapons better than most.


Magus

The Magus are commonly known by many others names such as Arcane Warriors, Gish, Spellblades, or War Mages. They seek to weave martial combat with their arcane practice and are just as deadly with a blade than they are with their magic. These magic-martials can channel mana to fuel their weapon combat as well as their spell slinging.

The Magus is a 1/2 pact caster with cantrips that gains basic martial features like a fighting style and extra attack. They also gain ways to weave magic into their martial combat.

Homebrew Class

The Magus is a homebrew class of my own design to fill a gap between the class designs and open up for more "gish" style characters. Since this is a homebrew class that will be play-tested by you, it may need power-level adjustments either up or down. Please work with me to get this class perfect.

The Magus class is available in its own PDF supplement, called the "Magus Class Compendium"

Magus Focuses

The following subclasses are available to 3rd level Magus:

Channeler

Channelers focus on training their magic and mana rather than their martial skills. They can cast more and more powerful spells that other Magus and can channel their mana to ensure those spells land successfully.

Magus Channelers gain a special spell slot that grows one level higher than their pact magic slot they can use to cast spells above their normal maximum and can use their mana pool to decrease enemies saves against their spell.



Jumper

A Magus that follows the Focus of the Jumper, uses their powers to step between realms, trasposing themselves across great distances with ease.

Jumpers gain the ability to forgo their movement to teleport instead and gain features that help them to teleport frequently in combat.

Mystic

A Magus that takes the Mystic Focus directs their training on the mind, gaining psioic powers. They use these psionics to defend themselves and strike back at their foes.

Mystics can deal additional psychic damage on their spells and cast them subtly using psionics and gain resistance to psychic damage and a skill, tool, and language proficiency.

Red Mage

A Magus that focuses as a Red Mage gains some control over blood magic. They can use their own vitality as an additional pool of mana as well as enchance their offense and defense. By far the least common type of Magus found both because the art of hemomancy is often forbidden or lost and its practitioners are less likely to survive.

Red Mages can spend hit dice in place of their mana dice at the cost of health, gain AC as they take damage, and can grant a magical bonus to their bonded weapon.

Shadowshaper

Shadowshaper Magus use their mana to control the very darkness, crafting it to their benefit. They shape the darkness to hide their movements both in an out of combat, using it to conceal their movements and blind their foes.

Shadowshapers gain special darkvision that lets them see through even magical darkness, can hide quickly in darkness, and can even share their darkvision with others.

Spellsword

A Magus with the Spellsword Focus trains even more extensively to develop their martial prowess. They use their magic & mana pool to empower their combat and can seemlessly weave the two methods together.

The Spellsword gains Medium Armor, Firearms, can bond with a two-handed weapon or a pair of weapons, and can use their Mana Pool to smite their foes.

Summoner

As a Summoner Magus, you draw the attention of an elemental familiar with your mana manipulation. You and this creature form a symbiotic relationship to travel together as it feeds of the residual magical energy you leave in your wake and it provides scouting and companionship. You have seen the power in using summons to fight in your stead and you have learned to use your mana and magic to empower these creature to fight in your stead.

Summoners gain a more powerful familiar and can protect their allies and summons from a distance using their mana pool.

Syphon

The Syphon is a unique Magus that feeds off the magic of casters they fight and can even pour out excess mana to their allies. The Syphon eventually grows into a magical singularity that can absorb nearly endless magic. Due to their special control over spellcasters, they often find work as mages hunters.

The Syphon Magus can regenerate spells slots when they avoid enemy spells and can more easily break the connection of spellcasters to the weave.

Monk

The Monk
Level Proficiency Bonus Martial Arts Unarmored Movement Ki Points Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 +10 ft. 4 Dedicated Weapon, Ki, Unarmored Movement
3rd +2 1d4 +10 ft. 5 Deflect Missiles, Ki Fueled Strikes, Monastic Tradition
4th +2 1d4 +10 ft. 6 Quickened Healing
5th +3 1d6 +10 ft. 8 Extra Attack, Focused Aim, Stunning Strike or Martial Strike
6th +3 1d6 +15 ft. 9 Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 +15 ft. 10 Evasion, Stillness of Mind
8th +3 1d6 +15 ft. 11
9th +4 1d6 +15 ft. 13 Unarmored Movement Improvement
10th +4 1d6 +20 ft. 14 Ability Score Improvement, Purity of Body
11th +4 1d8 +20 ft. 15 Monastic Tradition feature
12th +4 1d8 +20 ft. 16
13th +5 1d8 +20 ft. 18 Extra Attack (2), Tongue of Sun and Moon
14th +5 1d8 +25 ft. 19 Diamond Soul
15th +5 1d8 +25 ft. 20 Timeless Body
16th +5 1d8 +25 ft. 21
17th +6 1d10 +25 ft. 23 Monastic Tradition feature
18th +6 1d10 +30 ft. 24 Empty Body
19th +6 1d10 +30 ft. 25
20th +6 1d10 +30 ft. 26 Perfect Self

Bonus Proficiencies (Enhancement) HB

Monks gain proficiency with chakram, hook swords, rope darts, and improvised weapons; they also count as monk weapons.

Martial Arts (Enhancement) HB

You gain the benefits of this feature while you are unarmed or wielding only monk Weapons and you aren't wearing heavy armor or wielding a Shield. Your unarmed strikes and monk weapons gain the finesse property.

Dedicated Weapon (Addition) TCoE

When you reach 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your Ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet the following criteria:

  • It must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Ki (Enhancement) HB

Monks gain a bonus number of Ki points equal to their proficiency bonus. The maximum number of points you can spend on a single use is equal to your monk level.

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.

Ki-Fueled Strikes (Addition) TCoE

Once you reach 3rd level, if you spend 1 or more Ki points as part of your action on your turn, you can then immediately make one attack with an unarmed strike or monk weapon as a bonus action before the end of the turn.

Quickened Healing (Addition) HB/TCoE

At 4th level, as an action, you can spend 1 Ki point to roll your martial arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Focused Aim (Addition) HB/TCoE

Upon reaching 5th level, when you make an attack roll with disadvantage, you can spend 2 Ki points to make all of your attacks this turn without having disadvantage.


Martial Strike (Option) HB

5th level monk feature, replaces Stunning Strike

You learn a number of martial maneuvers equal to your proficiency bonus. At the end of a long rest, you can replace one maneuver you know with another from the battlemaster list. Once per turn, when a maneuver is normally triggered (on a hit or an incoming attack), you can spend one ki point to gain and immediately use a superiority die that's size is equal to your martial arts die. You use your Ki save DC for any saving throws that these maneuvers trigger.

Monastic Training (Addition) HB

When you reach 8th level, and again at 12th, 16th, and 19th level, you can choose one language, skill, tool, or weapon to gain proficiency with.

Ability Score Improvement (Replacement) HB

You gain a Bonus Martial Ability Score Increase when you reach level 10.

Extra Attack (Enhancement) HB

The number of attacks increases to three when you reach 13th level in this class.

Timeless Body (Enhancement) HB

At 15th level, while out of combat, you are always considered to be resting. You can still only benefit from one long or night's rest per 24-hour period.


Perfect Self (Replacement) HB

At 20th level, when you start your turn and have no Ki points remaining, you regain 1 Ki point.

Monk Traditions

The following subclasses are available to 3rd level Monks:

Way of the Animal HB

Followers of the Way of the Animal train to master each animal style and begin to take on traits of that animal.

Animal Monks learn to make attacks when taking other actions in combat and gain advantages when using Ki on their Monk abilities.

Way of the Ascendant Dragon FToD

The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

Alterations
  • Wings Unfurled now lasts until the end of your next turn. You can keep it going if use your Step of the Wind again to keep them unfurled for up to 1 minute.

Ascendant Dragon Monks gain a breath weapon, powers of Dragon speech, and can deal elemental damage.

Way of the Astral Self TCoE

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their Ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.

Alterations
  • Awakened Astral self has been reworded to work with the enhanced Extra Attack feature.

Astral Monks can use their Ki to transform their appearance to gain reach and force damage with their unarmed strikes.

Way of the Drunken Master XGtE

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Alterations
  • Drunken Technique now give the benefits of the Dodge action when you use Flurry of Blows instead of the Disengage action.

Drunken Masters gain Performance and Brewer's Supplies proficiencies as well as increase their speed and boost their defense when they use Flurry of Blows.

Way of the Falling Star HB

Monks that follow the Way of the Falling Star move through the skies and leap across the battlefield in a blur striking their enemies with the force of a shooting star.

Way of the Falling Star Monks can jump using their Dexterity score, jump with a running start, avoid falling damage, gain advantage when they descend next to an enemy.

Way of Flowing Ki HB

The followers of the Way of Flowing Ki master the feel of Ki flow in those they can touch, they choose to fight in close quarters often with grappling.

Flowing Ki Monks gain abilities based around grappling in combat and can learn about their grappled opponents.

Way of the Four Elements HB/PHB

You follow a monastic tradition that teaches you to harness the elements. When you focus your Ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their Ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Alterations
  • This subclass has been overhauled in the homebrew subclass options document.

Four Elements Monks gain the elemental control cantrips and can cast elemental spells using spellslots. This subclass appears in the Player's Handbook (PHB) but instead use the changes found on the following page.

Way of the Gelatinous Disciple HB

Courtesy of Tulok the Barbarian on Youtube


Monks of the Way of the Gelatinous Disciple study and mimic oozes, occasionally taking on their terrifying aspects. They sacrifice the usual quick speed of monks for resilience on the battlefield and flow through battle with an eerie crawl. Not all who follow this tradition are inspired by the oozes, some simply wrestle like the great sumo or move effortlessly like a contortionist.

Gelatinous Disciple Monks gain resistance to nonmagical physical damages, and can trade extra movement speed for health, eventually punishing those that attack or retreat from them, and special movement options.

Way of the Immortal HB

Monks that follow the Way of the Immortal know that the body is merely an extension of your true self and that upon reaching enlightenment, your soul can live on even when the body is destroyed and can perfect that body to exist infinitely. They practice with psionic powers to protect themselves and can leave a psychic mark on their enemies to prevent them from attacking their allies. Eventually, the Immortal Monk can prevent their body from aging and they no longer require food, drink, sleep, even air.

Way of the Immortal Monks gain additional hit points and regenerate temporary hit points every round. They can also mark the target of their attack to discourage them from attacking their allies.

Way of the Kensei XGtE

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Alterations
  • Ignore the restriction of the Kensei weapons you select lacking the Heavy or Special property.
  • Gains proficiency with Firearms

Kensei Monks use weapons in their combat as well as unarmed strikes.

Way of the Long Death SCAG

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.

Alterations
  • You regain 1 Ki on activating your Touch of Death feature

Long Death Monks gain temporary health when they drop foes in battle.

Way of Mercy TCoE

Monks of the Way of Mercy learn to manipulate the life forces of other to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, preventing themselves as the faceless bringers of life and death.

Mercy Monks gain the ability to heal & harm others using their Ki and proficiency in 2 skills and a tool.

Way of the Mind's Eye HB

Tweaked version of u/Sensitive_Coyote_865 on Reddit

Monks of the Way of the Mind's Eye shed the illusion of sight and view the world as it is truely meant to be seen. The martial artist train to see without their eyes, either blindfolding themselves or seeking this training due to their lack of sight.

Mind's Eye Monks gain blindsight and can avoid incoming attacks.

Way of the Mountain HB

Monks of the Way of the Mountain know the power in stillness; they dedicate themselves to the martial art of resilience. They train their bodies to withstand punishment and rebuke their foes with crippling blows.

Mountain Monks use Strength rather than Dexterity for their attacks and defense.

Way of the Open Hand PHB

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.

Alterations
  • Tranquility now refreshes after a short or long rest.

Open Hand Monks cause extra effects on flurry of blows.

Way of Shadow PHB

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 members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Alterations
  • You can cast each of the spells granted by the Shadow arts feature once without providing Ki, once you have cast it in this way you must complete a long rest before you can do so again.
  • Shadow Step, no longer requires you to be able to see the space you teleport into (you can teleport into darkness).

Shadow Monks learn minor illusion cantrip and can cast stealth spells using Ki points.


Way of the Spirits HB

Inspired by u/TheycallmeStaggs's Way of the Spirits

Monks of the Way of the Spirits have aligned their Ki to a spirit that has yet to pass on to the afterlife. These monks can channel this connection to summon this spirit into an ethereal form.

Way of Spirit Monks can use their Ki to summon a spirit ally to fight alongside them in combat.

Way of the Sun Soul XGtE

Monks of the Way of the Sun Soul learn to channel their own 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.

Alterations
  • After the attack action, you can make a Radiant Sun Bolt strike as a bonus action.
  • You can use the Searing Arc Strike feature without expending any Ki, only providing Ki to upcast the spell.
  • Searing Sunburst lets you cast Fireball proficiency times per day.

Sun Soul Monks fire bursts of radiance from their hands in place of their unarmed strikes.

Way of the Weavecutter HB

While all monks are capable of disabling enemy spellcasters with their swift speed, quick attacks, and ability to incapacitate their foes, Way of the Weavecutter monks are specifically trained to combat spellcasters. These monks often find themselves watching over mages, perhaps as protection for a mage school or as a prison guard ensuring capture mages don’t escape. These monks use a bit of arcane magic alongside their martial training and ki mastery to hone this ability.

Weavecutters gain the arcana skill, a dispelling strike using their Ki, can use deflect missiles against magic, and can focus their fists in to magic missiles; later gaining special defenses against magic.

Paladin

The Paladin
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite 2
3rd +2 Channel Divinity, Divine Health, Sacred Oath 3
4th +2 Divine Gaze 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath feature 4 3
8th +3 Divine Delegate (1) 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 Divine Delegate (2) 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
15th +5 Channel Divinity (2/rest), Sacred Oath feature 4 3 3 2
16th +5 Divine Delegate (3) 4 3 3 2
17th +6 4 3 3 2 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Divine Delegate (4) 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

Divine Smite (Enhancement)

If you have the Archery, Thrown, or Unarmed Fighting Style, you can use your divine smite class feature or any "smite spells" you cast on those respective weapons.

Channel Divinity (Addition) TCoE

At 3rd level, you gain an additional option to spend your Channel Divinity on, other than the options granted by your Oath.

Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain 1 expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded-up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Divine Gaze (New) HB

When you reach 4th level, your sight if further enhanced with divine power, when you use of your divine sense feature, you can do so as a bonus action on your turn. When you do so, you gain the benefits of the search action, and you gain an additional benefit that you choose when you gain this feature:

  • Alignment. You learn the alignment position as it pertains to law vs chaos (not good vs evil) of a humanoid creature in range.
  • Domain. You learn the divine domain allegiance that a sentient creature within range has, if any.
  • Life. You learn if a living creature in range has any failed or successful death saving throws.
  • Nature. You learn the demeanor towards you of any beast or plant creatures in range (hostile, neutral, or friendly).
  • Plane. You learn the plane of origin of an extraplanar creature within range and learn the planar connection of any planar portal in range.

Extra Attack (Enhancement) HB

You can use your Lay on Hands feature in place of one of your attacks from the attack action.

Divine Delegate (Addition) HB

When you reach 8th level, and again at 12th, 16th, and 19th level, you gain proficiency in a language of your choice.

Channel Divinity (Enhancement) HB

Starting at 15th level, you can use your Channel Divinity twice between short rests.

Paladin Oaths

The following subclasses are available to 3rd level Paladins:

Oathbreaker DMG

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 come an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.

Oathbreakers can control undead and cause fear to those around them.

Oath of the Ancients PHB

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.

Ancients Paladins can channel divinity to restrain nearby foes or turn nearby fey and fiends.

Oath of Awakening HB

Tweaked version of the Oath of Awakening

Paladins of the Oath of Awakening channel their divine power into a psionic connection to their dream selves. These paladins seek knowledge in the hopes that the sharing of that knowledge might better the world. While other psionic beings focus on training the mind to manifest their abilities, these paladins channel psionic abilities through a connection to the Dream World. Sometimes called Dream Warriors, silver knights, or seekers of the Silver Key, paladins who swear this oath often are protectors from the aberrations that creep out of the dream world into the waking world.

Oath of Awakening Paladins can channel divinity to avoid failure and emit an aura of mental resilience that protects from psychic damage and incapacitation.

Oath of Conquest XGtE

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Conquest Paladins can channel divinity to cause fear or boost the accuracy of one of their attacks.

Oath of the Crown SCAG

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.

Alterations
  • Divine Allegiance: Starting at 7th level, when a creature within 5 feet of you is the target of an attack roll or required to make a saving throw that you are not also subject to, you can use your reaction to intercede on the incoming effect. The incoming attack or saving throw now targets you instead. You take any damage or other effects as normal depending on the attack roll or saving throw result.

Crown paladins can channel divinity to prevent enemies from fleeing or bolster the health of their allies.


Oath of Devotion PHB

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good.

They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Alterations
  • Sacred Weapon Channel Divinity & the Holy Nimbus capstone feature each can be activated as a bonus action.

Devotion Paladins can channel divinity to bless their weapon or turn nearby fiends and undead.

Oath of the Divine HB

Oath of Divine Paladins swear an oath to a god, church, or religious organization to serve their interests, protect them from enemies, or spread their influence. Some call these paladins crusaders, templar, or war priests. Only the most powerful of clerics can rival these warriors with their great works of divine power.

Divine Paladins gain cleric spells and cantrips, can turn fiends, and emit an aura of healing.


Oath of the Dragonguard HB

Paladins that take the Oath of the Dragonguard are often watcher's over a city or town to keep an eye on the horizon for an attack by a dragon. These holy warriors have trained to produce elemental protections to best fight the dragonkin. They have developed these skills to have the best chance to slay such beasts.

Dragonguard Oath Paladins can use their channel divinity to help creatures break from fear or empower their jumps and project an aura that protects your allies from elemental damage.

Oath of the Eternal Flame HB

Most Paladins invoke radiance to both heal & smite, but those that take the Oath of the Eternal Flame burn much brighter. They use this flame within them to shine a light into the dark world and provide warmth to those they hold closest.

Oath of the Eternal Flame Paladins can use their channel divinity to either shield an ally overtime at the cost of some damage or bring down a beam of light to damage and blind enemies; eventually they emit an aura of warmth that protects allies from several damage types.

Oath of Freedom HB

(courtesy of Greatzilla found at DnD Beyond):

The Oath of Freedom is a pledge to bring freedom to those oppressed by the ruling powers. When the powerful seek to control every aspect of their citizens' lives, paladins of this oath rise up to free the people from their chains.

Freedom Paladins can channel divinity to end conditions that hold down allies or curse foes with taking some of the damage they deal.

Oath of Glory TCoE

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through their deeds of heroism. They train diligently and encourage their companions so they're ready when destiny calls.

Glory paladins can channel divinity to gain advantage on physical checks or boost the health of allies after you smite.

Oath of the Hunter HB

Those that take the Oath of the Hunter channel their divine power and smites from a distance through ranged weapons.

Hunter Paladins can use firearms or ranged weapons and channel divinity to mark their foes or empower a ranged weapon.

Oath of Penance XGtE

Inspired by u/Jimbagarooatron on Reddit

While most paladins stand in the light, the Oath of Penance Paladin is crawling out of the darkness of their past. Many of these paladins had an evil past and have taken this oath to atone from those deeds by punishing themselves. Penance paladins believe that self deprecation will redeem them from their dark past.

Oath of Penance Paladins gain features related to taking damage and conditions from allies and punishing enemies that attack them.

Oath of Redemption XGtE

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such fees, 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.

Alterations
  • Emissary of Peace grants its bonus to all Charisma checks for the duration, not just Persuasion.

Redemption Paladins can channel divinity to boost their persuasion or rebuke attackers.

Oath of the Templar HB

Inspired by FallenPhoenixIV on dndbeyond

Paladins that have taken the Oath of the Templar seek to protect the world from the dangers of the arcane. Sometimes they are guards of magical universities, defeating the evils unleashed by arcane accidents while other times they are roaming hunters, chasing down apostate mages using forbidden magics. In either case, these paladins use divine and arcane magic along with their martial prowess to slay those that oppose their beliefs.

Templar Paladins gain arcane blocking abilities to better fight mages and creatures summoned by them.

Oath of the Valkyrie HB

Courtesy of u/Gilldreas on Reddit

The Oath of the Valkyrie calls to paladins who seek to enforce the transitions of souls to the afterlife. While most Paladins have some form of dislike for the undead, Valkyries hate them with a fiery fury, despising them for defying the natural transition.

Valkyries are legendary warriors, sworn to serve a god with dominion over life, death, or the transition between them. They are relentless soldiers of their deity who would rather die in a grand battle than safe in their beds. The most powerful Valkyries are known for being defenders of the natural order who ride upon pegasi or griffin, dispensing judgement and maintaining the life cycle as it was intended.

Valkyrie Paladins specialize in protecting their allies and the world from undead and fighting to the death.


Oath of Vengeance PHB

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turn 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.

Vengeance Paladins can channel divinity to cause fear or gain advantage on attacks against one foe.

Oath of the Watchers TCoE

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

Paladins who follow the Watcher's oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surrounding is as natural as wearing armor in battle.

Watcher paladins can channel divinity to turn otherworldly creatures or grant allies' advantage on mental saving throws.


Ranger (Replacement) HB

The Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Explorer, Survivor
2nd +2 Fighting Style, Mark Prey, Spellcasting 2
3rd +2 Ranger Conclave, Vanish 3
4th +2 Rover 3
5th +3 Extra Attack 4 2
6th +3 Land's Stride 4 2
7th +3 Ranger Conclave feature 4 3
8th +3 Camp Capable (1) 4 3
9th +4 4 3 2
10th +4 Survivor Improvement 4 3 2
11th +4 Ranger Conclave feature 4 3 3
12th +4 Camp Capable (2) 4 3 3
13th +5 4 3 3 1
14th +5 Feral Senses 4 3 3 1
15th +5 Ranger Conclave feature 4 3 3 2
16th +5 Camp Capable (3) 4 3 3 2
17th +6 4 3 3 2 1
18th +6 Blindsight 4 3 3 3 1
19th +6 Camp Capable (4) 4 3 3 3 2
20th +6 Foe Slayer 4 3 3 3 2

Ranger Class Rework

Use the Versatile Ranger, created by u/regularabsentee instead of the base Player's Handbook Ranger or the optional class features from TCoE. The class comes with reworked versions of the 5e ranger archetypes and several new archetypes, other official ranger conclaves not reworked in the supplement are compatible with this version of the class.

Roving (New) HB

When you reach 4th level, your walking speed increases by 5 feet and you can choose to gain a climbing speed or swimming speed equal to your walking speed.

Extra Attack (Enhancement) HB

Starting at 5th level, you can cast one of your spells in place of one of your attacks from the attack action. Spells cast in this way cannot be a higher level than 1/2 your proficiency bonus (rounded-down).

Camp Capable (New) HB

Once you reach 8th level, and again at 12th, 16th, and 19th level, you gain one tool proficiency of your choice.


Ranger Conclaves

The following subclasses are available to 3rd level Rangers:

Archeologist Conclave HB

Tweaked version of Wyll Hood's Archeologist Conclave

The first and often last lesson that these rangers learn is that if you want to study ancient tombs and forgotten mysteries, first you have to survive them. These hands-on researchers rely on their magic to give them the edge they need when a trap is sprung or monster disturbed.

Archeologist Rangers are expert dungeon delvers, gaining a bonus proficiency, expertise, can identify written script, and when on the back foot gain extra spell power.

Beast Master Conclave

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Master Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Alterations
Primal Companion Options TCoE

Choose your Beast Master Ranger or your Circle of the Alpha Druid companion from the Primal Beast stat blocks on the following page.


Beast of the Land

Medium Beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of hit dice (d8s) equal to your ranger level)
  • Speed 40 ft., Climb 40 ft.

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

  • Senses Darkvision 60 feet, passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The target creature must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack to hit, reach 5 feet., 1 target. Hit 1d8 + 2 + PB slashing damage.


Beast of the Sea

Medium Beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of hit dice (d8s) equal to your ranger level)
  • Speed 5 ft., Climb 60 ft.

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

  • Senses Darkvision 60 feet, passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus






Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack to hit, reach 5 feet., 1 target. Hit 1d6 + 2 + PB piercing or bludgeoning damage, and the target is grappled (escape DC equals your spell save DC). Until the grapple ends the beast use the attack on another target.


Beast of the Sky

Small Beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your ranger level (the beast has a number of hit dice (d6s) equal to your ranger level)
  • Speed 10 feet, Fly 60 feet

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses Darkvision 60 feet, passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 feet., 1 target. Hit 1d4 + 3 + PB slashing damage.

Beast Masters gain an animal companion that fights alongside them in battle. This subclass is found in the Versatile Ranger supplement.

Bounty Hunter Conclave

Some rangers use their skills to track down and apprehend criminals or fugitives. These rangers may be detectives fighting the good fight, or mercenaries in it for the coin - but those who choose to specialize in hunting humanoids choose the Bounty Hunter Conclave. Bounty hunters excel at locating and apprehending their enemies, especially those who thrive in the shadows of urban environments. In order to survive their dangerous their line of work, a bounty hunter's sense of perception and skills at investigating have developed to be razor sharp.

Bounty Hunters gain proficiency or expertise in Investigation, advantage on Insight checks, and can disarm targets in combat. This subclass is found in the Versatile Ranger supplement.

Crusader Conclave

Where paladins are holy defenders, crusaders prefer the offensive, taking the fight to the fiends themselves. Crusaders are often seen traversing through Abyss-infected badlands to close otherworldly portals, or sneaking past hordes of undead to kill their reanimator. Those in this conclave follow no oaths, but instead find strength in their ire against creatures of unnatural origin.

Crusaders typically work in service of a church or deity, though those in the employ of evil forces prefer to hunt agents of good instead.

Alterations
  • Divine Ire can be used again by spending a 1st level slot.

Crusaders can deal extra damage to and gain bonuses involving celestials, fiends, and undead. This subclass is found in the Versatile Ranger supplement.

Drakewarden Conclave FToD

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Alterations
  • Conclave Spell list is added to match other subclasses.

Conclave Spells

You gain the following spells at the ranger level listed

Drakewarden Spells
Ranger Level Spells
3rd Absorb Elements
5th Dragon's Breath
9th Elemental Weapon
13th Polymorph
17th Dominate Person

Drakewardens gain a fighting dragon companion.


Earthshaker Conclave HB

The mighty earthquake is one of nature’s most destructive disasters. You harness the power of the earth and force your foes to their knees. Earthshaker Conclave Rangers often protect more rocky locations rather than wooded; like a mountain, cave, or ancient ruined structure. Earthshaker Rangers gain heavy armor proficiency and can cause localized tremors beneath their foe that causes difficult terrain and can knock them prone.

Elemental Marksman Conclave HB

Elemental Magic is usually tied to the arcane practitioners, but there is nothing more natural than death by the elements of the world. Elemental Marksmen weave this magic into their combat and weapons to strike down their enemies. These techniques are tied to ancient elven archer mages that developed the means to infuse weapons with elemental damage for a shirt time with ease, but most who can command the elements and can wield a bow strive to unite the two into a fitting and deadly combination.

Elemental Marksmen can infuse a weapon they are holding with extra elemental damage and gain wizard cantrips.

Fey Wanderer Conclave TCoE

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate, the magic spring you swam in, or some other auspicious event. However, you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for feat in the mirth of the feat and dreadful in their fury.

Fey Wanderers can deal extra psychic damage with their weapons and gain bonuses related to Charisma skill.

Gloom Stalker Conclave

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Gloom Stalkers gain a bonus to their initiative, an extra attack on their first turn, and extended Darkvision. This subclass is found in the Versatile Ranger supplement.

Harvester Conclave HB

Rangers of the Harvester Conclave gather poisonous plants, animal venom, and other dangerous ingredients through their travels to strike down their prey. They can easily apply these poisons in combat are especially equipped to defend against poisons from their knowledge and preparation. Since many monsters of the world can avoid poisons, they even learn to develop ways around these resiliencies to attack the mind and body alike.

The Harvester conclave ranger gains proficiency with the nature skill & poisoner's kit and can apply poisons to their weapon attacks that deals damage and poisons the target on hit.


Herbalist Conclave

Herbalists have learned to extract the magical properties of plants and nature in order to create potent mixtures that can aid allies and injure foes.

Alterations
  • Mixtures can be used with the Use an Object action, which means they take an attack from the attack action once you gain Extra Attack

Herbalists gain proficiency or expertise with the herbalist kit and can use it to create special mixtures. This subclass is found in the Versatile Ranger supplement.


Horizon Walker Conclave

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 that work to preserve life and the order of the planes.

Horizon Walkers can detect the closest portal to another plane and can mark a target to deal extra force damage to it. This subclass is found in the Versatile Ranger supplement.

Mageslayer Conclave

The mageslayer is a hunter specializing in finding and fighting magic-users. A mageslayer could be one born into a culture of fearing and vilifying arcane magic, a knight striving to defeat masters of the occult who plague the innocent, or a bounty hunter who people know to hire when they have a wizard problem. Whatever their origin, those who choose the mageslayer's conclave learn to defend against a spell-user's arcane assaults and disable their defenses to secure the kill.

Mageslayers can deal extra damage to and disable mages from casting spells; they also have advantage on checks and saves involving illusions. This subclass is found in the Versatile Ranger supplement.

Mariner Conclave HB

Courtesy of DNDBlue on GM Binder

Mariner Rangers have traveled the high seas, the crashing shores, or the ocean depths. They have shaped their nature magic to command these waters and bring down the tides on their enemies.

Mariner Rangers gain a swimming speed, tools, a Cantrip, and can deal extra damage on their turn.

Monster Hunter Conclave

There are many reasons a ranger will take on the mantle of a Monster Hunter: they may have accepted their role as the barrier between civilization and wild monsters, they may enjoy the abundant rewards that hunting rare but deadly beasts and monstrosities bring, but many hunters simply live for the thrill of the hunt. Monster Hunters are fierce predators that have mastered pinpointing and taking advantage of their foes’ weaknesses to bring them down.

Monster Hunters deal extra damage to damaged targets and can learn about targets by observing them. This subclass is found in the Versatile Ranger supplement.

Nomad Conclave

Some rangers are tireless wanderers, with a hunger for exploring the world and traveling to new places. Explorers who take to the Nomad Conclave are hardened adventurers who have no true home, always on the move towards distant lands and exotic locations.

Nomads have increased walking speed and can disengage as a bonus action. This subclass is found in the Versatile Ranger supplement.

Shaman Conclave

Some rangers attempt to attune further with the magic of the wilds. They learn to harness the raw magic at work in the world and use it to protect the wilderness from those who would threaten it. Some shamans use their magic to bring harmony between civilization and the wilderness, while others see themselves fully as extensions of nature, as much part of it as the trees of the forest or the beasts within.


Alterations
  • Shamanic Focus lets you attack with your Wisdom instead of Strength or Dexterity.
  • Nature's Fury now grants an extra spell slot of each level you have slots + one higher than you normally can access.

Shamans learn druid cantrips and can ritually cast spells; also gaining the use of some weapons as a spell focus. This subclass is found in the Versatile Ranger supplement.


Swarmkeeper Conclave TCoE

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of natural spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Others Swarmkeepers enjoy building vibrant communities that work for the benefit of all those they consider part of their swarm.

Swarmkeepers can use their swarm to deal extra damage or move themselves or their targets across the battle.

Urban Explorer Conclave HB

Some rangers choose not to live in the wild, but in the heart of civilization. These Urban Explorers learn to fight within these cities and track their enemies through the streets.

Urban Explorers gain addition proficiencies and damage based on their career choices as well as a climbing speed.

Warden Conclave HB

Courtesy of an unknown user reddit

The Warden focuses their primal connection into a wellspring of vitality, making them a nearly unstoppable protector of the natural world. By evoking the aspects of the spirits of nature, the Warden becomes easily the toughest of sentinels.

Warden's gain a unarmored defense, can end conditions on themselves at advantage, and can mark creatures to taunt them into attacking them instead of their allies.

Wastelander Conclave HB

Rangers of the Wastelander Conclave have spent time traveling a land that is void of life. Whether from the fallout of mass destruction, a natural disaster, or the influence of magic, these rangers are among the only beings capable of surviving in this harsh environment. Each Wastelander is different that the next as they each find their own path through life in the wastes.

Wastelander Conclave Rangers can gain advantage on all of their attacks several times per rest, and can choose from a list of bonus perks that boost them either during the turn they gain advantage or passively.

Rogue

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Architect
4th +2 2d6 Deft Action (1)
5th +3 3d6 Extra Attack, Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Deft Action (2)
9th +4 5d6 Roguish Architect feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Deft Action (3)
13th +5 7d6 Roguish Architect feature
14th +5 7d6 Ability Score Improvement, Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Deft Action (4)
17th +6 9d6 Roguish Architect feature
18th +6 9d6 Elusive
19th +6 10d6 Deft Action (5)
20th +6 10d6 Stroke of Luck

Bonus Proficiencies (Enhancement) HB

Rogues gain proficiency with all martial weapons.

Sneak Attack (Enhancement) HB

You can use your sneak attack with any Dexterity-based attack in addition to any finesse or ranged weapons.

Deft Action (Addition) HB

At 4th level, and again at at 8th, 12th, 16th, and 19th level. You can choose to gain an additional way to use your cunning action feature from the below options:

  • Climb onto Another Creature
  • Disarm
  • Drink a Potion
  • Grapple
  • Help
  • Search
  • Shove
  • Taunt
  • Use an Object
  • Steady Aim: You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Extra Attack (Addition) HB

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

If you activate your sneak attack feature on your turn and ready an attack, the readied attack cannot also apply sneak attack.

Note: the newly added extra attack options could allow rogues to make an attack, then ready their 2nd attack, thus granting a resource free method of doubling their sneak attack. Rogues are still capable of using the ready action as well as using their reaction to deal sneak attack, but this one specific method is prevented.

Ability Score Improvement (Replacement) HB

You gain a Bonus Martial Ability Score Increase when you reach levels 10 and 14.

Stroke of Luck (Enhancement) HB

At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range or if you fail an ability check or saving throw, you can treat the D20 roll as if it was a 20 instead.

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

Rogue Archetypes

The following subclasses are available to 3rd level Rogues:

Ace HB

Courtesy of Houligan on DndBeyond

Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten a kick out of leaving things up to chance. Ace Rogues thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.

Ace Rogues can use game pieces as weapons and can bend the luck of themselves and those around them.

Arcane Trickster PHB

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.

Alterations
  • You can change the spell list restrictions to other schools and even to any of the full caster classes, swapping your spellcasting ability to match.

Arcane Tricksters gain minor spellcasting and master the use of mage hand.

Assassin PHB

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Alterations
  • Reworked Assassinate to trigger when you have advantage from being hidden instead of surprised but grants 150% sneak attack dice instead of a critical hit.
  • New Feature Chameleon at 3rd level after 9th & 13th level abilities were replaced.
  • Unrelenting Killer (9th level feature) free Cunning action when you drop a creature to 0 hit points.
  • Effortless Escape (13th level feature) reaction to hide at advantage when you break line of sight with enemies.

Assassins learn to make the most of when they get the drop on enemies in combat; they also gain proficiency with the disguise and poisoners kit.

Cheater HB

You take the easy way out of combat, by using anything you can to gain an advantage over your foe.

Cheaters use combat maneuvers similar to Battle Masters as well as proficiency in a gaming set and forgery kit.

Chemist HB

(courtesy of Isaac from DMs guild):

You know that the unnoticed adder is more dangerous than the roaring lion, thus you turn your studies to nature's great equalizer. Those who follow this archetype might be apothecaries, scientists, or even politicians. Whatever your place in society is, you learn to use subtlety to manipulate or remove your obstacles.

Chemists gain proficiency or expertise with a poisoners kit and can use it to apply toxins to their attacks.

Divine Hand HB

When the church or a god themselves needs a subtler touch than a clanking cleric or a preaching paladin, they send a divine hand. Agents of the Divine strike with precision in the shadows rather than from a soap box in the streets. While they often follow the code of their deity, it is unclear if those ideals follow that of the local land.

Divine Hands gain pact casting using the paladin spell list and use these spells to gain an edge in combat.

Inquisitive XGtE

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.

Alterations
  • Unerring Eye can be activated whenever you take the Search action.
  • Eye for Weakness lets your Insightful Fighting grant advantage on attacks against the target.

Inquisitives can Search or gain advantage against an enemy as a bonus action.

Mastermind XGtE

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.

Masterminds gain multiple tool and language proficiencies and can take the Help action as a bonus action.

Phantom TCoE

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

Phantom rogues can gain temporary proficiency in a skill or tool and can deal damage to a nearby target of their sneak attack.

Scout XGtE

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter - these are just a few of the roles that Scouts assume as they range the world.

Scouts gain extra skills and can move as a reaction.

Scrapper Archetype HB

Many rogues would be more than capable of killing a target with anything lying around, Scrapper rogues make a habit of it. Scrappers are just as or more deadly with shard of glass, chain leg, or fire poker as they would be with a dagger, shortsword, or rapier.

Scrapper Rogues specialize in the use of Improvised weapons in combat and can throw them as ranged weapons.

Sniper HB

Tweaked version of Chelsie's Sniper from Pintrest

Sniper Rogues tend to stay back in a fight but they are just as deadly as their blade wielding brothers. Snipers can setup a nest and can attack from prone far from the battle taking out their foes one by one often without ever being seen.

Sniper Rogues gain Firearm proficiency and are skilled at attacking from a long distance.

Soul Knife TCoE

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also happily employ a Soulknife as a spy.


Alterations
  • You can manifest a soul knife during an attack you make during your reaction.

Soulknife rogues can use psionic energy to succeed on ability checks, speak telepathically, and manifest psychic weapons.


Swashbuckler XGtE

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Swashbucklers gain move in an out of combat easily, add their Charisma to Initiative.

