Chapter 3: Class Options

WHEN YOU MAKE YOUR D&D CHARACTER, you have an array of options in the Player’s Handbook to create the sort of adventurer you want. This chapter adds to those options, making it possible to realize even more character concepts. If you combine these options with those in Xanathar’s and Tasha’s, the possibilities for your characters become vast. Here are the options featured in this chapter:

  • The psion class, a master of psionic abilities
  • The swordmage class, a versatile arcane half-caster
  • Optional class features for classes and subclasses

CHAPTER 3 | CLASS OPTIONS

 

 

Artificer

Being prepared has its advantages, but so does acting quickly. Scavengers tend to collect as much loot as they can… and they make use of it too.

Firearm Proficiency

Optional 1st-level Artificer feature

In a setting where firearms are readily accessible, artificers receive a passive bonus to their damage equal to one additional weapon damage die when using a firearm.

Scavenger

Brawn Over Brains

3rd-level Scavenger feature

Your combat training and your brute force method of experimenting has paid off in two ways:

  • You gain proficiency with martial weapons, heavy armor, and smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
  • You can use Strength or Dexterity for Artificer class features instead of Intelligence, except for spellcasting.

Prepare Gear

3rd-level Scavenger feature

One of the perks of having a blacksmith in the field is their ability to keep gear in its best condition, giving you an edge (sometimes literally) in the quality of your gear and weapons. Over the course of 2 hours, a Scavenger can maintain a number of weapons or sets of armor equal to their proficiency bonus, granting each weapon or armor maintained a special d6 Quality Die. The Quality Die decreases by one step each time it is rolled until depleted (d6, d4, d2, depleted).

Until the Scavenger takes a Long Rest, a creature using a weapon or set of armor can wait until after it rolls the d20 before deciding to use the Quality Die, but must decide before the GM says whether the roll succeeds or fails.

For a weapon, this can be rolled and added to an attack or damage roll, representing a case where the perfect state of the gear turned a miss into a hit or dealt a bit of extra damage. For a set of armor, the die can be rolled when hit by an attack, and the damage taken from that attack can be reduced by that amount.

Rolling this die doesn’t require an action, but once depleted it can’t be regained until the blacksmith maintains that armor or weapon again. Your Quality Die changes when you reach certain levels in this class. The die becomes a d8 at 9th level and a d10 at 15th level.

While preparing weapons or sets of armor (after a Long Rest), you can prepare one additional piece of gear by expending a spell slot of 1st level or higher for each piece of gear.

Quick Tinker

3rd-level Scavenger feature

Scavengers aren’t very spell savy, thus they make use of what they know. By expending a spell slot of 1st level or higher, a Scavenger can reduce the crafting time of any project by a number of hours equal to the level of the spell slot expended.

You can also reduce the time to prepare gear outside of a rest. Expending a 2nd-level or higher spell slot would allow you to prepare gear as a bonus action.

Repair Gear

5th-level Scavenger feature

Sometime in the course of adventuring, weapons or armor will become severely damaged, suffering a penalty to its attack rolls or AC. Over the course of 2 hours, you can repair this damage, though at the discretion of the GM you may need other materials to perform this task if it is heavily damaged. Weapons that are entirely broken (such as a snapped sword) are generally beyond simple repair.

Extra Attack

5th-level Scavenger feature

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

Jetpack

9th-level Scavenger feature

By wearing this small object on your back you can gain a fly speed of 30 feet. It has an AC of 15 and hit points equal to twice your Artificer level. If its hit points are reduced to 0, it is damaged and can no longer be used until repaired.

Deconstruct

15th-level Scavenger feature

As a bonus action, you can target one object within 5 feet and disassemble it. Doing so, destroys it and leaves behind crafting materials in a pile in the square you occupy. If used on an object bigger than a 5-foot cube, then only a 5-foot cube is destroyed. This ability cannot be used on natural attacks or grafted weapons.

Construct construct

15th-level Scavenger feature

As an action, you can use the junk you’ve gathered to create constructs to do your bidding. You summon 3 Clockwork Horrors that appear in unoccupied spaces that you can see within 60 feet.

A construct disappears when it drops to 0 hit points.

They are friendly to you and your companions, and roll initiative as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the constructs’ statistics.

CHAPTER 3 | CLASS OPTIONS

 

 

Barbarian

Wildly crushing opponents with each strike, barbarians are a classic trope, so in this section the class receives new features and subclass updates.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Rage 2.0

1st-level barbarian feature, which replaces the Rage feature

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

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

  • You have advantage on Strength checks and Strength saving throws.
  • While raging, you have resistance to all damage except psychic damage.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to a die based on your level (see table, reroll 1s).
Rage Damage
Level Rage Damage Die
1st - 4th 1d4
5th - 8th 1d8
9th - 12th 1d12
13th - 16th 2d8
17th - 20th 2d12

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

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

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

Call to Battle

4th-level barbarian feature

Creatures can instinctively tell you are a threat. As a bonus action, you can take the Challenge or Taunt action.