Thief PHB

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Thieves can quickly use their lock picks or other items.

Thug HB

While most rogues are nimble and lithe creatures that skulk in the shadows and strike foes with bow or blade, but Thugs tends to stand proudly in the front, wielding any weapon that crack skulls. Thugs tend to rely on their strength rather than precision and use intimidation as a tool along with anything they can to gain an advantage against their foes.

Thugs gain proficiency with Medium Armor & Shields. They can also shove or grapple using your cunning action and eventually cause fear.

Titan Slayer HB

Tweaked version of Valda's Spire of Secret's Titan Slayer

Though titan slayers often adopt larger-than-life names and perform immense feats, they are universally little folk, such as halflings and gnomes, which excel at battling foes larger than themselves.

As a titan slayer, you have learned a number of techniques to dumbfound larger creatures so that you can target their vital areas and bring them down swiftly. You use your foe's size against them, weaving between their limbs and striking when they least expect it. No challenge, no foe is too large for you for as they say, "The bigger they are, the harder they fall."

Titan Slayer Rogues are exemplary combatants against any creatures larger than themselves, they are almost exclusively small sized races.

Verminkin HB

Verminkin Rogues have walked the streets, trudged through the sewers, prowled the forest, or wandered the wilderness long enough to develop a friendship with a tiny pet they can assist them in scouting and even combat.

The Verminkin Rogue gains proficiency with Animal Handling and the ability to communicate to and from non-hostile beasts. They also gain the service of a tiny beast pet that acts like a mundane familiar.

Sorcerers

The Sorcerer
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Sorcerous Origin, Spellcasting, Bloodline Spells 4 2 2
2nd +2 4 Font of Magic 4 3 3
3rd +2 5 Metamagic (2) 3 4 4 2
4th +2 6 Metamagic (3) 5 5 4 3
5th +3 8 Magical Guidance 5 6 4 3 2
6th +3 9 Sorcerous Origin feature 5 7 4 3 3
7th +3 10 5 8 4 3 3 1
8th +3 11 Metamagic (4) 5 9 4 3 3 2
9th +4 13 5 10 4 3 3 3 1
10th +4 14 6 11 4 3 3 3 2
11th +4 15 6 12 4 3 3 3 2 1
12th +4 16 Metamagic (5) 6 12 4 3 3 3 2 1
13th +5 18 6 13 4 3 3 3 2 1 1
14th +5 19 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1
15th +5 20 6 14 4 3 3 3 2 1 1 1
16th +5 21 Metamagic (6) 6 14 4 3 3 3 2 1 1 1
17th +6 23 6 15 4 3 3 3 3 1 1 1 1
18th +6 24 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 25 Metamagic (7) 6 15 4 3 3 3 3 2 1 1 1
20th +6 26 Metamagic Mastery 6 15 4 3 3 3 3 2 2 1 1

Bloodline Spells (Addition) HB

At 1st level, your sorcerous origin gives you access to a set of spells. You learn additional spells when you reach certain levels in this class, as shown in the Sorcerer Origins section.

Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Favored Schools

Each set of bloodline spells also lists 2 schools of magic that they can swap these spells for another on the Sorcerer, Warlock, or Wizard list.

The Bloodline Spells and Favored Schools for each Sorcerous Origin are listed in the Sorcerous Origins section of this document.

Note: You can exchange these bloodline spells & favored schools to use the Spell Point Variant which trades spell slots for a combined pool of spell points & sorcery points to use on either.

Spellcasting (Enhancement) HB

Whenever you finish a short or long rest, you can replace 1 spell you know with another spell from your spell list. The new spell must be the same level as the spell you replace.

Font of Magic (Enhancement) HB

Sorcerers gain a bonus number of sorcery points equal to their proficiency bonus. The maximum number of points they can spend on a single use is equal to their sorcerer level.

Flexible Casting (Rebalance) HB

You can only expend spell slots from the spellcasting class feature to create sorcery points. When you create a spell slot, the spell slot you create must be a level you have access to.

Metamagic (Enhancement) HB

You gain additional Metamagic options at levels 4, 8, 12, 16, and 19.

Once you reach 3rd level and whenever you gain a level in this class, you can replace 1 Metamagic option you know (other than your origin metamagic option) with another from the metamagic options.

Magical Guidance (Addition) TCoE

Upon reaching 5th level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you fail an ability check, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Metamagic Mastery (Replacement) HB

20th level sorcerer feature, replaces Sorcerous Restoration

At 20th level, choose 1 of the metamagic options you know, whenever you apply it to a spell you cast, you can reduce the sorcery point cost by 1 (If you choose a metamagic option that costs 1 point, it is now free for you).

=============================================

Spellpoint Variant (Option) HB

Replaces Bloodline Spells

At 1st level, if the player chooses, they may opt to use the Spell Point Variant in place of normal spell slots to add flexibility. This option is not open to characters that multiclass into sorcerer from another spellcasting class and you can only multiclass into non-spellcasting classes once this option is taken. In this case, sorcerers combine their spell points with their sorcery points to create a large single pool. The total number of points is equal to the normal number of points a spellcaster would receive at their level + their sorcerer level + their proficiency bonus. You can't create a spell slot of a level higher than you normally have access to.

Sorcerer Level Spell Points
1st 4
2nd 10
3rd 19
4th 23
5th 35
6th 41
7th 48
8th 55
9th 70
10th 78
11th 88
12th 89
13th 101
14th 102
15th 114
16th 115
17th 130
18th 138
19th 148
20th 149

Origin Metamagic

Replaces Favored School, requires Spellpoint Variant

At 2nd level, each sorcerous origin is granted the respective metamagic; it doesn't count towards the number of metamagic known once new options are gained at 3rd level.

Origin Metamagic
Aberrant Mind TCoE Subtle Spell
Arcane Bloodline HB Twinned Spell
Bonded Soul HB Extended Spell
Clockwork Soul TCoE Extended Spell
Divine Soul XGtE Careful Spell
Draconic Bloodline Transmuted Spell
Elemental Nationality HB various (see origin)
Fey-Touched HB Heightened Spell
Giant Soul HB Focused Spell
Lunar Magic HB various (see origin)
Phoenix Soul HB Transmuted Spell
Shadow Magic XGtE Distant Spell
Stone Bodied HB Widened Spell
Storm Sorcery XGtE Empowered Spell
Wild Magic PHB Wild Spell

=============================================

Sorcerer Origins

The following subclasses are available to 1st level Sorcerers:

Note: Every sorcerous origin can choose between taking a bloodline spell list or using the spell point variant rule along with gaining an origin specific metamagic.

Aberrant Mind TCoE

An alien influence has wrapped it tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Subtle Spell.

Aberrant Sorcerers gain a psionic spell list and can telepathically link with an ally.

Arcane Bloodline HB

Your family has always been skilled in the arts of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Twinned Spell.

Arcane Sorcerers gain proficiency or expertise in Arcana and can cast Find Familiar daily as a ritual without components.


Bonded Soul HB

A bonded soul sorcerer has within them a void in their soul, this void becomes a vacuum that is drawn to make bonds with those around them. This void might be triggered when a companion is in a near-death moment, to make a bond with a lover, or due to the long training of a master-apprentice relationship. The bond they form with this creature grants them a connection that grows with the strength of the sorcerer.

Bonded Soul Sorcerers can share the effects of some spells with a bonded companion and gain utility features to synergize with them out of combat as well.

Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Extended Spell.

Clockwork Soul TCoE

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it - a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit it.

Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Extended Spell.

Clockwork sorcerers gain a unique set of spells and can cancel advantage or disadvantage made on any roll around them.

Divine Soul XGtE

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.

Alterations
  • Your bloodline spell list for this origin is as follows. You can swap any of these spells with another spell from the cleric list.
Sorcerer Level Spells
1st Detect Evil and Good, Healing Word
3rd Augury, Prayer of Healing
5th Revivify, Speak with Dead
7th Divination, Guardian of Faith
9th Commune, Dispel Evil and Good
Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Careful Spell.

Divine Souls can access the Cleric Spell list and can gain a boost to a missed attack or save.

Draconic Blood PHB

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Sorcerers gain extra hit points, an unarmored AC calculation, the learn draconic, and become proficient with Dragon related checks.

Alterations
  • Elemental Affinity feature now grants you permanent resistance to your chosen elemental type.
  • Your bloodline spell list for this origin is as follows. You can swap any of these spells with another spell from the abjuration or evocation schools from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
1st Absorb Elements, Chromatic Orb
3rd Alter Self, Dragon's Breath
5th Fear, Fly
7th Elemental Bane, Polymorph
9th Dominate Person, Legend Lore
Option
  • If you choose the spellpoint variant, the Origin Metamagic for this subclass is Transmuted Spell.

Dreamweaver Origin HB

Reworked version of the Dream Magic Origin by u/RobNocte on Reddit

Your innate magic comes from a place of dreams, known as the Dream World. This plane connects all creatures while they dream. You may even have a connection, or have been cursed, by a creature of dreams or nightmares. However your powers came to be, the magic of dreams flows through your blood and mind. Dream sorcerers often first manifest their powers in their sleep, leading some to not realise they actually have the power at first. It is also not uncommon for those who have not started mastering their powers, to unwittingly use their magic while sleeping, in response to something they dream or as a manifestation of their subconscious.

Dreamweaver Origin Sorcerers can cast sleep with unusual potency, can prevent effects that would cause them to sleep or dream, and remain observant during their sleep. They can later manifest the nightmares of the target's of their fear spells.


Elemental Nationality HB

Your innate control of the elements come from your nationality, where many others learn to bend the same element.

Elemental Sorcerers gain a dialect of Primordial, the respective elemental control cantrip, and a 1st level spell based on your nationality that can be cast with sorcery points.

Option
  • If you choose spellpoint variant, the Origin Metamagic for this subclass is found in the table below and is based on your nationality.
Nationality Metamagic
Air Nomad Quickened Spell
Earth Kingdom Extended Spell
Fire Nation Empowered Spell
Water Tribe Careful Spell

Fey-Touched HB

Courtesy of u/Autumn_Skald on Reddit

Your innate power comes from key magic that has mingled into your blood. Since the Fair Folk are tricky and capricious beings, this heritage is just as likely the result of a faerie enchantment as it is the result of actual offspring. Joining in a faerie dance, eating food offered by fey creatures, or just spending too much time in the Feywild can have unpredictable effects on mortals. No matter how they are earned, the gifts of the key are elusory and deceptive.

Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Heightened Spell.

Fey-Touched sorcerers specialize in enchantment and illusion mage and can cast minor illusion as a bonus when they cast these spells.

Giant Soul HB

Tweaked version of FermatMD's Giant Soul

The giants are an ancient race in this world and have walked the planes longer than some civilizations. They have known ruin and have held droves under an iron fist empire. The effects of their empire have scatters runic magic across many ruins of these long-lost civilizations. Now and again, someone might come across this magic and become imbued with it. That individual or one of their descendants might manifest the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.

Giant Soul Sorcerers gain bonus hit points, a tool proficiency, can speak Giant, and can grow in size when they cast their spells.

Lunar Magic HB

Reworked version of the Dragonlance Lunar Magic Sorcerer

You, or someone from your lineage, has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However, you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells. Consult the Manifestations of Lunar Magic table, then choose or randomly determine how your connection to the moon manifests while you cast your sorcerer spells.

Lunar Magic Sorcerers channel a phase of the moon to gain a bonus spell list, can cast a 1st level once for free each day and can hit two adjacent targets with the sacred flame cantrip.

Phoenix Soul HB

Reworked Unearthed Arcana by Agent Winters on Dnd Beyond

You have been touched the cyclical magics of the phoenix, whether through being in one's presence when it was reborn or through their mysterious healing abilities. Through this connects, you gain some of the properties of their power and channel into your link to the weave.

Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Transmuted Spell.

Phoenix Soul Sorcerers can wreathe themselves in flames to protect themselves and harm those that would seek to harm them. They can prevent themselves from dying and even raise those that fall around them.

Shadow Magic XGtE

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Alterations
  • Your bloodline spell list for this origin is as follows. You can swap any of these spells with another spell from the illusion or necromancy schools from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
1st Cause Fear, Faerie Fire
3rd Darkness, Shadow Blade
5th Hunger of Hadar, Summon Shadowspawn
7th Greater Invisibility, Shadow of Moil
9th Negative Energy Flood, Steel Wind Strike

Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Distant Spell.

Shadow Sorcerers gain magical Darkvision, can cast Darkness using sorcery points, and can avoid being dropped to 0 hit points.

Stone Bodied HB

Your magic springs from a mystical link between your body and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the Dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat.

Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Widened Spell.

Stone Sorcerers gain weapon proficiencies, an unarmored defense, and can use their Charisma for weapon attacks. They gain features to assist their offensive and defensive prowess surrounding an earth magic theme.

Storm Sorcery XGtE


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 vaati or 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.

Alternatives
  • Your bloodline spell list for this origin is as follows. You can swap any of these spells with another spell from the conjuration or evocation schools from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Skywrite
5th Call Lightning, Sleet Storm
7th Ice Storm, Storm Sphere
9th Control Winds, Destructive Wave
Option
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Empowered Spell.

Storm Sorcerers can speak Primordial and can have bursts of flight after casting spells.

Wild Magic PHB

Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal. Perhaps you were blessed by a fey being or marked by a demon or your magic could be a fluke of your birth. However, it came to be, it churns within you, waiting for an outlet.

Alterations
  • Wild Magic Surge: You roll a d20 each time you cast a spell of 1st level or higher and you increase the triggering number by 1 each time you do not roll on the Wild Magic Surge table. The number resets after you roll on the table.
  • Tides of Chaos: Each time you roll on the Wild Magic Surge Table, you regain the ability to use this feature.
  • Your bloodline spell list for this origin is as follows. You can swap any of these spells with another spell from the enchantment or transmutation schools from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
1st Chaos Bolt, Grease
3rd Fortune's Favor, Mirror Image
5th Blink, Enemies Abound
7th Compulsion, Confusion
9th Synaptic Static, Temporal Shunt
Options
  • If you choose the spellpoint variant, you trade your bloodline spells for the Origin Metamagic: Wild Spell.

Wild Magic Sorcerers can cause random effects in combat and can make some rolls with advantage.

Warlock

The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations
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 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 Life Tap (1/day) 3 8 2 4th 4
8th +3 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 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 Life Tap (2/day) 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 3 5th 7
18th +6 4 14 3 5th 8
19th +6 4 15 3 5th 8
20th +6 Eldritch Master 4 15 3 5th 8

Pact Magic (Enhancement) HB

Warlocks are granted the cantrip Eldritch Blast, it doesn't count against their number of cantrips known.

Whenever you finish a long rest, you can replace 1 spell you know with another spell from your spell list. The new spell must be the same level as the spell you replace. You can instead, use this feature to replace 1 of your Mystic Arcanum spells and exchange it for a different spell on your spell list of the same level.

Expanded Spell List (Enhancement) HB

A Warlock's Patron expanded spells are added to the list of spells known instead of added to the list to choose from.

There are a set of spells added to each patron's expanded spell list for level's 6-9. These spells or the spells you choose for your Mystic Arcanum are useable with the feature.

Life Tap (Addition) HB

Starting at 7th level, as a bonus action, you tap into a reservoir of eldritch power within yourself at the cost of your life force. Spend a number of hit dice equal to the level of your pact magic slots to regain 1 expended pact magic slot. Once you have used this feature, you can't do so again until you complete a long rest.

When you reach 16th level, you can use this feature twice before completing a long rest.

Eldritch Master (Replacement) HB

At 20th level, you can spend an action 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.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following Pact Boons, this list includes those options found in the PHB.

Homebrew changes are written in Italics

Pact of the Blade HB/PHB

You can use your bonus action to create a pact weapon in your empty hand. You can choose the form of this weapon takes each time you create it which can be a simple, martial, or exotic weapon (including a Firearm). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

When you attack with your pact weapon, you can use your Charisma modifier for the attack and damage rolls (This matches part of the Hexblade's Hex Warrior ability).

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter.

You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain HB/PHB

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 with its reaction. If you use the base stat block for a familiar its attack uses your spell attack modifier and deals 1d4 + your proficiency bonus in force damage.

Pact of the Cloak (Addition) HB

You can use your action to cover yourself in a cloak. If you don this cloak and not wearing any armor, your AC = 10 + your Dexterity modifier + your Charisma modifier. Your pact cloak disappears if it is removed from you or if your use your action to dismiss it. You can transform a magic cloak or set of armor into your pact cloak by performing a special ritual while you hold the item. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you summon your pact cloak thereafter. You can’t affect an artifact or sentient item in this way. If the item you bond to your pact cloak is a magic item that requires attunement, the cloak requires attunement to gain these benefits.

The armor ceases being your pact cloak if you die, if you perform the 1-hour ritual on another cloak or armor set, or perform the 1-hour ritual to break your bond to it. The cloak or set of armor appears at your feet if it is in the extradimensional space when the bond breaks. If your cloak becomes bonded to a set of armor through the 1-hour ritual, then you can use the armor’s AC calculation instead of the cloak’s usual calculation; allowing you to use your Charisma modifier in place of any Dexterity modifier the armor’s AC calculation allows. While the cloak is covering you, you gain the benefits of wearing the armor without actually having armor equipped. Since it doesn’t count as armor, you ignore penalties from wearing armor that you are not proficient with as well as any Strength requirement that the armor has.

Pact of the Tome HB/PHB

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose a number of cantrips equal to your proficiency bonus from any class's spell list (they needn't be from the same list). Each time your proficiency bonus increases, you choose a new cantrip; you can replace 1 of these cantrips with a different cantrip when you finish a long rest. 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 they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

*You can transform a magical tome into your pact tome by performing a special ritual while you hold the tome. You perform the ritual over the course of 1 hour, which can be done during a short rest. If you die or perform the ritual on a new tome, the previous tome appears at your feet.


Pact of the Orb (Addition) HB

(courtesy of FrostBladestorm from reddit)

Your patron grants you an Arcane Orb of an unknown origin. You can use your action to summon the orb to your side from an extra-dimensional space, where it hovers until dismissed. If the orb moves farther than 5 feet away from you or is destroyed, it vanishes from this plane until you resummon it as an action. The orb acts as an Arcane Focus worth 50 gold pieces for your warlock spells.

The Orb has a number of charges equal to your proficiency bonus. When you miss with a spell attack you can spend any number of charges to add a bonus the attack roll, potentially turning the miss into a hit. In addition, as a bonus action, you can expend any number of charges from the orb to increase your spell save DC on a spell you can cast this turn by 1/2 the number of charges expended (rounded down). You regain all expended charges after you complete a short or long rest.

You can transform a magical orb into your pact orb by performing a special ritual while you hold the orb. You perform the ritual over the course of 1 hour, which can be done during a short rest. If you die or perform the ritual on a new orb, the previous orb appears at your feet.

Pact of the Talisman (Addition) HB/TCoE

Your patron gives you a talisman, which can take the form of an amulet or ring, it can aid the wearer when the need is great. The wearer gains a +1 bonus to their armor class. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, but is only expended if the ability check becomes a success. All expended uses are restored when you finish a short or long rest.

If you lose the talisman, you can perform a 1-hour ritual to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

You can transform a magical amulet or ring into your pact talisman by performing a special ritual while you hold it. You perform the ritual over the course of 1 hour, which can be done during a short rest. If you die or perform the ritual on a new talisman, the previous one appears at your feet.

Warlock Patrons

The following subclasses are available to 1st level Warlocks:

The Ancestor HB

Your patron is one of your ancestor’s, you watch over their soul and in exchange they grant you protection from many dangers of the mortal world.

Ancestor Warlocks gain medium and heavy armor and can bless a creature to be attacked with disadvantage.

The Archfey PHB

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.

Alterations
  • Fey Presence can be activated with no action cost and affects creatures within a 15 ft radius.
  • Expanded Arcanum: Conjure Fey (6th), Project Image (7th), Dominate Monster (8th), True Polymorph (9th).

Archfey Warlocks can charm or frighten their enemies.


The Archmage HB

Often a budding mage might seek the attention of one more powerful to get but a glimpse of their knowledge and arcane experience. These warlocks are the ones lucky enough to be taken in as an apprentice of such beings. The Archmage has granted you direction and power in exchange for doing some errands and menial tasks like copying a spellbook, gathering rare spell components, or cleaning up from their magical experiments.

This being is currently detained elsewhere with their arcane studies beyond your understanding, you have been sent out into the adventuring world to continue your work and practice with your spell dueling skills. But even though they are not actively by your side for training, you are not without their aid.

Warlocks of the Archmage Patron gain the Prestidigitation cantrip, can prepare a wizard spell, and specialize with Counterspell and Dispel Magic.

The Celestial XGtE

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Alterations
  • Expanded Arcanum: Heroes' Feast (6th), Conjure Celestial (7th), Holy Aura (8th), Mass Heal (9th).

Celestial Warlocks gain the light and sacred flame cantrips as well as a pool of dice to heal.

The Dragon HB

Courtesy of SavageVince on DndBeyond

At a moment in your life, you came into contact with a powerful dragon of old. You have managed to convince it through actions, words, or otherwise, that you could be a valuable servant to it. You bear the mark of this contract on your body and it has given you great powers. Chromatic dragons have warlock servants that they use as pawns in their malevolent schemes of destruction and domination. Metallic dragons give powers to mortals that they deem worthy. Warlocks serving a metallic dragon are expected to uphold the ideals of virtue and valor of their benevolent masters.

Dragon Patron Warlocks gain an unarmored defense and resistance to a single elemental damage.

The Fathomless TCoE

You have plunged into a pact with the deeps. An entity of the ocean, the Ethereal Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

Alterations
  • Expanded Arcanum: Wall of Ice (6th), Whirlwind (7th), Tsunami (8th), Ravenous Void (9th).

Fathomless warlocks gain a swimming speed and can summon a tentacle to attack in combat.

The Fiend PHB

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.

Alterations
  • Expanded Arcanum: Summon Fiend (6th), Fire Storm (7th), Incendiary Cloud (8th), Meteor Swarm (9th).

Fiend Warlocks gain temporary health whenever they drop an enemy to 0 hit points.

The Genie TCoE

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

Alterations
  • Expanded Arcanum: Investiture of Flame/Ice/Stone/Wind (6th), Magnificent Mansion (7th), Control Weather (8th), Wish (9th).
  • Limited Wish: It is automatically cast at 6th level and you do not have to provide concentration if it requires it.

Genie warlocks gain access to a spell list depending on their genie's element and also are gifted a vessel that you can use to rest in or deal extra damage with.


The Great Old One PHB

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Alterations
  • Mind of Madness: As an action you can attempt to afflict short-term madness on 1 creature within 30 feet of you. On a failed Intelligence saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for 1 minute unless otherwise specified on the table. The short-term madness may be cured early by a lesser restoration spell.
  • Expanded Arcanum: Mass Suggestion (6th), Force Cage (7th), Telepathy (8th), Weird (9th).

Great Old One Warlocks can cause madness and speak telepathically with those around them.

The Great Tree XGtE

Your patron is a powerful sentient plant creature, and Ent, or the spirit of the forest itself. They have seen more years than the oldest of elves. Sometimes their age gives them great wisdom, but other times, the years have solidified their twisted perspective. Warlocks that make a pact with these beings might offer protection for their forest home, seek vengeance towards one that didn’t respect the woods, or solve why a plague or blight has infected the land.

Great Tree Warlocks gain access to some spells from the Druid spell list and boosts to their armor and the ability to heal.

The Hexblade XGtE

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.

Alterations
  • Expanded Arcanum: Soul Cage (6th), Tether Essence (7th), Maddening Darkness (8th), Imprisonment (9th).

Hexblade Warlocks gain medium armor, shields, martial weapons, and they can use Charisma as their attack stat as well as curse their enemies to better defeat them.

The Hive Queen HB

Reworked version of TrashyDM_ on DndBeyond

You have been chosen, enslaved, or born into a hivemind and are in service to its queen. Whether it be something alien from above the stars like Mind Flayers and an Elder Brain, a swarm of beasts, or Lolth and her armied of Drow servants, you've become interconnected with their menagerie. You have been granted some power over the swarm to extend the influence of your queen. Whose goal can be cosmic in size or something as simple as indoctrination, but its almost never known to the mortals in the hive.

You gain the ability to speak telepathically and summon a swarm which you can move around the battlefield to hurt and hamper your foes. Eventaully you can protect yourself and allies with the swarm.

The Oracle HB

Your patron is unknown and unseen, but makes what is unknown, known and what is unseen, seen. You channel their power by divining the past, present, and future.

Oracle Warlocks can use their reaction to force creatures to reroll.


The Pactbreaker HB

Tweaked version from u/beardify on Reddit

Just as all warlocks make an eldritch pact for their power, some seek to break this agreement and must flee from the sight of their patron to avoid their retribution. Maybe your moral compass prevented you from following their instruction or maybe you though you were insignificant enough to walk away. Now you must avoid this entity and their minions all your life.

The pact beaker warlock gains the stealth skill, a skill & language of their ex-patron, and bonus damage against their minions.

The Primus HB

Often the chaos of the world is too much for some to deal with, and sometimes their cries for justice and order are answered. The One and the Prime is a title held by the leader of Mechanus and realm of order filled with Modron servants that enact order across the planes. While it is not required that you be lawful neutral aligned to join their forces, the Modrons of Mechanus are beings of law, order, and neutrality and are much more likely to work with a creature of that alignment.

Warlocks of Primus are protected from mind control and can forgo rolling to take 10 instead.

The Undead VRGtR

You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Alterations
  • Expanded Arcanum: Create Undead (6th), Finger of Death (7th), Horrid Wilting (8th), Power Word Kill (9th).

Undead Warlocks can transform gaining temporary HP, immunity to fear, and can cause fear against the targets of their attacks.

The Undying SCAG

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.

Alterations
  • Additionally, at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
  • Expanded Arcanum: Magic Jar (6th), Power Word Pain (7th), Clone (8th), Time Ravage (9th).

Undying Warlocks gain an extra hp each level of the class, advantage on saves vs. disease, the Spare the Dying cantrip, and protection against Undead.

The Void HB

Courtesy of u/zengin11 on Reddit

You have made a pact with an entity from the Void between planes, a vast expanse of nothingness. Your pleas for aid, shouts for vengeance, or cries in the night were not heard by ears from this world, but they echo into the endless void and fall onto an unknowable entity. Perhaps it is a forgotten god, a lost sojourner, or the void itself manifested into form.

Void Warlocks gain access to graviturgy spells, resistance to cold damage, and can ignore verbal components.

The Warrior HB

Warlocks with the Warrior Patron have contacted the spirit of a powerful Warrior that may have died long ago, but whose power or some mysterious magic has allowed them to continue on. They have made a deal with you to grant you a taste of their martial powers in exchange for being their arm into the living world.

Warrior Patron Warlocks gain proficiency with all weapons and armor, they later gain an advanced version of extra attacks.

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 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 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 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 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 3 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Wizard

Spellcasting (Enhancement) HB/TCoE

Whenever you gain a level in this class, you can replace 1 cantrip you know with another cantrip from your spell list.

In addition, a Wizard, due to their understanding of the weave, has the ability to create a new spell or alter existing ones. Work with the DM to create your own signature spell or altering a spell to fit your fighting style. You can do this when you first choose the class and each time your proficiency bonus increases from leveling the class.

Spellbook

When in dire need, you can tear out a page of your spellbook to use that page as a spell scroll. This permanently removes the page from your spellbook, it consumes the page, and still requires you to provide the components to cast the spell as well as the casting time, but it does not expend a spell slot.

Note: Runestones exist in the world and will often be handed out as the consumable spell option. Spell Scrolls are now mundane objects with the formula for a spell. Either can be used to copy a spell into your spellbook.

Wizard Traditions

The following subclasses are available to 2nd level Wizards:


School of Abjuration PHB

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.

Abjurers focus on defensive magic and create a ward that protects them and regenerates as they cast spells.

School of Astromancy HB

Most mortals can stare into the night sky and see that there is power and wonder beyond our plane. Astromancers, study this power to emulate that awe. Each world's sky has their own images, and each imagination can find their own art in the stars.

Astromancer Wizards get a special spellbook that acts as magical navigation tools, and can attune to a constellation to gain bonus spells and a passive benefits.

Bladesinging TCoE

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.

Bladesingers gain proficiency in light armor and a single one-handed weapon, they can improve their AC, movement speed, and concentration for a short time in combat.

School of Chronomancy HB

The School of Chronomancy delves into magic that alters the flow of time.

Chronomancers can copy their spells more quickly and hold their spells to be released later.


School of Blood Magic HB

Blood Mages use their own lifeforce to empower their magic, dancing on a razor’s edge between success and death. While some find this practice as evil as necromancy, others that understand it know it to be just another tool in ar arcanist’s repertoire. This dangerous path is rarely taught in formal universities and is extremely rarely seen due to the lack of living practitioners, but there are ancient tomes and nefarious entities that may bestow this knowledge on driven mages willing to sacrifice for their strivings.

Blood Mages can spend their hit die in place of spell slots, and later damage themselves to upcast their spells.

Chronurgy Magic EGtW

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.

Chronurgists can cause creatures around them to reroll and add their Intelligence to their Initiative.

School of Conjuration PHB

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.

Conjurers focus on conjurations and can magically summon objects for a time.

School of Divination PHB

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.

Diviners focus on Divination and can replace rolls made throughout the day with pre-rolled results.

School of Enchantment PHB

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.

Enchanters focus on Enchantment and can use this magic to incapacitate a target.

School of Evocation PHB

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evokers focus on Evocation Magic and can keep their allies from being damaged by their spells.

Graviturgy Magic EGtW

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.

Graviturgists alter creature's weight to change their speed, jump distance, and strength checks/saves.

Hedge Mage HB

Hedge Mage Wizards focus not on a specific school of magic, but instead practice the potency and variety of their cantrips. They also study the other sources of magic apart from arcane to weave in those other magics with their arcane power. They uniquely have the ability to empower their cantrips to be more powerful than any other wizard.

Wizard's of the Hedge Mage Tradition can copy a number of spell scrolls from other spell lists into their spellbooks equal to their proficiency bonus and gain bonus cantrips from any spell list.

School of Illusion PHB

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.

Illusionists focus on Illusion Magic and master the Minor Illusion cantrip.

Master of Monsters HB

Wizards that follow the Tradition of the Master of Monsters have developed the arcane ability to contain a creature in portable capsule and release it on command. They use these creatures to do their bidding in and out of combat. It is up to the wizard how this relationship develops, some see them as slaves while some keep them as pets, but there are some amongst them that develop close bonds with these creatures and consider them family.

Master of Monster Wizards have a set of creatures that they release into combat to fight for them.

Mind Mage HB

Also sometimes known as psions, The Mind Mage is an infrequently tread path of a wizard to walk. Its practice is not for the weak minded, and quite literally will break the minds of the weak. Mind Mages enhance their magic with psionic power at the cost of their own vitality.

Mind Mages gain psi die to transform their spell damage into psychic damage at the cost of damaging themselves, more easily charm or frighten their foes, and connect telepathically with an ally.


School of Necromancy PHB

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.

Necromancers focus on Necromancy and regain missing hit points when they drop enemies to 0 hit points.

School of Restoration HB

Courtesy of r/SabotageThis on reddit:

While the rules of the weave prevent most arcane practitioners from casting divine magic, wizards of the School of Restoration had codified the means around this limitation. Similar to the magical secrets of a bard, these wizards have studied the knot in the weave and found a way around it through rigorous study, training, and practice. Even though they have learned to cast some divine magic, this access is still limited, only allowing for healing and warding spells to be transcribed into their spellbooks. These wizards are often known as priests and can easily be confused as clerics.

Wizards of the School of Restoration can add some cleric spells to their spellbooks and gain the ability to provide healing above a creature’s maximum hit points.

Runescribe HB

Courtesy of Glacirus on GM Binder

Dwarven craftsmen have long been known to craft potent magical items. This secret is based around the ancient origin of all written language, the Runic alphabet. Millenia of disuse has left few with the knowledge required to recreate the ancient script, and even fewer possess the arcane prowess to instill these exceptionally receptive symbols with magic. Runic Scholars tend to be dwarves, as the tradition is closely guarded by their elders but others have begun inducted.

Runescribes gain infuse their spells into runes that can be cast by others, even those without magic themselves.

Order of Scribes TCoE

Magic of the book - that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge. Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. While all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

Scribes can copy spells into their spellbook very quickly and can replace damage types of their spells.

School of Transmutation PHB

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmuters focus on Transmutation Magic and can temporarily change the material of an object.

War Magic XGtE

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 opponent's 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?”


Alterations
  • Gains proficiency with Firearms

War Mages can add their Intelligence to their Initiative score and temporarily boost their AC or saving throw result as a reaction.

Witchcraft HB

Witches emphasize ritual magic and the alchemical brewing of potions, though witches are often found outside of civilization due to their behavior and dangerous work, they are not necessarily evil.

Witches learn ritual spells more easily and can cast them faster than other ritual casters.


Racial Changes

Ability Score Adjustments HB/TCoE

Each playable race lists adjustments to your ability scores, usually, a +2 bonus and +1 bonus to separate ability scores.

A player can, if they choose, move any of these bonuses to another ability score. You cannot apply multiple bonuses to the same ability score. If a race has any feature (like spells) than is based on the creature's swapped ability score, you can use a different mental ability instead (INT/WIS/CHA).

Customizing your Race TCoE

Many races give proficiencies, if you would prefer to swap those granted with another proficiency or if you will gain those proficiencies already, use the below table to find a suitable replacement.

Proficiency Replacement
Language Language
Skill Skill
Tool Tool or Simple Weapon
Armor Simple/Martial Weapon
Simple Weapon Simple Weapon or Tool
Martial Weapon Simple/Martial Weapon or Tool

Custom Lineage HB/TCoE

Instead of choosing a published race, you can use the following to represent your lineage.

  • Choose either Small or Medium
  • You are a humanoid and can either choose one additional creature type (aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant, or undead) or you can choose another race to qualify as that race for the purposes of prerequisites.
  • You have a movement speed of 30 ft.
  • Increase 1 ability score by 2.
  • Choose 2 divided feats or a single "full" feat that you meet the prerequisites for.
  • Choose 60 ft Darkvision or proficiency in 1 skill.
  • You know Common and 1 language of your choice.

Flying Races HB

Playable races with access to flight usually have restrictions on what armor they can wear. In addition, if you are encumbered, you fly at half speed (instead of the normal -10 ft); while heavily encumbered, you descend at 60 ft per round (in addition to disadvantage on rolls that use physical scores).

Being hidden while flying using non-magical flight is impossible. You are automatically revealed from being hidden if you use your flying speed. You can still use flying speed from a magical source without being automatically revealed.

Powerful Build PHB/HB

You count as one size larger when determining your carrying capacity, weight you can push/drag/lift, and the size of creature you can enter any grapple contest with.


Starting with a Divided Feat HB

All characters gain a choice from a Divided Feat or an ability score increase at 1st level. If you wish to start with a second divided feat, you can exchange a +1 bonus from your racial ability adjustment for an additional divided feat.

Dragonborn (Enhancement) HB

Instead of the Dragonborn from the Player's Handbook, use the Chromatic, Gem, or Metallic Dragonborn from Fizban's Treasury of Dragons or the Draconblood or Ravenite Dragonborn from Explorer's Guide to Wildemounte.


Goblin (Updates)

  • Nimble Escape. If you gain the Cunning Action feature from taking rogue levels, you gain immediately gain 1 free choice from the Deft Action feature normally gained at rogue level 4.

Grung (Updates)

  • Poisonous Secretion. Applies poison on contact from being grappled by you or be the target of an unarmed strike, you can choose (no action required) to force that creature to make a Constitution saving throw or become poisoned for 1 minute. You can also choose to poison a weapon attack (no action required), the target takes 1d4 + your proficiency bonus in poison damage on a failed Constitution saving throw. The saving throw DC for either effect is equal to 8 + your Constitution modifier + your proficiency bonus. Once you have used either feature a number of times equal to your proficiency bonus, you must complete a long rest before you can do so again.
  • Water Dependency. Each day, you must either fully immerse yourself in water once (requiring a body of water large enough to fit you in it), or frequently coat yourself in water; to coat yourself, you need to pour at least 1 gallon of water over your body every 8 hours. If the weather is hot, either option must be completed twice as often. If you fail to complete either condition, you gain a level of exhaustion at the end of your next long rest.

Human (Replacement) HB

Use the race as written with these updates:

  • Ability Score Increase. Your ability scores each increase by 1. You can exchange up to 2 of these bonuses for divided feats or a single full feat during character creation.
  • Age. Humans reach adulthood in their late teens and live less than a century.
  • Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
  • Size. Humans 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: Ore curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  • Skills. You gain proficiency in one skill of your choice.

Note: Instead of Variant Human, use the above: trade 2 +1s for divided feats or a single "full" feat.

Monsters of the Multiverse Races

Many of the published races were re-published in the Monsters of the Multiverse book. If you choose a race that appears in this book, please use this updated version rather than the previously published version. The list includes:

Aarakocra, Aasimar, Bugbear, Centaur, Changeling, Dwarf, Eladrin/Sea/Shadar Kai Elf, Fairy, Firbolg, Air/Earth/Fire/Water Genasi, Githyanki, Githzerai, Gnome, Goblin, Goliath, Harengon, Hobgoblin, Kenku, Kobold, Lizardfolk, Minotaur, Orc, Satyr, Shifter, Tortle, Triton, Yuan-Ti Pureblood.

Homebrew Races

When choosing your character's race, you can choose from any of the homebrew options below:

Beastfolk

Many races exist that appear as hybrids of animals and humanoids, though they vary in origin. Some Beastfolk are individuals cursed to appear monstrous and some have been created by the gods.

Each beastfolk bears resemblance to a humanoid version of a beast, so also decide on your appearance; hopefully choosing traits that match this type of beast.

Beastfolk Traits

All beastfolk share the following traits:

Ability Score Increase. Increase one of your ability scores by 2 and another ability score by 1.

Age. Beastfolk age as humans do.

Alignment. Beastfolk tend to remain neutral rather than evil or good.

Size. Beastfolk come in sizes great and small. You can choose to be Medium or Small.

Speed. Your base walking speed is 30 feet.

Evolutionary Adaptation. You gain 5 points to spend on options from the traits listed below.

Languages. You can speak, read, and write Common and one other language of your choice.

Evolutionary Adaptation Traits

Each of the following traits lists a point value in parenthesis, usually (1). You cannot choose a trait more than once, unless it specifies otherwise. Work with the DM to customize:

Amphibious (1): You can breathe air and water.

Bestial Toughness (2) Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Biome Adaptation (2): You have resistance to one of the following damage types: cold, fire, or poison (each gains you an extra minor boost - cold & fire make you acclimatized during extreme temperature weather; poison grants adv on saves against the poison condition).

Burrowing (2): You can, as an action, gain a burrowing speed equal to 1/2 your movement speed, rounded down. To use this movement, you must have both hands free. If you end your movement underground, you must repeat the action in order to move again.

Camouflage (1): When you take the hide action on a turn that you spend no movement, you gain a +5 bonus to the result until are no longer hidden or you use any movement.

Darkvision (1): 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.

Defensive Carapace (2): When you aren't wearing armor, your AC is equal to 13 + your Dexterity Modifier. You can use a shield alongside this armor calculation.

Deft Claws (2): You have natural claw weapons, useful for unarmed strikes. If you hit, you deal 1d4 + your Dexterity modifier, instead of your normal damage for unarmed strikes. After you take the attack action and make an unarmed strike with a claw, you can make an unarmed strike as a bonus action provided that your other claw is empty.

Echolocation (2): You can emit an audible chirp that grants you Blindsight in a 15-foot radius. You can't use this feature while deafened.

Enhanced Darkvision (2): You can see 120 ft in dim light as if it were bright light, and in darkness as if dim light. You can't discern color in darkness, only shades of gray.

Flight (4): You have a 40-foot fly speed while you are not wearing medium or heavy armor, or encumbered.

Goring Rush (1): When you take the Dash action, you can make a single unarmed strike or take the shove action as a bonus action.

Keen Senses (1): You have advantage on Perception checks that rely on one of the following: sight, smell, hearing.

Leaper (1): Your jump distance is doubled. You can spend a bonus action on your turn to gain 10 feet of movement speed that can only be spent jumping.

Powerful Build (1): You count as one size larger when determining your carrying capacity, weight you can push/drag/lift, and the size of creature you can grapple.

Savage Bite (1): You have a bite natural weapon, which you can use to make unarmed strikes. If you hit, you deal 1d6 + your Strength modifier, instead of your normal damage for unarmed strikes.

Spider Climb (2): You have a climbing speed equal to your movement speed. You can climb vertical surfaces or on ceilings without needing to make ability checks.

Swift (2): Your walking speed increases by 5 feet.

Swimmer (2): You have a 40-foot swim speed.

Tremorsense (1): You can detect and pinpoint the origin of vibrations within 10 feet, provided you and the source of the vibrations are in contact with the same ground or substance.

Naturally Skilled (1): You have proficiency in one of the following skills: Acrobatics, Animal Handling, Athletics, Nature, Survival. You can select this adaptation more than once, if you choose it again you can either gain expertise in the same skill or proficiency in another.

Nature's Ally (1): You can cast the spell Animal Messenger without expending a spellslot. Once you cast it in this way, you must complete a long rest before you can cast it again in this way.

One with Nature (1): You can cast the spell Speak with Animals at will.

Quadruped (1): Your walking speed increases by 5 feet. However, when you attempt to climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Web Stalker (1): While in contact with a web, you know the location of any other creature in contact with the same web. You also ignore any movement restrictions caused by webbing.

Web Slinger (1): In place of an attack from the action, you can make a ranged weapon attack (range 20/60) against a large or smaller creature. On hit, the target is restrained. A creature can spend an action to attempt to break the webbing; they must make a Strength check (DC equal to 8 + your Constitution modifier + your proficiency bonus); dealing 5 fire or slashing damage also causes it to break. Once you use this feature, you must finish a short or long rest before you can use it again.

Custom Options

If none of these options fit your race concept, work with the DM to determine the mechanics & cost of a new adaptation.

Bullywug

These frog-headed amphibious humanoids have green, yellow, or gray skin. Their societies are highly chivalrous and they often see themselves as "above" the other less civilized life within their swamp.

Bullywug Traits

Ability Score Increase. Increase your Strength score by 2 and your Charisma score by 1.

Age. A Bullywug reaches adulthood fairly quickly, after about 10 years and can manage to live to old age at 50 – 60 years.

Alignment. Most Bullywugs are cruel and cunning. They lean towards neutral evil.

Size. Standing at 4 and a half feet to 5 and a half feet tall, your size is medium.

Speed. Your base walking speed is 30 feet.

Type. You are Humanoid and Monstrosity.

Amphibious. You have a 30-foot swim speed and you can breathe both air and water.

Frog Leap. As a bonus action, you can jump a number of feet equal to 5 x your proficiency bonus, without provoking opportunity attacks. You can use this trait a number of times equal to your proficiency bonus and you regain expended uses when you finish a long rest.

War Croak. As a bonus action, you can release an invigorating croak, granting each creature within 30 feet of your choice advantage on the next attack roll they make before the start of your next turn. Once you have used this trait, you can't do so again until you finish a long rest.

Languages. You can speak, read, and write Common and Bullywug (a language that can only be spoken by Bullywugs).

Draconian

Draconians are bipedal creatures born from dragon eggs that have been warped by powerful magic. Most often, this is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a Draconian army. A single egg yields several Draconians of the same kind. A Draconian might be taken for a Dragonborn at first glance other than their wings. When Draconians die, they do not go quietly. Instead, their bodies unleash a last act of magical violence.

Draconian Traits

Your Draconian character gains the following characteristics.

Ability Score Increase. Increase any ability score by 2 and your Constitution score by 1.

Age. Draconians are born fully formed adults and can live up to 100 years.

Alignment. Due to the nature of their creation, many Draconians follow evil masters but they are free to form their own views and opinions when not led.

Size. Draconians stand well over 6 feet tall and weigh an average of 250 lbs. Your size is medium.

Speed. Your base walking speed is 30 feet.

Type. You are Humanoid and Monstrosity.

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 Presence. You have proficiency in the Intimidation skill.


Dragon Hide. Your thick hide makes you harder to damage. Your AC when you are not wearing armor is equal to 13 + your Dexterity modifier. You can wear and shield and still use this benefit.

Dragon Wings. You have a pair of dragon wings. You can subtract up to 100 feet when calculating fall damage.

At 3rd level, you wings strengthen allowing you to glide with them. When you fall, you descend at 60 feet per round and you can move up to 2 feet horizontally for every 1 foot you descend.

At 5th level, their growth completes, you gain a flying speed equal to 40 feet.

Death Throes. When you die, your body unleashes a magical explosion. All creatures within 10 feet of you take 1d10 + your level in force damage on a failed Constitution saving throw (DC is equal to 8 + your proficiency bonus + your Constitution modifier) or half as much on a success. Your body is then destroyed.

Languages. You can speak, read, and write Common and Draconic.

Gnoll

Gnolls are a beastly, primal creature; they enjoy the thrill of the hunt. They often survive in the wilderness instead of the settlements used by other races.

Though many Gnolls are feral and aggressive, they are not without reason or sentience. They are capable of civilized lives should the right circumstances line up.

Gnoll Traits

Your Gnoll character gains the following characteristics.

Ability Score Increase. Increase your Strength score by 2 and your Constitution score by 1.

Age. Gnolls age more quickly than humans and rarely live past 40 years.

Alignment. Gnolls are predominately Chaotic but there are individuals or every alignment amongst them.

Size. Gnolls generally stand around 7 feet tall and weigh between 250 and 300 lbs. Most Gnolls hunch their posture. Your size is medium.


Speed. Your base walking speed is 30 feet.

Savage Bite. You have a bite natural weapon, which you can use to make unarmed strikes. If you hit, you deal 1d6 + your Strength modifier in piercing damage, instead of your normal damage for unarmed strikes.

Additionally, if you score a critical hit against an enemy during your action, you can make a savage bite attack against that same enemy as a bonus action.

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.

Ferocious. You have proficiency in the Intimidation skill.

Sagecraft You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.

Scavenger. You can safely consume raw or rotting food. You have advantage on saving throws against disease and ingested poison.

Languages. You can speak, read, and write Common and can speak Gnoll, though it does not have a written form.

Pech

Pechs have a range of skin tones from dark grey to pale yellow; this skin has a texture of granite. They have black pupilless eyes. Their thin arms end to an abnormally large hand.

Ability Score Increase. Increase your Constitution by 2 and another ability score by 1.

Age. Pechs often live up to 200 years.

Alignment. Pechs have no affiliation with any particular alignment.

Size. Pechs are thin and wiry creatures, they are 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.

Expert Miners. Pechs have proficiency with Light Hammers, War Picks, and Warhammers.

Stoneskin. Pech's stone-like skin grants them a +1 bonus to their AC when not wearing armor (other than a shield).

At Home within Stone. Pech are immune to the Petrified condition.

Earth Shapers. Pechs know the cantrip Mold Earth but can only cast it as long as they are holding a hammer or pick. You can choose the spellcasting ability modifier from the 3 mental statistics.

Languages. You can speak, read, and write Common and Undercommon.

Salamander

Salamanders originated on the Elemental Plane of Fire, but ventured out into the multiverse. They are hot-headed both literally and figuratively. Even though they live in communities of other salamanders, they often venture out to trade with other groups.

Ability Score Increase. Increase one of your ability scores by 2 and your Constitution score by 1.

Age. Due to their elemental nature, they can easily live over a thousand years.

Alignment. Salamanders tended to be greedy and cruel and lean towards evil but can be of any alignment.

Size. Salamanders are often over 7 feet tall after reaching adulthood, their size is medium.

Speed. Your base walking speed is 30 feet.

Type. You are considered to be both a humanoid and an elemental, if an ability can target either type, you can be affected by it.

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.

Fire Resistance. Due to your heritage on the elemental plane of fire, you have resistance to fire damage.

Flame Body. You know the cantrip Produce Flame and you can cast the spell Burning Hands once per day. You cast these spells innately and do not need to provide any components in order to cast them. You can choose the spellcasting ability modifier from the 3 mental statistics.

Scaled Skin. While not wearing armor, your armor class is equal to 15. You can wear a shield and still benefit from this feature.

Spear Training. You gain proficiency with spears and pikes.

Languages. You can speak, read, and write Common and Primordial, you speak the Ignan dialect of primordial.

Sylph

Sylphs are very curious creatures and their adventurous spirits caused them to travel the planes.

Ability Score Increase. Increase one of your ability scores by 2 and another ability score by 1.

Age. Due to your fey heritage, you can live to be 1000 years.

Alignment. Sylphs favor no particular alignment.

Gender. All Sylphs are female, they reproduce with other humanoids and birth their young by laying eggs.

Size. Your size is medium.


Speed. Your base walking speed is 30 feet.

Type. You are considered to be both a humanoid and Fey, if an ability can target either type, you can be affected by it.

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.

Flight. Sylphs have a 30-foot fly speed while wearing no or light armor.

Innate Invisibility. You can, as an action, cause yourself to become invisible. This invisibility ends if you make an attack roll, cast a spell, deal damage, or after 1 minute. After you have used this feature, you must complete a long rest before you can do so again.

Languages. You can speak, read, and write Common and Auran

Treant

Treants are walking trees, their trunk is split to form 2 legs and branches are formed from their arms.

Ability Score Increase. Increase your Wisdom by 2 and either your Strength or Constitution by 1.

Age. Just like trees, they are capable of living for hundreds of years up to around 500 in the best circumstances.

Alignment. Treants are often neutral morality but each is different.

Size. Treants come in all shapes and sizes, from a 4-foot tall round shrubling to a towering 8 ft walking tree. Regardless of your choice, your size is medium.

Speed. Your base walking speed is 30 ft.

Type. You are considered to be both a humanoid and a plant, if an ability can target either type, you can be affected by it.


Barkskin. Regardless of what armor you wear, your AC cannot be less than 16.

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.

Natural Appearance. If you remain motionless, you are indistinguishable from a tree. You can attempt to hide in a location that would make sense for a tree to be, provided you have not been seen moving.

Nature's Power. You know the cantrip Druidcraft; additionally, you can cast the spell Entangle. Once you cast it, you must complete a long rest before you can cast it again in this way. Wisdom is your spellcasting ability modifier for these spells.

Photosynthesis. Whenever you regain hit points, you add your proficiency bonus to the result.

Languages. You can speak, read, and write Common and Sylvan

Revenant

If an innocent person with sufficient will or a higher power watching over them is murdered, their soul may refuse to remain dead. Either a god or some great power caused you to rise from the grave to grant you purpose and undeath. You appear similar to a zombie but with a glow in your eyes. You retain no abilities, memories, skills, or power of your old life other than haunting nightmares of your murder.

Ability Score Increase. Increase you Charisma score by 2 and your Constitution score by 1.

Age. You no longer age and will exist until your body is destroyed or you find answers, justice, or vengeance for your death.

Alignment. Your alignment can match that of your previous life, the power that gave you new "life" or newly determined.

Size, & Speed. Your size and base walking speed match the same as the racial traits of the race of your previous life.

Type. You are considered to be both a humanoid and undead, if an ability can target either type, you can be affected by it.

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.

Eternal Vengeance. Your life is tied to the ones responsible for your death, while at least one still lives, you dream of your murder each time you take a long rest. After each long rest, you know the general direction of one of those responsible.

Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Undead. You are immune to disease and ignore the highest level of exhaustion you have. You do not need to eat or drink, but you can ingest them if you wish.

Unnatural Vitality. The first time you would drop to 0 Hit Points as a result of taking damage, you drop to 1 hit point instead. Once you have used this ability, you must complete a long rest in order to do so again.

Languages. You can speak, read, and write Common and one language of your previous lifetime.

Character Options

Feats

The non-feat character options are listed within this list after the feat that grants you one of those options.

Divided Feats

In place of the usual feat system, all of the feat options as well as several new options are listed below. All of the published and homebrew "full" feats have been split, usually into 2 smaller divided feats. These feats are gained more frequently to allow for incremental progression and include several new options to allow for customization to better fit any playstyle.

Using This System

The following information further explains this rule system; as always, please reach out to your DM for guidance.

Bonus Martial Ability Score Increase. The full martial classes (Barbarian, Blood Hunter, Fighter, Monk, Rogue) each gain 1 or more extra Ability Score Increases (at 6th, 10th, and/or 14th level). These features are kept at those class levels and reward the character with either a +2 bonus to their ability scores, a full feat, 2 divided feats, or a +1 bonus to an ability score and a divided feat.

Class Ability Score Increases. If your class table shows that you gain an Ability Score Increase at levels 4, 8, 12, 16, or 19; ignore that feature, using the below for the replacement.

Feat Progression. You gain benefits using your character level each time you level up, following the table below:

Character Level Divided Feat
1st Divided Feat or Ability Score Increase (+1)
2nd Utility or Racial Feat
3rd Divided Feat or Ability Score Increase (+1)
4th Ability Score Increase (+1)
5th Divided Feat or Ability Score Increase (+1)
6th Utility or Racial Feat
7th Divided Feat or Ability Score Increase (+1)
8th Ability Score Increase (+1)
9th Divided Feat or Ability Score Increase (+1)
10th Utility or Racial Feat - Unlocked Prestige
11th Divided Feat or Ability Score Increase (+1)
12th Ability Score Increase (+1)
13th Divided Feat or Ability Score Increase (+1)
14th Utility or Racial Feat
15th Divided Feat or Ability Score Increase (+1)
16th Ability Score Increase (+1)
17th Divided Feat or Ability Score Increase (+1)
18th Utility or Racial Feat
19th Divided Feat or Ability Score Increase (+1)
20th Ability Score Increase (+1)

Feat Versatility. Whenever you gain a level, you can replace a selection you made from a feat you previously chose with another valid option from the same feat.

Finding a Divided Feat. Existing published "1/2" feats are added as is as a divided feat, without the +1 to an ability score included. The published "Full" feats have been divided, usually split in 2, with the one divided feat using the same name and the second added with a new name. These divided feats include "()" with the name of the original feat so you can more easily find them. Each feat also lists the source of the feat if it is a divided version of a feat from a published source.

Multiclassing. The above Divided Feat Table represents character level (combined levels from all classes), so all characters will gain the same benefits regardless of the character build; while the Bonus Martial Ability Score Increases (awarded at 6th, 10th, and/or 14th level) are calculated using class level.

Non-Feat Character Options. Most of the character options available throughout character progression are listed after the feat that can provide access to that option.

Starting with a Feat. In addition to the divided feat or Ability Score Increase (+1) that all characters gain at 1st level (from the table above). You can exchange a +1 bonus from your racial ability adjustment for a second divided feat during character creation.

Racial Options & Feats. If you want even more feats at 1st level, you can select the Custom Lineage or Human as your race. With these options, you can gain either a full feat or choose 2 divided feats. This is in addition to the normal one gained at 1st level. The Variant Human has been replaced by a new Human option, however unlike other races, who are limited to a single trade, the human can swap 1 or 2 +1 bonuses for divided feats.

Taking a "Full" Feat. In some cases, you may wish to take a full version of a feat instead of the divided version. Additionally, some feats like: Friend of the Wild and the full list of Prestige feats have no divided version. Take these feats by exchanging an ability score point or currently taken divided feat, by selecting Custom Lineage or Human as your race, or with a Bonus Martial Ability Score Increase.

Armored Combatant HB

Your training with armor in combat grants you the following benefits:

  • You gain proficiency with light and medium armor and shields.

Armory Apprentice HB

Your training with various weapons from an armory grants you the following benefits:

  • You gain proficiency with all simple and 4 martial weapons of your choice
  • If you are already proficient with simple weapons and at least one martial weapon, you gain proficiency with the remaining martial weapons.
  • You can select this feat up to twice.

Athlete PHB

You have undergone extensive physical training to gain the following benefits:

  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't cost you extra movement
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Axe Executioner HB

You can use the swing of your swift axe blades to perform a deadly coup de grace. You gain the following benefits when you use one of the following weapons: handaxe, battleaxe, greataxe, halberd.

  • When you hit a creature that is prone with one of these weapons, you deal an additional wepaon damage die to the target.
  • As a bonus action while wielding one of these weapons and in reach of a creature with a shield, you can strike a creature's shield to knock it away. They gain no AC from the shield until the start of their next turn.

Battle Mage (War Caster) PHB

Prerequisite: The ability to cast at least one spell

You are practiced at weaving together magic in a melee:

  • 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.

Battle Scarred HB

You've spent a lifetime fighting, with the scars to prove it. You gain the following benefits:

  • When you roll a death saving throw, you add your Constitution modifier to the result, a result of 20 or higher allows you to regain 1 hit point as if you rolled a 20.
  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you've used this ability, you must complete a long rest before you can use it again.

Battle Stance HB

Your combat style allows you to quickly enter a stance that readies you for battle. You gain the following benefits:

  • Choose 2 stances from the 3rd level feature of the Pugilist Fighter or the Way of the Animal Monk (using those rules).
  • You can roll one additional damage die when determining the extra damage for a critical hit with an unarmed strike.

Battle Cry HB

Your shout is commanding and powerful, it draws the gaze of the weak-minded:

  • You gain proficiency with Intimidation, if you are already proficient you instead add double your proficiency bonus to checks made with it.
  • As an action, you can let out a battle cry that draws the aggression of your foes. Choose any number of creatures within 30 ft. Each of the creatures you choose must make a Wisdom saving throw or have disadvantage on all attack rolls they make against creatures other than you until the start of your next turn. The DC is equal to 8 + your proficiency bonus + your Strength or Charisma modifier (your choice). Creatures that can't hear you are immune to this affect. You can use this feature a number of times equal to your proficiency bonus, then you must complete a long rest before you can do so again.

Battlefield Commander HB

Your commanding presence on the battlefield leads your allies to victory:

  • You can forgo an attack as a part of the attack action to allow an ally within 30 ft to make an attack using their reaction.
  • When you make an attack against a target that has one of your allies within 5 ft of it, you gain a +1 bonus to your attack roll. Additionally, when an ally makes an attack against a target within 5 ft of you, they gain a +1 bonus to their attack roll.

Blowgun Assassin HB

  • Poisons applied to blowgun needles retain their potency for 1 hour instead of 1 minute.
  • You can apply any poison that costed you gold to craft or buy to 2 blowgun needles instead of one using the same action to apply both.
  • You can use the blowgun as a breathing device to hide below water, the lowest you can roll a stealth check is a 10 on the die when you are submerged.

Bullseye (Sharpshooter) PHB

Your exceptional aim allows you to strike at weak points with your ranged attacks:

  • Before you make a ranged attack with a weapon that you are proficient with, you can choose to forgo your proficiency bonus to the attack roll. If the attack hits, you add double your proficiency bonus to the attack’s damage.

Bulwark (Shield Master) PHB

Your shield is an extension of self, with it by your side, you are tough to take down:

  • 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.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Cantrip Master

Prerequisite: the ability to cast at least one spell

You are well practiced with the use of cantrips, you gain the following benefits:

  • Choose 1 cantrip from any class spell list to learn, it doesn't count against your number of cantrips known. You can use your existing spellcasting ability modifier.
  • When a creature succeeds on a saving throw against a cantrip that would have dealt damage on a failure, they take half damage instead of none.
  • When you cast a cantrip that has additional benefits when you reach higher levels, you can expend a spell slot (no action required) to gain the benefits of being a 1 tier higher level character (i.e. a 3rd level cleric can expend a 2nd level spell slot to cast toll the dead as an 11th level caster dealing 3d8 necrotic damage or 3d12 if damaged).

Cat Napper HB

You are quick to rest and able to fall asleep in nearly an instant. You gain the following benefits:

  • You can gain the benefits of a short rest over the course of 10 minutes. To do so, you spend the entire time unconscious an must be awoken as an action.

Cavalry Striker

You and your mount are well trained at sweeping through combat with a hit-and-run. While you are mounted, you gain the following benefits:

  • Your mount doesn't provoke attacks of opportunity against a creature if make a melee weapon attack against it on your turn (whether you hit or miss).
  • When you move at least 10 feet towards a target and hit it with a melee weapon attack, you can force the target to make a Strength saving (DC equal to 8 + your proficiency bonus + the ability modifier used to make the attack roll), knocking it prone on a failure.

Celestial Touched HB

You have been chosen by or connected to a powerful celestial or divine being, you gain the following benefits:

  • You learn the spell Lesser Restoration and one 1st-level spell that must be from the cleric spell list. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability can be Intelligence, Wisdom, or Charisma.

Charger PHB

You can use your momentum in combat to drive your attacks to strike harder:

  • If you move at least 10 feet in a straight line toward a creature, you either gain a +5 bonus to your next melee 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).

Cleaver (Great Weapon Master) PHB

You and your mighty blade can cut through the hoards:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • You can take a special action called whirlwind to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Clear Minded Focus HB

You’ve mastered the basic spells to such a degree that you are able to cast and concentrate on them with little effort.

  • You are able to maintain concentration on up to 2 spells at a time. You can drop concentration on either or both spells with no action required.
  • During a turn when you are concentrating on 2 spells, you can only move at 1/2 speed and you must spend your action to maintain concentration on each spell or both spells end.
  • The DC for any concentration checks to maintain the spells increases by the level of both spells you are concentrating on (Either 10 + both spell's levels or 1/2 the damage taken + both spell's levels).
  • You can use this feature once, then you must complete a short rest before you can do so again.
  • If you select this feat a second time, you can use this feature at will (provided you have spell slots available).

Close Quarters Shooter (Crossbow Expert+) PHB

You are experienced with using ranged weapons while up close and personal:

  • If another creature moves within 10 feet of you, you can use your reaction to make a attack against them with a ranged or thrown weapon.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Crossbow Expert PHB

You are so practiced with the use of crossbows that you are capable of using them with ease:

  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
  • You ignore the loading quality of crossbows with which you are proficient.

Crusher TCoE

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Whenever you score a critical hit or roll the maximum possible damage with an attack that deals bludgeoning damage, you can knock a target no more than 1 size larger than you prone.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

Dagger Mastery HB

  • If you roll the maximum result on the weapon damage dice or any additional damage applied with an attack, you roll an additional die of that size.
  • You can draw a dagger during the action you make to attack with it.

Death's Door HB

You are accustomed to the bloodiness of battle and have had your brushes with death before. You gain the following benefits:

  • While you are bloodied (at or below half your maximum hit points, you gain a +1 bonus to ability checks, attack and damage rolls, and saving throws

Defensive Duelist PHB

Your deft weapon-handling makes your guard hard to break:

  • 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.

Dervish (Dual Wielder) PHB

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.
  • When you make an opportunity attack, you can attack with a weapon you wield in each hand.

Divine Channeler HB

You gain a connection to deity and are granted a blessing from them.

  • Choose one Cleric or Paladin Channel Divinity option, you use 1/2 of your non-cleric levels to determine if you meet the prerequisite level. The save DC can be Intelligence, Wisdom or Charisma
  • You gain 1 use of Channel Divinity, which refreshes after you complete a long rest unless you gain a class feature that says otherwise.
  • This feat can be chosen multiple times if a new channel divinity option is selected (each gives one additional use and the chosen option).

Draconic Infusion FToD

Your draconic gift lets you infuse a weapon with elemental fury:

  • As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. You can use this feature a number of times equal to your proficiency bonus, then you must finish a long rest before you can do so again.

Double Weapon Fighter HB

You have trained with the exotic double-sided weapons and have learned to fight with them. You gain the following benefits:

  • You gain proficiency with exotic: double-weapons.
  • At the time of choosing the feat, you find, craft, or have commissioned 1 exotic double-sided weapon. This weapon is made up of any two melee weapons that you are proficient with that don't have the Integrated or Two-handed properties. Each side of the weapon loses the versatile property if it had it, keeps any properties it normally had, and it gains the two-handed property.
  • When you take the Attack action and attack with a double-weapon, you can engage in two-weapon fighting to attack with the other end of the weapon rather than two separate weapons, even if either side of the double-weapon does not have the light property.

Dual Wielder PHB

You master fighting with two weapons, gaining the following benefits:

  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
  • Engaging in two-weapon fighting does not require your bonus action, instead all attacks are made as a part of the attack action.

Durable PHB

It takes a lot of hits to take you down:

  • When you roll a hit Die to regain hit points, the minimum number of hit points you re-gain from the roll (including your Constitution modifier) equals twice your constitution modifier.
  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you've used this ability, you must complete a long rest before you can use it again.

Eldritch Adept TCoE

You dabble into eldritch magic for some of its dark boons:

  • Choose an eldritch Invocation and gain the benefits of it. Take half of your non-warlock levels to determine if you meet a prerequisite of any kind.
  • This feat can be chosen multiple times if unique invocation options are selected.

Invocations

When you choose eldritch invocations, you have access to any of the following options, which are separated into categories for easier searching, each category is alphabetized.


Armor of Shadows PHB

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step PHB

Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Beast Speech PHB

You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence PHB

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers HB/PHB

Prerequisite: 7th level

You can cast Compulsion once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Blessing of Bahamut HB

You can cast Bless once without expending a spell slot. It is cast at the level of your pact slot. You regain the ability to do so when you finish a long rest.

Blessing of Tiamat HB

You can cast Chaos Bolt once without expanding a spell slot. It is cast at the level of your pact slot. You regain the ability to do so when you finish a long rest.

Cloak of Flies XGtE

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 all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0).

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

Devil's Sight HB/PHB

You can see normally in darkness and dim light, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word HB/PHB

Prerequisite: 7th level

You can cast Confusion once without expending a spell slot. It is cast at the level of your pact slot. You regain the ability to do so when you finish a long rest.

Eldritch Mind TCoE

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight PHB

You can cast Detect Magic at will, without expending a spell slot or material components.

Eyes of the Rune Keeper PHB

You can read all writing.

Fiendish Vigor PHB

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Fluid Arcanum HB

Prerequisite: 11th level

When you finish a long rest, you can select an additional spell for each level of mystic arcanum (6th, 7th, 8th, and 9th) that you know. You must choose this spell from the warlock spell list. When you use your mystic arcanum feature, you can choose between either of these spells to cast before a you must complete a long rest.

Gaze of Two Minds PHB

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 XGtE

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 spell). 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 XGtE

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.

Lolth's Grasp HB

Prerequisite: 7th level

You can cast Spider Climb at will without expending a spell slot.

Maddening Hex XGtE

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 PHB

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms HB/PHB

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot. When you cast it this way, it does not require concentration.

Minions of Chaos HB/PHB

Prerequisite: 9th level

You can cast Conjure Elemental once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Mire of the Mind HB

Prerequisite: 5th level

You can cast slow once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Misty Visions PHB

You can cast Silent Image at will, without expending a spell slot or material components.

Occult Knowledge HB

You gain proficiency with History and Religion skills

One with Shadows PHB

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.

Otherworldly Leap PHB

Prerequisite: 9th level

You can cast Jump at will, without expending a spell slot.

Relentless Hex XGtE

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 of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Sculptor of Flesh HB

Prerequisite: 7th level

You can cast polymorph once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Shroud of Shadow XGtE

Prerequisite: 15th level

You can cast invisibility at will, without expending a spell slot.


Sign of Ill Omen HB/PHB

Prerequisite: 5th level

You can cast bestow curse once without expending a spell slot. It is cast at the level of your pact slot. You regain the ability to do so when you finish a long rest.

Thief of Five Fates HB/PHB

You can cast bane once without expending a spell slot. It is cast at the level of your pact slot. You regain the ability to do so when you finish a long rest.

Tomb of Levistus XGtE

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 hit 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 XGtE

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.

Undying Servitude HB/TCoE

Prerequisite: 5th-level

You can cast animate dead without using a spell slot. It is cast at the level of your pact slot. Once you do so, you can't cast it this way again until you finish a long rest.

Visions of Distant Realms XGtE

Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot.

Whispers of the Grave PHB

Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.

Wings of the Dragon HB

Prerequisite: 12th level

You grow a pair of leathery wings on your back, gaining a flying speed equal to your movement speed. You can only wear armor if it is a set of armor that has been designed or modified to accommodate wings.


Witch Sight PHB

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.

Eldritch Blast Invocations

The following invocations alter the casting of Eldritch Blast in some way and have the following Prerequisite: Eldritch Blast cantrip

Agonizing Blast PHB

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Eldritch Spear PHB

When you cast Eldritch Blast, its range is 300 feet.


Grasp of Hadar XGtE

When you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Lance of Lethargy HB/XGtE

When you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet (but not reducing their speed to 0) until the end of your next turn.

Repelling Blast PHB

When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Seeking Blast HB

When you miss with a beam from Eldritch Blast, you can use your bonus action to make another attack roll using the same beam against a different creature within 30 ft of the original target.

Quickened Blast HB

Prerequisite: 7th level

When you cast Eldritch Blast as your action, you can use your bonus action to fire a single additional beam from Eldritch Blast

Eldritch Blast Variant Invocations

Some people feel uninspired when they see a warlock that repeatedly casts eldritch blast, some even choose to take a different damage cantrip to avoid the cliche. To avoid this sub-optimal choice but still allow for a flavorful take on your warlock, see the below options for tweaking eldritch blast based on your patron. These invocations are not limited to the respective patron and can be selected by any warlock.

Ancestor: HB

When you fire a beam from Eldritch Blast, you may choose to deal necrotic damage instead of force. Alternatively, you can choose to deal no damage and cause attacks the target makes against creatures other than you to be made at disadvantage until the start of your next turn.

ArchFey: HB

When you fire a beam from Eldritch Blast, you may choose to deal no damage and instead be considered invisible to the target until the start of your next turn.

Archmage: HB

When you fire a beam from Eldritch Blast, if the target is is concentrating on a spell, you have advantage on the attack roll and deal bonus damage equal to your proficiency bonus on hit.

Dragon: HB

When you fire a beam from Eldritch Blast, you may choose to deal one type from the following list instead of force, select the damage type when you take this invocation: Acid, Cold, Fire, Lightning, or Poison. Alternatively, you may choose to deal no damage and instead cause the target to become frightened of you until the start of your next turn.

Great Old One: HB

When you fire a beam from Eldritch Blast, you may choose to deal psychic damage instead of force. Alternatively, you can choose to deal no damage and cause the target to have disadvantage on the next attack or ability check they make before the start of your next turn that doesn't already have disadvantage.

Great Tree: HB

When you fire a beam from Eldritch Blast, you may choose to deal no damage instead and restrain the target until the end of your next turn.

HexBlade/Warrior: HB

When you fire a beam from Eldritch Blast, you may choose to deal the damage type of a weapon you are wielding. Additionally, you can replace any of the ranged spell attacks with a melee spell attack. The range of this melee spell attack matches the reach of your weapon if it is a melee weapon, else it is 5 feet.

Celestial: HB

When you fire a beam from Eldritch Blast, you may choose to deal radiant damage instead of force. Alternatively, you can choose to deal no damage and cause the next attack made against them that doesn't have advantage before the start of your next turn to have advantage.

Fathomless: HB

When you fire a beam from Eldritch Blast, you may choose to deal cold damage instead of force. If you hit while dealing cold damage, you can cause one space that the creature occupies to become difficult terrain for 1 minute.

Fiend: HB

When you fire a beam from Eldritch Blast, you may choose to deal fire damage instead of force. While you deal fire damage on the damage dice, you can choose to reroll the die, using the new result.


Genie: HB

When you fire a beam from Eldritch Blast, you may choose to deal thunder damage instead of force. If you hit while dealing thunder damage, you can move that creature 5 feet to an unoccupied space in any direction.


The Hive Queen: HB

When you fire a beam from Eldritch Blast, you may choose to deal the damage type associated with your chosen swarm instead of force. If you hit while dealing this damage type, you can cause the creature to use its reaction to move 5 feet to an unoccupied space in any direction of its choice.

Oracle: HB

Once per turn, when you fire a beam from Eldritch Blast and hit a creature, you may choose to mark that target until the start of your next turn. A marked creature has disadvantage on the first attack it makes against you and you gain advantage on the first saving throw or ability check triggered by that creature.

Pact Breaker: HB

When you fire a beam from Eldritch Blast, you may choose to move up to 5 feet in any direction without provoking opportunity attacks.

Primus: HB

Once per turn, when you fire a beam from Eldritch Blast, you can cause the target to be locked by order, causing them to replace the d20 result on the next attack roll, ability check, or saving throw they make before the end of your next turn with a 10.

Undead/Undying: HB

When you fire a beam from Eldritch Blast, you may choose to deal necrotic damage instead of force. Alternatively, you can choose to deal no damage and cause one type of saving throw (chosen on hit) made by them before the start of your next turn to have disadvantage.

Void: HB/XGtE

See Lance of Lethargy

Pact of the Blade Invocations

The following invocations require the Pact of the Blade:

Bladeslinger HB

Prerequisite: Pact of the Blade

If your pact weapon has the ammunition and/or loading property, you can ignore them for your pact weapon. If you pact weapon is a melee weapon, its reach increases by 5 feet. If your pact weapon is a thrown weapon, you double its short range and it gains the returning enchantment.

Twinned Blade HB

Prerequisite: Pact of the Blade

When you summon your pact weapon, you can choose to summon a second weapon of the same type in another hand as a part of the same action. When you engage in two-weapon fighting using a pact weapon, you add your ability modifier to the damage of the second attack.

Eldritch Armor HB

Prerequisite: Pact of the Blade

As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

Eldritch Smite XGtE

Prerequisite: 5th level, Pact of the Blade

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Improved Pact Weapon HB/XGtE

Prerequisite: Pact of the Blade

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 +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, you can conjure the weapon using your item interaction rather than your bonus action.

Lifedrinker PHB

Prerequisite: 12th level, Pact of the Blade

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Thirsting Blade PHB

Prerequisite: 5th level, Pact of the Blade

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Unquenchable Blade HB

Prerequisite: 9th level, Pact of the Blade

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.


Pact of the Chain Invocations

The following invocations require the Pact of the Chain:


Chains of Carceri PHB

Prerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster without expending a spell slot or material components. Once you do so, you can't cast it this way again until you finish a short or long rest.

Gift of the Ever-Living Ones XGtE

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.

Investment of the Chain Master TCoE

Prerequisite: Pact of the Chain feature

When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it used your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant resistance against that damage.
Unchained Might HB

Prerequisite: 5th level, Pact of the Chain

When you cast Find Familiar to summon your pact familiar, you can choose to gain the effects of the spell Find Steed or Find Companion. You summon a single creature with the combined effects of the Find Familiar spell as well as the other spell you choose.

Voice of the Chain Master XGtE

Prerequisite: Pact of the Chain

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence.

Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Pact of the Cloak Invocations

The following invocations require the Pact of the Cloak:

Cascading Cape

Prerequisite: Pact of the Cloak

While you are wearing your pact cloak, you can cast the spell Featherfall on yourself at will; while the spell is active, you can move up to 10 feet horizontally for every 5 feet you descend. As a bonus action, you can cause the cloak to billow dramatically.

Cowled Cloak

Prerequisite: Pact of the Cloak

You gain proficiency with Stealth checks and can use your Charisma in place of your Dexterity ability modifier. Additionally, you can take the hide action as a bonus action once, then you must complete a short or long rest before you can do so again.

Improved Pact Cloak

Prerequisite: Pact of the Cloak, 5th level

You gain a +1 bonus to your AC and saving throws while you wear your pact cloak.