Aggressive Blows

7th-level barbarian feature

At 7th level, once per turn, when a Barbarian hits with a melee attack the force of their attack causes their enemy to stumble in one of the following ways:

  • Target must succeed on a Strength saving throw or be pushed 15 feet (if contact with a solid structure: +1d6 damage per 5 feet not pushed; if contact with another creature: +1d6 damage and both are pushed 5 feet)
  • Target must succeed on a Dexterity saving throw or be knocked prone
  • Target must succeed on a Constitution saving throw or suffer disadvantage on their attacks for 1 round

Saving Throws. Your saving throw DC = 8 + proficiency bonus + Strength modifier

You can use this feature a number of times equal to half your level, and you regain any expended uses when you finish a long rest.

Mighty Contest

11th-level barbarian feature

Starting at 11th level, when you hit a creature with a melee weapon attack, you can challenge it to test your strength. This attack and any other attacks you hit with until the end of your next turn are automatically critical hits. Any attacks from your challenged opponent against you are automatically critical hits.

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

Recuperating Strike

13th-level barbarian feature

Starting at 13th level, you gain a pool of Adrenaline dice (d10s) that can be used to extend your durability in combat. The pool consists of a number of dice equal to half your barbarian level. When you hit a creature with a melee weapon attack, you can use a recuperating strike to gain temporary hit points based on the number of Adrenaline dice you expend. Ex: if you expend 3 Adrenaline dice, you would gain 3d10 temporary hit points.

You regain all your expended Adrenaline dice when you finish a long rest. When you take a short rest, you can recover 1d6 expended Adrenaline dice.

CHAPTER 3 | CLASS OPTIONS

 

 

Primal Paths

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. Some subclasses will have optional features just like base classes.

Path of the Berserker

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

Heavy Sleeper

3rd-level Berserker feature

When you take a short rest, you can choose to fall unconscious for 1 hour. If you do, your exhaustion level, if any, is decreased by 1 at the end of the rest. If you roll initiative before 1 hour, you are no longer unconscious, but your exhaustion level does not decrease.

Once you use this feature, you must finish a long rest before you can use it again.

Intimidating Presence 2.0

10th-level Berserker feature, which replaces the     Intimidating Presence feature

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

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

CHAPTER 3 | CLASS OPTIONS

 

 

Path of the Storm Herald

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

Storm heralds are typically elite champions who train and hone their craft in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Storm Aura 2.0

3rd-level Storm Herald feature, which replaces                     the Storm Aura feature

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

Your aura has an effect that activates when you enter your rage, and you can end the effect on your turn as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you take a long rest.

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

Desert. A hostile creature that starts its turn in your aura take fire damage equal to your proficiency bonus times two.

Sea. At the start of your turn, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d10 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d10 at 10th level, 3d10 at 15th level, and 4d10 at 20th level.

Tundra. When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to your proficiency bonus times two, as icy spirits inure it to suffering.

homebrew mug

Storm Soul 2.0

6th-level Storm Herald feature, which replaces                     the Storm Soul feature

The storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.

Desert. You have immunity to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. When you have levels of exhaustion, you can treat your exhaustion level as if it were reduced by 1 when determining what effects you suffer.

Sea. You have immunity to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, and you have the ability to communicate in a limited manner with Beasts, Elementals, and Monstrosities that have an innate swimming speed. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks to influence them.

Tundra. You have immunity to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. When you have levels of exhaustion, you can treat your exhaustion level as if it were reduced by 1 when determining what effects you suffer.

CHAPTER 3 | CLASS OPTIONS

 

 

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Totem Spirit 2.0

3rd-level Totem Warrior feature, which replaces     the Totem Spirit feature

Bear. While raging, you gain a bonus to your AC equal to your proficiency bonus.

Path of Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; such places radiate with 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. Many barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Wild Surge 2.0

3rd-level Wild Magic feature, which replaces the                 Wild Surge feature

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

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

Bolstering Magic 2.0

6th-level Wild Magic feature, which replaces the       Bolstering Magic feature

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

  • For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). If the creature you touch can’t recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled. You take force damage equal to five times the number rolled. Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

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

When you reach 14th level in this class, you increase the die to a d6.

Wild Magic
d8 Magical Effect
1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 + PB necrotic damage. You also gain 1d12 + PB temporary hit points.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again once on each of your turns.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 + your Constitution modifier force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light, reach, and thrown properties, with a reach of 10 feet, a normal range of 20 feet, and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d10 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multi-colored, protective lights. You gain a bonus to AC equal to your PB, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies, and you can make grapple checks against against within the terrain.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 + your Constitution modifier radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
CHAPTER 3 | CLASS OPTIONS

 

 

Bard

Rhythmically hindering their foes and aiding their allies, this section provides some changes to the bard class.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a bard.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Bardic Knowledge

3rd-level bard feature, which replaces the Expertise feature

A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. Name or describe a person, place, or object, then make an Intelligence check to see whether you know some relevant information about whatever was stated. Add your proficiency bonus to this check. The knowledge revealed can be useful for local gossip, notable people, legendary items, or noteworthy places. This feature brings to mind a brief summary of the significant lore about the thing you named.