Mighty Mantle

Prerequisite: Pact of the Cloak, 15th level

You gain resistance to non-magical bludgeoning, piercing, and slashing damage while you wear your pact cloak

Robe of Rising

Prerequisite: Pact of the Cloak, 12th level

You gain a flying speed equal to your walking speed while you wear your pact cloak.

Shielding Shroud

Prerequisite: Pact of the Cloak

Either during the action you use to summon your pact cloak or as a bonus action, you can conjure a spectral shield into an empty hand, which lasts until you let go of the shield. While wielding this shield, you gain a +2 bonus to your armor class and you can perform somatic components with the same hand. It does not count as armor for the purposes of being unarmored.

Shimmering Shawl

Prerequisite: Pact of the Cloak, 5th level

You gain resistance to one damage type from acid, cold, fire, lightning, poison, or thunder while you wear your pact cloak; you can change this type of damage each time you summon your pact cloak.

Pact of the Orb Invocations

The following invocations require the Pact of the Orb:

Arcane Ray HB

Prerequisite: 5th level, Pact of the Orb

When you use your action to cast a cantrip on your turn, you can expend 2 charges of your Pact Orb to cast a cantrip with a casting time of 1 action as a bonus action.

Crystal Scry HB

Prerequisite: 9th level, Pact of the Orb

You can cast Scrying once without using a warlock spell slot. You can't do so again until you finish a long rest.

Chromatic Blast HB

Prerequisite: Pact of the Orb, Eldritch Blast cantrip

When you cast Eldritch Blast, you gain a +1 bonus to damage rolls using the spell. Additionally, the type of damage it deals is now determined by the roll on the damage die as seen in the table below.

Damage Result Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

Energy Shield HB

Prerequisite: 15th level, Pact of the Orb

Your Pact Orb acts as an energy well, absorbing energy from spells targeting you. You have advantage on saving throws against spells and other magical effects.

Improved Pact Orb HB

Prerequisite: Pact of the Orb

Your focus gains a +1 bonus to spell attack and spell save DC, unless it is a magic item that already has a bonus to those rolls. In addition, your pool of charges is increased to twice your proficiency bonus.

Pact of the Talisman Invocations

The following invocations require the Pact of the Talisman:

Bond of the Talisman TCoE

Prerequisite: 12th level, Pact of the Talisman feature

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided that each of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Improved Pact Talisman HB

Prerequisite: 5th level, Pact of the Talisman

The bonus granted by your talisman grows with your proficiency bonus (matching the proficiency dice found on page 263 of the DMG). The bonus is equal to a d6 @ 5th level, a d8 @ 9th level, a d10 @ 13th level, and a d12 @ 17th level.

Prerequisite: Pact of the Talisman

While another creature wears the talisman, you can communicate telepathically out to a distance of 1 mile. Additionally, as an action, you can see through the creature's sense, gaining any special senses that it has; during this time, you are blind and deaf with regard to your own senses.

Protection of the Talisman HB/TCoE

Prerequisite: 7th level, Pact of the Talisman

When the wearer of your talisman fails a saving throw, they can add the bonus die to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Rebuke of the Talisman TCoE

Prerequisite: Pact of the Talisman

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and can push it up to 10 feet away from the talisman’s wearer.

Pact of the Tome Invocations

The following invocations require the Pact of the Tome:

Aspect of the Moon XGtE

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.

Book of Ancient Secrets PHB

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 two needn't be from the same 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.


Book of Known Paths HB

Prerequisite: Pact of the Tome feature

A new page appears in your Book of Shadows. You can touch this page as an action to magically transcribe a bird's eye view map of your immediate surroundings within 100 feet that you can see. The drawing includes small or large objects, but not creatures or smaller objects. You can repeat this action to extend the current image, adding your new surroundings to the existing image as long as you are within 100 feet of the edge of the current map. The drawing shifts on the page to fit new sections and merges with what was previously added.

You can extend the map up to 1 mile from the place you started the map and this map lasts until you use this feature in a new location to start a new map.

Far Scribe TCoE

Prerequisite: 5th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching the name on it.

Gift of the Protectors TCoE

Prerequisite: 9th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching the name on it.

Secrets of the Arcane HB

Prerequisite: 12th level, Pact of the Tome

You learn two spells of your choice that are 5th level or lower from either the sorcerer, warlock, or wizard spell list. The chosen spells count as warlock spells for you but don’t count against the number of spells you know for the class.

Building a Custom Invocation

Work with the DM to come up with a custom invocation, it might be selectable as a normal invocation, through the Eldritch Adept feat, or given for free as a quest reward from your patron.

==============================================

Elemental Adept PHB/HB

You are a mage that focuses on a particular element

  • You ignore resistance to one type of damage (from acid, cold, fire, lightning, poison, thunder).
  • When you roll the chosen damage type, you deal additional damage equal to your proficiency bonus.
  • You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Empowered Caster HB

Prerequisite: The ability to cast at least one spell

You’ve learned to push your magic to its utmost, extracting every drop of damage possible from the Weave.

  • When a creature rolls a 1 on the d20 roll of a saving throw against a spell you cast that deals damage, they instead take the highest number possible for the damage dice.
  • When you cast a spell as a bonus action, you can use your action to cast a spell that is of a higher level that a cantrip. The combined level of the 2 spells can be up to but may not exceed your proficiency bonus.

Entangler HB

  • You can ignore the restrictions from the special property of the net and bola.
  • The short and long ranges of the net and bola are doubled.
  • The DC, AC, and HP of the net and bola are each increased by your proficiency bonus.

Equilibrium Mastery HB

Your ability to avoid damage rather than absorb it is without match:

  • While you are wearing no armor and not wielding a medium or heavy shield, you can use your reaction to impose disadvantage on an incoming attack roll. You can choose to use this feature after the creature makes its attack, but before determining whether the attack hits.

Extra Attack HB

Prerequisite: 5th level

Your training and martial prowess has let you attack faster, granting you the following benefits:

  • You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Acting HB

You are especially quick to act when combat approaches, you gain the following benefits:

  • When you roll initiative and are not surprised, you can use your reaction to use a bonus action as if it were your turn. You must meet the prerequisite and spend any cost associated with the bonus action. If more than one creature has this feat, you resolve them in initiative order.
  • On your turn, you can activate an ability that normally requires a bonus action by replacing an attack from the attack action instead.

Fast Fingers HB

Your hands are quick and can act at lightning speeds, you gain the following benefits:

  • You can take the Disarm or Use an Object actions or Drink a Potion as a bonus action.
  • When you take the use an object action, you can attempt to draw or stow an item from another creature's invenory. Make a contest with them using your sleight of hand against their perception or investigation, and either taking or leaving an item in a pack, pocket, or belt (not something worn or carried).

Fey Touched HB/TCoE

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

  • You learn the misty step spell and one 1st-level spell that must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either in this way, you can't cast that spell in this way until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability can be Intelligence, Wisdom, or Charisma.

Fighting Initiate TCoE

You adopt a particular style of fighting as your specialty, gain the following benefits:

  • Choose a Fighting Style option detailed on the Fighting Styles page.
  • This feat can be chosen multiple times if a new fighting style is selected.


Fighting Styles

Instead of choosing a Fighting Style from your class list, choose from the following (that you don't already have).

Martial Versatility TCoE

Whenever you gain a level, you can replace a fighting style you know with another style.

Archery PHB

You are skilled with ranged weapons and can make shots that others find difficult. While you are wielding a ranged weapon with which you are proficient, gain a +2 bonus to attack rolls you make with ranged weapons.

Bar Fighter HB

When you make an attack using an improvised weapon, you can choose to roll maximum damage on the damage die, when you do so, the improvised weapon is destroyed and rendered useless for any further attacks.

Blind Fighting HB/TCoE

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless it successfully hides from you.


Cavalier HB

You are a practiced Cavalier. You gain the following benefits while mounted:

  • You can command your mount to take the shove action on its turn using your bonus action.
  • You can use your reaction when your mount takes damage to give your mount resistance to the incoming damage.
Cruel Combatant HB

When you hit a creature with advantage that suffers from one of the following conditions: blind, bloodied, frightened, grappled, incapacitated, poisoned, prone, restrained; you add a bonus to the damage roll equal to your proficiency bonus. On a critical hit against this creature, you add double your proficiency bonus instead.


Defense PHB/HB

You are skilled at the art of defending yourself. While you are wearing armor with which you are proficient, you gain a +1 bonus to AC and you have advantage on ability checks and saving throws to avoid being moved.

Dueling PHB

You are skilled in the art of fighting with a single melee weapon. While you are wielding a melee weapon in 1 hand with which you are proficient and no other weapons, you gain a +2 bonus to damage rolls.

Equilibrium HB

You are skilled at fighting while minimally armored. While you are wearing no armor and not wielding a medium or heavy shield, you gain the following benefits:

  • You gain a +1 bonus to AC.
  • You gain a +1 bonus to attack rolls.
Fleet Feet HB

You can move 10 feet without provoking opportunity attacks or spending any movement as a bonus action (you cannot use this feature when your speed is set to 0).

Great Weapon Fighting PHB/HB

You are skilled at putting the weight of a weapon to your advantage. While you are wielding a melee weapon in 2 hands with which you are proficient, roll an additional weapon damage die when you roll damage dice for an attack and ignore the lowest result.

Interception HB/TCoE

You are practiced at keeping your allies from harm:

  • Enemies gain no benefit from flanking while they are attacking a creature within your reach.
  • You can take the Defend or Hamper action as a bonus action on your turn.
Keen Striker HB

Your critical threat range increases by 1; meaning you score a critical hit on a result of 19 or 20 while making an attack roll with the weapon (this can stack with other features that increase your critical threat range, like the Champion).

Mystic Warrior HB/TCoE

Choose a spell casting class with cantrips on their spell list, you learn 2 cantrips of your choice from that class spell list.

  • When you choose the class also choose Charisma, Intelligence, or Wisdom; this is your spellcasting ability for these cantrips.
  • When you gain a level, you can replace 1 of these cantrips with another 1 from the same class spell list.
Reach Mastery HB

Once per turn, when you hit a creature with a reach weapon attack and drop them to 0 hit points, you can immediately make another attack with the same weapon against another creature within your reach as a part of the same action, adding any excess damage from the first attack to the attack’s normal damage on a hit against the second creature.

Seamless Companion HB

You gain the service of a faithful companion and you fight as a seamless unit. You learn the spell Find Familiar and you can cast it once without providing a spell slot or material components. Once you do so, you must complete a long rest in order to cast it this way again. Instead of an action to use the familiar's senses, you can do so with no action required.

Shielding PHB/HB

You are skilled at using your shield to defend your allies as well as yourself. While you are wielding a shield with which you are proficient, you gain the following benefits:

  • 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 can don or doff a shield as a bonus action.
  • If you are wielding a tower shield, you no longer have your movement speed reduced.


Specialist HB

You are well practiced with weapons of oddity. While wielding a weapon with the special property, if you attack a creature within 5 feet of you, you cannot have disadvantage imposed.

Superior Technique HB/TCoE

You learn 2 Maneuvers of your choice from among those available to the Battle Master or the new Roguish Archetype: The Cheater).

  • If you have or gain superiority dice, you gain 1 more; otherwise, you have 1 d6 superiority die.
  • The DC for any saving throws caused by this maneuver = 8 + your proficiency + your Strength or Dexterity modifier.
  • You regain your expended superiority dice when you finish a short or long rest.

Sworn Weapon HB

You dedicate yourself to fight with a single weapon and fight with it unlike any other. After a long rest, choose one proficient weapon (or your unarmed strikes). Until you choose a different weapon, you gain the following benefits:

  • You can use your Intelligence, Wisdom, or Charisma modifier for attack and damage rolls with this weapon.
  • You can use the weapon as a spellcasting focus for any spells you know that use the same ability score.
Thrown Weapon Fighting HB/TCoE

You are skilled with the techniques of throwing weapons. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:

  • You gain a +1 bonus to the attack and damage rolls.
  • When you make a ranged attack with a thrown weapon you can draw another thrown weapon as part of the action used to attack with it
  • Thrown weapons counts as a ranged weapon for you.
  • You can double the normal range of the weapon, up to no longer than the long range.
Two-Weapon Fighting PHB/HB

You are skilled at fighting with 2 weapons. While you are wielding separate weapons in each hand with which you are proficient, you gain the following benefits:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of your two-weapon fighting attack.
  • You can draw or stow a weapon with each free hand using your item interaction.
Unarmed Fighting HB/TCoE
  • Your unarmed strikes can deal 1d6 + your Strength modifier in bludgeoning damage. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
  • When you succeed on a grapple check (to initiate, keep, or manipulate a grappled target), you can deal bludgeoning damage equal to your proficiency bonus to the grappled creature.
Versatile Fighting HB

You are skilled at using weapons in different ways. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:

  • You gain a +1 bonus to the attack and damage rolls.
  • You can draw and stow a weapon during your item interaction on your turn.
  • You can don or doff a shield as a bonus action.

Fiend Touched HB

Your exposure to the magic of a Lower Plane has changed you, granting you the following benefits:

  • You learn the spell Hellish Rebuke and one 1st-level spell that must be from the warlock spell list. You can cast Hellish Rebuke at 2nd level and the 1st level warlock spell without expending a spell slot. Once you cast these spells, you can't cast that spell in this way until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability can be Intelligence, Wisdom, or Charisma.

Flexible Elementalist HB

Prerequisite: The ability to cast at least one spell

You are able to break the rules of the weave and bend the elements to your whim:

  • When you attempt to deal damage to a creature that has resistance or immunity to at least one damage type from a spell you cast, you can use your reaction to change that damage type to another from the same row on the table below, possibly avoiding that creature's resistance or immunity. This changes the damage type for any other targets of the spell and for the rest of the duration of the spell, if applicable. It does not alter the damage type of another type caused by the same spell.
Damage Type Damage Type Damage Type
Acid Piercing Poison
Cold Necrotic Slashing
Fire Lightning Radiant
Bludgeoning Force Thunder

Flowing Form HB

Your movement flows with elegance both in and out of the water:

  • You gain a swimming speed equal to your movement speed.
  • You can hold your breath a number of minutes equal to 2 + your Constitution modifier (minimum of 1)
  • When you take the Dodge action, you also gain the benefits of either the Dash or Disengage action using the same action.

Furious Attacker

In battle your attacks land with fury that is not matched. You gain the following benefits:

  • When you roll the maximum result on any damage die, the die explodes (unless you already have a similar feature), allowing you to roll an additional damage die adding it the total damage result.

Grappler HB/PHB

Prerequisite: Strength 13

You prefer to keep your enemies close:

  • You have advantage on attacks against your grappled target.
  • If you start you turn with a creature grappled, that creature takes bludgeoning damage equal to your proficiency bonus.

Great Weapon Master PHB

You are skilled at using the weight behind your weapon:

  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to forgo your proficiency bonus on the attack roll. If the attack hits, you add double your proficiency bonus to the attack’s damage.

Grenadier HB

You are experienced in the creation and use of flasks and bombs. You gain the following benefits:

  • You gain proficiency with improvised weapons
  • The crafting time and cost to create non-magical consumables is halved
  • When you throw one of these objects, the normal range is doubled.
  • Any saving throws related to these items are calculated using 8 + your Intelligence modifier + your proficiency bonus
  • You double the damage or damage dice that these items deal.

Guerilla Fighter (Mobile) PHB

You prefer hit-and-run tactics in warfare:

  • 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.

Guisarmier (Polearm Master) PHB

You favor weapons of reach in battle:

  • While you are wielding a polearm (bill hook, glaive, halberd, long spear, pike, scythe, spear, trident, quarterstaff, yklwa), other creatures provoke an opportunity attack from you when they enter your reach, the opportunity attack must use the polearm.

Gunner TCoE

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • You gain proficiency with the exotic weapons: Firearms.
  • You ignore the loading or reload & misfire properties of firearms.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Hammering Blow HB

You can use the mighty weight of your hammers to damage even the most heavily armored foes. You gain the following benefits when you use one of the following weapons: light hammer, warhammer, maul, ball and chain.

  • When you miss with an attack using one of these weapons, the target still takes damage equal to your ability modifier used to make the attack.
  • As a bonus action while wielding one of these weapons and in reach of a creature with a shield, you can strike a creature's shield to knock it away. They gain no AC from the shield until the start of their next turn.

Healer PHB

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • 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 unless it is dying.

Heavily Armored PHB

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • You gain proficiency with heavy armor.



Heavy Armor Master PHB

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • While you are wearing heavy armor, bludgeoning. piercing, and slashing damage is reduced by amount equal to your proficiency bonus.

Heavy Sleeper HB

You sleep hard when your head hits the pillow and are able to get a good night's sleep even in poor circumstances. You gain the following benefits:

  • You can gain the benefits of a long rest when you would normally only qualify for a night's rest. To do so, you must spend all 8 hours sleeping and cannot be interrupted.

Hemocraft Mastery HB

You have studied the forgotten magic of Blood Curses. You gain the following benefits:

  • Choose 2 Blood Curses from the Blood Hunter Class that you meet the prerequisite for to learn.
  • You gain 1 use of Blood Maledict which uses a d4 Hemocraft die (unless you gain a class feature that says otherwise), which refreshes after a short or long rest. You can use it for any Blood Curse you know.
  • You can choose this feat multiple times, each time you gain 2 additional curses known and 1 addition use.

Blood Curses

When you choose a Blood Curse, use the following list instead of the list in the class which includes several new options as well as reworked versions of the existing options:

Blood Curse of the Anxious HB/BHS

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma checks made against the cursed creature have advantage.

Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

Blood Curse of Ashes HB

Prerequisite: Order of the Phoenix

As a reaction that you take when a creature you can see within 30 feet of you drops to 0 hit points, you can alight their body to slowly burn with a soft glow. The creature does not roll death saving throws and instead at the start of each of their turns, marks off one failure and emits a burst of radiance in a 5 foot radius. Each creature other than the dying one either takes radiant damage or regains hit points equal to one roll of your hemocraft die + your Hemocraft ability modifier. This effect ends and the body turns to ash when they accumulate 3 failed death saves.

Amplify. You can target the body of a friendly as they drop to 0 hit points to have them forgo rolling death saves to have them mark off one successful save each turn. If they accumulate 3 successful saves, this effect ends and they are set to half their maximum hit points.



Blood Curse of Binding BHS

As a bonus action, you attempt to bind a large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Bloated Agony HB/BHS

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes necrotic damage equal to a roll of your hemocraft die for each attack it makes until the end of your next turn.

Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Corrosion BHS

Prerequisite: Order of the Mutant

As a bonus action, you cause a creature within 30 feet of you to become poisoned until the end of your next turn.

Amplify. The curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Elemental Barrage HB

Prerequisite: Order of the Dragon

As a reaction that you take when a creature you can see within 30 feet of you takes damage from an attack or spell that deals the damage type of your active crimson rite, you can temporarily open up its defenses. On a failed Constitution saving throw, the creature gains vulnerability (including from the triggering effect) until the end of your next turn; they automatically succeed on the saving throw if they are resistant or immune to the damage type.

Amplify. The target takes an additional hemocraft die of the specified damage type each time it takes that type of damage before the vulnerability ends.

Blood Curse of the Exorcist BHS

Prerequisite: Order of the Ghostslayer

As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Amplify. One creature that charmed, frightened, or possessed the target of your curse takes psychic damage equal to the result of one hemocraft die and must make a Wisdom saving throw or be unable to apply the same effect to the target of this curse.


Blood Curse of Exposure HB/BHS

As a reaction that you take when a creature you can see within 30 feet of you takes damage from an attack or spell, you can temporarily weaken its resilience. Until the end of your next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

Amplify. The target loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of your next turn.

Blood Curse of the Eyeless BHS

As a reaction that you take when a creature you can see within 30 feet of you makes an attack, you can 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 hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Amplify. You apply this curse to all the creature’s attack rolls until the end of your next turn. You roll separately for each affected attack.

Blood Curse of the Fallen Puppet BHS

As a reaction that you take when a creature you can see within 30 feet of you drops to 0 hit points, you can instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft ability modifier (minimum of +1).


Blood Curse of Glamour HB

Prerequisite: Order of the Crimson Cloak

As a bonus action you can force a creature within 30 feet of your that can see you to make a Wisdom saving throw. On a failure, they are charmed by you until the end of your next turn and it is compelled to obey a single word command for their next action, as with the command spell.

Amplify. The charm lasts for 1 hour or until damaged.

Blood Curse of the Howl HB/BHS

Prerequisite: Order of the Lycan

As a bonus action, you unleash a bloodcurdling howl. One creature of your choice within 30 feet that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

Amplify. You can choose to target a number of creatures equal to your Intelligence modifier.

Blood Curse of the Iron Tongue HB

Prerequisite: Order of the Vigilant Watch

As a bonus action, you choose a creature that you can see within 60 feet of you. That creature must make a Charisma saving throw or become cursed. They are rendered mute and incapable of casting spells that includes verbal components until the end of your next turn.

Amplify. This curse lasts up to 1 minute. At the end of each of its turns, the cursed creature can repeat the saving throw. On a success, this curse ends.

Blood Curse of the Lifestream HB

Prerequisite: Order of the Demon Hunter

As a bonus action, you can empower the next melee weapon attack that hits before the end of your next turn with fell magic. The attack deals additional damage equal to one roll of your hemocraft die in necrotic damage. You regain hit points equal to the damage taken.

Amplify. Your reach with the attack becomes 30 feet.

Blood Curse of the Marked HB/BHS

As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your next turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

Amplify. The next attack roll you make against the target before the end of your next turn has advantage.

Blood Curse of the Muddled Mind HB/BHS

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Amplify. The cursed creature must immediately make a concentration check (DC 10) or lose concentration and the curse extends to all Constitution saving throws.

Blood Curse of the Scarlet Shield HB

As a reaction you take when you are attacked by a creature within 10 feet, you summon a glyph to your shield or armor that reflects the damage back at the attacker until the end of your next turn. Each time a creature, including the triggering attack, makes an attack roll against you, they take damage equal to one roll of your hemocraft die.

Amplify. You gain a +2 bonus to both your Armor Class as well as a +2 bonus to the reflected damage the glyph deals on each incoming attack.

Blood Curse of the Soul Eater HB/BHS

Prerequisite: Order of the Profane Soul

As a reaction that you take when a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can offer their life energy to your patron in exchange for power. Until the end of your next turn, you have resistance to all damage.

Amplify. You regain an expended pact magic slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Blood Curse of the Spell Feebler HB

As a reaction, which you take when a creature within 30 feet of you casts a spell with a casting time of 1 action, you can attempt to temporarily siphon their connection to the weave. On a failed Wisdom saving throw, you can force them to change the spell they are casting to another 1 action spell of at least one level lower that they know or have prepared (a cantrip if they were initially casting a 1st level spell). They still expend the same level spell slot if it required a spell slot, but it counts as being cast at 1 level lower than the initial spell's level. If they do not have a lower level spell with a valid target, their action is also wasted.

Amplify. The target takes psychic damage equal to your hemocraft die + your proficiency bonus which forces a concentration saving throw in order to complete casting the spell (even if the spell does not require concentration).

Blood Curse of Twisted Fate

Prerequisite: Order of the Timekeepers

As a reaction, when a creature you can see within 10 feet succeeds on a saving throw, you can roll a hemocraft die and subtract the number from the result potentially causing the saving throw to fail.

Amplify. The range of this curse increases to 60 feet.

Blood Curse of the Whip

Prerequisite: Order of the Monster Tamer

As a bonus action, you attempt to overwhelm a large or smaller beast you can see within 30 feet of you, which must make a Wisdom saving throw. On a failure, it is stunned until the end of your next turn.

Amplify. Instead, you determine what the cursed creature does on its turn including its actions, targets, and movement. Your control immediately ends if you would command it to do something that was directly harmful to itself.

Crafting a Custom Blood Curse

One of the draws to playing a blood hunter is the power to weave in blood curses into your combat. You may want to further customize your character through a new custom blood curse. Work with the DM to create a blood curse (balanced against the other listed options). This custom blood curse can be learned through your normal blood hunter progression as they learn new infusions, through the Hemocraft Mastery feat, or as a quest reward.


==============================================


Infuser HB

You can infuse items with the magic of artifice:

  • You learn one Infusion option of your choice. Take half of your non-artificer levels to determine if you meet a prerequisite of any kind and if your infusions upgrade.
  • You gain the ability to infuse one item with any infusions you know or replicate a magic item that you meet the prerequisites for at the end of each long rest.
  • You can select this feat multiple times, each time you gain 1 additional use, 1 infusion, and one magic item replication.


Crafting a Custom Infusion

One of the draws to playing an artificer is the flexibility of their infusions and the ability to access the crafting system. You may want to further customize your character through a new custom infusion. Work with the DM to create an infusion (balanced against the other listed options). This custom infusion can be learned through your normal artificer progression as they learn new infusions, through the Infuser feat, or as a quest reward.

Replicate Magic Items

Artificers can use their infusions to temporarily create magic items. Non-artificers can take the Infuser feat to mimic this ability as well. Instead of the tables found in Tasha's Cauldron of Everything with tiers at 2nd, 6th, 10th, and 14th level use the below price ranges instead. You can replicate any non-consumable, non-cursed, non-legendary item of the respective rarity that is available in your world at the price range listed. You use 1/2 your non artificer levels to determine which tier of items you can replicate:

  • 2nd Level. up to 500 gp costing Uncommon Items
  • 6th Level. up to 1000 gp costing Uncommon Items
  • 10th Level. up to 2000 gp costing Uncommon Items
  • 14th Level. up to 5000 gp costing Rare Items

Infusions

When you choose artificer infusions, choose from the following options which includes the usual and new options.

Aquatic Armor HB

Item: A suit of armor (optional attunement)

You adapt your armor to better suit an aquatic environment. While wearing the Aquatic Armor, you gain swimming speed equal to your movement and you can breathe underwater for 1 hour. At 10th level, the swimming speed doubles and your underwater breathing becomes indefinite. If you decide to attune to the Aquatic Armor, you also gain a +1 bonus to your Armor Class.

Arcane Artifice HB

Item: Any Tiny Object

When you infuse this item, choose a 1st level spell that you know and replicate the effects of that spell with the item. The spell you choose must not have any costly or consumed material components. Anyone holding the item can cast the spell using your spellcasting ability modifier. Once the spell has been cast, it cannot be used again until the next dawn. At 10th level, the spell can be cast again after a short or long rest.

Arcane Propulsion Armor HB/TCoE

Prerequisite: 6th level Artificer

Item: A suit of armor (requires attunement)

The wearer of this armor gains these benefits:

  • The wearer's walking speed increase by 5 feet.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs. The replacements function identically to the body parts they replace.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.

At 10th level, you can move in bursts of flight, granting you a flying speed equal to your walking speed; however, if you end your turn not on the ground or held aloft, you fall to the ground.

Armor of Magical Strength HB/TCoE

Item: A suit of armor (requires attunement)

This armor has 6 charges and regains 1d6 expended charges daily at dawn. The wearer can expend the armor's charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

At 10th level, you can use your Intelligence instead of your Strength for the attack and damage rolls of weapon attacks & the number of charges becomes infinite.

Boots of the Winding Path HB/TCoE

Prerequisite: 6th-level artificer

Item: a pair of boots (requires attunement)

While wearing these boots, a creature can teleport 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.

At 10th level, you can teleport to a space you can see as long as you have occupied it at any point previously.


Disarming Device HB

Item: A rope, whip, chain, or kinetic cable (requires attunement)

You can take the attack action to attempt to disarm a creature within 60 feet that is no more than 1 size larger than you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. The creature must make a Strength saving throw against your spell save DC, with advantage if he is holding the weapon with both hands. On a failure the creature drops his weapon and you pull it 60 feet into your direction. Magic weapons cannot be disarmed.

At 10th level, you can use this to disarm magic weapons and can disarm creatures that are up to 2 sizes larger.

Emergency Armor HB

Item: A suit of armor

You infuse your armor with the means to prevent you from dying. The first time you are reduced to 0 hit points (but not killed outright) while wearing the Emergency Armor you regain 1 hit point. If you hit 0 hit points again before you complete a long rest, you are automatically stabilized at the start of your turn.

At 10th level, you while stable, you can continue to roll death saving throws (ignoring failures) and you regain 1 hit point when you accumulate 3 successes.

Enhanced Arcane Focus TCoE

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 and three quarters cover when making a spell attack. This bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense TCoE

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

Enhanced Tool Focus HB

Item: A tool set (requires attunement)

While using this tool set, you gain a +1 bonus to tool checks related to it. Spells cast using this as a spellcasting focus gain +1 to their spell save DC. These bonuses increase to +2 when you reach 10th level in this class.

Enhanced Weapon TCoE

Item: a simple, martial, or exotic weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it. This bonus increases to +2 when you reach 10th level in this class.

Featherwing Boots HB

Item: A pair of boots

While wearing the Featherwing Boots your speed is increased by 10 feet.

At 10th level, when you take the dash action, you can magically leap up to your movement speed.

Helm of Awareness HB/TCoE

Item: Crown, Headband, or Helmet

While wearing the Headband of Alertness you add your Intelligence modifier to your Initiative. Creatures don't gain advantage on attacks against you due to being hidden.

At 10th level, you have advantage on initiative rolls and can't be surprised while you aren't incapacitated.

Homunculus Servant TCoE

Item: a gem or crystal 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. Some artificers prefer mechanical-looking birds whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

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

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


Homunculus Servant

Tiny construct


  • Armor Class 13 (Natural Armor)
  • Hit Points 1 + your Intelligence modifier + your artificer level (a number of hit dice [d4s] equal to your artificer level)
  • Speed 20 ft., fly 30 ft.

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

  • Saving Throws Dex +2 plus PB
  • Skills Perception +0 plus PB x2, Stealth +2 plus PB
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10 + (PB x2)
  • Languages Understands the languages you speak
  • Proficiency Bonus equals your bonus

Evasion. If the homunculus 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 or half damage if it fails the saving throw It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: ld4 + PB force damage.

Reactions

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

Mechanical Might HB

Item or Creature: A companion summoned from an artificer class feature like a Homunculus, Eldritch Cannon, Manifested Mind, Steel Defender, or Undead Experiment

Your summoned companion is infused with mechanical might, granting it the following benefits:

  • You can use your spell save DC in place of its AC.
  • It gains 1 hp per artificer level.
  • If the companion last for a limited time, its duration becomes until destroyed.
  • It can be up to one size larger.
  • When it deals damage, it can roll an additional damage die and drop the lowest result.
Mind Sharpener HB/TCoE

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges and regains 1d4 expended charges daily at dawn. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead.

At 10th level, the number of charges increases to 6 and regains 1d6 at dawn, you can use a charge to reroll a failed Intelligence, Wisdom, or Charisma saving throw, using the new roll's result.

Optic Glass HB

Item: A monocle, a pair of glasses or an artificial eye (requires attunement)

Looking through the Optic Glass will enable an 8x magnification, allowing the artificer to discern details from a great distance. As an action, you can use the optic glass to look through the eyes of the creature summoned from your Artificer features like a Homunculus Servant or Steel Defender if it is within 120 feet of your location. While looking through its eyes, you are blind with regard to your own senses.

At 10th level, you can use the Optic eye as an action to gain truesight for the round once then you must complete a short rest before you can do so again. When you use it to peer through an Artificer creature's eyes, it is now out to a distance of 1 mile.


Radiant Weapon HB/TCoE

Prerequisite: 6th-level artificer

Item: A simple, martial, or exotic 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 and regains 1d4 expended charges daily at dawn. 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 attack's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC.

At 10th level, attacks made with the weapon deal an additional 1d8 radiant damage on a hit.

Repeating Shot HB/TCoE

Item: A simple, martial, or exotic 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 or reload 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.

At 10th level, when you score a critical hit with this weapon, during the same action, you can immediately make an additional attack against the same target.

Repulsion Shield HB/TCOE

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 and regains 1d4 expended charges daily at dawn. 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.

At 10th level, the number of charges increases to 8 and regains 1d8 at dawn, and when you use a charge, the target takes 1d8 force damage.

Resistant Armor HB/TCoE

Prerequisite: 6th-level artificer

Item: a suit of armor (requires attunement)

While wearing the armor, a creature has resistance to any one damage type, which you choose when you infuse the item.

At 10th level, you can change the chosen damage type over 30 minutes which can be completed during a short rest.

Returning Weapon HB/TCoE

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.

At 10th level, when you miss with an attack using this weapon, you can use your reaction to redirect the weapon to attack a different creature in range before returning to you whether it hits or misses the second creature.

Spell-Refueling Ring HB/TCoE

Prerequisite: 6th-level artificer

Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. the recovered slot's level must be of a level equal to or lower that you proficiency bonus. Once used, the ring can't be used again until the next dawn.


==============================================

Inspiring Leader PHB

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.

Improved Grappler HB

Prerequisite: Strength 13

Your skill with grappling is unbeatable, you can replace an attack from the attack action to perform any of the below options as long as you have a creature your size or smaller grappled, each require a successful grapple check:

  • Choke. The creature begins to choke until the grapple ends. A choking creature cannot speak or provide verbal components for spells, but they also have advantage on grapple checks to break out of the grapple
  • Pin. The creature is restrained until the grapple ends, your speed is set to 0.
  • Throw. The creature is thrown into a space within 5 ft + 5x your Strength modifier; the grapple ends. If the creature hits another creature or object, they both take falling damage using the thrown distance as the falling height. If they hit the ground, they take falling damage as normal.

Insightful Fighter HB

Prerequisite: Intelligence, Wisdom, or Charisma 13

You learn to watch your foes first and strike second. As an action, or in place of an attack from the attack action, you can watch a foe's movements and guard to identify their defenses. You gain the following information:

  • Choose 1 of the 3 options to learn about the target: resistances and immunities; their ability score modifiers; or their Hit Points, Armor Class, and Challenge Rating.
  • You gain advantage on the next attack roll you make against the creature within 1 minute and deal an additional weapon damage die on a hit.
  • You can use this feature a number of times equal to your proficiency bonus, then you must complete a short or long rest before you can do so again.

Inspirational HB

You are an inspiring presence and can bolster those around you:

  • You gain 1 use of bardic inspiration which you can grant to your allies as a bonus action to aid in 1 ability check, attack roll, or saving throw with in the next 10 minutes.
  • When you use your bonus action to grant a bardic inspiration die to an ally, you can use your action to perform the Help action for that ally even if you are not adjacent to that ally.
  • This die is a d6 unless you gain a class feature that says otherwise, it refreshes after you complete a short rest.

Jotun Touched HB

Your have a connection to the ancient magic of the giants, granting you the following benefits:

  • You learn the enlarge/reduce spell and can cast it once without expending a spell slot. Once you cast it in this way, you can't cast it again until you finish a long rest. You can also cast it using spell slots you have of the appropriate level. The spells' spellcasting ability can be Intelligence, Wisdom, or Charisma.
  • You gain the Powerful Build trait as long as you didn't gain it previously.

Jousting Lancer HB

  • You do not suffer disadvantage for attacking a target within 5 feet with a Lance
  • You do not require 2 hands to use a lance when not mounted
  • When you score a critical hit with a Lance, you can replace one of the d12s after you roll damage and maximize the result.

Jiu-Jitsu Mastery HB

You are well trained to gain victory over your foes with an empty hand. You gain the following benefits:

  • You can attempt to Grapple, Shove, or Tackle as a bonus action on your turn.

Ki Channeler HB

Through meditation, you learn to channel your chi granting you the following benefits:

  • You gain 2 Ki points which you can use on any ability you know that uses them. If you have none, you can use them to take the Dash, Dodge, or Disengage action or make a single weapon attack each as a bonus action (for 1 point each). These Ki points refresh after a short or long rest.
  • You can choose this feat multiple times, each additional time granting you 2 extra Ki points per short rest.

Lucky PHB

You are a lucky individual and able to avoid failure:

  • You can roll an additional d20 whenever you make an attack roll, ability check, or saving throw, or when an attack roll is made against you. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can do this after the initial die is rolled, but before the outcome is determined. Once you have used this feature, you must complete a short or long rest before you can do so again.

Mace Might HB

You gain the following benefits when you use one of the following weapons: mace, morningstar, flail, ball and chain, and war pick.

  • When you score a critical hit with this weapon, you increase the damage die size one tier (d6 -> d8, d8 -> d10, d10 -> d12)
  • As a bonus action while wielding one of these weapons and in reach of a creature with a shield, you can strike a creature's shield to knock it away. They gain no AC from the shield until the start of their next turn.

Mage Hand Mastery HB

Prerequisite: Mage Hand cantrip

You are particularly practiced with the cantrip Mage Hand and have unlocked its potential, granting the following:

  • The range of the cantrip is extended by 30 ft.
  • You can use it to wield a one-handed weapon and make an attack. Drawing a weapon takes your object interaction on a turn you control the hand. Anytime you could make a weapon attack, you can instead make an attack made using the weapon in the mage hand (or if it isn't wielding a weapon: disarm, grapple, or shove); you use your spellcasting ability modifier in place of your Strength or Dexterity modifier for attacks or checks made from the hand. You can move the hand 30 feet throughout the same action you take to control it.
  • While you have the spell active, you can cast it again summoning a second hand; this allows you to follow the rules for two-weapon fighting or wield two-handed weapons.

Mage Slayer PHB

You are practiced at fighting mages and have learned techniques to do so effectively:

  • 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 Adept HB

Prerequisite: 5th level, a feat that grants a 2nd level spell

Your training in the arcane arts continues:

  • You learn a single 3rd level spell from the prerequisite feat's spell list to learn.
  • You gain a single 3rd level spell slot to use on any spell you know, it refreshes after a long rest.
  • The spellcasting ability for these spells matches the prerequisite feat's ability.

Magic Apprentice (Magic Initiate) PHB

Your training in the arcane arts begins:

  • Choose a single 1st-level spell from any class's spell list. Then choose a cantrip from the same spell list, using cleric if you chose paladin or druid if you chose ranger. These spells are added to your list of spells known.
  • You gain a single 1st-level spell slot to use on any spell you know, it refreshes after a long rest.
  • Your spellcasting ability for this spell can be Charisma, Intelligence, or Wisdom.