Difficulty Class Type of Knowledge Examples
10 Common, known by at least a substantial minority of the local population. A local mayor’s reputation for drinking. Common tales about places of mystery.
15 Uncommon but available, known by only a few people in the area. A local priest’s shady past. Legends about a minor magic item.
20 Obscure, known by few, hard to come by. A knight’s family history. Legends about a powerful place of mystery or magic item.
30 Extremely obscure, known only by very few, possibly only by those who don’t understand its significance A mighty wizard’s, possibly forgotten, childhood nickname. The origins of a common magic item.
35 Mostly lost or forgotten, those who once knew it are long dead. A devil’s true name. The history of a fallen civilization.

This sort of knowledge is essentially random. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you already have about the thing, the more precise and detailed the information you receive is. The DM can refer to the table above to determine the DC of the check, and apply bonuses to your check based on the knowledge you already possess.

Once you use this feature, you must finish a short or long rest before you can use it again.

Countercharm

6th-level bard feature, which replaces the Countercharm feature

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

CHAPTER 3 | CLASS OPTIONS

 

 

Cleric

Gracefully helping their allies, clerics are the epitome of holiness, so this section has a new subclass and some subclass updates.

Divine Domains

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. Some subclasses will have optional features just like base classes.

Domain Spells

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

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

Tempest Domain

Gods whose portfolios include the Tempest domain - including Talos, Kord, Zeboim, Zeus, and Thor — govern storms and the sky. They include gods of lightning and thunder, 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. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation toward off divine wrath.

Domain Spells 2.0

1st-level Tempest Domain feature, which replaces                 the Domain Spells feature

Tempest Domain Spells
Cleric Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
5th Call Lightning, Thunder Step
7th Lightning Bolt, Storm Sphere
9th Control Winds, Destructive Wave

Water Domain

Although the bosom of the sea can be life-bringing, its wrath is also quite destructive. Many deities with the Water domain are spiteful, angry gods and goddesses that frequently create rain or rough ocean waves. Other deities embody the life giving qualities of water with portfolios like gentle showers, streams, and lakes.

Water Deities
Example Deity Pantheon
Deep Sashelas Forgotten Realms
The Devourer Eberron
Habbakuk Dragonlance
Poseidon Greek
Procan Greyhawk
Umberlee Forgotten Realms

Domain Spells

1st-level Water Domain feature

Water Domain Spells
Cleric Level Spells
1st Fog Cloud, Ice Knife
3rd Gust of Wind, Misty Step
5th Tidal Wave, Wall of Water
7th Ice Storm, Watery Sphere
9th Cone of Cold, Maelstrom

Amphibious


1st-level Water Domain feature

You have a swimming speed of 30 feet, and you can breathe air and water.

Friend of the Sea

1st-level Water Domain feature

You have the ability to communicate in a limited manner with Beasts, Elementals, and Monstrosities that have an innate swimming speed. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks to influence them.

CHAPTER 3 | CLASS OPTIONS

 

 

Aqueous Defense

1st-level Water Domain feature

When you take cold damage or fire damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn.

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

Channel Divinity(Icy Wrath)

2nd-level Water Domain feature

You can use your Channel Divinity to condense water in the air, making your water and ice spells more effective.

When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Fluid Movement

6th-level Water Domain feature

When you are hit with an attack, you can use your reaction to roll 1d8 and add the result to your AC, possibly causing the attack to miss.

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

Divine Strike

8th-level Water Domain feature

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

Oceanic Wave

17th-level Water Domain feature

Add tsunami to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.

CHAPTER 3 | CLASS OPTIONS

 

 

Fighter


Versatile but also specialized, fighters are the epitome of the martial classes. Fighters should have a unique set of abilities. In this section the class receives new features.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Second Wind 2.0

1st-level fighter feature, which replaces
the Second Wind feature

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

You can use this feature twice between rests starting at 8th level and three times between rests starting at 14th level.

Indomitable

9th-level fighter feature, which replaces
the Indomitable feature

You can reroll a saving throw that you fail. If you do so, you must use the new roll, but you gain a bonus to the save equal to your Constitution modifier.

Once you use this feature, you must finish a long rest before you can use it again.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Improved Fighting Style

10th-level fighter feature

Your experience in a particular style of fighting has improved even further. Choose one of the following options; the prerequisite for each option is: you must have the fighting style in order to get the improved version. The improved version supersedes the original fighting style.

Archery

You gain a bonus to attack rolls you make with ranged weapons equal to your proficiency bonus.

Blind Fighting

Your blindsight range increases to 30 feet.

Defense

While you are wearing armor, you gain a +2 bonus to AC, this bonus increases to a +3 when you reach 15th level.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to damage rolls with that weapon equal to your proficiency bonus.