Magic Expert HB

Prerequisite: 7th level, a feat that grants a 3rd level spell

Your training in the arcane arts continues:

  • You learn a single 4th level spell from the prerequisite feat's spell list to learn.
  • You gain a single 4th level spell slot to use on any spell you know, it refreshes after a long rest.
  • The spellcasting ability for these spells matches the prerequisite feat's ability.

Magic Journeyman HB

Prerequisite: A feat that grants a 1st level spell

Your training in the arcane arts continues:

  • You learn a single 2nd level spell from the prerequisite feat's spell list along with one cantrip from the same list to learn.
  • You gain a single 2nd level spell slot to use on any spell you know, it refreshes after a long rest.
  • The spellcasting ability for these spells matches the prerequisite feat's ability.

Magic Master HB

Prerequisite: 9th level, a feat that grants a 4th level spell

Your training in the arcane arts continues:

  • You learn a single 5th level spell from the prerequisite feat's spell list to learn.
  • You gain a single 5th level spell slot to use on any spell you know, it refreshes after a long rest.
  • The spellcasting ability for these spells matches the prerequisite feat's ability.

Mana Channeler HB

You have learned to channel mana like the Magus, you gain the following benefits:

  • You gain 1 mana die which is a d6 unless you have a class feature that says otherwise. It refreshes after you complete a long rest.
  • You also gain one of the options from the Magus class’s Mana Font feature or one from any of the 3rd level subclass features.

Martial Adept PHB

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn 2 maneuvers of your choice from among those available to the Battle Master or Cheater archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have or gain superiority dice, you gain one more: 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 expended superiority dice when you finish a short or long rest.
  • You can select this feat multiple times. Each time you do so, you gain 2 additional maneuver and 1 superiority die.

Maneuvers

When you choose martial maneuvers, you have access to the following additional options.

Maneuver Versatility TCoE

If you know any Maneuvers, you can replace 1 maneuver you know with a different maneuver whenever you finish a long rest.

Ambush TCoE

When you make a Dexterity (Stealth) check or an initiative roll, you can expend 1 superiority die and add the die to the roll.

Bait and Switch TCoE

When you’re within 5 feet of an ally on your turn, you can expend 1 superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or your ally (your choice) gains a bonus to AC equal to the number rolled.

Bleeding Strike HB

When you hit a living creature with a weapon attack, you can expend one superiority die to create a bleeding wound. You add the superiority die to the attack's damage roll. The creature must make a Constitution saving throw or you can roll the superiority die again at the start of your next turn and deal this much damage to the target. The target automatically succeeds on the save if they don't have blood like if it is a construct or undead. This damage triggers even if you or the target are incapacitated.


Brace TCoE

When an enemy you can see moves within your reach, you can use your reaction to expend 1 superiority die and make a melee weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.


Commander's Strike HB/PHB

You can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Commanding Presence TCoE

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend 1 superiority die, and add the superiority die to the ability check.

Crippling Attack HB

When you hit a creature with a weapon attack, you can expend 1 superiority die to attempt to hobble the target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target has its movement speed reduced by 1/2 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

Disrupting Strike HB

When you hit a creature with a weapon attack, you can expend 1 superiority die to attempt to disrupt the creature's concentration. The target of this attack has disadvantage on the concentration check caused by this attacks damage. You add the superiority die to the attack's damage roll.

Disarming Attack PHB

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 PHB

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 HB/PHB

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the end of the current turn.

Feinting Attack PHB

You can expend one superiority die as a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.

Finishing Move HB

When you hit a creature with a weapon attack, you can expend one superiority die to perform a flashy finishing move. You add the superiority die to the attack's damage roll, and if the attack reduces the target to 0 hit points, you regain one spent superiority die.


Goading Attack HB/PHB

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 has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike HB/TCoE

Immediately after you hit a creature with a melee weapon attack on your turn, you can expend 1 superiority die to grapple the target with a free hand. Add the superiority die to your Grapple Check total.

Keen Strike HB

When you hit a creature with a weapon attack roll, you can expend 1 superiority die to increase your critical threat range by 1 (you now score a critical hit on a roll of 19 or 20) potentially turning the attack into a critical hit. On a hit, you add the superiority die to the attack's damage roll once, but on a critical hit, you roll the die thrice (instead of twice) adding the results to the attack's damage roll.

Lunging Attack PHB

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 HB/PHB

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, this movement must be either toward or away from the target of this attack.

Menacing Attack PHB

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.


Mighty Grasp HB

When you make a grapple check, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the roll, but before any effects of the check.

Opportunist HB

When a creature would provoke an opportunity attack, you can expend one superiority die to make an attack against it without using your reaction. If you hit, add the superiority die to the attack's damage roll.

Parry HB/PHB

When another creature hits you with an attack, you can use your reaction to expend one superiority die, you can add the result to your AC for the attack, possibly causing it to miss.

Precision Attack PHB

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 PHB

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

Quick Throw TCoE

As a bonus action, you can expend 1 superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.

Rally PHB

On your turn, you can use a bonus action to 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 PHB

When a creature misses you with a melee attack, you can use your reaction to 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.

Shake It Off HB

When either you or an adjacent friendly creature that can see or hear you attempts an ability check or saving throw to end an effect that is applied to them, you can expend one superiority die as a reaction. Roll your superiority die and add it to that ability check or saving throw result.

Sweeping Attack HB/PHB

After you hit a creature with a melee weapon attack on your turn, you can expend one superiority die as a bonus action to make an attack against a different creature within your reach. If you hit, you add the superiority die to the attack's damage roll.


Tactical Assessment TCoE

When you make a Wisdom (Insight) check or an Intelligence (Investigation or History) check, you can expend 1 superiority die, and add the superiority die to the ability check.

Trip Attack PHB

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.


=============================================

Martial Artist HB

You have martial arts training, making you effective even without a weapon:

  • You can roll a d4 in place of the normal damage of your unarmed strikes. If you already have a feature that grant a damage die for your unarmed strike you can use a d6 instead.
  • You can use Strength or Dexterity for the attack and damage rolls of your unarmed strikes.
  • When you take the Attack action to make an unarmed strike you can make another unarmed strike as a bonus action.

Master Archer HB

You have trained with bows and mastered the art of fighting with bows. You gain the following benefits:

  • You can ignore the strength requirements for the composite bow and greatbow.
  • Once during your turn, when you make an attack with a weapon with the ammunition property, you can load a second piece of ammo. The second piece of ammo can target any other creature within 15 feet of the attack's target. You do not add your ability modifier to the secondary damage result.
  • You can use this feature a number of times equal to your proficiency bonus, then you must complete a long or short rest before you can do so again.
  • If you select this feat a second time, you can use this feature any number of times (provided you can provide the ammunition).

Medium Armor Master PHB

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Menacing Presence HB

You emanate a threatening presence of menace, granting you the following benefits:

  • When you make an Intimidation check, you can use Strength or Charisma for the ability modifier.
  • You can repeat the Taunt action on future turns to automatically extend the effects to the same creature.
  • You can take a special variation of the Taunt action to dissuade foes from attacking you rather than draw their aggression, following the normal rules for Taunt except that they have disadvantage on attacks against you until the start of your next turn.

Mental Fortress HB

You have trained your mind to block external influence, granting you the following benefits:

  • When you make an Intelligence, Wisdom, or Charisma saving throw you make it at advantage. If you aren't aren't already proficient with, you add half of your proficiency bonus (rounded-down) to the results.

Metamagic Adept TCoE

Prerequisite: The ability to cast at least one spell

Your connection to magic allows you to bend the weave to your will, granting you the following benefits:

  • You learn 2 of the sorcerer's Metamagic options and you gain sorcery points equal to your proficiency bonus to use on any other metamagic you know, they refresh after you complete a long rest.
  • You can select this feat multiple times. Each time you do so, you gain 2 additional metamagic options and additional sorcerer points equal to your proficiency bonus.

Metamagic

When you choose Metamagic options, you have access to the following additional options.

Careful Spell HB/PHB

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell and takes no damage if they would normally take half damage on a successful save.

Distant Spell HB/PHB

When you cast a spell that has a range of 5 feet or greater (including ones with a range after Self), you can spend 1 sorcery point to double the range of the spell. If it has a range of touch, it becomes 30 feet; if it is Self, it becomes Touch.

Empowered Spell PHB

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 this even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell HB/PHB

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration by one tier (1 min to 10 min, 10 min to 1 hr, 1 hr to 8 hr, 8 hr to 24 hr).

Focused Spell HB

When you cast a spell that requires concentration, you may spend 1 sorcery point to gain advantage on all Constitution saving throws you make to maintain concentration on it.

Heightened Spell HB/PHB

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 1 sorcery point per level of the spell (1 point if the spell is a cantrip) to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell PHB

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.

Seeking Spell HB/TCoE

If you attempt an attack roll for a spell and miss, you can spend 1 sorcery point to reroll the attack roll. You must use the result of the second roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Subtle Spell PHB

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.



Transmuted Spell TCoE

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to 1 of the other listed types: acid, cold, fire, lightning, poison, or thunder.


Twinned Spell HB/PHB

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Unerring Spell HB

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw and that target has either half or three-quarters cover, you can spend 1 sorcery point to ignore the effects of half and three-quarters cover against target(s) of the spell. If the target has full cover from you and you could "bend" the spell around cover to hit them (by using a fly speed equal to the range of the spell), you can still attempt to attack them but you do so at disadvantage (no effect on a target's Dexterity saving throw).

Widened Spell HB

You can spend 2 sorcery points to increase the area of a spell's effect. Spells that have a circle, cone, cube, cylinder, line, or sphere area of effect have a 50% increase in 1 dimension, to the nearest 5-foot increment (rounded down).

Wild Spell HB

You can spend 1 sorcery point to replace the effect of a spell you cast. Instead of the effects of the spell you cast, choose between a random spell or wild magic surge (roll for each then choose between the options). The spell must be of the same level and casting time (up to an action). If you choose the spell, you cast the new spell as if it were a Sorcerer spell and follow all of the normal rules for spellcasting other than not having to know it. If there is not a valid target for the spell, you automatically trigger the wild magic surge.


==============================================

Minor Pact HB

You make a minor pact with an otherworldly patron in exchange for a touch of eldritch power:

  • Choose one 1st level spell from either the Warlock Spell List or your Spell List (if you have one). You can cast this spell once without expending a spell slot, then you must complete a short rest before you can do so again.
  • Your spellcasting modifier is either Charisma if you chose a Warlock spell or matches your spellcasting ability modifier if you chose from your spell list.

Mobile PHB

You are swift on your feet, granting you the following benefit:

  • Your speed increases by 10 feet.

Mount Protector (Mounted Combatant) PHB

You are well trained at fighting in a mounted pair and capable of keeping your partner safe:

  • You can force an attack targeted at your mounted pair to target you instead (changed wording to allow for player characters as mounts).
  • If your mounted pair 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.

Mounted Combatant PHB

You are adept with mounted combat, granting you the following benefits:

  • The rider in your mounted pair has advantage on melee attack rolls against any unmounted creature that is smaller than the mount in your mounted pair (changed wording to allow for player characters as mounts).
  • You can mount/dismount or be mounted/dismounted using 5 feet of movement.

Olympian Javelin HB

  • You can draw a javelin during the action you make to attack with it.
  • You can use a d8 instead of a d6 for the weapon damage die of javelins.
  • You ignore the loading property on the atlatl.

Opportunist (Sentinel) PHB

You are skilled with taking advantage of your enemy's moment of weakness:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before the triggering action.

Piercer TCoE

You have achieved a penetrating precision in combat, granting you the following benefits:

  • When you hit a creature with an attack that deals piercing damage, roll an additional weapon damage dice and ingore the lowest result.
  • When you score a critical hit or roll the maximum possible damage on an attack that deals piercing damage, you can roll one additional damage die when determining the extra piercing damage the target takes.

Poisoner HB/TCoE

You can prepare and deliver deadly poisons, gaining the following benefits:

  • You gain proficiency with the poisoner’s kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
  • When you create a dose of poison, you can choose one creature type; that poison ignores resistance and immunity to poison damage to the specified creature type.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • With 1 hour of work (which can be done during a rest), you can create a number of doses of potent poison equal to your proficiency bonus, which last until you complete your next long rest. Once applied to a weapon or ammunition, it retains potency for 1 minute or until you hit a creature. On a hit, the creature must make Constitution saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus). On a failure, they take 1d8 poison damage and are poisoned for 1 round, or half as much and no condition on a success.
  • You can spend 15 gp for each vial of poison to make it more deadly, adding 1d8 poison damage.

Polearm Master PHB

You favor the use of polearms in combat and wield with precise control:

  • When you take the Attack action and attack with a polearm (bill hook, glaive, halberd, long spear, pike, scythe, spear, trident, quarterstaff, yklwa), 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.

Prepared Caster HB

Prerequisite: The ability to cast at least one spell

You have learned the importance of bringing the right spells to a fight. You gain the following benefits.

  • You gain an additional number of spells known equal to your half your proficiency bonus (rounded-down), this number changes as your proficiency bonus changes. These spells can be from any class, but they must be of a level that you can cast.
  • Over the course of a short rest, you can replace 1 spell you know or have prepared with another spell from your list of spells you can choose from. Once you have used this feature, you must complete a long rest before you can do so again.

Prone Combatant HB

You are practiced at fighting from the ground, whether to be unseen, unreachable, or inescapable:

  • Your attacks do not suffer disadvantage due to being prone or attacking a creature that is prone.
  • You gain a crawling speed equal to your movement speed.

Psionic HB

You dip into an inner pool of psionic power, gaining the following benefits:

  • You gain 2 psi dice to fuel any psionic abilities you know. This is a d6 unless you gain a class feature that says otherwise. They refresh after you complete a long rest.
  • You learn two ways to use your psionic dice. One from one of the following: Mind Mage, Psi Warrior, or Soul Knife and the below option:
  • When you are subjected to a saving throw or ability contest, you can use your reaction to spend a psionic die to peek a moment into the future. You learn the effects of failing the saving throw or contest and you can add the results of the psi die to your roll.
  • You can select this feature multiple times, each time you gain another 2 dice and 2 additional ways to use them (future selections can choose both abilities from the subclasses).

Quick Guard HB

Prerequisite: Dexterity 13

You are able to quickly dodge or deflect incoming attacks, granting you the following benefits:

  • You can take the Dodge action as a bonus action a number of times equal to your proficiency bonus, then you must complete a long rest before you can do so again.
  • When a creature you can see hits you with an attack roll, you can use your reaction to add a +2 bonus to your AC against the attack possibly causing it to miss.

Quick Reacting HB

You are able to react with extreme speed, granting you the following benefits:

  • You may take an additional reaction each round, although you may still only take 1 reaction to each trigger.

Quickdraw (Alert) PHB

You are quick to respond to threat:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.

Raging Combatant HB

You channel fury on the battlefield and gain the following benefits:

  • You gain 1 use of Rage that refreshes after you complete a long rest.
  • Entering or ending Rage no longer costs your Bonus Action. You must follow all of the other rules of the Rage class feature.
  • You use 1/2 of your non-barbarian levels to calculate the damage bonus while raging.
  • You can select this feat a second time, it grants a second use of rage and lets you use all of your non- barbarian levels to calculate your rage damage bonus.

Reactionary (Mage Slayer+) HB/PHB

You are extremely aware of the movements and actions of your foes and can react to even the most minor of mistakes that leave your foes vulnerable.

  • Enemy creatures provoke an opportunity attack when they stand up from prone, cast a spell (with a casting time of one action, including mimicking the effects of a spell), or performs the "Use an Object" action on their turn within your reach (this reaction as with normal opportunity attacks, interrupts the triggering action).

Reactive Resistance HB/FToD

You are able to defend yourself from elemental assault:

  • When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • You can select this feat a second time, letting you use this reaction at will.

Regenerative Mana HB

Prerequisite: at least 3rd level spell slots When you use high level magic, you can reclaim some of the residual mana from its cast. You gain the following benefit:

  • After you spend a spell slot of 3rd level or higher, you can regain an expended spell slot of 1/3 the level (rounded-down) of the slot you spent.

Resilient PHB

You are resilient to assault, gaining the following benefits:

  • You gain proficiency in one type of saving throws that you don't already have proficiency with.
  • You can select this feat multiple times, each time choosing a new saving throw to gain proficiency with.

Revenant Blade HB/ERLW

You are descended from a master of the double scimitar, and some of that mastery has passed on to you. You gain the following benefits:

  • While you are holding a double-bladed scimitar with two hands or dual wielding scimitars, you gain a + 1 bonus to Armor Class.
  • Double-bladed scimitars and scimitars have the finesse property when you wield them.

Ritual Caster PHB

You dabble into ritual magic, and gain the following benefits:

  • When you choose this feat, you acquire a ritual book holding one 1st-level spell of your choice. You must have it in hand while casting spells in it. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spell from that class’s spell list, and the spell you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  • If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
  • If you select this feat again, you can either choose a single spell from a new class spell list or choose 2 spells from a class spell list that you already have access to ritual cast.

Savage Attacker PHB

You are savage in your onslaught:

  • Once per turn when you roll damage for an attack, you can reroll the damage dice and use either total.
  • When you score a critical hit on an attack roll, you deal the max damage of your normal damage dice and roll for the extra set added by the critical hit.

Seismic Strike HB

Prerequisite: The Extra Attack feature

You can use your action to make a melee weapon attack against any number of creatures in a 15-foot cone originating from your position. You make a separate attack roll for each target in the area. The area becomes diffcult terrain and each 5-foot section of ground requires 1 minutes of work to return to normal.

Selfless Protector HB

You can embody defense and protection, granting the following benefits:

  • When a creature within 5 feet of you is targeted by an attack roll or effect that causes a Dexterity saving throw that is not also targeting you, you can use your reaction to cause the effect to target you instead.
  • Both you and the other creature gain temporary hit points equal to your proficiency bonus.
  • You can use this feature a number of times equal to your proficiency bonus, then you must complete a long rest before doing so again.


Sentinel PHB

You are a sentinel and protector of your allies:

  • 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), they provoke an opportunity attack from you.

Shadow Touched TCoE

Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:

  • You learn the invisibility spell and one 1st level spell of your choice from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability can be Intelligence, Wisdom, or Charisma.

Shapeshifter

You are so connected with nature that you can now become one with it.

  • You gain 1 use of the Druid’s Wild Shape, which refreshes after a short rest.
  • You use all of the rules of Wild Shape except you use 1/2 of your non-druid level and your proficiency bonus to determine the forms you can take and how long you stay in your beast form.

Sharpshooter PHB

You have a knack for ranges weaponry, and sharp eye:

  • 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.

Shield Training HB/TCoE

You’ve trained in the effective use of shields. You gain the following benefits:

  • You gain proficiency with shields.
  • If you make an attack roll or ability check with a shield that doesn't add your proficiency bonus, you add your proficiency bonus to the roll.
  • You can don or doff a shield using your object interaction.
  • If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.

Shield Master PHB

You fight with weapon and shield, and are capable of wielding it better than most can wield a weapon:

  • 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.
  • You can don or doff a shield using your object interaction.

Shield Wall HB

While you are wielding a shield, you can coordinate with friendly creatures that are also wielding shields to form a shield wall by standing adjacent to you or other creatures in the shield wall. You and each other creature in the shield wall gain the following benefits;

  • +1 bonus to Armor Class
  • Immunity to Flanking
  • You provide 3/4 cover to creatures behind the shield wall.
  • If an adjacent creature in the shield wall leaves the shield wall, you can use your reaction to move up to 10 ft towards that creature.

Skulker PHB

You move through the shadows and strike from hidden:

  • 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.


Slasher TCoE

You’ve learned where to cut to have the greatest results, granting you the following benefits:

  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit or roll the maximum possible damage with an attack that deals slashing damage, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Sling Savant HB

  • The sling and slingshot gain the finesse property (you can use your Strength or Dexterity for the attack and damage rolls).
  • You double the range increments of these weapons.
  • If you score a critical hit with these weapons, you deal an additional weapon damage die.

Spell Counterer HB

Prerequisite: The ability to cast at least one spell

You have practiced at countering spells using your magic, even without the spell Counterspell. You can cast spells of 1st level or higher with a casting time of 1 action as a reaction, only to counter a spell, using the below rules:

  • To counter a damage spell, you must have a spell of the same or opposite type (cold/fire & radiant/necrotic). Nondamaging spell, require one of the same school of magic (you learn this information but not the name or level of the spell being cast).
  • The spell you cast must be able to target a target or space of the initial spell.
  • When you attempt to counter, you make a contest against the caster, with each caster adding the level of their spell to their spellcasting ability check.
  • If your result is higher, their spell fails. Either way, your spell does not apply any of its normal effects.
  • You can use this feature a number of times equal to your proficiency bonus, then you must complete a long rest before you can do so again.

Spell Package HB

Prerequisite: At least one spell slot

You have broken free of the usual limits of your spell list:

  • Choose one Spell Package (from the Magus Class supplement), you add the 5 thematic spells listed to your list of spells knows once you gain the respective spell slot.

Spell Overcharge HB

Prerequisite: The ability to cast at least one spell

You empower your spells to strike harder at the cost of accuracy:

  • Before you make a ranged spell attack that deals damage, you can choose to forgo your proficiency bonus on the attack roll. If the attack hits, you add double your proficiency bonus to the attack's damage.



Spell Sniper PHB

Prerequisite: The ability to cast at least one spell

You carefully aim your spell attacks and gain 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.

Spirit Healer HB

Prerequisite: The ability to cast at least one spell*

You have focused your magic towards providing regenerative healing. You gain the following benefits:

  • You learn one 1st or 2nd level spell, it can be from any spell list, but must be a spell that restores hit points. You can cast the spell once at 2nd level without expending a spell slot. Once you cast it in this way, you can't cast that spell in this way again until you finish a long rest. The spellcasting ability can be Intelligence, Wisdom, or Charisma.
  • Whenever you roll at least one die to increase the hit points of a creature (including temporary, restoring, or increases to maximum hit points; for yourself and/or others), you can roll an additional die of the same size and add it to the healing for all targets of the spell.

Surge of Speed HB

Prerequisite: Dexterity 13

You are capable of extraordinary bursts of speed in battle:

  • You can choose to take an extra bonus action on your turn a number of time equal to your proficiency bonus, then you must complete a long rest before you can do so again.
  • When you take this special bonus action, you can use it to make a single weapon attack, cast a cantrip (following the normal rules for casting a spell as a bonus action), or move up to your speed.

Streaking Strike HB

Prerequisite: The Extra Attack feature

You can use your action to make a weapon attack against any number of creatures in a 5-foot wide line originating from your position, its distance is up to your movement speed. You can choose to end this action at the other end of the line, and you make a separate attack roll for each target in the area.

Strong Arm HB

Prerequisite: Strength 13

You are adept at throwing your weapons with force. you gain the following benefits:

  • When you make a ranged attack with a thrown weapon, you increase the range of the attack roll by an amount equal to 5 x your Strength modifier.
  • You can attempt to throw a weapon even without the thrown property as long as it doesn't have the heavy property at a range of 20/60, when you do so, you are considered proficient with the attack if you are proficient with the weapon.

Swift Attacker HB

During combat you are quick enough to attack even when doing other things:

  • When you are wielding either a simple weapon or a martial weapon with a d6 or smaller damage die, you can make a single attack using that weapon as a bonus action.

Surprise Attacker HB

You have learned how to be deadly and precise when you get the drop on your foes.

  • If you hit a creature with an attack roll while you are either heavily obscured or hidden from them, you deal an extra 1d6 damage to them, the damage type matches the type of damage the attack deals.
  • You can replace an attack from the attack action to observe an enemy's movement or defenses, you can either gain advantage or remove disadvantage on your next attack made against that creature.

Swift Step HB

Your speed in combat is unparalleled:

  • You can take the Climb on to Another Creature, Dash, or Disengage actions as a bonus action.

Sword Mage HB

Prerequisite: The ability to cast at least one spell*

You have learned to weave your magic into your fighting even when you are using a weapon.

  • You can use a melee weapon that you are proficient with as a spellcasting focus.
  • When you hit a creature with a weapon attack, you can expend a spell slot and deal a number of d6 in additional damage equal to the level of the spell slot used. The damage type can be of any type you can deal using a spell you know.

Tactician HB

You achieve victory through strategy and teamwork rather than brute force:

  • You can use the Help, Search, or Taunt actions as a bonus action.

Tavern Brawler HB/PHB

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You gain proficiency with improvised weapons.
  • If you make an attack roll with a weapon that uses a damage die less than a d6, you can use a d6.
  • When you hit a creature with an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Telekinetic TCoE

You learn to move things with our mind, granting you the following benefits:

  • You learn the mage hand cantrip. You can cast it without verbal components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability can be Intelligence, Wisdom, or Charisma.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier) or either be moved 5 feet in any direction or be knocked prone (your choice).

Telekinetic Reprisal FToD

You’ve manifested some of the power of gem dragons, granting you the following benefit:

  • When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + one of the 3 mental ability scores). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tough PHB

You are tough to kill, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
  • You can select this feat a second time. If you do so, you gain one additional hit point for each level you have and whenever you gain a level, your hit point maximum increase by an additional hit point (now 2 instead of 1).

Twin Caster HB

Prerequisite: the ability to cast at least one spell

You are highly practiced at casting multiple spells at once. You gain the following benefit:

  • While you have nothing in either hand outside of spellcasting foci, you can cast a 1 action 1st level spell as a bonus action instead.

Unarmored Defense HB

You train to fight without encumbrance, while you are not wearing armor or a shield you gain the following benefits:

  • Choose one ability score. If you do not choose Dexterity, your Armor Class equals 10 + your Dexterity modifier + that ability score. If you choose Dexterity, it equals 10 + your Dexterity modifier + your proficiency bonus.

Up-close Caster HB

You frequently find yourself in the mix of melee even while casting. You gain the following benefits:

  • You don't suffer disadvantage from making a ranged spell attack while within 5 feet of a hostile creature.
  • You don't provoke opportunity attacks from creatures on a turn that you target them with a of 1st level or higher.

Volley Launcher HB

Prerequisite: The Extra Attack feature

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

War Caster PHB

Prerequisite: The ability to cast at least one spell

You are practiced with spellcasting in warfare, you gain the following:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Watchful (Alert + Skulker) PHB

You have a watchful eye, granting you the following benefits:

  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.



Weapon Master HB

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • When you hit with a weapon attack roll, you gain a bonus to the damage roll equal to half your proficiency bonus (rounded-down).

Weapon Specialization HB

You can intensely focus your martial power into a weapon you weild to embue it with magic for a short time:

  • When you roll initiative or as a bonus action on your turn, you embue the weapon or weapons you are wielding with a bonus to attack and damage rolls equal to half your proficiency bonus (rounded-down).
  • This bonus does not stack with other magical bonuses to attack & damage (you choose whichever is higher). This bonus lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell).

Whip Whirler HB

You have mastered the ways of the whip and the intricacies of such an exotic weapon. You gain the following benefits:

  • The damage die of the whip becomes a d8 for you.
  • While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
  • You can use your whip to extend the range of the Defend, Disarm, Grapple, Help, and Hamper actions out to the range of your whip.

Whirlwind HB

You can use your action to make a melee weapon attack against any number of creatures within your reach. You make a separate attack roll for each target in the area.

Wielder of Greatness HB

Prerequisite: Strenth 17

Your strength allows you to wield weapons that most need two-hands to wield in a single hand. You gain the following benefits:

  • You can ignore the two-handed property of weapons.
  • If the weapon has the heavy property, you halve (rounded-down) your ability modifier you add to the damage if your strength is below 20.

Zephyr Striker HB

Prerequisite: Any movement speed of 40 ft or higher

You are a speedster on the battlefield and strike with extreme swiftness. You gain the following benefit:

  • When you move or teleport at least 10 feet in a straight line towards a creature immediately before hitting them with a melee weapon attack, you deal 1 additional damage on hit for every 5 feet of movement.

Utility Feats

Using the new Divided Feat system, characters get to choose a free Utility Feat every 4 levels without having to sacrifice combat prowess.

If you don't find any useful options, you may select a divided feat that grants spells or other character options, but you must use this feat's boost exclusively to select utility or non-combat options. Below is a non-exhaustive list of these options (Divine Channeler, Eldritch Adept, Magic Initiate, Magic Journeyman, Magic Adept, Magic Expert, Magic Master, Minor Pact, and Ritual Caster)

Acrobat HB

Prerequisite: Dexterity 13

You are a lithe and nimble creature, granting you the following benefits:

  • You can use your Dexterity score in place of your Strength score for calculating your jump distance.
  • You have advantage on checks and saves to avoid being knocked prone.
  • You can make a DC15 Acrobatics check (no action required) to ignore difficult terrain on your turn.

Actor PHB

Skilled at mimicry and dramatics, you gain the following benefits:

  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alchemist HB

You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

  • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can identify 1 potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Over the course of any short rest, you can temporarily improve the potency of 1 potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is consumed prior to your next long rest, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.

Advanced Attunement HB

You have gained a great familiarity with magic items and how they work

  • Attuning to a magic item now only requires 1 minute of uninterrupted focus.
  • You are able to attune to an extra magic item.
  • When regaining charges from magic items that require you to roll a die, you may reroll the die if the result is a 1, taking the new result.

Burglar HB

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

  • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You gain a climbing speed equal to your walking speed and you do not take damage when falling from a height of 20 feet or less.

Chef HB/TCoE

Time spent mastering the culinary arts has paid off, granting you the following benefits:

  • You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
  • During a rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough food for a number of creatures equal to 4 + your proficiency bonus. At the end of the rest, any creature who spends hit dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Delver (Dungeon Delver) PHB

Your history in traveling through dungeons has left you better able to navigate them:


  • You have advantage on saving throws made to avoid or resist traps.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.

Dungeoneer (Dungeon Delver) PHB

Your experience with the traps of the deep has granted you resiliency against them:

  • 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.

Fate Touched HB

You are destined to press on, able to avoid danger, you gain the following benefits:

  • You learn the spell Fortune's Favor and one 1st-level spell that must be from the divination school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability can be Intelligence, Wisdom, or Charisma.

Favored Enemy HB

You are especially linked with a particular type of creature, granting you the following benefits:

  • Choose a creatures type or tag of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoid, monstrosities, oozes, plants, or undead; spellcaster, shapeshifter, or titan.
  • You have advantage on Wisdom checks to find this type of creature, as well as on Intelligence checks to recall information about them.
  • As an action, or replacing an attack from the attack action, you can identify a creature within 30 ft of you to determine if it is this creature type.
  • You also learn one language of your choice that is spoken by or associated with your favored enemies.

Keen Mind PHB

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • 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.

Linguist HB/PHB

You have studied languages and codes, gaining the following benefits:

  • 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 8 + your Intelligence modifier + your proficiency bonus), or they use magic to decipher it.

Master Craftsmen HB

You are well practiced at crafting magic items, granting you the following benefits:

  • You gain proficiency with 1 set of tools you weren't already proficient with.
  • You gain expertise with a set of tools you are proficient with.
  • You gain advantage on tools checks made to craft an item.

Master of Disguise HB

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

  • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
  • If you spend 1 minute observing a creature of your type, you can then spend 1 hour crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
  • At the time of taking this feat, you prepare two of these disguises.


Mighty Leaps HB

You can conjure supernatural strength to leap great distances:

  • You double your jumping distance.
  • As an action you can leap to any empty space within a distance equal to your maximum movement speed.

Nature Caller HB

You have formed a bond with nature allowing you to call on it for aid:

  • You learn the spells Animal Messenger and Animal Friendship. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability can be Intelligence, Wisdom, or Charisma.

Negotiator HB

You are as skill negotiator and can ease a situation with your silver tongue:

  • You gain proficiency with either Insight or Persuasion (your choice).
  • You have advantage on social ability checks made to avoid or cease combat.
  • You automatically succeed on checks made to identify your reputation with another creature.

Observant PHB

Quick to notice details of your environment, you gain the following benefits:

  • 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.

Salesman HB

Through practice and knowledge, you have developed skills of the sale:

  • You have advantage on checks made to increase your reputation with a non-hostile creature.
  • You know the market (listed) price for non-magical adventuring gear, equipment, and raw materials.
  • While in an urban setting, you automatically succeed on checks made to find a merchant or store.

Skilled HB/PHB

You focus on training your mind rather than your body, through study you gain the following benefits:

  • You gain proficiency in any two skills or tools of your choice.

Religious HB

Your devotion to your religion has grown you to be both learned and pious.

  • You have advantage on Piety checks
  • You gain proficiency with the Religion skill, if you are already proficient, you gain expertise instead.
  • You learn the spells Ceremony and Create Shrine. You can cast either of these spells once without expending a spell slot. Once you cast either of these spells in this way, you can’t cast them in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is Wisdom.


Telepathic TCoE

You awaken the ability to mentally connect with others, granting you the following benefits:

  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • You can cast the detect thoughts spell without expending a spell slot or providing components. Once you cast it this way, you can't cast it this way again until you finish a long rest. You can also cast it using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Ventriloquist HB

You are practiced to stretch your voice beyond the normal limits.

  • You can speak (even verbal spell components) without moving your lips.
  • You can throw your voice (or verbal spell components) when you speak, making it appear to originate from any source that you can see within 20 feet of you.
  • You can mimic sounds you have heard, including voices of others.
  • A creature that hears these sounds you make can tell they are tricks with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Wilderness Survivalist HB

You have learned to survive in the harsh wilderness, you gain the following benefits:

  • You gain proficiency in the Survival Skill. If you are already proficient in the skill, you add double your proficiency bonus to checks using it instead.
  • Choose one of the Survivor features from the Versatile Ranger.
  • You can select this feat multiple times, each time selecting a new feature from Survivor.

Racial Feats

The below options include racial feats from Xanathar's, other published sources, and even racial feats for homebrew races.

If you wish to play a hybrid race not listed as an option in the published or homebrew materials, an easy option is to choose a base race and take a racial feat from another race. Even though normally this is not allowed due to the feats' prerequisites, the DM may consider removing these restrictions to allow for playing your imagined character.

Adapted Eyes HB

Prerequisite: the Sunlight Sensitivity trait

Your eyesight has adapted to life topside, granting you the following benefits:

  • You lose the Sunlight Sensitivity trait
  • You gain proficiency with the Perception skill.
  • You have advantage on checks & saves to see through illusions and to avoid being blinded.

Advanced Adaptation HB

Prerequisite: Beastfolk

Your animalistic adaptation continues to drive ever-forward. You gain the following benefits:

  • You gain 3 points to spend on options from the evolutionary adaptations trait list.
  • You can select this feat multiple times, choosing new adaptations each time.

Advanced Psionics HB

Prerequisite: Gith

You've trained your mind to greatly improve your psionic capabilities. You gain the following benefits:

  • You learn the catapult and enhance ability spells and can cast them once without expending a spell slot. You regain the ability to cast these spells again when you complete a long rest. Intelligence is your spellcasting ability for these spells.

Aspect of Vengeance HB

Prerequisite: Revenant

You further personify vengeance itself. You gain the following benefits*:

  • You learn the spell Hunter*'s Mark and you can cast it once without expending a spell slot. Once you cast it, you can cast it again in this way until you complete a long rest.
  • As an action, you can glare at a creature within 30 feet that you can see. The target must make a Wisdom saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus). On a failure, the creature is frightened of you for 1 minute. At the end of each of their turns they can repeat the saving throw; if they accumulate 3 successes, the fear ends, if they accumulate 3 failures, they become paralyzed for the duration of the fear. Once you have used this feature, you can't do so again until you complete a short or long rest.

Blessing of the Pale Lady HB

Prerequisite: Elf (Pallid) or Half Pallid

You have been granted power by the moon, through deep meditation you have unlocked even greater lunar boons. You gain the following benefits:

  • The range of your darkvision increases to 120 feet.
  • You learn the cantrip minor illusion. You learn the spell moonbeam and can cast it once without expending a spell slot. Once you cast it, you can't cast it again until you complete a long rest. Wisdom is your spellcasting ability modifier for these spells.

Born of Magic HB

Prerequisite: Draconian

The magic that corrupted your dragon egg has changed infused arcane energy within you, granting you the following benefits:

  • You learn the spell dragon's breath and one 1st level spell of your choice from the evocation or transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in the way against until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Bountiful Luck XGtE

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 let 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.

Celestial Legacy HB

Prerequisite: Aasimar

Your divine blood has granted you great power an awareness. You gain the following benefits:

  • You can cast the spell detect evil and good at will, without expending a spell slot. Charisma is your spellcasting ability modifier for this spell.
  • You can use your Necrotic Shroud, Radiant Soul, or Radiant Consumption trait as a bonus action instead of an action, and you regain the use of that ability whenever you finish a short or long rest.

Charging Cavalry HB

Prerequisite: Centaur

You move with the might of a cavalry unit on the battlefield, gaining the following benefits:

  • If you move at least 10 feet toward a creature and hit them with a melee attack, you can move the target up to 5 feet away from you.
  • Small or medium creatures can mount you using 5 feet of movement, if you allow it. You must use the rules for an intelligent mount to do this.
  • When you use your Centaur Charge, you can attempt to insight fear in that creature. It must make a Wisdom saving throw (DC equal to 8 + your Strength + your proficiency bonus) or be frightened of you until the end of your next turn.

Dao Heritage HB

Prerequisite: Genasi (Earth)

You have delved into the obstinate magic of elemental earth inside yourself, granting you the following benefits:

  • You can cast the spell Meld into Stone as a ritual.
  • You learn the spell Maximilian's Earthen Grasp and you can cast it once without expending a spell, once you cast it in this way you can't do so again until you complete a long rest.