Great Weapon Fighting

When you hit with an attack you made with a melee weapon that you are wielding with two hands, you gain a bonus to the damage roll equal to 1d8. This roll is subject to the benefit from the Great Weapon Fighting fighting style feature. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 2d6 + half of your fighter level (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Superior Technique

Your superiority dice turn into d8s. At 15th level, they turn into d10s.

Thrown Weapon

When you hit with a weapon that has the thrown property, the weapon moves in a boomerang fashion and returns to your hand immediately after it is used to make a ranged attack.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a bonus to the damage roll equal to your proficiency bonus.

Two-Weapon Fighting

When you attack with an offhand weapon you can make one additional melee attack as a part of that action.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier + your proficiency bonus on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the damge die becomes a d8.

At the start of each of your turns, you can deal 1d8 bludgeoning damage to one creature grappled by you.

CHAPTER 3 | CLASS OPTIONS

 

 

Brawler

Standing in a fighting pit, a human with cloth wrapped hands kicks her opponent with a look of grim determination. Each blow she dodges is met by a fierce counterattack, until at last her enemy falls. An adversary swings a sword at her, only for the human to grab the arm and break it.

Pugilist

3rd-level Brawler feature

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

When you use the Attack action with an unarmed strike on your turn, you can make one extra unarmed strike as part of the same Action. You have advantage on Strength checks.

Trained Strike

3rd-level Brawler feature

You are practiced at trained strikes that can be used to cripple your opponents. These trained strikes are fueled by combat points.

Trained Strikes. You learn 3 trained strikes of your choice. You can use only one per attack. You learn an additional trained strike of your choice at 7th, 10th, and 15th level. Each time you learn new trained strike, you can also replace one you already know.

Combat Points. You have a number of combat points equal to your Fighter level, and one is expended when you use a trained strike. You regain all of your expended combat points when you finish a short or long rest.

Saving Throws. If a trained strike requires your target to make a saving throw to resist its effect, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Trained Strikes

If the trained strike has a ^, it can be used when you hit with an unarmed attack.

Backfist.^ At the start of its turn, the target must succeed on a Constitution saving throw or suffer 1d4 damage. The target can repeat this save each turn.

This effect does not stack.

Counter Punch. As a reaction when a creature makes a melee attack against you, you can raise your AC by 2 against the triggering attack. If the attack misses you, you can make an unarmed strike against the creature as a part of this reaction.

Cross.^ If the target fails a Constitution saving throw, it can’t take reactions until the start of your next turn.

Glancing Blow. When you miss with an attack roll and did not roll a 1, you can use your reaction to make the attack a glancing blow. The attack deals half damage to the target, rounded down.

Headlock.^ You can attempt to grapple the target as a part of the same attack used to hit.

Haymaker.^ 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.

Jab. If the next attack roll made against the target is an unarmed attack, the attack has advantage.

Lunge. When you make an unarmed attack on your turn, you can temporarily increase your reach for that attack by 5 feet.

Pin.^ If the target is your size or smaller, it must make a Dexterity saving throw. On a failure, it is immobilized until the end of your next turn.

Thunderclap.^ If the target fails a Constitution saving throw, it has disadvantage on its attack rolls until the start of your next turn.

Uppercut.^ If the target is Large or smaller and fails a Strength saving throw, it is knocked prone.

Footwork

5th-level Brawler feature

Your fast footwork and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can only be used to take the Dash, Disengage, or Dodge action.

Iron Fists

7th-level Brawler feature

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your unarmed attacks score a critical hit on a roll of 19 or 20.

Bloody Knuckles

10th-level Brawler feature

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a unarmed attack.

This increases to two additional dice at 17th level.

Grappling Mastery

15th-level Brawler feature

When you make a Strength(Athletics) check to grapple a creature, gain an additional 1d6 to your roll. While grappling a creature, you can do one of the following grappling techniques:

  • You can replace an unarmed strike with a slam dealing 3d8 bludgeoning damage
  • You can throw the target 15 feet away from you.

Pressurized Punch

18th-level Brawler feature

As a bonus action, each creature within a line 60 feet long and 15 feet wide originating from you must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature takes 20d6 force damage and half as much on a successful save.

Once you use this feature, you must finish a long rest before you can use it again.

CHAPTER 3 | CLASS OPTIONS

 

 

Monk


Swiftly moving around the to hit foes with barrages of attacks, the monk often controls the battlefield. In this section the class receives new features and subclass updates.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a monk.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Hit Points

Hit Dice: 1d10 per monk level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st

Specialized Martial Arts

1st-level monk feature

Your attacks with unarmed strikes and monk weapons gain a bonus to attack rolls equal to your PB.

Additional Ki

2nd-level monk feature

You have additional Ki Points equal to half your level.

Heightened Movement

2nd-level monk feature

The use of Patient Defense and Step of the Wind do not require spending a ki point.

Uncanny Dodge

5th-level monk feature

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

7th-level monk feature

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Monastic Traditions

Many traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the other traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members o f 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.