Dhampir Charm HB

Prerequisite: Dhampir

You have tapped into the enthralling influence of your vampiric blood, granting you the following benefit:

  • As an action, choose one target within 30 feet that can see you, it must succeed a Wisdom saving throw or be charmed by you for up to 1 hour. The DC for the save is equal to 8 + your proficiency bonus + your Charisma modifier. The charmed target regards you and your companions as friendly but is not under your control.
  • Each time the target takes damage from a source other than your Vampiric Bite, it can repeat the saving throw, ending the effect and becoming aware of your influence on a success. You can also end the effect early using a bonus action. You can only have one creature charmed this way at once, if you use it again the previous target is released from the effect.
  • You can use this feature a number of times equal to your proficiency bonus, then you must complete a long rest before you can do so again.

Djinn Heritage HB

Prerequisite: Genasi (Air)

You have freed the liberating magic of elemental air inside yourself, granting you following benefits:

  • You can cast the spell Skywrite as a ritual spell.
  • You learn the spell Fly and can cast it once without providing a spellslot or material components, once you do so, you must complete a long rest before you can do so again.

Dragon Aspects HB

Prerequisite: Dragonborn

You manifest some of the aspects of your draconic ancestors. Choose two of the following benefits to gain:

  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait 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 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.
  • Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. 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 action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
  • You can temporarily manifest draconic wings as a bonus action for 10 minutes, granting you a flying speed equal to your movement speed, once you use this feature you can't do so again until you complete a long rest.
  • You can take this feat a second time, choosing the other 2 options from the above list.

Dragon Wings HB

Prerequisite: 5th level, Dragonborn

You grow or magically manifest draconic wings granting you a flying speed equal to your movement speed.

Drow High Magic HB/XGtE

Prerequisite: Elf (drow) or Half-Drow

You heighten your drow spellcasting:

  • You learn the detect magic spell and can cast it at will, without expending a spell slot.
  • You also learn levitate and dispel magic, you can cast one of those spells once without expending a spell slot.
  • You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Dwarven Fortitude XGE

Prerequisite: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • 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).

Efreet Heritage HB

Prerequisite: Genasi (Fire)

You have uncovered the aggressive magic of elemental fire inside yourself, granting you the following benefits:

  • When a creature within 5 ft of you hits you with a melee attack you can use your reaction to deal fire damage equal to your proficiency bonus to the creature.
  • You learn the spell Scorching Ray and you can cast it once without providing a spell slot or material components. Once you cast this spell in this way, you must complete a long rest before you can cast it again in this way.

Elven Accuracy HB/XGtE

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:

  • Whenever you have a source of advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma that is not cancelled out by a source of disadvantage, you can roll and additional d20 and use whichever result is highest.

Eternal Being HB

Prerequisite: Reborn

Your deathless nature grows with your attunement to the world, granting you the following benefits:

  • You are immune to poison damage and the poison condition.
  • When you roll a death saving throw, the lowest you can roll is a 10.
  • When you roll a hit dice to regain hit points, if you roll below average take the above average result instead.

Expert Infiltrator HB

Prerequisite: Changeling

You learn to fit into any surrounding. You gain the following benefits:

  • You can adjust your size up or down by one size category when you shapeshift.
  • You learn the spell nondetection and can cast it without providing the material components to cast it or expending a spell slot. Once you use this feature, you cannot use it again until you complete a long rest.

Fade Away HB/XGtE

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:

  • 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. You can use this ability a number of times equal to your proficiency bonus, then you must complete a long rest before you can do so again.

Fairy Blessings HB

Prerequisite: Fairy

The magic of the feywild has infused you with healing energy, granting you the following benefits:

  • You learn the lesser restoration and healing word spells. You can cast each of these spells without expending a spell slot. Once you cast these spells in this way, you can't cast that spell this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Charisma is the spells' spellcasting ability.
  • When you select this feat or when you gain a level, you can replace either of these spells with another spell that restores hit points of the same level as the spell you replaced.

Feline Grace HB

Prerequisite: Tabaxi

Your incredible reflexes and agility further improve. You gain the following benefits:

  • You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
  • You don’t take damage when falling from a height less than or equal to 10 times your proficiency bonus in feet if you aren’t incapacitated.

Fey Spirit HB

Prerequisite: Eladrin

You are more in touch with the fickle magics of the Feywild than others of your kind, allowing you to alter your form. You gain the following benefits:

  • You can speak, read, and write Sylvan.
  • You learn the cantrip druidcraft. You also learn the alter self spell and can cast it once without expending a spell slot. You regain use of this feature once you complete a short or long rest. Charisma is your spellcasting ability for these spells.

Fey Teleportation XGE

Prerequisite: Elf (high) Or Half High Elf

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. 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 benefits:

  • 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.

Firbolg Beast Magic HB

Prerequisite: Firbolg

Your connection to magic and beasts manifests itself:

  • You learn the spells speak with animals, animal friendship, and beast sense. You can cast each of these spells once without expending a spell slot, then you must complete a long rest before you can cast them in this way again.

Flamebrother HB

Prerequisite: Salamander

You recall your training from the droves of the salamander:

  • The spear and quarterstaff gain the finesse property when you use them.
  • When you take the attack action, you can attempt to grapple a creature with your tail as a bonus action (you don't need the normal free hand for this grapple).
  • Creatures that end their turn grappled by you take 1d6 fire damage.

Flames of Phlegethos XGE

Prerequisite: Tiefling

You learn to call on hellfire to serve your commands. You gain the following benefits:

  • 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 another 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 that moves into or starts its turn within 5 feet of you takes 1d4 fire damage.

Forged for Battle HB

Prerequisite: Warforged

You were designed for the battlefield. You gain the following benefits:

  • When you are about to make a death saving throw, instead of rolling, you can choose to take 10 instead.
  • Choose one tool to gain proficiency with, then choose one tool with which you are proficient to incorporate into your constructed body. This tool set is useable and considered wielded without taking up your hands.
  • You gain advantage on saving throws to avoid being charmed.

Grung Poisons

Prerequisite: Grung

Your poisonous skin secretes more quickly. You gain the following benefits:

  • You can use your Poisonous Secretion feature a number of times per short rest instead of long rest.
  • When you use the Poisonous Secretion feature, you count as being coated in water for the next 8 hours.
  • You gain the ability to spit at a creature within a number of feet equal to 5 x your proficiency bonus. Make a ranged attack roll against them, although you can use your Dexterity or Constitution for the attack roll. This replaces an attack from the attack action. On a hit, they take a number of d6 dice of acid or poison damage (your choice) equal to your proficiency bonus + the abiliy modifier used to make the attack. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Hag Magic HB

Prerequisite: Hexblood

You are further blessed with the magic of the Hags that formed you, granting you the following benefits:

  • You learn a 1st and 2nd level necromancy spell of your choice.
  • You can cast each of these spells once without expending a spell slot, once you do so, you must complete a long rest before you can do so again.

Hybrid Form HB

Prerequisite: Simic Hybrid

You undergo another transformation:

  • You gain proficiency in one tool or language of your choice.
  • You learn an additional animal enhancement from the initial list and one option from the 5th level options (even if you are not yet 5th level, you retain the option selected at 5th level).

Infernal Constitution XGE

Prerequisite: Tiefling

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

Instant Transformation HB

Prerequisite: Shifter

You gain precise control over your bestial transformation:

  • You gain an additional use of the Shifting feature
  • Activating it does not require a bonus action.
  • While shifted, you can remain in that form for 10 minutes.

Leaping Legs HB

Prerequisite: Harrengon

Your Harrengon lineage reflects in your movements, granting you the following benefits:

  • You can use your Rabbit Hop at will, no longer limited to proficiency times per day.
  • You can use your feet to make unarmed strikes, it deals 1d4 damage instead of the usual. You can use your Strength or Dexterity for the attack and damage rolls.
  • If you take the attack action and make an unarmed strike using your feet, you can make an unarmed strike using your feet as a bonus action.

Like a Boss HB

Prerequisite: Goblin

You are accustomed to using others to avoid being attacked. You gain the following benefits:

  • You can use your Fury of the Small feature proficiency times, then you must complete a short or long rest.
  • When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Once you use this ability, you can’t do so again until you finish a short or long rest.

Locathah Coastal Magic HB

Prerequisite: Locathah

Unlike most Locathah, you have followed the path of the tribal shaman. You gain the following benefits:

  • You learn the cantrip shape water.
  • You learn the spells Create and Destroy Water and Fog Cloud. You can cast either of these spells once, then you must complete a long rest before you can do so again in this way.
  • Your spellcasting ability modifier can be Intelligence, Wisdom, or Charisma.

Lord of the Swamp HB

Prerequisite: Bullywug

You are adept at using your Bullywug traits to your advantage:

  • You can use your Frog Leap at will, no longer limited to proficiency times per day
  • Once you use your War Croak, you regain the ability to do so again after you complete a short or long rest.

Loxodon Indomitability HB

Prerequisite: Loxodon

You learn to better absorb blows using your thick skin and wield your tusks with deadly precision. You gain the following benefits:

  • Your natural armor increases to 14 + your Constitution modifier.
  • Whenever you move at least 20ft straight toward a target you may make a goring attack with your tusks as a bonus action (1d6 piercing + str mod). If it hits and the target fails a Strength saving throw (DC equal to 8 + proficiency bonus + your Strength modifier), it is knocked prone.

Marid Heritage HB

Prerequisite: Genasi (Water)

You have unlocked the unfathomable magic of elemental water inside yourself, granting you the following benefits:

  • You can move into or through another creature's space without spending any extra movement and regardless of its size and you can move through a space as narrow as 1 foot without squeezing.
  • You learn the spell Sleet Storm and you can cast it once without providing a spellslot or materials components. Once you cast it in this way, you can't do so again until you complete a long rest.

Mastery of Mimicry HB

Prerequisite: Kenku

You have learned to temporarily mimic even the training of others. You gain the following benefits:

  • Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last until you use this feature again.
  • Whenever a creature you can see casts a spell within 60 feet of you, you can use your reaction to learn the spell they cast, if it is a spell that you have spell slots for. This learned spell is forgotten after you complete a long rest. You can use this feature once, then you must complete a long rest before you can do so again.

Meeting of the Minds HB

Prerequisite: Kalashtar

Your telepathic abilities grow, you gain the following benefits:

  • When you use your Mind Link feature to grant a creature the ability to speak with you, you can have a number of creatures equal to twice your proficiency bonus connected at once. Each creature can speak telepathically with either just you or all creatures connected (chosen each time they communicate).
  • You learn the spell sending and can cast it without expending a spell slot. Once you use this feature, you can't do so again until you complete a long rest.

Mini but Mighty HB

Prerequisite: any Small size race

You are used to wielding great weapons dispite your size.

  • You don't have disadvantage to attack with weapons due to them having the heavy property.
  • You count as one size larger when determining which creature's you can grapple as well as your carrying capacity and the weight you can push, drag, or lift.

Minotaur's Rush HB

Prerequisite: Minotaur

You charge heedlessly into battle mowing down any who stand in your way.

  • Opportunity attacks made against you have disadvantage.
  • Once per turn, when you take the dash action, you can make a single melee weapon attack as a part of that action.

Molder of Earth HB

Prerequisite: Pech

Your connection to earth magic deepens, granting you the following benefits:

  • You learn the spell Maximillian's Earthen Grasp and one 1st level spell that must be from the abjuration or transmutation school of magic. You can cast each of these spells without expending a spell slot.
  • Once you cast either of these spells in this way, you can't cast that spell in this way until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability can be Intelligence, Wisdom, or Charisma (your choice).

Mountain's Endurance HB

Prerequisite: Goliath

Your strength and resilience rival the giants that roam your homeland. You gain the following benefits:

  • You gain a climbing speed equal to your walking speed.
  • When you use your Stone’s Endurance trait as a reaction to reduce damage, in addition to rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack’s damage type for the next minute. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can’t use it again until you finish a short or long rest.

Orcish Fury XGE

Prerequisite: Half-orc

Your inner fury burns tirelessly. You gain the following benefits:

  • When you hit with an attack using a simple or martial 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.

Playful Fey HB

Prerequisite: Satyr

Your connection to the Feywild flourishes, granting the following benefits:

  • You learn the Disguise Self and Enthrall spells and can cast each spell once without expending a spell slot. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in the way against until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
  • Charisma is the spells' spellcasting ability is the ability.

Pride of the Pride HB

Prerequisite: Leonin

You are the leader of the pack, your Leonin lineage expands to further empower you:

  • Your claws sharpen and now use a d6 instead of a d4 for their damage die
  • You gain an additional choice of skill proficiency from the Hunter's Instincts list of skills (Athletics, Intimidation, Perception, or Survival).
  • You can user Daunting Roar twice instead of once before needing to complete a short or long rest.

Prehensile Tail HB

Prerequisite: Beastfolk, Draconian, Kobolds, Lizardfolk, Salamander, Tabaxi, Tieflings

Your tail is almost a third arm and hand for you. As a bonus action, you may perform one of the following actions with your tail.

  • Draw or stow an object weighing up to 1 pound with your tail.
  • Open and close doors.
  • Use thieves tools.
  • Engage in two-weapon fighting with a weapon that has the light & concealed property.
  • Hang from a piece of scenery.

Prodigy HB

Prerequisite: Human, Half-elf, or half-orc

The flexibility of mankind is how it drives ever forward, you are exceptional even beyond that:

  • Choose one skill, tool, and language in which you don't already have proficiency, you gain proficiency with each of them.

Rampage HB

Prerequisite: Gnoll

In the heat of battle, you can enter a rampage, downing foes with a reckless bloodlust. You gain the following benefits:

  • You have a maximum number of charges equal to your proficiency bonus. Each time that you score a critical hit or drop a foe to 0 hit points, you gain 1 charge (up to your maximum).
  • You can spend 1 charge to deal an additional 1d8 damage on a successful weapon attack.

Razorback Tortle

Prerequisite: Tortle

Your Tortle body and shell are covered in spikes, deterring others from attacking you. You gain the following benefits:

  • When a creature ends its turn either grappled by you or grappling you, it takes piercing damage equal to your proficiency bonus.
  • When a creature hits you with a melee weapon attack, you can use your reaction to cause them to take piercing damage equal to your proficiency bonus.

Second Chance XGE

Prerequisite: Halfling

Fortune favors you when someone tries to strike you. You gain the following benefits:

  • 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.

Serpent Form HB

Prerequisite: Yuan-ti Pureblood

You have unlocked more of your serpentfolk heritage. You gain the following benefits:

  • You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. You can use a d6 for its damage and it deals piercing damage.
  • Once per turn, when you deal damage with an unarmed strike using your bite, you can choose to deal an additional 1d6 poison damage to the target.

Shadow Magic HB

Prerequisite: Elf (Shadar-Kai) or Half Shadar Kai

In the lifetimes you have spent serving your shrouded queen, you have gained an affinity for magic that influences others. You gain the following benefits:

  • You learn the friends cantrip.
  • You learn the charm person and detect thoughts spells and can cast each spell once without expending a spell slot. You regain the use of this feature once you finish a long rest. Charisma is your spellcasting ability for these spells.

Shaman of the Swamp

Prerequisite: Grung

You have trained in the ways of water magic to help you on your adventures. You gain the following benefits:

  • You learn the Shape Water cantrip. You also learn the Create or Destroy Water spell and cast cast it once without expending a spell slot or providing the material components for the spell, then you must complete a long rest before you can do so again. You can choose between Constitution, Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.
  • You gain a 25 ft swimming speed.

Sky Warden HB

Prerequisite: Aarakocra

You are trained for both scouting the skies and aerial combat. You gain the following benefits:

  • You gain proficiency in the Perception skill. You have advantage on Perception checks that rely on sight.
  • Once per turn, if you are flying and dive at least 20 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.

Squat Nimbleness XGtE

Prerequisite: Dwarf or a Small race

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any checks or saves you make to avoid or escape from being grappled or restrained.

Strength of the Sea HB

Prerequisite: Elf (sea) or Half Sea Elf

Your time deep beneath the waves has toughened your body. You gain the following benefits:

  • You gain resistance to cold damage.
  • You are resistant to the effects of extreme pressure.
  • Your darkvision distance doubles while underwater
  • You gain a 30-foot tremorsense while underwater.

Sylph Magic HB

Prerequisite: Sylph

Your connection to the feywild and your elemental nature manifest itself by granting you magic. You gain the following benefits:

  • You learn the spell Invisibility and one 1st level enchantment spell of your choice. You can cast each of these spells once without expending a spell slot. Once you have cast it in this way, you can't do so again until you complete a long rest.
  • Your spellcasting ability for these spells can be Intelligence, Wisdom, or Charisma.

Tanarukk Blood HB

Prerequisite: Orc

Through fell magic or an ancestor, you are touched by the corruptive power of Baphomet. You gain the following benefits:

  • You have resistance to fire and poison damage.
  • You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Titanic Size HB

Prerequisite: the Powerful Build Trait

Your size is unlike those of your species. You gain the following benefits:

  • You lose the Powerful Build trait
  • Your size increases to Large
  • If an effect sets your size to Huge, your melee reach increases by 5 feet.

Tortle Protector HB

Prerequisite: Tortle

You have mastered using your shell to better protect yourself and others. You gain the following benefits:

  • Your natural armor trait now provides a base AC of 18. As normal, your Dexterity modifier doesn’t affect this number.
  • You provide three-quarters cover to your allies.
  • When you would provide cover, you can use your reaction to cause the effect to target you instead. You can only use this feature if you are not also the target of the same effect.

Touch of Sess'inek HB

Prerequisite: Lizardfolk

You embody the demonic bearing of a lizard king or queen. You gain the following benefits:

  • You can use your Cunning Artisan feature to create any simple weapon or 1d4 arrows.
  • You gain an additional skill from the Hunter's Lore list (Animal Handling, Nature, Perception, Stealth, Survival)
  • You learn to speak, read, and write Abyssal.
  • While underwater, you are considered one stage more obscured (normal to light, and light to heavy).

Treant Nature Magic HB

Prerequisite: Treant

Your connection to nature deepens your power over natural magic. You gain the following benefits:

  • You learn the spell Enlarge/Reduce and can cast it on yourself once without expending a spell slot, then you must complete a short or long rest before you can cast it this way again.
  • You learn the cantrip Thorn Whip. Wisdom is the spellcasting ability modifier for these spells.

Triton Deep Magic HB

Prerequisite: Triton

Your deep magic deepens granting you more powers over the elements of the storm:

  • You learn the spells create or destroy water, warding wind, and water breathing. You can cast each of these spells once without expending a spell slot, then you must complete a long rest before you can cast them in this way again.

Uphold the Legion HB

Prerequisite: Hobgoblin

You were born for life in the legion. You gain the following benefits:

  • You gain proficiency in the Insight skill.
  • You have advantage on Insight checks made against hostile creatures.
  • When an ally makes an attack roll against a creature within 5 feet of you, you can use your reaction to grant them a d4 to add to their attack roll's result.

Urd Wings HB

Prerequisite: Kobold

You manifest leathery wings, transforming into an urd. You gain the following benefits:

  • You gain a flying speed equal to your movement speed while you aren't wearing medium or heavy armor other than a shield.

Vedalken Expertise HB

Prerequisite: Vedalken

Your mental prowess is unmatched, you gain the following benefits:

  • Choose a tool or language to gain proficiency with.
  • Over the course of a long rest, you can choose one skill that you are proficient with to gain expertise with. This expertise lasts until you use this feature again.

Well Rested HB

Prerequisite: Bugbear

Your practiced napping leaves you invigorated when you are awake. You gain the following benefits:

  • Whenever you spend one or more hit dice during a short rest, you can regain an extra 1d6 hit points.
  • Before you make an ability check, attack roll, or saving throw you can choose to roll with advantage. Once you have used this trait, you cannot do so again until you complete a short or long rest.

Wood Elf Magic HB/XGtE

Prerequisite: Elf (wood) or Half-Wood Elf

Your Elven nature magic grows, granting you the following benefits:

  • You learn one druid cantrip of your choice.
  • You also learn the longstrider and pass without trace spells, and you can cast one of those spells once without expending a spell slot.
  • You regain the ability to cast these spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Full Feats

Some feats couldn't be split into a divided feat. To select a feat from this list or any of the published full feats, you must trade one of your previously selected divided feats or a +1 bonus you added to one of your ability scores.

Friend of the Wild HB

You gain the loyalty of a faithful animal companion.

  • You gain the benefits of casting the spell Find Companion but you are not required to be able to cast spells or provide the material components for its casting.
  • If you do not already have a spellcasting ability, your Wisdom becomes your spellcasting ability for determining the companion's attack modifier.
  • Instead of disappearing when it reaches 0 hit points, this companion can be healed or revived like anyone. However, if the companion dies, a new one can be obtained by spending 50 gold on fine food and completing a ritual over an 8-hour period.
  • You can command the companion to take the attack action for a single turn using your bonus action.


Pact Keeper HB

You hold a boon from an eldritch pact, granting you the following benefit:

Prestige Feats

Something missing from 5e that was included in older editions is Prestige Classes. This system introduces a mechanical benefit based off of a thematic character title or role gained from their unique narrative. Instead of adding new class options for players to take levels in, these benefits are added through a feat. This avoids issues with multiclassing. Each of these feats includes a list of prerequisites classes/subclasses that you must meet in order to select the respective feat. The DM may lift this restriction if the character best fits a prestige feat. A character may only ever obtain one of the prestige feats.

Each of these feats requires the player to be 10th level, which conveniently lines up with the Bonus Martial ASIs gained at 10th level. For character classes that don't gain this feature, they can select a Prestige Feat by following the rules for Taking a Full Feat. The DM and player should work together to line up the timing of this feat with the campaign.

Building a Custom Prestige Feat

Due to the nature of these prestige feats and their alignment to a title received by your character, it is possible to earn a title that does not match one of the above feats. In this case, you may want to custom design a Prestige feat. Work with the DM to create this feat (balanced against the other listed options).

Archmage

Prerequisite: At least 10 levels, the ability cast at least 5th level spells

You have been granted the title of Archmage and are renown across the worlds. You gain the following features:

  • You gain proficiency in Arcana, if you are already proficient you double your proficiency bonus instead.
  • You gain a +1 bonus to your spell attack and damage rolls.
  • Your spell save DC is increased by 1.

Assassin

Prerequisite: At least 10 levels

You have been granted the title of Archmage and are renown across the worlds. You gain the following features:

  • When you deal damage to a target while you are hidden or heavily obscured, you gain a +1 bonus to attack and damage rolls you make.
  • The critical threat range of your attack rolls increase by 1 (you score a critical hit on a roll of 19 or 20).
  • Once per day, when you hit a creature with an attack roll you can change that normal hit into a critical hit.

Battle Herald

Prerequisite: At least 10 levels

You have been granted the title of Battle Herald, you use your keen tactical acumen and decisive judgment to lead others to victory. You gain the following features:

  • You gain proficiency in Persuasion and Intimidation, if you are already proficient you double your proficiency bonus instead.
  • If one of your allies makes an attack against an enemy within your reach, you can use your reaction to grant advantage on that ally's attack roll.

Beast Keeper

Prerequisite: At least 10 levels, a permanent pet from a "Find" Spell or class feature

Your connection with your companion has earned you the title of Beast Keeper. You gain the following benefits:

  • You gain proficiency in Animal Handling, if you are already proficient you double your proficiency bonus instead.
  • Your permanent pets gain a bonus number of hit points equal to your level.
  • You can expend one of your hit dice as a bonus action to restore hit points equal to the result to one pet as long as it is within 60 ft of you.
  • You gain, or extend your current, telepathic bond with your pet out to a distance of 1 mile. You can only communicate simple emotions, images, and thoughts unless you share a language with the pet.
  • You can command your pet using an action of one less stage (action -> bonus, bonus -> verbal/telepathic command).

Blade Dancer

Prerequisite: At least 10 levels

You have been granted the title of Blade Dancer, your elegance on the battle field is unparalleled. You gain the following features:

  • You gain proficiency in Acrobatics, if you are already proficient you double your proficiency bonus instead.
  • At the start of your turn, you can move up to 5 feet without provoking opportunity attacks.
  • When an enemy you can see misses an attack roll against you, you can expend your reaction to either make an attack against the attacker or move up to your speed.

Divine Celerity

Prerequisite: At least 10 levels, movement speed of 50 or higher

You move at such speeds that others have trouble seeing you. You gain the following benefits

  • When you take the dash action, you are heavily obscured for the duration of your movement this turn.
  • You are under the effects of the spell Spider Climb while you are moving.
  • As a reaction, which you take when a creature you can see casts a spell that requires you to make a Dexterity saving throw, you can choose to move up to your movement speed. If you end this movement outside of the range or area of the spell, you automatically succeed on the saving throw and take no negative effects from it. If you end this movement within reach of the caster of the spell, you can make a weapon attack against the creature.

Elemental Master

Prerequisite: At least 10 levels

You are master over an element, capable of using that element like no other. You gain the following benefits:

  • Choose one damage type from: acid, cold, fire, lightning, poison, thunder
  • If you are not already resistant to the chosen damage type, you gain resistance, if you are already resistant, you gain immunity instead.
  • When you deal at least one damage die of this type, you deal an additional damage die of the same size.
  • If you deal this damage type to a creature that is immune to it, you can use your reaction to alter the weave around it to ignore that creature's immunity.

Exalted

Prerequisite: At least 10 levels, at least one use of Channel Divinity

You have been granted the title of Exalted and been lifted above most mortals by your deity. You gain the following features:

  • You gain proficiency in Religion, if you are already proficient you double your proficiency bonus instead.
  • You gain an extra use of your Channel Divinity feature. It refreshes after you complete a short or long rest.
  • You can use your Harness Divine Power Channel Divinity option any number of times (provided you have a use of channel divinity to activate it).

Grand Seer

Prerequisite: At least 10 levels

You have been granted the title of Grand Seer. You gain the following features:

  • You gain proficiency in Perception, if you are already proficient you double your proficiency bonus instead.
  • You can cast the spell True Seeing on yourself once without expending a spell slot or providing any of the material components.
  • If you are targeted by an attack, you can use your reaction to impose disadvantage on the incoming attack as well as all attack rolls against you made by that creature until the end of your next turn.

Justicar

Prerequisite: At least 10 levels

You have been granted the title of Justicar, you embody the very idea of justice. You gain the following features:

  • You gain proficiency in Insight, if you are already proficient you double your proficiency bonus instead.
  • You can cast the spell Shield of Faith at will.
  • When an enemy you can see succeeds on an attack roll against you within your reach, they provoke an attack of opportunity from you.

Legendary

Prerequisite: 10th level

Simply put, you are legendary; granting you the following benefits:

  • You gain a single legendary resistance which can be used when you fail a saving throw to choose to succeed instead. Once you have used this, you must complete a long rest before you can do so again.
  • You also gain a legendary action, which you can use between any 2 creature's turns during combat. It recharges at the start of your turn if you roll a 5-6 on a d6 die. You can use this legendary action to move up to your speed, make a single weapon attack, or cast a cantrip you know.

Life Giver

Prerequisite: At least 10 levels

You have been granted the title of Life Giver from your amazing feats of healing that have elevated you above all. You gain the following benefits:

  • You gain proficiency in death saving throws, and if the results of your death save would equal 20 or higher, you regain 1 hit point.
  • You can choose to gain temporary hit points equal to your proficiency bonus at the start of each of your turns.
  • When you provide hit points (normal, temporary, or increase to maximum) to a creature, that creature gains an additional number of hit points equal to your proficiency bonus.

Lich

Prerequisite: At least 10 levels

You have achieved the ultimate power of immortality through lichdom, but at what cost? You gain the following features:

  • You obtain a phylactery vessel and can perform a ritual to tie your life essence to the object. In order to perform this ritual, you must provide a soul (willing or unwilling; in a body or already separate), you must prepare 10000 gp of rare ingredients that are consumed, and you must spend 10 consecutive days casting a necromancy spell of 6th level or higher into the object.
  • At least once per year, you must provide a new soul to the phylactery to prevent your body from aging. Casting the 9th level spell Imprisonment removes the need for this yearly maintenance.
  • Once the phylactery is complete, it should be hidden away and kept safe, however, it cannot be seen or targeted with divination magic. Your soul returns to the object's location upon your death, even from other planes. From here, your soul can take over any dead body within 100 feet or wait for 10 days for a new body to be created. This cycle can be repeated indefinitely and can only be broken if your phylactery is destroyed.

Lycanthropy

Prerequisite: 10th level

You have been touched by the curse, or gift if you prefer, of lycanthropy. Choose your form of lycanthropy from werebear, wererat, and werewolf; you gain benefits based on your choice. You gain the following benefits:

  • Shapechanger. As a bonus action, you can transform between your humanoid form, your wereform, or a hybrid form. If you have another feature that lets you transform your form into a similar form, like the shifter race or a beast barbarian; this bonus action can be taken during the same action you use to transform your form.
  • Silvered Weapons. When you would take bludgeoning, piercing, or slashing damage from a non-magical weapon that isn't silvered, you reduce the damage by an amount equal to your proficiency bonus.
  • Wereform. While in your Hybrid or Wereform, you gain claw and bite natural weapons, each deal 1d6 piercing. Werebears gain a +1 bonus to your AC and advantage on perceptions checks using smell, Wererats gain darkvision out to 120 ft and advantage on perceptions checks using hearing, and Werewolves gain +10 ft walking speed and advantage on perceptions checks using sight.

Loremaster

Prerequisite: At least 10 levels

You have been granted the title of Loremaster, you have a greater understanding and knowledge of the world than all but the gods. You gain the following features:

  • You gain proficiency in History, if you are already proficient you double your proficiency bonus instead.
  • You add the spells Counterspell and Dispel Magic to your list of spells known or prepared and they don't count against the limit of your number of spells. You can cast each of these spells once without expending a spell slot once before needing to complete a long rest in order to cast them in this way again.
  • When you make an ability check during an attempt to Counterspell or Dispel Magic, you add your proficiency bonus to the result.

Master Marker

Prerequisite: 10th level, the Hunter's Mark or Hex Spell

Your mark means eminent death. When you choose this feat, choose either of the 2 prerequisite spell, you gain the following benefits when you cast that spell:

  • You can cast the spell once without expending a spell slot, it is cast at a level equal to your proficiency bonus (up to 5th level)
  • The spell no longer requires concentration for you.
  • You can transfer it to a new target after the previous is brought to 0 hit points once on your turn without spending your bonus action.
  • The bonus damage increases to 1d8 damage.
  • Additionally, you can end the spell early (no action required) on your turn to gain a special benefit based on the spell you choose:
  • Hunter's Mark. The target is illuminated in a glowing silhouette for the remainder of the spell's duration of until it is dispelled. While illuminated, the creature gives off 10 ft of dim light, it gains no benefit from invisibility, it cannot hide. The silhouette is even visible through total cover as long as they are on the same plane.
  • Hex. The target's chosen ability score is temporarily weakened on a failed Charisma saving throw. The score is reduced by 1d8 for the remainder of the spell's duration. The next saving throw they make of this ability for the duration is reduced by 1d8.

Master Spy

Prerequisite: At least 10 levels

You have been granted the title of Master Spy, your mastery of infiltration and subterfuge is unmet. You gain the following features:

  • You gain proficiency in Stealth, if you are already proficient you double your proficiency bonus instead.
  • You are always under the effects of the Nondetection spell and can change its effects after every long rest.
  • If a creature within your reach is targeted by a ranged attack roll, you can use your reaction to either grant advantage or impose disadvantage on the attack roll as you move the individual either toward or away from the attack.

Nature Warden

Prerequisite: At least 10 levels

You have been granted the title of Nature Warden, you are one with nature and defend it with your life. You gain the following features:

  • You gain proficiency in Survival, if you are already proficient you double your proficiency.
  • You gain the ability to ritually cast Beast Bond, Speak with Animals, Animal Messenger, and Locate Animals or Plants. You ignore the material components required to cast any of these spells.
  • You can cast the spells Find Familiar and Conjure Animals once each without expending a spell slot, you must complete a long rest before casting them again.

Planeswalker

Prerequisite: At least 10 levels, the ability to teleport more than one time per day

  • When you teleport into a space that is at least lightly obscured or partially covered, you can spend a bonus action to hide.
  • You can cast the spell Teleport or Plane Shift once without expending a spell slot.
  • As a reaction, which you take when a creature you can see casts a spell that requires you to make a Dexterity saving throw, you can teleport into an empty space up to your movement speed away. If you teleport outside of the range or area of the spell, you automatically succeed on the saving throw and take no negative effects from it. If you teleport within reach of the caster of the spell, you can make a weapon attack against the creature.

Spotlight Centric

Prerequisite: At least 10 levels

Your knack for the stage and spotlight has drawn the attention of crowds. You gain the following benefits:

  • You gain proficiency in Sleight of Hand and Performance, if you are already proficient you double your proficiency bonus instead.
  • You can cast the spells Enthrall and Silent Image at will.

Storm Kindler

Prerequisite: At least 10 levels

You have been bestowed the title of Storm Kindler, you are the calm within the storm. You gain the following features:

  • You gain proficiency in Nature, if you are already proficient you double your proficiency bonus instead.
  • You can ignore the non-damaging effects of weather, even magically created weather (it does not penalize your perception checks, cause concentration checks, or cause you to gain exhaustion).
  • If an enemy makes an attack roll against you while within 5 feet of you, you can use your reaction to create a thunderous boom which deals a number of d6 thunder damage equal to your proficiency bonus to all creatures within 5 feet of you. You can use this feature once before needing to complete a short or long rest.

Stalwart Defender

Prerequisite: At least 10 levels

You have been granted the title of Stalwart Defender, you protect yourself as well as your allies. You gain the following features:

  • You gain proficiency in Medicine, if you are already proficient you double your proficiency bonus instead.
  • If an effect would move you against your will, you can reduce this distance by 10 feet (to a minimum of 0).
  • Enemies provoke an attack of opportunity if they make an attack roll against a creature other than you in reach.

Templar Enforcer

Prerequisite: At least 10 levels

You have been granted the title of Templar, you seek out a destroy those that corrupt the ways of magic. You gain the following features:

  • You gain proficiency in Investigation, if you are already proficient you double your proficiency bonus instead.
  • You can cast Detect Magic at will, without expending a spell slot or material components.
  • If you are targeted by a spell from a creature you can see within 30 feet that causes you to make a saving throw, you can use your reaction to gain advantage on that saving throw. You can use this feature a number of times equal to your proficiency bonus before completing a long rest.

Trickster Icon

Prerequisite: At least 10 levels

You have earned the title of Trickster, your tendency for deceit and pranks has left ripples through society. You gain the following features:

  • You gain proficiency in Deception, if you are already proficient you double your proficiency bonus instead.
  • You can cast the spell Blur at will.
  • You can cast the spell Mislead once without expending a spell slot, you must complete a long rest before you can do so again.

Victor of the Realm

Prerequisite: At least 10 levels

You have achieved the title of Victor of the Realm through a contest or battle. You gain the following benefits:

  • You gain proficiency in Athletics, if you are already proficient you double your proficiency bonus instead.
  • Creatures that fall prone within your reach provoke an attack of opportunity from you (even during your turn).
  • As a bonus action, you can let out a shout that strikes terror into your foes. Creatures of your choice within 30 feet must make a Wisdom saving throw (the DC either equals a DC you already have or 12 + your proficiency bonus if you don't have a feature that grants you a DC yet) or be frightened of you until the start of your next turn. Frightened creatures can fall prone at the start of their turn. Once you use this feature, you can't do so again until you complete a short or long rest.

Vampirism

Prerequisite: 10th level

Your blood runs with the curse of vampirism, either from a brush with another vampire or through sanguine parentage. You gain the following benefits and penalties:

  • Darkvision. You gain Darkvision out to 120 feet.
  • Regeneration. While you are at or below half health, you regain 1d6 health (up to half of your maximum hit points) at the start of your turn.
  • Shapechange. You can use your action to polymorph yourself into a Bat, Mist Cloud, or back into your true form. To do so, you can't be in sunlight or running water. Any gear you are wearing, but not holding merges with your form. The mist form can't speak, manipulate objects, or take actions other than to transform; it is weightless, has a 20 ft fly speed (hover), can share a creature's space, even avoid squeezing as long as the space has air, and it is immune to nonmagical damage.
  • Spider Climb. You gain a climbing speed equal to your movement speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free (if you already have a similar feature, you instead gain a flying speed equal to your walking speed).
  • Sunlight Hypersensitivity. You take 1d6 radiant damage at the start of your turn and have disadvantage in all ranged attack rolls and Wisdom (Perception) checks that rely on sight while you are in direct sunlight. Additionally, when you first enter bright light, you must make a DC 12 Constitution saving throw or be blinded for 1 round while you are within sunlight.
  • Vampiric Curse. Your sanguine power comes with a cost. You are unable to enter a residence without an invitation from one of the occupants. You take 1d6 acid damage at the start of your turn if you are in running water. If you take a stake through the heart while incapacitated, you become paralyzed.

War Strategist

Prerequisite: At least 10 levels

Your mind is unparalleled in War and your very presence ensure victory. You gain the following benefits:

  • You add your proficiency bonus to your Initiative checks
  • When you roll initiative, you can use your reaction as long as you are not surprised to take the search action to find any hidden creatures, traps, hazards, or areas of difficult terrain within 60 ft of you.
  • If a hostile creature within 60 feet of you makes an attack roll against one of your allies, you can use your reaction to command a different ally within 5 feet of that creature to make an attack roll against them.

Worldbreaker

Prerequisite: At least 10 levels

You have been bestowed the title of Worldbreaker through feats of destruction. You gain the following benefits:

  • You add your proficiency bonus to grapple checks, if you already have proficiency with associated skill, you double your proficiency bonus instead.
  • Your unarmed strikes gain the siege property.
  • The damage die of your unarmed strikes increases by one stage to a maximum of 1d12 (1 -> 1d4, 1d4 -> 1d6, 1d6 -> 1d8, 1d8 -> 1d10, 1d10 -> 1d12).