Elemental Attunement

3rd-level Four Elements feature

Starting when you choose this archetype at 3rd level, you are able to channel the elements in your movements. Choose one elemental attunement and gain its benefits from: Air, Earth, Fire and Water. You can enter a stance a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

You can choose an additional attunement when you reach 6th, 11th, and 17th levels.

Air Attunement

Air is free and agile. When you choose this attunement, you learn the gust cantrip.

As a bonus action on your turn, you can enter an air stance. This stance lasts for 1 minute, or until you end it early as a bonus action. While in the air stance, you gain the     following benefits:

  • Attacks of opportunity against you are made with disadvantage.
  • You gain a fly speed of 30 feet. If you fly on your turn, you must start and end your turn on a solid surface.
CHAPTER 3 | CLASS OPTIONS

 

 

Earth Attunement

Earth is sturdy and unmoving. When you choose this attunement, you learn the mold earth cantrip.

As a bonus action on your turn, you can enter an earth stance. This stance lasts for 1 minute, or until you end it early as a bonus action. While in the earth stance, you gain the following benefits:

  • You have advantage on saving throws to resist being shoved, knocked prone, pushed or pulled.
  • Bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
Fire Attunement

Fire is brash and passionate. When you choose this attunement, you learn the control flames cantrip.

As a bonus action on your turn, you can enter a fire stance. This stance lasts for 1 minute, or until you end it early as a bonus action. While in the fire stance, you gain the following benefits:

  • Attacks of opportunity you make against other creatures are made with advantage.
  • Your melee attacks deal an additional d4 fire damage.
Water Attunement

Water is calm and ever-changing. When you choose this attunement, you learn the shape water cantrip.

As a bonus action on your turn, you can enter a fire stance. This stance lasts for 1 minute, or until you end it early as a bonus action. While in the fire stance, you gain the following benefits:

  • You can walk along water as if it was a solid surface. If you end your turn while standing on water, you fall into the water.
  • You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You create a whip of water that lashes at your target. The target must make a Dexterity saving throw. On a failed save, you can either knock it prone or pull it up to 25 feet closer to you.

Four Elements Remastered

As an alternate option to the subclass changes provided previously, there is also the crowd-sourced option.

Click here to view this option.

Way of the Long Death

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Hour of Reaping

6th-level Long Death feature, which replaces the               Hour of Reaping feature

You gain the ability to unsettle or terrify those around you as a bonus action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, a creature is immobilized (see Ch. 5 Sec. 2 Varaint Mechanics), and it can’t benefit from any bonus to its speed until the end of your next turn.

Touch of Death

17th-level Long Death feature, which replaces the               Touch of Death feature

Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 3d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

CHAPTER 3 | CLASS OPTIONS

 

 

Way of the Sun Soul

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Radiant Sun Bolt 2.0

3rd-level Sun Soul feature, which replaces the               Radiant Sun Bolt feature

You can hurl searing bolts of magical radiance. When you take the Attack action on your turn, you can replace any of your unarmed attacks with a special attack that is a ranged spell attack with a range of 30 feet.

You are proficient with it, and you gain a bonus to attack rolls equal to your Dexterity or Wisdom modifier plus your proficiency bonus. Its damage is radiant, and its damage die is a d4, and you gain a bonus to damage rolls equal to your Dexterity or Wisdom modifier. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When this die increases, increase the range of the special attack by 10 feet to a maximum of 60 feet.

Searing Arc Strike 2.0

6th-level Sun Soul feature, which replaces the           Searing Arc Strike feature

You gain the ability to channel your ki into searing waves of energy. As a bonus action, immediately after you take the Attack action on your turn, you can spend 1 ki point to hold out your hands producing a thin sheet of flames that shoots forth burning those in the area. Each creature in a 20-foot cone must must make a Dexterity saving throw. A creature takes 1d8 + your Wisdom modifier fire damage on a failed save, or half as much damage on a successful one.

Searing Sunburst

13th-level Sun Soul feature, which replaces the               Searing Sunburst feature

You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb to hurl at a point within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20—foot-radius sphere must succeed on a Constitution saving throw or take 2d6 + your Wisdom modifier radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

You can increase the spheres damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

CHAPTER 3 | CLASS OPTIONS

 

 

Psion

Click here to view the Psion class


The striking fist or flashing sword pales before a psion’s focused stare. Psionic powers arise from a regimen of strict mental disciplines developed over months and years of self-scrutiny and mind-actualization. Those who overcome personal demons, neuroses, and other pitfalls of intense self-reflection learn to call upon an internal reservoir of power.

Psions depend on a continual study of their own minds, through introspection, to discover an ever-wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds’ convoluted corridors. “Know thyself” is not just a saying for a psion, but the road to power.

Thoughts as Weapons

Psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assume command of even the least desired of their foes. Psions make manifest their secret wishes when others can only dream.

The psion draws real power from his mind. His power is a logical expression of lore attained through ongoing self-study. A flare of mental energy warms you, the thoughts of friends and foes glitter like stars all about you, and your thoughts themselves are weapons half sheathed. If a wizard can reshape the world and you can enthrall a wizard. What does that make you?

Sanctity of the Mind

A psion adventures to stimulate his or her mind. New experiences translate to new avenues of thought and eventually the discovery of previously latent abilities. A psion’s powers are innate, but are not effortlessly attained.

CHAPTER 3 | CLASS OPTIONS

 

 

Ranger


Accurately sniping targets from a distance, rangers are an easily distinguishable character style with some unique flavor tied to them.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Beast of the Land

Medium beast


Armor Class
13 + PB (natural armor)
Hit Points
5 + five times your ranger lvl (Hit Dice = ranger lvl, which are d8s)
Speed
40ft, climb 40ft

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

Senses
darkvision 60ft, passive Perception 12
Languages
understands the languages you speak
Challenge
Proficiency Bonus (PB)
equals your bonus

Charge. If the beast moves at least 20ft straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it 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 mod to hit, reach 5ft, one target. Hit: 1d8 + 2 + PB slashing damage.

Primal Companion

1st-level ranger feature

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

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Beast of the Sea

Medium beast


Armor Class
13 + PB (natural armor)
Hit Points
5 + five times your ranger level (Hit Dice equal to your ranger level, which are d8s)
Speed
5ft, swim 60ft

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

Senses
darkvision 60ft, passive Perception 12
Languages
understands the languages you speak
Challenge
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 mod to hit, reach 5 ft., one target. Hit: 1d6 4 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

Beast of the Sky

Small beast


Armor Class
13 + PB (natural armor)
Hit Points
4 + four times your ranger level (Hit Dice equal to your ranger level, which are d6s)
Speed
10ft, fly 60ft

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

Senses
darkvision 60ft, passive Perception 12
Languages
understands the languages you speak
Challenge
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 mod to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

CHAPTER 3 | CLASS OPTIONS

 

 

Arcane Shot

4th-level ranger feature

If you take this feature, the Ranger Dual Wielding feature is not available to you.

You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice. They are all magical effects, and each one is associated with one of the schools of magic.

Saving Throws. Your saving throw DC = 8 + proficiency bonus + Wisdom modifier

Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the Space it vacated or in the nearest unoccupied space if that space is occupied.

Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one ofyour allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

Enfeebling Arrow. You weave necromantic magic into your arrow. Creatures hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Con saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your fees vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

Ranger Dual Wielding

4th-level ranger feature

If you take this feature, the Arcane Shot feature is not available to you.

You gain the Dual Wielder feat, you are a master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
CHAPTER 3 | CLASS OPTIONS

 

 

Extra Feat

7th-level ranger feature

You gain the option of choosing between the Martial Adept feat or the Sharpshooter feat.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain 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 your expended superiority dice when you finish a short or long rest.
Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Rapid Shot

11th-level ranger feature, Prerequisite: Arcane Shot

You can make a single ranged attack as a bonus action.

Whirling Speed

11th-level ranger feature, Prerequisite: Ranger Dual Wielding

When you use your bonus action to attack with an offhand weapon you can make one additional melee attack as a part of that bonus action.

Point Blank Shot

13th-level ranger feature

You no longer suffer disadvantage on ranged attacks when threatened. If you hit an enemy threatening you with a ranged attack, gain a bonus to your damage roll equal to 1d6 piercing.

Skirmisher

17th-level ranger feature

Your ability to move in midst of swinging blades is reflected by your quickness. You may take a bonus action to Disengage, when you do, gain a bonus to your AC and damage rolls equal to 1d6 until the end of your next turn.

Ranger Archetypes

At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. Some subclasses will have optional features just like base classes.

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with special primal beasts.

Primal Companion 2.0

3rd-level Beast Master feature, which replaces the Primal Companion feature

A Beast Master has greater control of their companion and the bond they forge together allow those rangers to further empower the beasts they summon. A Beastmaster’s companions gains the following benefits:

  • The companion gains a bonus to its attack and damage rolls equal to your proficiency bonus
  • Increase the companion’s maximum Hit Points by your ranger level (Ex: x5 becomes x6)
  • Increase the companion’s Hit Dice by 2
CHAPTER 3 | CLASS OPTIONS

 

 

Rogue


Silently moving in for the kill, the rogue is the quintessential skill type. In this section the class receives new features and subclass updates.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a rogue.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Proficiencies

Skills: Stealth. Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, and Sleight of Hand.

Jack of All Trades

2nd-level rogue feature

You can add half your proficiency bonus, rounded down, to any ability checks you make that don’t already include your proficiency bonus.

Savant

4th-level rogue feature

When you make an ability check that lets you add your proficiency bonus, you can choose to add a bonus d6 to your roll. You do not gain this bonus if you treat your roll as a 10. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Improved Sneak Attack

6th-level rogue feature

Once per turn, when you miss on an attack roll that is eligible for a sneak attack, you can deal damage equal to half of the extra damage you would do with your sneak attack.