New Equipment Options

Consumables
Name Cost Weight
Alchemist's Frost 50 gp 1 lb.
Alchemist's Spark 50 gp 1 lb.
Aqua Vitae 50 gp 1 lb.
Bomb 150 gp 1 lb.
Cold Weather Clothing 10 gp 5 lb.
Elixir of Tranquility 50 gp 1/2 lb.
Flash Paper 5 sp -
Great Arrow 1 gp 2 lb.
Lembas Bread 2 gp 1 lb.
Potion of Luck (Basic) 100 gp 1/2 lb.
Potion of Luck (Greater) 300 gp 1/2 lb.
Potion of Mana (Basic) 150 gp 1/2 lb.
Potion of Mana (Greater) 450 gp 1/2 lb.
Potion of Stamina (Basic) 200 gp 1/2 lb.
Potion of Stamina (Greater) 400 gp 1/2 lb.
Residuum - -
Runestone (Cantrip) 20 gp 1 lb.
Runestone (1st Level) 50 gp 1 lb.
Runestone (2nd Level) 100 gp 1 lb.
Senzu Bean 250 gp -
Shrine 100 gp 10 lb.
Silver Sheen 50 gp 1/2 lb.
Smoke Pellet 15 gp -
Smokestick 25 gp 1/2 lb.
Tindertwig 15 gp -

Adventuring Gear

Below are the descriptions for homebrew items.

Alchemist’s Frost. Functions as Alchemist’s Fire, but deals cold damage instead.

Alchemist’s Spark. Functions as Alchemist’s Fire, but deals lightning damage instead.

Aqua Vitae. This stout brew is infused with various herbs. Drinking this potion grants 10 temporary hit points for 1 hour, but imposes disadvantage on WIS (perception) checks and Initiative for 1 hour.

Bomb. This clay vessel can be lit and thrown it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 DEX saving throw or take 3d6 fire damage.

Cold Weather Clothing. This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold.


Elixir of Tranquility. If ingested at the start of a nights rest, the user gains the benefits of long rest instead of a nights rest. During the rest, the user sleeps for 8 hours and only awakes early if another creature deals damage to them or uses an action to shake them awake.

Flash Paper. A common parlor trick and theatrical prop, these sheets of paper are specially treated to flare up when subjected to rigorous friction or open sources of heat. The paper is burned away harmlessly, creating light as a candle for 1 round.

Great Arrows. Used as ammunition for a greatbow.

Lembas Bread. This special bread functions similar to a Goodberry that has been preserved so as to retain its potency over time. Ingesting a piece of Lembas Bread heals 1 HP and provides 24 hours of nourishment (food only).

Potion of Luck. This vial of silvery liquid grants you a boost of luck. You gain a unique benefit for a single d20 roll based on the rarity that can be used once within an hour of consuming.

Potion of Mana. A character who drinks the magical blue fluid in this vial regains a number of expended spell slot levels. The number of spell slot levels depends on the rarity of the potion.

Potion of Stamina. A character who drinks the magical green fluid in this vial is renewed and rested. They refresh some of their features that would refresh on a short rest. The feature and number of uses refreshed depends on the rarity of the potion.

Residuum. This green, glass-like substance is refined from Whitestone ore. Although not inherently magical, it is particularly receptive to arcane energies. Residuum can be used to replace costly spell components of an equal value of residuum. If the components would normally be consumed then the residuum is also consumed.

Runestone. You can crush this fragile stone into dust to unleash the spell stored within it. These work much like spell scrolls, but without the need for a caster.

Senzu Bean. This special bean heals 2d8+2 HP, removes the poisoned condition, and removes all diseases.

Shrine. A Shrine created to channel ones connection to a specific god. This shrine can be used daily by a pious follower to gain a boon from their god.

Silver Sheen. This small metal flask contains a viscous, silver fluid. It can be applied to a single melee weapon or 5 pieces of ammunition. The weapon or ammunition then counts as silver for 1 hour.

Smoke pellet. You can throw a smoke pellet at a point within 10 feet of you. The smoke pellet then detonates, creating a 10-foot cube filled with smoke. This area is heavily obscured until the end of your next turn.

Smokestick. You can ignite a smokestick using a torch, tinderbox, or other source of fire or intense heat. Once ignited, the smokestick is consumed and a 10-foot cube around it is filled with smoke for 1 minute. This area is heavily obscured. A moderate or strong wind disperses the smoke in 1 round.

Tindertwig. You can strike the end of this small, wooden stick on a flammable object. The object immediately ignites.

Shields

These new shield types allow for more options than standard shields. It and the "Wooden Shield" can be easily found or purchased; the other options listed may be harder to find.

Shield Attacks

Anyone wielding a shield can attempt a shield bash. To do so, replace an attack from the attack action to make an improvised attack roll using your STR modifier. The damage die is determined by its armor tier: light is 1d4, medium is 1d6, and heavy is 1d8; whichever tier, you add your STR modifier to the damage result. If your shield is a magic shield with a bonus to your AC, you add this bonus to the shield bash's attack and damage roll. If you bash with a buckler, it counts as Light for purposes of two-weapon fighting.

Light Shields

Below is the list of Shields accessible to those with proficiency in Light Armor:

Buckler. While wielding a buckler, your Armor Class increases by 1. You can don or doff a buckler as though interacting with an object instead of as an action.

Wooden Shield. While wielding a wooden shield, your Armor Class increases by 1.

Medium Shields

Below is the list of additional Shields accessible to those with proficiency in Medium Armor:

Targe. This shield is strapped to your arm and has the Integrated property, your Armor Class increases by 1.

Shield The normal shield that provides +2 bonus to AC and requires an action to don or doff.

Spring Shield This shield hides in a gauntlet on the wielder's wrist. While closed it does not provide any bonus to AC nor does it take up your hand. As a bonus action, the wielder can activate the shield, your Armor Class increases by 2. The wielder can fold the shield back into the gauntlet as an action.

Heavy Shields

Below is the list of Shields accessible to those with proficiency in Heavy Armor:


Tower shield. While wielding a tower shield, your Armor Class increases by 3, but your speed is reduced by 5 feet. You provide 3/4 cover, instead of 1/2 cover, to other creatures.


Shields
Name Cost Weight Properties
Buckler 8 gp 2 lb. AC +1, Special
Wooden Shield 5 gp 5 lb. AC +1
Targe 12 gp 3 lb. AC +1, Integrated
Shield 10 gp 6 lb. AC +2
Spring Shield 30 gp 6 lb. AC +2, Special
Tower Shield 50 gp 20 lb. AC +3, Special

Weapons

New Weapon Properties

These weapon properties are added to the standard ones:

Conceal. You have advantage on checks made to hide this weapon.

Integrated. While wielding a weapon with this property, you can use the same hand to manipulate objects, shove, grapple, perform somatic spell components, provide a 2nd hand for a versatile weapon, or wield a light melee weapon. These weapons require an action to don but cannot be disarmed while you are conscious.

Light. You can draw or stow two light weapons when you would normally be able to draw only one.

Siege. Attacks from weapons with this property deal double damage against structures and objects.

Strength Requirement. You attack with disadvantage, if you do not meet the prerequisite Strength Requirement.

Weapon Alterations

With the following weapons, use the below changes:

Blowgun. Increase the damage die to 1d4. Remove the loading property.

Special: Attacks made with this weapon do not reveal you from being hidden.

Club. Add the concealed property.

Dagger. Add the concealed property.

Flail. Add the heavy property.

Glaive. Remove the heavy property.

Greatclub. Increase the damage die to 2d4. Add the siege property.

Light Hammer. Add the conceal property. Add the siege property.

Longsword. Add the finesse property when wielded in two-hands.

Mace. Add the siege property.

Maul. Add the siege property.

Morningstar. Increase the damage die to 2d4.

Pike. The distance gained from the reach property is 10 feet for this weapon.

Quarterstaff. Add the finesse property when wielded in two-hands.

Scimitar. Trade the finesse property in exchange for increasing the damage die to 1d8.

Sickle. Increase damage die to 1d6.

Sling. Add the concealed property.

Trident. Increase damage die to 1d8; the versatile property also increases to 1d10.

War Pick. Add the siege property.

Warhammer. Add the siege property.

Whip. The distance gained from the reach property is 10 feet for this weapon. Add the conceal property.

New Weapons

New weapons with special properties are described here.

Arm Blade. A short blade is attached to your forearm keeping your hands free.

Atlatl. The atlatl is used to throw spears long distances. Javelins and spears thrown with an atlatl have their normal and long ranges doubled. When using an Atlatl with either spears or javelins the atlatl uses either as ammunition.

Ball and Chain. This metal sphere on the end of a long chain is sometimes known as a meteor hammer.

Bill Hook. This hooked machete is affixed to a long wooden shaft, it a simple tool turned weapon of war.

Bola. This device is used to wrap up and trip enemies.

Special: A Large or smaller creature hit by this weapon is grappled. While grappled, if the creature is moved, instead of ending the grapple, they are knocked prone. Bolas have no effect on creatures that are formless. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. When you use an action, Bonus Action, or Reaction to Attack, you can make only one Attack regardless of the number of attacks you can normally make.


Boomerang. Creatures that are proficient with javelins are also proficient with boomerangs.

Special: When you throw this weapon and miss, it returns to your hand.

Caestus. Your hand is not full while wielding this; attacks made with these are considered unarmed strikes and attacks with a melee weapon. All humanoids are proficient with these fist weapons.

Chakram. Sharp metal ring that is capable of melee or ranged attacks.

Composite Bow. These bows use a complex design with a high draw weight. You have disadvantage on attack rolls using this weapon unless you meet the Strength requirement.

Double-Bladed Scimitar. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp).

Special: If you attack with this weapon using your action, you can use a bonus action to make a melee attack with the other end, it deals 1d4 instead of 2d4.

Greatbow. This large bow is closer to a siege weapon than normal bows, but it is portable enough to be used by a well-trained combatant. You have disadvantage on attack rolls using this weapon unless you meet the Strength requirement.

Harpoon. This spear is attached to a rope or light chain. If you hold the rope, you can pull the harpoon back to you.

Special: When you hit a creature with a harpoon, you can use a bonus action to pull it toward you if the target is Large or smaller. Make a grapple check, on a success the creature is pulled up to 15 feet closer to you.

Hook Sword. This weapon is usually found or sold in pairs and often wielded in each hand.

Special: Using your item interaction while dual wielding these weapons, you can attach the ends together to trade the light property for reach. Monks are proficient with Hook Swords.

Long Spear. A longer version of the spear, that in the hands of a trained individual can be wielded in one hand.

Rope Dart. This deft weapon holds a small blade at the end of a rope, it can be used to keep enemies back. Monks are proficient with rope darts.

Saber. This sword is designed to be used on horseback, it is awkwardly balanced for those that dismount.

Special: A saber requires two hands to wield when you aren't mounted.

Sap. This bludgeon can be used to deftly knockout foes.

Scythe. This tool turned weapon can mow down your enemies from a distance.

Slingshot. This weapon is affixed to your forearm to launch a deadly projectile.

Suriken. This small weapon is thrown from a distance.

Yklwa. A leaf bladed short handled spear.

Ammunition

Players that use ranged weapons in combat do not have to individually track their ammunition. However, they do have to pay for an extra set of ammo whenever the group would pay for lifestyle expenses during downtime. Players with the Mending cantrip or other magically replenishing ammo can ignore this cost. Ammunition for Firearms or other single-use ammo is tracked individually and needs to be purchased or crafted before it runs out.

Weapon Tweaks & Flavoring

Each of the weapon options now offers a unique mechanical benefit. No more identical options of glaive vs. halberd or shortsword vs. scimitar. These additions and alterations come from a mechanics first perspective, with flavor added. If you imagine your character using a specific type of weapon that is not listed OR one that uses a different statistic than what you want, feel free to reflavor your weapon. You must still have the proper proficiency to use the new weapon's statistic, but they can be described flexibly.

Additionally, you can reflavor your weapon to one that would use a different damage type, like a slashing kukri dagger, a spiked gauntlet to give you a piercing caestus, or long club that uses a scythe's 2d4 damage with reach. If there is a combination of mechanics that does not exist, work with the DM and follow the rules in the DM's Compendium to build custom weapons.

Firearms

Here are the rules used for these exotic weapons.

Technology Tiers. There are 3 tiers of weapons listed that might exist within a campaign setting. It is up to the DM to decide what level of technology has developed within the setting, it may be possible that no firearms have yet to be developed and it is being pioneered by an individual or group. You may be able to begin in one tier of weapons and eventually develop or purchase the next higher tier.



Rarity. In many settings, it may be difficult or impossible to find and purchase firearms or the ammunition for them. Characters may need to instead purchase raw materials and craft them during downtime. Players with Tinker’s Tools can create ammo by purchasing gunpowder and metal in bulk. The cost of crafting ammo (as with any object) is half of what it takes to purchase, at the extra cost of downtime.

Proficiency. Artificers along with one subclass from each other class (Battlerager Barbarian, Valor Bard, Ghostslayer Bloodhunter, Hunt Cleric, Cudgel Druid, Gunslinger Fighter, Kensei Monk, Hunter Paladin, Urban Explorer Ranger, Sniper Rogue, Stone Sorcerer, Pact of the Blade & Warrior Patron Warlock, and War Wizard) have proficiency with firearms. Any character can obtain proficiency by finding others that have this knowledge and get training, which may come with a cost or taking the Gunner feat to get training.

Firearm Properties:

Firearms might have any of the following properties:

Ammunition. Firearm Ammunition, unlike other weapon ammunition, is automatically destroyed upon use. The table below shows the weight and cost of 20 units of ammunition and the weapon(s) that it fits.

Ammo Type Weapons Cost Weight
Balls Flintlock & Musket 5 gp 4 lb.
Charges Blunderbuss 10 gp 6 lb.
Bullets Revolver & Repeater 15 gp 2 lb.
Rounds Pistol & Rifle 20 gp 2 lb.
Shells Scattergun & Shotgun 25 gp 3 lb.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack from the attack action or a bonus action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and roll a natural 1, the weapon misfires and must be cleared as an action before it can fire again.

Low Technology Tier
Name Cost Damage Weight Properties
Flintlock 250 gp 1d10 piercing 3 lb. Ammo (30/90), Loading, Misfire
Musket 500 gp 1d12 piercing 10 lb. Ammo (40/120), Loading, Misfire, Two-handed
Blunderbuss 300 gp 2d6 piercing 8 lb. Ammo (15/30), Loading, Misfire, Two-handed
Mid Technology Tier
Name Cost Damage Weight Properties
Revolver 800 gp 1d10 piercing 3 lb. Ammo (50/150), Reload (6)
Repeater 1000 gp 1d12 piercing 10 lb. Ammo (80/240), Reload (15), Two-handed
Scattergun 600 gp 2d6 piercing 8 lb. Ammo (30/90), Reload (2), Two-handed
High Technology Tier
Name Cost Damage Weight Properties
Pistol 1200 gp 1d10 piercing 3 lb. Ammo (80/240), Reload (15)
Rifle 1500 gp 1d12 piercing 10 lb. Ammo (100/400), Reload (30), Two-handed
Shotgun 1500 gp 2d6 piercing 8 lb. Ammo (50/150), Reload (8), Two-handed
Simple Melee Cost Damage Weight Properties STR Req
Bill Hook 10 gp 1d8 piercing 5 lb. Reach, Two-Handed n/a
Caestus 2 gp 1d4 bludgeoning 1/2 lb. Integrated, Light n/a
Club 1 sp 1d4 bludgeoning 2 lb. Conceal, Light n/a
Dagger 2 gp 1d4 piercing 1 lb. Conceal, Finesse, Light, Thrown (20/60) n/a
Greatclub 2 sp 2d4 bludgeoning 10 lb. Seige, Two-handed n/a
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Conceal, Light, Siege, Thrown (20/60) n/a
Mace 5 gp 1d6 bludgeoning 4 lb. Siege n/a
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Versatile (Finesse) n/a
Sap 5 sp 1d6 bludgeoning 2 lb. Finesse n/a
Sickle 1 gp 1d6 slashing 2 lb. Light n/a
Yklwa 2 gp 1d8 piercing 2 lb. Thrown (10/30) n/a
Simple Ranged Cost Damage Weight Properties STR Req
Atlatl 2 gp n/a 1 lb. Ammunition (60/240), Loading n/a
Sling 1 sp 1d4 bludgeoning - Ammunition (30/120), Conceal n/a
Suriken 2 sp 1d4 piercing 1/4 lb. Conceal, Thrown (30/90) n/a
Martial Melee Cost Damage Weight Properties STR Req
Arm Blade 60 gp 1d6 slashing 3 lb. Integrated, Light n/a
Ball and Chain 20 gp 1d10 bludgeoning 20 lb. Heavy, Reach, Two-Handed n/a
Chakram 15 gp 1d6 slashing 1 lb. Finesse, Light, Thrown (20/60) n/a
Double-Bladed Scimitar 100 gp 2d4 slashing 6 lb. Special, Two-Handed n/a
Flail 10 gp 1d8 bludgeoning 2 lb. Heavy n/a
Glaive 20 gp 1d10 slashing 5 lb. Heavy, Reach, Two-handed n/a
Harpoon 10 gp 1d8 piercing 5 lb. Special, Thrown (30/30) n/a
Hook Sword 20 gp 1d6 slashing 3 lb. Finesse, Light, Special n/a
Long Spear 4 gp 1d8 piercing 5 lb. Reach n/a
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Versatile (Finesse) n/a
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, Siege, Two-handed n/a
Morningstar 15 gp 2d4 piercing 4 lb. - n/a
Pike 5 gp 1d10 piercing 18 lb. Heavy, Reach (+10 ft.), Two-handed n/a
Rope Dart 10 gp 1d6 piercing 2 lb. Finesse, Reach n/a
Saber 20 gp 1d10 slashing 3 lb. Special n/a
Scimitar 25 gp 1d8 slashing 3 lb. Finesse, Light n/a
Scythe 10 gp 2d4 slashing 12 lb. Reach, Two-handed n/a
Trident 5 gp 1d8 piercing 4 lb. Thrown (20/60), Versatile (1d10) n/a
War Pick 5 gp 1d8 piercing 2 lb. Siege n/a
Warhammer 15 gp 1d8 bludgeoning 2 lb. Siege, Versatile (1d10) n/a
Whip 2 gp 1d4 slashing 3 lb. Conceal, Finesse, Reach (+10 ft.) n/a
Martial Ranged Cost Damage Weight Properties STR Req
Blowgun 10 gp 1d4 piercing 1 lb. Ammunition (25/100), Loading, Special n/a
Bola 5 gp 1d4 bludgeoning 3 lb. Thrown (30/90), Special n/a
Boomerang 2 gp 1d4 bludgeoning 1 lb. Finesse, Light, Special, Thrown (30/90) n/a
Composite Bow 70 gp 1d10 piercing 3 lb. Ammunition (150/600), Heavy, Two-Handed 13
Greatbow 150 gp 1d12 piercing 50 lb. Ammunition (200/800), Heavy, Loading, Two-Handed 15
Slingshot 1 gp 1d4 piercing 1 lb. Ammunition (30/120), Integrated n/a

Spellcasting

Spell Components

You can ignore the somatic and non-costly material components for spells regardless of the components required if you hold a spellcasting focus.

Spells Known from Other Sources

Any spells of 1st-level or higher that are granted by your Race or from Feats that allow you to cast them once per day are added as spells known. Thus, you can use any spellslots you have to cast these spells again after the initial free casting.

Spell Preparation & Rest Casting

The time that it takes to prepare your spell list for the day is included in the time of your long or nights rest. All prepared casters are assumed to prepare the same spell list each day unless they specify otherwise.

Additionally, casting spells during your long rest (not including prior to) are not refreshed at the end of the rest.

Spell Tweaks

Most spells have an optional rework including, boosts to weaker spells, upcasting for most spells that didn't have it already, and additional options for reaching permanence. These are available at the cost of time only in the DM Compendium.

Dunamancy Spells

Normally only available to Duanamantic Wizards, these spells have been added to other class lists.

Touch Spells with Multiple Targets

If a spell has a range of touch and allows for multiple targets at higher levels, each target must be within the Touch range at the time of the spell's casting to be a valid target of the spell.

"Find" Spell Targets

If you have the service of creature that fits the description of one of the Find Spells, you can instead of summoning a new creature, target that creature to grant them its benefits.

All 4 of the Find Spells (Familiar, Steed, Companion, Greater Steed) each give the owner a failed death saving throw when it drops to 0 hit points.


Homebrew Spell List Additions

Artificer

Cantrips (0 Level)
  • Encode Thoughts GGtR
  • Information Overload HB
  • Vaulting Volt HB
1st Level
  • Bend Metal HB
  • Conjure Item HB
  • Gift of Alacrity Dunamancy
  • Fortune’s Favor Dunamancy
  • Record Sight/Sound HB
  • Repair HB
  • Stunning Grasp HB
  • Weather Ward HB
2nd Level
  • Immovable Object Dun.
  • Wristpocket Dunamancy
3rd Level
  • Animate Weapon HB
  • Breathing Bubble HB
  • Create Shrine HB
  • Find Companion HB
  • Rending Flood HB
5th Level
  • Reformation HB
  • Storm Tred HB

Bard

Cantrips (0 Level)
  • Arcane Bolt HB
  • Encode Thoughts GGtR
  • Information Overload HB
  • Inkcraft HB
  • Manipulate Shadows HB
  • Premonition HB
1st Level
  • Compelled Strike HB
  • Conjure Item HB
  • Gift of Alacrity Dunamancy
  • Guided Strikes HB
  • Fortune’s Favor Dunamancy
  • Muffle HB
  • Phase Strike HB
  • Record Sight/Sound HB
  • Weather Ward HB
2nd Level
  • Immovable Object Dun.
  • Mind Link HB
  • Wristpocket Dunamancy
3rd Level
  • Animate Weapon HB
  • Breathing Bubble HB
  • Conjure Merchant HB
  • Create Shrine HB
  • Find Companion HB
  • Keen Strikes HB
  • Rending Flood HB
4th Level
  • Magic Mirror HB
5th Level
  • Reformation HB
6th Level
  • Animate Armor HB
  • Unbreakable Oath HB
7th Level
  • Superior Invisibility HB
8th Level
  • Brain Spider HB
9th Level
  • Permanency HB

Cleric

Cantrips (0 Level)
  • Radiant Blade HB
  • Reaping Strike HB
  • Sapping Sting Dunamancy
1st Level
  • Compelled Strike HB
  • Gift of Alacrity Dunamancy
  • Guided Strikes HB
  • Fortune’s Favor Dunamancy
  • Weather Ward HB
2nd Level
  • Immovable Object Dun
3rd Level
  • Breathing Bubble HB
  • Create Shrine HB
  • Find Companion HB
  • Holy Nova HB
5th Level
  • Reformation HB
6th Level
  • Unbreakable Oath HB
7th Level
  • Tether Essence Dunamancy
8th Level
  • Dark Star Dunamancy
9th Level
  • Permanency HB

Druid

Cantrips (0 Level)
  • Premonition HB
  • Sapping Sting Dunamancy
  • Vaulting Volt HB
1st Level
  • Bend Metal HB
  • Guided Strikes HB
  • Muffle HB
  • Stunning Grasp HB
  • Weather Ward HB
2nd Level
  • Raava's Raging Cyclone HB
3rd Level
  • Breathing Bubble HB
  • Create Shrine HB
  • Find Companion HB
  • Thornskin HB
4th Level
  • Starfall HB
5th Level
  • Acid Geyser HB
  • Reformation HB
  • Storm Tred HB
7th Level
  • Tether Essence Dunamancy
8th Level
  • Dark Star Dunamancy
9th Level
  • Permanency HB

Paladin

1st Level
  • Weather Ward HB
2nd Level
  • Raava's Raging Cyclone HB
3rd Level
  • Breathing Bubble HB
  • Create Shrine HB
  • Find Companion HB
  • Holy Nova HB

Ranger

1st Level
  • Bend Metal HB
  • Muffle HB
  • Weather Ward HB
2nd Level
  • Raava's Raging Cyclone HB
3rd Level
  • Breathing Bubble HB
  • Create Shrine HB
  • Find Companion HB
  • Primeval Awareness HB
  • Thornskin HB
5th Level
  • Acid Geyser HB
  • Storm Tred HB

Sorcerer

Cantrips (0 Level)
  • Arcane Bolt HB
  • Encode Thoughts GGtR
  • Information Overload HB
  • Inkcraft HB
  • Manipulate Shadows HB
  • Vaulting Volt HB
1st Level
  • Bound Weapon HB
  • Conjure Item HB
  • Guided Strikes HB
  • Magnify Gravity Dunamancy
  • Phase Strike HB
  • Stunning Grasp HB
  • Weather Ward HB
2nd Level
  • Raava's Raging Cyclone HB
3rd Level
  • Breathing Bubble HB
  • Conjure Merchant HB
  • Create Shrine HB
  • Find Companion HB
  • Keen Strikes HB
  • Pulse Wave Dunamancy
4th Level
  • Gravity Sinkhole Dunamancy
  • Magic Mirror HB
  • Starfall HB
5th Level
  • Acid Geyser HB
  • Reformation HB
  • Storm Tred HB
  • Temporal Shunt Dunamancy
6th Level
  • Animate Armor HB
  • Gravity Fissure Dunamancy
7th Level
  • Gem Trace HB
  • Superior Invisibility HB
8th Level
  • Brain Spider HB
  • Reality Break Dunamancy
9th Level
  • Permanency HB
  • Ravenous Void Dunamancy
  • Time Ravage Dunamancy

Warlock

Cantrips (0 Level)
  • Arcane Bolt HB
  • Encode Thoughts GGtR
  • Inkcraft HB
  • Manipulate Shadows HB
  • Premonition HB
  • Reaping Strike HB
  • Sapping Sting Dunamancy
1st Level
  • Bound Weapon HB
  • Guided Strikes HB
  • Magnify Gravity Dunamancy
  • Phase Strike HB
  • Weather Ward HB
2nd Level
  • Mind Link HB
3rd Level
  • Breathing Bubble HB
  • Conjure Merchant HB
  • Create Shrine HB
  • Find Companion HB
  • Keen Strikes HB
  • Pulse Wave Dunamancy
  • Rending Flood HB
4th Level
  • Gravity Sinkhole Dunamancy
  • Magic Mirror HB
5th Level
  • Reformation HB
  • Temporal Shunt Dunamancy
6th Level
  • Gravity Fissure Dunamancy
  • Unbreakable Oath HB
7th Level
  • Superior Invisibility HB
  • Tether Essence Dunamancy
8th Level
  • Brain Spider HB
  • Dark Star Dunamancy
  • Reality Break Dunamancy
9th Level
  • Permanency HB
  • Ravenous Void Dunamancy
  • Time Ravage Dunamancy

Wizard

Cantrips (0 Level)
  • Arcane Bolt HB
  • Encode Thoughts GGtR
  • Information Overload HB
  • Inkcraft HB
  • Manipulate Shadows HB
  • Premonition HB
  • Reaping Strike HB
  • Sapping Sting Dunamancy
  • Vaulting Volt HB
1st Level
  • Bend Metal HB
  • Bound Weapon HB
  • Brainstorm HB
  • Compelled Strike HB
  • Conjure Item HB
  • Gift of Alacrity Dunamancy
  • Guided Strikes HB
  • Magnify Gravity Dunamancy
  • Muffle HB
  • Phase Strike HB
  • Record Sight/Sound HB
  • Repair HB
  • Stunning Grasp HB
  • Weather Ward HB
2nd Level
  • Fortune’s Favor Dunamancy
  • Immovable Object Dun.
  • Wristpocket Dunamancy
3rd Level
  • Animate Weapon HB
  • Breathing Bubble HB
  • Conjure Merchant HB
  • Create Shrine HB
  • Find Companion HB
  • Keen Strikes HB
  • Nereeza's Walking Bomb HB
  • Pulse Wave Dunamancy
  • Rending Flood HB
4th Level
  • Gravity Sinkhole Dunamancy
  • Magic Mirror HB
  • Starfall HB
5th Level
  • Acid Geyser HB
  • Reformation HB
  • Storm Tred HB
  • Temporal Shunt Dunamancy
6th Level
  • Animate Armor HB
  • Gravity Fissure Dunamancy
7th Level
  • Gem Trace HB
  • Superior Invisibility HB
  • Tether Essence Dunamancy
8th Level
  • Brain Spider HB
  • Dark Star Dunamancy
  • Reality Break Dunamancy
9th Level
  • Permanency HB
  • Ravenous Void Dunamancy
  • Time Ravage Dunamancy

Spell Changes

The following list of spells have one or more changes in italics made to them.

Cantrips

Chill Touch (Rework)

Should be called Hand of the Grave.

Guidance

divination cantrip


  • Casting Time: 1 reaction, which you take when a creature you can see within range fails an ability check
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You provide divine aid to the creature, bolsters them to succeed. Roll a d4, adding the results to the failed ability check possibly turning it into a success. Once a creature has an ability check turned into a success with this spell, you can't target that creature again until you complete a long rest.

At Higher Levels. The range of this spell increases to 60 feet when you reach 5th level, you can target a creature again after you complete a short rest at 11th level, and the range increases to 120 feet at 17th level.

Resistance

abjuration cantrip


  • Casting Time: 1 reaction, which you take when a creature you can see within range fails a saving throw
  • Range: 30 feet
  • Components: V, S, M (a miniature cloak)
  • Duration: Instantaneous

You provide divine protection to the creature, shielding them from harm. Roll a d4, adding the results to the failed saving throw possibly turning it into a success. Once a creature has a saving throw turned into a success with this spell, you can't target that creature again until you complete a long rest.

At Higher Levels. The range of this spell increases to 60 feet when you reach 5th level, you can target a creature again after you complete a short rest at 11th level, and the range increases to 120 feet at 17th level.

True Strike

divination cantrip


  • Casting Time: 1 reaction, which you take when a creature you can see within range misses with an attack
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You provide divine precision to the creature, aiming their strike. Roll a d4, adding the results to the missed attack possibly turning it into a success. Once a creature has a saving throw turned into a success with this spell, you can't target that creature again until you complete a long rest.

At Higher Levels. The range of this spell increases to 60 feet when you reach 5th level, you can target a creature again after you complete a short rest at 11th level, and the range increases to 120 feet at 17th level.

1st Level

Find Familiar (Rework)

1st-level conjuration (ritual)


  • Class(es): Wizard
  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose. The creature you choose must be a tiny beast and is dependent on your DM. Appearing in an unoccupied space within range, the familiar uses the statistics from the below template.


Find Familiar

Tiny celestial, fey, fiend, or undead (your choice)


  • Armor Class 11
  • Hit Points 3 (1d4 - 1)
  • Speed 5 ft. & 60 ft. fly (air only), 40 ft. & 30 ft. climb (land only), 20 ft. & 60 ft. swim (sea only)

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 6 (-2) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +3
  • Senses darkvision 60 ft. passive Perception 13
  • Languages Understands common but can't speak it
  • Challenge 0

Nimble. The familiar doesn't provoke opportunity attacks when it moves out of an enemy's reach.

Keen Senses. The familiar has advantage on Wisdom (Perception) checks that rely on hearing (all), sight (air only), and smell (land only).

Amphibious. The familiar can breathe both air and water. (sea only)

Your familiar acts independently of you, but it always obeys your commands. In combat, it shares your initiative, taking its turn either before or after yours (your choice). A familiar can't Attack, but it can take other Actions as normal.

When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form and you take one death saving throw failure. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose a new form from the same template. Your familiar transforms into a new beast using the chosen statistics.

Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.

At Higher Levels. The familiar's AC and maximum number of hit dice (which increases its HP) increase by 1 per level above 1st up to a maximum of 5th level.

Pact of the Chain.

A Warlock's Pact of the Chain offers a boosted version of Find Familiar with new enhanced options. A warlock with this pact boon can choose between the template; or select an Imp, Pseudodragon, Quasit, or Sprite. They can choose a new form each time they cast the spell.

Other Utility Abilities

When you cast Find Familiar, you can choose to replace the Nimble ability for any one of the following options:

  • Echolocation. Blindsight 60 ft. while not deafened.
  • Arachnid. The familiar ignores movement restrictions caused by webbing and can climb surfaces including upside down on ceilings, without making checks.
  • Mimicry. The familiar can mimic simple sounds it has heard such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a DC 10 Insight check.

Identify (Buff & Clarification)

As a part of casting this spell, you can choose to attune to an item that requires attunement. If the spell is in the process of becoming permanent, you also find out how many days of progress it has made towards that process. This spell does not reveal a curse within the item.

Magic Missile (Rework)

Each dart deals 1d4+1 force damage to its target, abilities that would add an effect to one damage roll are added to each dart's damage roll.

Sleep (Clarification)

You skip any creatures that are immune to the sleep, applying the remaining HP to creatures in ascending health order.


2nd Level

Find Steed (Rework)

The steed takes on a form that you choose. Whatever you choose, the steed uses the statistics from the template below.

When the steed drops to 0 Hit Points, it disappears, leaving behind no physical form and you take one death saving throw failure.

At Higher Levels. The steed's AC and maximum number of hit dice (which increases its HP) increase by 1 per level above 2nd up to a maximum of 5th level.


Find Steed

Medium or Large Celestial, Fey, or Fiend (your choice)


  • Armor Class 11
  • Hit Points 18 (2d10 + 2)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 12 (+1) 6 (-2) 10 (0) 6 (-2)

  • Senses passive Perception 10
  • Languages Understands common but can't speak it
  • Challenge 1/2

Tracker. The steed has advantage on Wisdom (Survival or Perception) checks that rely on smell (medium only).

Trample. If the steed moves at least 20 feet toward a creature and then hits it with an attack, the target must make a Strength saving throw (DC equal to your spell save) or be knocked prone (large only).


Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target, Hit: 10 (2d6 + 3) bludgeoning damage.

Rope Trick (Clarification)

You can only enter or exit the extra dimensional space once per turn.

See Invisibility (Clarification)

Creatures you see with this spell gain no benefit from Invisibility. When you cast this spell every day for a year, it lasts until dispelled.

3rd Level

Conjure Animals (Rework)

You Summon Fey a spirit that takes the form of Beasts and appears in an unoccupied space that you can see within range. Choose a beast of CR 2 or less to summon

Counterspell (Rework)

If the creature is Casting a Spell of 3rd Level or lower, its spell fails and has no Effect. If it is Casting a Spell of 4th Level or higher, make an ability check using your Spellcasting ability, adding the level of spellslot you used to cast this. The DC equals 10 + twice the spell's level.

Dispel Magic (Rework)

For each spell of or higher than 3rd level, make an ability check using your Spellcasting ability, adding the level of spellslot you used to cast this. The DC equals 10 + twice the spell's level.

Glyph of Warding (Rework)

Spell Glyph: Must have a detrimental effect to the target.

4th Level

Conjure Minor Elementals (Rework)

You summon an Elemental that appears in unoccupied space that you can see within range. Choose an elemental of CR 2 to summon.


Conjure Woodland Beings (Rework)

You Summon a Fey Creature that appears in an unoccupied space that you can see within range. Choose a fey of CR 2 to summon

Otiluke's Resilient Sphere (Rework)

Spells that create an effect or target a creature or space through the sphere in either direction also fail. You decide when you cast the spell if the orb is transparent or opaque.

Find Greater Steed (Rework)

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form that you choose. Whatever you choose, the steed uses the statistics from the template below.

If it drops to 0 hit points, you take one death saving throw failure.

At Higher Levels. The steed's AC and maximum number of hit dice (which increases its HP) increase by 1 when you cast this spell at 5th level.


Find Greater Steed

Medium or Large Celestial, Fey, or Fiend (your choice)


  • Armor Class 12
  • Hit Points 67 (7d10 + 21)
  • Speed 50 ft., 40 ft. climb (land only), 80 ft. fly (air only)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 6 (-2) 14 (+2) 10 (0)

  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Understands the ones you know.
  • Challenge 2

Flyby. The steed doesn't provoke an opportunity attack when it flies out of an enemy's reach (air only).

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

Trample. If the steed moves at least 20 feet toward a creature and then hits it with an attack, the attack deals an additional 1d6 damage and the target must make a Strength saving throw (DC equal to your spell save) or be knocked prone (land only).


Multiattack. The steed makes 2 maul attacks.

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target, Hit: 10 (2d6 + 4) bludgeoning, piercing, or slashing damage (your choice).

5th Level

Dream (Rework)

  • Components: M (a personal item of the target of the dream, such as a locket, a lock of hair, or an item of significance to the target, if the target takes damage from this spell, the component is consumed when the spell ends)

When you choose a monstrous dream, you can choose to have the target take up to 5d6 psychic damage and then the target must make a Wisdom saving throw. On a successful save, the target wakes up and the spell ends, on a failed save, the messenger may continue delivering damage this way with the target making a new saving throw after repeating the damage. If the target reaches 0 hp, the spell ends. Should the target suffer damage from this spell, it prevents the target from gaining any benefit from that rest.

Reincarnate (Rework)

The DM rolls a d100 and consults the Random Race Table from the DM's Compendium to determine what form the creature takes when restored to life, or the DM chooses a form.

6th Level

Magic Jar (Rework)

You retain the benefit of your own class feature except for hit points and hit dice.

7th Level

Simulacrum (Rework)

The simulacrum does not gain any benefits of a short or long rest and it cannot use any spellslots it has above 5th level.

If the simulacrum is damaged, you can only repair it with* an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains.

9th Level

Wish (Clarification)

If you choose to replicate the effects of a spell; the spell does not require concentration if it normally does and if it is a spell that is a lower level than 8th level, it is cast at 8th level.

Wind Spells

The following wind based spells have changes made to them.