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

Blindsense 2.0

8th-level rogue feature, which replaces the                       Blindsense feature

If you are able to hear, you are aware of the location of any hidden or invisible creature within 15 feet of you.

Special Abilities

10th-level rogue feature, which replaces the                       Slippery Mind feature

Your experience skulking and striking from the shadows gives you special abilities, choose one of the following options. You can’t take an option more than once.

You learn an additional special ability of your choice at 13th, and 16th level. Each time you learn a new ability, you can also replace one ability you know with a different one.

Crippling Strike

When you hit with an attack and use the sneak attack feature, you can treat that hit as a critical roll.

Once you use this option you can’t use it again until you finish a short or long rest.

Defensive Roll

If the target hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. On a 3 or lower, halve the attack’s damage against you.

Opportunist

Once per round, when a creature within 5 feet of you is hit with an attack by a creature other than you, you can make an attack roll against the creature hit by the attack.

Slippery Mind

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

CHAPTER 3 | CLASS OPTIONS

 

 

Ear for Deceit 2.0

3rd-level Inquisitive feature, which replaces the Ear for Deceit feature

You develop a talent for picking out lies. Whenever you make an Insight check to determine whether a creature is lying, gain a bonus d6 to your roll. If the roll plus the bonus d6 is still 7 or lower, treat the roll as an 8.

Eye for Detail 2.0

3rd-level Inquisitive feature, which replaces the Eye for Detail feature

You can use a bonus action to make a Perception check to spot a hidden creature or object or to make an Investigation check to uncover or decipher clues. You gain a bonus equal to your proficiency bonus to your passive Perception and passive Investigation scores.

Insightful Fighting 2.0

3rd-level Inquisitive feature, which replaces the Insightful Fighting feature

You gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Insight check against a creature you can see that isn’t incapacitated, contested by the target’s Deception check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

In addition, you gain a bonus to your damage rolls against the target equal to your Wisdom modifier.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Eye For Weakness 2.0

17th-level Inquisitive feature, which replaces the Eye For Weakness feature

You learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

In addition, as a bonus action, you can repeat your Insightful Fighting feature to gain a bonus to your damage equal to your proficiency bonus.

Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Master of Intrigue 2.0

3rd-level Mastermind feature, which replaces the Master of Intrigue feature

You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

You have advantage on Deception and Performance checks when trying to impersonate someone.

Insightful Manipulator 2.0

9th-level Mastermind feature, which replaces the Insightful Manipulator feature

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities. The DM tells you the creature’s statistics in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)

At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits.

In addition, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and What they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

Misdirection 2.0

13th-level Mastermind feature, which replaces the Misdirection feature

You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature is within 5 feet of you, you can use your reaction to have the attack target that creature instead of you.

Targeted Deceit

17th-level Mastermind feature

As a bonus action, you can make a Deception check against a creature you can see that isn’t incapacitated, contested by the target’s Insight check. If you succeed, the target believes that you are a weak opponent and will attempt to seek you out, but has disadvantage on attacks made against you.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

CHAPTER 3 | CLASS OPTIONS

 

 

Ninja

Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms—appearing and disappearing seemingly at a whim.

Ninjas adventure for a variety of reasons. A loyal ninja might adventure at her lord’s command, using her abilities of stealth and subterfuge to ferret out his enemies or recover powerful treasures to be used in his service. A mercenary ninja might seek only treasure and fame, while a more idealistic ninja might seek to thwart a growing evil. Most ninjas prefer anonymity to fame, and they go out of their way to disguise their profession and abilities. A rare few, however, revel in the mysterious reputation that surrounds ninjas and their training, making known their abilities and their role in a famous adventuring group. As ninjas grow in wealth and power, their goals often change, and their ability to uncover secrets and kill stealthily can shape the plans of entire nations. Rulers both fear and covet the skills of the ninja, and high-level ninjas whose identities are known often find adventures coming to them rather than the converse.

Highly skilled spies and assassins, ninjas can master a broad range of skills and combat techniques. Nearly every ninja perfects the arts of moving quietly and remaining hidden, and her secondary skills define her role in an adventuring party or a community. Many ninjas hone skills that help them become better spies, mastering the arts of social interaction and disguise. Others take on the role of cat burglars, practicing skills that help them find and bypass traps and locks. In combat, a ninja can deal out devastating blows if her opponent doesn’t know she’s there

Bonus Proficiency

3rd-level Ninja feature

You have proficiency in the Acrobatics skill. If you already have proficiency, you gain Expertise with the Acrobatics skill.

Ki

3rd-level Ninja feature

Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of ki points equal to your proficiency bonus.

You can spend these points to fuel various ki features, starting with knowing only one feature: Ghostly Steps. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Ghostly Steps

You can spend 1 ki point to cast the invisibility spell on yourself as an action.

Ki Dodge

When you reach 9th level, you can spend 1 ki point to cast the blur spell as a bonus action.

Sudden Ghost Step

When you reach 13th level, you can spend 1 ki point to become ethereal until the end of your next turn.