Moderate Wind creating Spells

The Gust Cantrip has the following added effect:

  • Gust. Create a 30-foot line of moderate wind for 1 round.
Moderate Wind

Moderate wind can disperse non-magical clouds over 1 minute or move magical clouds 10 feet after each round.

Strong Wind

The below set of Wind Spell each create an area of Strong Wind, which now has all of the following effects:

  • Ranged attacks moving through the area have disadvantage.
  • Flying creatures in the area must land at the end of their turn or fall prone.
  • Non-magical clouds are dispersed immediately, while magical cloud spells are dispersed after 1 round.
Strong Wind creating Spells

The below list includes any other changes applied to the spell

  • Gust of Wind. The duration increases to 10 minutes at 3rd level, 1 hour at 4th level, and 8 hours at 5th level.
  • Warding Wind. The duration increases to 1 hour at 3rd, 8 hours at 4th, and 24 hours at 5th.
  • Dust Devil. Applies to the 5-foot radius. Creatures that start their turn in the area must make the save.
  • Control Winds. The Downdraft option is removed, its effects are included in the Gusts option. Additionally, you can choose downward as the direction when using the gusts option. Updraft can work as is only creating moderate wind, or you can choose to create an area of Strong Wind.
  • Whirlwind. Flying creatures that are not restrained by the spell in the area must land at the end of their turn or fall prone. The duration increases to 10 minutes at 8th level and 1 hour at 9th level.
  • Storm of Vengeance. Storm wind is always in effect and added the impossibility of flight. Concentration in the area requires check every round against your spell save DC.


Cloud Spells

The following cloud spells are all dispersed by strong wind after 1 round, while moderate winds move cloud spells 10 feet each round. Other changes are included for each:

  • Fog Cloud.
  • Pyrotechnics (Smoke effect only). You can target magical or non-magical flames. You can target an additional 5-foot section of flame per level above 2nd creating another one of the resulting effects for each section of flames you target.
  • Skywrite. This spell no longer requires concentration and it gains the ritual tag. You can write up to 5 words more per level above 2nd.
  • Stinking Cloud. The radius increases by 5 feet per level above 3rd.
  • Cloudkill. The fog moves up to 10 feet in the direction of your choice at the start of each of your turns.
  • Incendiary Cloud. Each creature that is in the cloud at the start of its turn must make a CON save due to the thick smoke and ash in the area. On a failed save, it spends its action choking and gasping for breath. Creatures that don't need to breathe automatically succeed. The cloud moves up to 10 feet in a direction that you choose at the start of each of your turns. The damage increase by 2d8 when you cast it at 9th level.

Homebrew Spell Options

The following spells are added as options to the specified class's spell list:

Cantrips

Arcane Bolt

Evocation cantrip


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a weapon with the ammunition property)
  • Duration: Instantaneous

You summon an arcane arrow, bolt or other form of mundane ammunition used by the weapon from the spell’s casting and make a ranged attack with it against one creature within the weapon's range. You ignore the ammunition property for the weapon. On a hit, the target suffers the weapon attack’s normal effects, and the arcane force continues through the target. If another creature is within 15 feet of the target in the same line as the attack, the second creature takes 1d6 force damage.

At Higher Levels. At 5th level, the ranged attack deals an extra 1d6 force damage to the target on a hit, the force damage to the second creature increases to 2d6, and it can hit a creature up to 20 feet behind the original target. Both damage rolls increase by 1d6 and the distance increase by 5 feet at 11th level (2d6, 3d6, 25 feet) and 17th level (3d6, 4d6, 30 feet).

Information Overload

Divination cantrip


  • Class: Artificer, Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 Round

You can magically overload the mind of a creature you can see within range flooding its head with information. The creature must make an Intelligence saving throw or the target takes 1d8 psychic damage and the next attack roll against it before the end of your next turn has advantage.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Inkcraft

Transmutation cantrip


  • Class: Artificer, Bard, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a vial of ink worth at least 1 cp)
  • Duration: Until Dispelled

This spell is a minor magical trick that novice spellcasters practicing ink magic use for various purposes. Wielding the ink vial used in the spell's casting, you imbue one of the following effects:

  • You write up to 500 words (using this effect halves the time it takes to craft a spell scroll as well as for a wizard to transcribe a scroll into their spell book).
  • You pull the ink from a page removing up to 100 words drawing the ink back into the vial.
  • You magically mark a signature unique to you on a page, which you create when you take this cantrip. It is impossible to change your signature or replicate another mage's using this cantrip.
  • You apply the ink into a tattoo onto a willing creature which remains permanently, until the creature uses an action to remove it, or anyone with the cantrip uses it to remove it.
  • You bind the ink with a simple illusion causing the ink to form onto a page into a short line, simple drawing, or symbol and become invisible. You can choose a trigger that would reveal it like: moderate heat, moonlight, or magical light. Additionally, anyone with this cantrip can use it to reveal invisible ink either mundane or created with this spell.

At Higher Levels. You can create an additional effect when you reach 5th level, and again at 11th, and 17th level. You can choose the same effect multiple times or choose a new effect.

Tweaked version of u/Rashizar's cantrip on Reddit

Manipulate Shadows

illusion cantrip


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

The spell allows you to manipulate shadows in various ways. You create one of the following effects within range.

  • You cause a shadow of a creature or object for the duration to move no farther than the original size of the shadow, grow it to twice its seize, or shrink to half its size.
  • You alter the shape of a shadow for the duration causing it to dance, walk, similarly act alive, or stand still.
  • You create or remove a shadow cast by a creature or object from the duration.


  • You create an area of darkness in range, if you target an area adjacent to: darkness you create a 15-ft cube, dim-light you create a 10-ft cube, or bright light you create a 5-ft cube.
  • You cause an area of darkness to become magical darkness

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

At Higher Levels. You can create an additional effect at 5th, and again at 11th, and 17th level. You can choose the same effect multiple times or choose a new effect.

Tweaked version of u/Enderluck's cantrip on Reddit

Minor Necromancy

necromancy cantrip


  • Class: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You perform a minor feat of necromancy, choosing from the following options:

  • Cause a corpse, unconscious creature, or an undead under your control to lash out and attack with a fist or natural weapon at a creature within 5 feet of it. Make a melee spell attack, dealing 1d8 bludgeoning damage on a hit.
  • Cause a corpse, unconscious creature, or an undead under your control to move 30 feet horizontally.
  • Cause a corpse that has died to speak the last words it spoke in life.
  • Cause a 5-foot cube of food to spoil.
  • Cause a 5-foot cube of mundane plants to wither, which will die unless watered within the next day.

At Higher Levels. The lash attack's damage increase by 1d8 necrotic damage at 5th, 11th, and 17th level.

Tweaked version of u/beardify on Reddit

Premonition

divination cantrip


  • Class: Bard, Druid, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 round

You peer into the future of a creature in range. Roll a d20 and set it aside. Any time before the end of your next turn that the creature makes an attack roll against you, an ability check as a part of a contest with you, forces you to make a saving throw, or makes a saving throw against an effect you cause, you can replace their result with the d20 you set aside. Once you replace a roll with your d20, the spell ends.

At Higher Levels. At 5th, 11th, and 17th level, the duration increases by 1 round.


Radiant Blade

conjuration cantrip


  • Class: Cleric
  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: Instantaneous (1 minute)

You call forth aid from your deity, concentrating pure light into a weapon in your hand. The weapon you summon can have the appearance of any weapon but it uses a 1d6 as its damage die and deals radiant damage on a hit. As a part of the action used to cast this spell you can make a single melee weapon attack with it against one creature within 5 feet of you, you may use your spellcasting ability modifier for the attack and damage rolls in place of your strength.

At Higher Levels. The attack deals an extra 1d6 radiant damage and you gain 1d6 temporary hit points that last for 1 minute on a hit when you reach 5th level. Both the damage and the temporary hit point rolls increase by 1d6 at 11th level (3d6 and 2d6) and again at 17th level (4d6 and 3d6).

Reaping Strike

necromancy cantrip


  • Class: Cleric, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes branded with a necrotic curse until the start of your next turn. If the target takes damage before then, the target takes 1d4 necrotic damage, you gain the same amount of temporary hit points, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d4 necrotic damage to the target on a hit, and the damage the target takes for moving increases to 2d4 (which are added as temporary hit points). Both damage rolls increase by 1d4 at 11th level (2d4 and 3d4) and again at 17th level (3d4 and 4d4).

1st Level

Bend Metal

1st-level transmutation


  • Class: Artificer, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You touch a small or smaller non-magical metallic object and form it to suit your purpose. Attempting to touch a worn or carried object requires a melee spell attack roll. Options include, but are not limited to:

  • Warp a weapon to turn it into an improvised weapon (or warp one back to make it useful again).
  • Warp a shield to reduce its AC bonus by 1.
  • Destroy a metal object such as a doorknob or lock and make it unusable without destructive means. A STR check against your spell save DC causes the item to break.
  • Reshape a section of metal to form a new appearance or correct warping done by this spell.

At Higher Levels: When you cast this spell with a 2nd level slot, you can target a medium sized object, you can target a large object at 3rd, huge at 4th, and gargantuan at 5th.

Bound Weapon

1st-level conjuration


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small branch or twig)
  • Duration: 8 hours


You summon an ethereal version of a mundane simple or martial weapon that does not have the two-handed property into your hand. The weapon counts as magic for the purposes of overcoming resistance and immunity to non-magical attacks and damage. For the duration, you are considered proficient with the weapon and you can use your spellcasting ability modifier for the attack and damage rolls made using the weapon. You can summon a new weapon using your bonus action or item interaction, which causes the previous one to disappear; the weapon also disappears at the end of your turn if it is not in your hand. When you cast this spell every day for a year, it lasts until dispelled.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you gain a bonus to the attack and damage rolls equal to +1. When you use a spell slot of 5th or 6th level, the bonus increases to +2. When you use a spell slot of 7th level or higher, the bonus increases to +3.

Brainstorm

1st-level divination


  • Class: Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You peer into time and find an alternate version of reality where you prepared a different spell.

When you cast this spell, choose one spell from your spellbook that you don't currently have prepared. You no longer have this spell prepared and instead have the new spell prepared until you complete a long rest.

Compelled Strike

1st-level enchantment


  • Class: Bard, Cleric, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a snake's scale)
  • Duration: Instantaneous

You toss the scale into the air, and it vanishes in a sparkling mist as you indicate your target, which must have a CR or level of 2 or lower; you compel them to attack. Creatures with a higher CR, level, or those that can't be CHARMED are immune to this effect.

The target can make a Wisdom saving throw, though an ally can choose to fail. On a failed save, it uses its reaction to make an attack with a weapon it is wielding against a target in range that you choose. If the target is not wielding a weapon, it makes an attack using an unarmed strike or natural weapon instead. If the target cannot spend their reaction or there is not a creature in its range to attack, this spell fails.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a creature with a CR or level of 2 higher for each slot above 1st.

Conjure Item

1st-level conjuration (ritual)


  • Class: Artificer, Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a ruby worth 25 gp)
  • Duration: 8 hours

You summon a single mundane item worth no more than 25 gp into your empty hand. The item to summon cannot be a consumable and it lasts for the duration or until you let go of the item.

Guided Strikes

1st level divination


  • Class: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

For the duration, you have advantage on all attack rolls.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases for every two slot levels above 2nd: 10 minutes at 3rd, 1 hour at 5th, 8 hours at 7th, and 24 hours at 9th.

Muffle

1st-level illusion (ritual)


  • Class: Bard, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 10 minutes

You touch one small or tiny creature or object causing it to be silenced. If you target an unwilling creature, you must succeed on a melee spell attack. While silenced, it makes no sound and if it is a creature, it can't speak or provide verbal spell components. An unwilling creature can make a Wisdom saving throw at the end of each of its turns to end this effect early.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target a creature or object of one size larger for every 2 slot levels above 1st; medium at 3rd, large at 5th, huge at 7th, gargantuan at 9th.

Phase Strike

1st level conjuration


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You step through the ethereal plane and teleport to an empty space you can see within range. You can make a single melee weapon attack against a creature within your reach where you appear. You make the attack at advantage and deal an additional d8 force damage on hit.

At Higher Levels. When you cast the spell at 2nd level or higher, the damage increases by 1d8 force damage and the distance you can teleport increases by 10 feet per slot level above 1st.

Repair

1st-level transmutation


  • Class: Artificer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A construct or undead creature you touch regains a number of hit points equal to 2d6 + your spellcasting ability modifier. Alternatively, a small or tiny object you touch is repaired to its original form provided all pieces are present and held together in their proper place.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above 1st. When you cast this spell at 3rd level or higher, you can instead target an object of 1 size larger for every 2 levels above 1st.

Stunning Grasp

1st-level evocation


  • Class: Artificer, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You reach out to touch a foe with an electrified hand. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d8 lightning damage and must make a Constitution saving throw. On a failed save, it is also stunned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st.

Weather Ward

1st-level abjuration


  • Class: All
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a ball of cotton and some beeswax)
  • Duration: 8 hours

For the duration of the spell, the target does not have to make any ability checks/automatically succeeds on saving throws caused by non-magical weather. Additionally, their senses ignore the effects of non-magical weather. When you cast this spell every day for a year, it lasts until dispelled.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.

2nd Level

2nd-level enchantment


  • Class: Bard, Warlock
  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: 8 hours

You link your mind with one willing creature for the Duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, you and the target⁠ can communicate telepathically through the link in any language you can both understand. If the target is ever over 1 mile away from you or on a different plane of existence, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the communication increases to 10 miles, 100 miles at 4th level, and to any distance on the same plane of existence at 5th level.

Raava's Raging Cyclone

2nd-level conjuration


  • Class: Druid, Ranger, Paladin, Sorcerer
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 Minute

You conjure up raging winds to encompass yourself, granting you a flying speed equal to your movement speed. This movement works only in short bursts; you fall prone if you end your movement in the air and nothing else is holding you aloft.

As an action or as a part of a melee attack before the spell ends, you can throw the cyclone from your body at another creature, ending the spell. If you use your action, choose a creature within 30 feet; if it is a part of a melee attack choose the target of a successful melee attack, they must make a Dexterity saving throw or take 3d8 bludgeoning damage and be pushed back 10 feet away from you in a straight line, or half as much on a successful save and not be pushed back.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, your movement speed increases by 5 feet and the target of the cyclone takes an additional 1d8 damage for each level above 2nd.

3rd Level

Animate Weapon

3rd level transmutation


  • Class: Artificer, Bard, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (any simple or martial melee weapon)
  • Duration: 24 Hours

courtesy of u/kopaxson on Reddit


Animated Weapon

Small Construct, Unaligned


  • Armor Class 15
  • Hit Points 17 (5d6)
  • Speed 0 ft, fly 40 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Blindside 60 ft. (blind beyond), passive Perception 7
  • Challenge 1/4

Antimagic Susceptibility. The weapon is incapacitated while in an area of an antimagic field. If targeted by a dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save or fall unconscious for 1 minute.

False Appearance. While the weapon remains motionless, it is indistinguishable from a normal weapon.


Actions

Weapon Strike. Melee Weapon Attack: your spell attack modifier to hit, one target. reach and damage calculated by the weapon used in the casting of this spell.

You touch the weapon used as the material component of the spell and bring it to life at your command. As a bonus action on each of your turns, you can mentally command any weapon you animated with this spell if it is within 60 feet of you (if you control multiple weapons, you can command any or all of them at the same time, issuing the same command to each one). You decide what action they take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, it only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The weapon is animated for the duration but collapses when the spell ends. If the weapon used to cast this spell was magical, it gains any benefits of the weapon that do not require attunement.

Conjure Merchant

3rd-level conjuration


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: S, M (a brass bell worth at least 10 gp, which is consumed by the spell)
  • Duration: 10 minutes

You call forth a merchant from the multiverse to barter with for the duration; they appear, along with a cart, caravan, or tent and fill a 10-foot cube. If that space is blocked or occupied, the spell fails. The merchant is lawful neutral and indifferent to you when you first cast the spell, though their disposition may change during this or future castings.

The merchant can purchase any item you bring to them and can cast the spell identify at will. They also sell all mundane weapons and armor, as well as all adventuring gear. The merchant may also accept any form of currency or trade.

If the merchant is attacked, damaged, the target of a spell, or threatened in any way; the spell ends. When the spell ends, the merchant and all of their wares disappear immediately. If an item sold to the merchant is taken back by magical means or loses value, the merchant's disposition to you decreases. If the merchant's disposition become so unfavorable to become hostile to you, the spell fails.

Counteroffer

3rd level enchantment


  • Casting Time: 1 reaction (which you take when a creature you can see within range makes an attack roll)
  • Range: 60 feet
  • Components: V, S, M (1 gold coin)
  • Duration: 1 minute

You attempt to finesse a creature making an attack into accepting a regrettable deal. The creature must succeed a Wisdom saving throw or be forced to accept the deal. The spell fails if the creature has temporary hit points. On a failure, they gain 5 temporary hit points for the duration in exchange for attacking a different target you choose within the attack's range. If the creature is reduced to 0 hit points within this duration, you gain an equal amount of temporary hit points you granted the creature as part of this spell.

At Higher Levels. When you cast this spell with a slot level of 4th level or higher, the temporary hit points granted increase by 5 for each slot level above 3rd.

Create Shrine

3rd-level evocation


  • Class: All
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a statue or statuette at least 1-foot tall worth at least 25 gold and a 25 gp gemstone associated with the deity both of which are consumed)
  • Duration: Until Dispelled

You embed the gemstone into the statue and imbue them with divine power from a single deity. For the duration, any creature with at least 1 piety for that deity can spend at least 1 minute each day at the shrine to attempt a piety check (DC 15) for the respective temporary boon.


Holy Nova

3rd level conjuration


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

You summon a wave of holy energy from the upper planes, which pulses in a wave out from you. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or take radiant damage equal to 2d8 + your spellcasting ability modifier. Each other creature in the area regains health equal to the result of the radiant damage instead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage and healing increases by 1d8 per level above 3rd.

Find Companion

3rd-level conjuration


  • Class(es): All
  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, S, M (100 gp worth of incense and tea leaves that are consumed by fire in a crystal goblet)
  • Duration: Instantaneous

You gain the service of a faithful companion. Choose a creature type from the below template to summon within range. It gains the features relevant for that type. The manner of its manifestation is up to you but any descriptions of its appearance have no mechanical effect on its stats.

You can’t have more than one companion at a time. If you cast this spell while you already have a companion, the previous one vanishes. While your companion is within 100 feet of you, you can communicate back and forth with it telepathically. You do not need to share a language to understand this communication. When the companion drops to 0 hit points, it disappears, leaving behind any items it was carrying but no physical form and you take one death saving throw failure. The same creature or a new one can be summoned if you cast this spell again.

In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own. You can use an action on your turn to command it to attack a creature, it will do so until that creature drops to 0 hit points or you give it another command.

Alternatively, you can use a bonus action on your turn to command it to take some other action. If you give it no command, it will follow your previous order if it is able to, otherwise it will take the Dodge action.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the companion's AC and maximum number of hit dice (which increases its hit points too) increases by 1 for each level above 3rd up to a maximum of 5th level.




Find Companion

Medium; beast, construct, dragon (your choice)


  • Armor Class 13 (+2 construct only)
  • Hit Points 24 (3d8 + 6)
  • Speed 40 ft.; 30 ft. climb or swim (beast only, your choice), 30 ft. fly (dragon only)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Damage Immunities Poison & Psychic (construct only),
  • Damage Resistances fire & cold (dragon only)
  • Condition Immunities charmed, frightened, poisoned (construct only).
  • Skills Perception +4 & Stealth +5 (beast only)
  • Senses darkvision 60 ft., passive Perception 11 (14 beast only)
  • Challenge 1/2

Flyby. It does not provoke an opportunity attack when it flies out of an enemy's reach (dragon only).

Keen Senses. It has advantage on Wisdom (Perception) checks that rely on sight.

Pact Tactics. It has advantage on an attack roll against a creature if at least one of the companion's allies is within 5 ft. of the creature and the ally isn't incapacitated (beast only).


Multiattack. The companion makes 2 slam attacks.

Slam. Melee Weapon Attack: your spell attack to hit, reach 5 ft., one target. Hit: 6 (1d8 +2) bludgeoning damage.

Keen Strikes

3rd-level enchantment


  • Class: Bard, Warlock, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, your attack rolls have their critical threat range increased by 2 (you score a critical hit on a 18-20 instead of a 20).

At Higher Levels. When you cast this spell using a spell slot of 4th level, the duration increases to 1 hour; it increases to 8 hours at 5th level.

Nereeza's Walking Bomb

3rd-level necromancy


  • Class: Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You target an undead draw on the necromantic energy animating it and release it in a contained explosive detonation of undeath. You can deal up to 4d12 necrotic damage to it, then all other creatures within 10 feet of it must make a Constitution saving throw. On a failure, they take an equal amount of necrotic damage.

If the damage is enough to bring the undead to 0 hit points, parts of its body are loosed in the detonation causing targets that failed their saving throw to be poisoned until they use an action to wipe the undead guts from their body. They take half as much and are not poisoned on a succeed. If the undead target of this spell is killed by the initial damage, its body is destroyed.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.


Primeval Awareness

3rd-level divination


  • Class: Ranger
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

For the duration of the spell, you can sense whether the following types of creatures are present within 5 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature reveals a group of one or more creatures and their group’s general direction in relation to you, but not their exact numbers or distance. If there are multiple groups of creatures within the spell’s range, you learn this information for each group.

At Higher Levels. When you cast this spell at 4th level, the duration increases to 8 hours; at 5th level it increases to 24 hours.


Rending Flood

3rd level evocation


  • Class: Artificer, Bard, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You supercharge your mind for a short time causing psionic energy to overflow out from you. You can use your bonus action on each of your turns to release a burst out to a 10-foot radius. Each creature in that area must make a Wisdom saving throw or take 1d8 psychic damage.

At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 1d8 damage for every 2 levels above 3rd; 2d8 at 5th, 3d8 at 7th, and 4d8 at 9th.

Thornskin

3rd-level transmutation


  • Class: Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (dried bramble bush stalk)
  • Duration: Concentration, up to 1 hour

You touch a creature and cause thorns to sprout all over their body. For the duration, their unarmed strikes deal an additional 5 piercing damage. Any creature that touches or hits it with an attack from within 5 feet also takes this damage.

At Higher Levels. When you cast this spell at 4th level the duration increases to 8 hours and 24 hours at 5th level.

4th Level

Magic Mirror

4th level transmutation


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a mirror)
  • Duration: 1 hour

You touch the mirror used in the casting of this spell and choose another mirror that you have seen. The spell automatically fails if the other mirror you choose is broken or not on this plane of existence. The two mirrors become linked for the duration, while linked your mirror shows the reflection of the other chosen mirror as if you were peering through it in the other mirror's room. Any time while this spell is active, you can use your action to cause the other mirror to show the reflection of your side or repeat it to dismiss the effect; you can also end the spell early as an action. You can use the connection to spy on the other side, but no sound can pass through the connection. You can communicate through the link while the pair is mirrored through notes or gestures.

At Higher Levels. The duration increases to 8 hours at 5th level, 24 hours at 7th level, and lasts until dispelled at 9th level.

Starfall

4th-level evocation


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

You call down the very stars from the sky to coalesce into motes of radiant energy and pluck them from the sky to fall upon your foes. When you cast the spell, you must choose whether to gather the motes into a single beam or scatter them. If you choose to scatter them, all creatures within a 15-foot radius of a point in range must make a Dexterity saving throw or take 10d4 radiant damage or half as much on a success. If you gather the motes into a single beam, choose one creature within range, it must make a Dexterity saving throw or take 14d4 radiant damage or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area damage increases by 2d4 or the single target damage increases by 3d4 for each level above 4th.


5th Level

Acid Geyser

5th level evocation


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

You cause a spewing stream of acid to burst forth out of the ground. Choose a point within range, each creature within 5 feet of the point must make a Dexterity saving throw or take 10d4 acid damage on a failure, they take half as much on a success. Any creature that enters the area for the first time on a turn or ends its turn in the area takes 1d0d4 acid damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d4 for each slot level above 5th.


Reformation

5th-level transmutation (ritual)


  • Class: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (500 gp worth of opal dust and enough clay to cover the creatures body, both of which the spell consumes)
  • Duration: Instantaneous

You cover a willing creature in the clay and sprinkle the opal dust used as the material components of the spell. For the duration of the casting of the spell, you and the target of the spell carve away or add to the clay to reshape the creature's body into a new form. You transform the creature into a new body, which can be any race available to player characters in this world, and any age, gender, valid for that race even if these are the same as the target's current form. You can alter any physical aspects of the body, including regrowing limbs, curing any disease, removing any scars or defects on their body. The spell does not alter the creature's mental or spiritual form including curses, experiences, knowledge, personality, or training.

If the creature's race was altered, they retain all of their features except those racial features, gaining the new races features in their place.

Storm Tred

5th-level evocation


  • Class: Artificer, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a piece of rubber)
  • Duration: Concentration, up to 1 minute

You electrify your steps and leave behind a deadly wake. Each 5-foot-square portion of the ground that you move through during your turn becomes electrified until the start of your next turn. Any creature that enters an electrified area for the first time on its turn or starts its turn there takes 7d8 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area damage increases by 2d8 for each level above 5th.

6th Level

Animate Armor

6th-level transmutation


  • Class: Bard, Sorcerer, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a suit of armor)
  • Duration: 24 Hours

You touch the suit of armor used as the material components of the spell and bring it to life at your command. As a bonus action on each of your turns, you can mentally command any armor you animated with this spell if it is within 120 feet of you (if you control multiple sets, you can command any or all of them at the same time, issuing the same command to each one). You decide what action it will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, it defends itself against hostile creatures. Once given an order, it continues to follow it until its task is complete. The armor is animated for the duration but collapses when the spell ends.


Animated Armor

Medium Construct, Unaligned


  • Armor Class Calculated from the armor used
  • Hit Points 33 (6d8 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Blindside 60 ft. (blind beyond), passive Perception 6
  • Challenge 1

Antimagic Susceptibility. The weapon is incapacitated while in an area of an antimagic field. If targeted by a dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.


Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

The armor can be commanded to wield any weapon or shield, even magical ones. Though it is not capable of attuning to any magic items. If the armor used to cast this spell was magical, it gains any benefits of the armor that do not require attunement.


Unbreakable Oath

6th-level enchantment


  • Class: Bard, Cleric, Warlock
  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a drop of blood or spit from the targets in the palms of their shaking hands)
  • Duration: Until Dispelled

You bind the two willing participants targeted by the spell into the terms that they describe and agree to during its casting. The terms of the agreement can, but not necessarily include: circumstances that would end the deal, a timeline that it must be completed, or technicalities that must be followed. If at any time before the spell ends either target breaks the terms set forth by the spell, they immediately die; unless both targets agree to a different punishment. If either target dies or the agreement is completed, the spell ends and both targets are aware the spell ends. The spell can only be ended otherwise by the wish spell.

At Higher Levels. When you cast this spell at 7th level or higher, you can target one additional creature per slot level above 6th.

7th Level

Superior Invisibility

7th-level illusion


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Concentration, up to 8 hours

The creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. Any object that becomes held or worn by the target for the duration also becomes invisible.

At Higher Levels. When you cast this spell using a slot level of 8th level or higher, you can target an additional creature for each level above 7th.

Gem Trace

7th-level divination


  • Class: Sorcerer, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a gemstone worth at least 500 gp)
  • Duration: Until Dispelled

You rub the gemstone used as the material components of this spell over an object or a creature that is either willing or unconscious for the full casting time. You create an image of the target within the gem that vanishes once after the spell is cast, making the gem indistinguishable from an ordinary one.

For the duration, anyone that holds the gemstone can spend an action peering through the gem to see the immediate surroundings of the target. This attempt fails if the target is not on the same plane of existence as the gem or if the target is fully encased in a thin sheet of lead. If the target is an object being carried by a creature or is a creature that is no longer willing, that creature can make a Wisdom saving throw to know it is being scryed on.

8th Level

Brain Spider

8th-level divination


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a spider)
  • Duration: Concentration up to 10 minutes

You reach out with 8 spectral spider legs that spawn from your mind and extend through the ethereal plane connecting your minds to the targets. Choose up to 8 creatures, they must each make a Wisdom saving throw or be affected by the spell for the duration. The targets you choose can be creatures you can see, or they can be ones that you name or describe (i.e. the goblin that moves behind that wall or the faerie that turned invisible). If you choose a creature that is outside of range, it fails for that target. While affected by the spell, a creature:

  • Has disadvantage to attack you
  • Cannot be hidden from you
  • Gains no benefits from being invisible against you.

Additionally, as a bonus action on each of your turns you can attempt to pry into the minds of one creature you are linked to in one of the following ways:

  • You can probe into its mind to learn some information it knows about a topic you choose.
  • You can transmit single word command to the creature to have it follow to the best of its abilities. It follows the command regardless of your shared languages but will only follow a command that is not directly harmful to it.
  • You can temporarily see and hear from its location until the start of its turn.

When you pry into a creature's mind, it can make a Wisdom saving throw to resist this attempt, but the spell still affects them for the duration.

At Higher Levels. When you cast this spell at 9th level, the duration increases to 1 hour.

9th Level

Permanency

9th-level divination


  • Class: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (10000 gp times the level of the spell you are making permanent, which the spell consumes)
  • Duration: Until Dispelled

Immediately after casting this spell, you must begin casting a spell that qualifies for becoming permanent after being cast on the same target daily (see the rules for Spell Permanence in the GM's Compendium). The spell that you cast reaches permanence as if you had cast it at the same target for a year.

New Spells

Vaulting Volt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Class(es): Artificer, Druid, Sorcerer, Wizard

You can create a chaotic charge within your hand which bounces sporadically to a target in range. Make a ranged spell attack ignoring half and 3/4 cover, dealing 1d4 lightning damage to the target on hit. For the duration the charge hops around target, if another creature within 10 feet of the target takes lightning damage before the end of your next turn, both the target as well as the other creature takes an additional 1d4 lightning damage as the charge arcs from the target to the other creature.

At Higher Levels. Each of the spells' damage rolls (including the initial as well as the extra damage) increase by 1d4 and the distance the charge can jump increase by 5 feet when you reach 5th level (2d4, 15 feet), 11th level (3d4, 20 feet), and 17th level (4d4, 25 feet).

Breathing Bubble

3rd level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 hour
  • Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

You conjure a bubble air that surrounds a willing creature of your choice. For the spell's duration the target can breathe normally in the void, underwater, and is immune to the effects of poisonous gases (it is up to the DM to determine if a poisonous effect is caused by a gas).

At Higher Levels. When you cast this spell at 4th level or higher, you can target an additional creature for each level above 3rd.

Impose Order

5th level abjuration


  • Casting Time: 1 action
  • Range: Selff (60-foot radius)
  • Components: V, S, M (a golden scale or gavel worth at least 100 gp)
  • Duration: Concentrtion, up to 1 minute
  • Class(es): Cleric, Paladin

You connect the immediate area to the plane of law which imposes a divine order over all beings in the area. For the duration, no d20 rolls can have advantage or disadvantage and if a 1 or 20 is rolled on a d20, it is instead treated as if it was a 10.

Additionally, anytime before a creature in the area rolls any dice they can choose (no action required) to instead take the average option (rounded-down) for that set of dice rolls (i.e. take 10 instead of rolling a d20 or forgo rolling 2d6 damage for a greatsword and use 7).

At Higher Levels. When you cast this spell at 6th level, the duration increases to 10 minutes; 1 hour at 7th, 8 hours at 8th, 24 hours at 9th.

Record Sight/Sound

1st level illusion


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a handheld octagonal granite runestone worth 10 gold)
  • Duration: Until Dispelled
  • Class(es): Artificer, Bard, Wizard

When you begin casting this spell, you choose which form you want the spell to take, either sight or sound, which determines the output recording. Either choice, you record the input over the casting time, then infuse that recording into the material component of the spell, when the casting is completed.

  • Sight. You imbue the images that appear in front of the object for the casting time into the material component (as if the stone had a normal eye). A glyph representing an eye appears on the object.
  • Sound. You imbue sounds made within the immediate area for the casting time into the material component (as if the stone had a normal ear). A glyph representing an ear appears on the object.

For the duration, any creature holding the stone used as the material components of the spell can activate it as an action to replay the recording imbued into the object. Either the images or audio are magically produced as an illusion

If the spell is cast on the object again, it overwrites the contents of the object with the new recording made in the new casting. If the spell modify memory is cast on the object, it can alter the contents of the recording. The spellcaster that created the recording makes the Wisdom saving throw to attempt to prevent the object from being affected.

At Higher Levels. When you cast this spell at 2nd level or higher, the casting time increases to 10 minutes, it increases to 1 hour at 3rd level, 8 hours at 4th level, and 24 hours at 5th level.

Elemental Infusion

1st level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard

You infuse the target's hands with elemental power. Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. For the duration, whenever the target deals at least one die of the chosen damage type, they deal an additional damage die of that type (the largest die size if there are multple dice sizes of the same type).

At Higher Levels. When you cast this spell at 2nd level or higher, the duration increases to 10 minutes, it increases to 1 hour at 3rd level, 8 hours at 4th level, and 24 hours at 5th level.

Rules at a Glance


I have listed out several of the rule changes in a basic form so the homebrew I use can be easily seen all in one place. See the full descriptions in this document for details on each.

Character Creation

  • Character Stats: Use the following non-standard array (16, 15, 14, 13, 12, 10) unless otherwise specified.
  • Racial Bonuses: Flexible (i.e., the +2/+1 from race can be moved to any ability).
  • Unearthed Arcana is not allowed, any content from UA that I do allow will be added to this document.
  • Setting: some options may be restricted based on the setting, I will be as lenient as I can.

Character Options:

  • Classes/Subclasses. All of the classes from the PHB as well as the Artificer, Blood Hunter, and Magus are available class options, in addition to each official published subclass, several homebrew subclass options are open (options are listed with each class).
  • Ranger Players interested should use the Versatile Ranger (a popular homebrew fix for the Ranger instead of the options from 5e sources).
  • Backgrounds: You can use any of the published standard backgrounds (none that include bonus features), tweak those that are published or create your own.
  • Hit Points: Take max die size @ level 1 and above average result for each level after (do not roll hit dice on level-up).
  • Starting Gold/Gear: Characters start with all of their class & background starting gold/equipment. Players can exchange their gear for equivalent costed gear, using gold to cover any difference. Each campaign may have bonus.

Feat Overhaul

  • Class Ability Score Increases. Ignore ability score increases gained at 4th, 8th, 12th, 16th, or 19th level.
  • Feat Progression. Characters gain a minor boost every character level (divided feat, +1 ASI, and non-combat feat).
  • Martial ASIs. The Bonus ASIs given to martial classes at 6th, 10th, and/or 14th level grant a +2 to abilities, a full/prestige feat, 2 divided feats, or +1 and a divided feat.

Character Progression

  • Leveling: Milestone Leveling (determined by the DM)
  • Class/Subclass Each class and many subclasses have changes made to them to bring all options into balance.
  • Character Options/Variants: Most times when characters choose from a list of options, you now have altered and additional options to choose from.
  • Skill Proficiency: Any character can gain expertise by earning proficiency from 2 sources. You can replace your skill proficiencies any time you gain a level.
  • Ability Changes: Strength: You add 150% (rounded-down) of your modifier to strength-based damage rolls. Intelligence: You gain a bonus skill, tool, or language proficiency after reaching a +2 and +4 modifier.
  • Stacking Features Abilities like Darkvision, Unarmored Defense, Unarmed Strikes, and Resistance now stack and give a bonus for each source you have.

Game Mechanics

  • Combat Actions: Split actions into Extra Attack Options, that can be used in place of an attack if you gain extra attack, and normal full actions. New actions include Climb onto Another Creature, Defend, Disarm, Hamper, Tackle and Taunt. Minor Changes to Dodge, Help, Ready
  • Condition Changes: Blinded (only gives advantage on attacks by creatures that are not also blind), added Exposed, and automatic Exhaustion from skipping sleep.
  • Combat Tweaks: Changes include: Attacks of Opportunity (allow you shove or grapple if you have a free hand), Flanking (grants a numerical bonus to attack a foe that has multiple enemies around it = the number of its enemies).
  • Death and Resting: Death Saving Throw failures do not reset after you stabilize or receive healing. Short Rests are only a 1/2 hour, Long Rests require complete protection from the environment and safety, and I have added a Night's Rest which acts as 1/2 a Long Rest for sleeping a night while adventuring.
  • Criticals: Natural 20s and 1s apply a boon or doom, a minor benefit or detriment applied along-side the result of the roll.
  • Encumbrance: We won't specifically track gear weight but I expect players to keep their carried inventory to a reasonable limit.
  • Inspiration: Replaced by the Piety ability score system that allows for a daily bonus for characters related to their god, this score grows with relevant deeds.
  • Spell Tweaks. Some clarifications or reworks of existing spells as needed & minor boosts to weaker options.
  • Versatility: Most options that you choose allow you to swap them either at a long rest or at a level-up.
  • Questionable Mechanics: Check outside of game prior to trying to a ruling to determine how unwritten rulings will work in game, especially when the outcome is ridiculous.

Equipment Changes

  • Ammunition: We won't specifically track ammo, but I will have players purchase ammo on occasion unless they have means of avoiding it.
  • Shields: Now tiered into Light, Medium, and Heavy, proficiency in shields following armor proficiency instead.
  • Minor Changes: to Quarterstaff & Longsword (Versatile Finesse), Sickle & Trident increased one die size, several statistically similar weapons were given a tweak, and new properties applied to several old weapons.
  • New Equipment: New weapons and assorted adventuring gear.
  • Firearms: Rules for the weapons, proficiency, and availability.

All info in One Place

Almost any information that you could need to reference in building & advancing a character can be found in the PHB and this document. Only those races & subclasses listed in other books need to be referenced in those documents.