Ghost Walk

When you reach 17th level, you can spend 2 ki points to cast the etherealness spell as an action.

Remarkable Mobility

3rd-level Ninja feature

You have a climb speed equal to your walking speed. When you make a long jump or high jump, you can add your Dexterity modifier to the number of feet you jump.

Ghost Strike

9th-level Ninja feature

Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can hit ethereal creatures, and can hit non-ethereal creatures while you are ethereal.

Ghost Mind

13th-level Ninja feature

When any sort of detection spell is cast, you can make a Wisdom saving throw. If you succeed, the spell effectively fails against you (Ex: You cast the spell pass without a trace, and a creature within 30 feet of you casts detect magic. If you succeed on your Wisdom saving throw, the spell does not detect the presence of your magic.

In addition, you have advantage on Intelligence and Charisma saving throws.

Ghost Sight

17th-level Ninja feature

You have the ability to see things as they actually are, gaining truesight. You can see normally in darkness, both magical and nonmagical, the true form of any shapechanger or creature concealed by illusion or transmutation magic, you see through notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

CHAPTER 3 | CLASS OPTIONS

 

 

Shadowdancer

Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met.

Some rogues focus on the shadowdancer abilities that allow them to strike at their opponents with surprise and skill. While others employ the defensive capabilities inherent in the subclass to allow them to attack from safety and move away quickly. Despite their link with shadows and trickery shadowdancers are as often good as evil. They may use their incredible abilities as they wish.

Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.

Veiled in Shadows

3rd-level Shadowdancer feature

While you are in dim light or darkness, you can attempt to make a hide check even when you are seen.

You can cast darkness as an action, without expending a spell slot or material components. You can’t do so again until you finish a short rest.

Nimble Dancing

3rd-level Shadowdancer feature

When you make a Performance skill check to attempt to dance, add a bonus equal to your Dexterity modifier.

Shadow Sight

3rd-level Shadowdancer feature

You can see through the deepest gloom. You can see normally in darkness, both magical and nonmagical, to a distance of 200 feet.

Shadow Jump

9th-level Shadowdancer feature

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to a number of feet equal to your shadowdancer level x 10 to an unoccupied space you can see that is also in dim light or darkness.

Shadow Illusion

13th-level Shadowdancer feature

You can cast silent image as an action at will, without expending a spell slot or material components.

Summon Shadow Companion

13th-level Shadowdancer feature

You call forth a shadowy companion. It manifests in an unoccupied space that you can see within 90 feet. The creature is nonhostile to you and your allies. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The shadow companion disappears when it drops to 0 hit points. It has the same alignment as you and uses the statblock below.

Opportunist

17th-level Shadowdancer feature

In addition, when a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. You can apply sneak attack to this reaction.

CHAPTER 3 | CLASS OPTIONS

 

 

Swordmage

Click here to view the Swordmage class


Channeling the last of their arcane energy into one final swing, a half-elf in scale armor drops the last of the trolls with their fiery longsword, an ability acquired by honing both their mind and body. They were sent to assault the troll den alone because no one else in town could compete.

A human, who believes in balance above all else, trains in arcane arts while also improving his martial prowess. In doing so, he becomes stronger by utilizing the strengths of each and combining them together.

A natural prodigy, with a flick of their wrist an eladrin wielding a rapier ensnares a group of goblins and then moves for the kill. Before they can a dragon attempts to swoop in and attack with its breath weapon, but the feeling of invigoration wells with their soul, allowing the eladrin the speed to dive out of the way.

Soul and Personality

A swordmage’s power comes from their very spirit; within every swordmage, even before they realized their abilities, lies a latent magical energy. This energy is generated by a person’s soul and can be driven to the surface by the force of one’s personality. The will of a swordmage is almost always a strong one.

Although many swordmages are valiant and brave, not every swordmage gets their power from that kind of personality. Some get their power from other emotions, such as fear. Examples could include an assualt style swordmage who is afraid of failure and therefore devotes themself to a perfectionist mentality. Or a shielding style swordmage whose powers awoke while their village was being attacked.

Other swordmages obtain their skills and spells through practice and dedication. A big driving force for a person’s spirit can be their determination. Once a person has either sufficient emotion to tap into their soul or becomes familiar enough with it through practice, then they are a swordmage.

The Blade and The Arcane

A swordmage is not bound to just one profession. Their ability to hone more than one style of combat is a testament to their versatility. The reason swordmages don’t specialize in the arcane alone is because the health of their soul is connected to the vitality of their body.

There are many instances of other people being able to use both melee weapons and spells, but what makes the swordmage unique is their ability to combine those two combat forms together. Swordmages can imbue their weapons with magic as they fight in order to combat their foes more efficiently, or they can more easily switch back and forth between the different kinds of combat.

CHAPTER 3 | CLASS OPTIONS

 

 

Warlock


Seekers of ancient secrets and supernatural power; wielders of the blade, tome, and chain. In this section the warlock class receives new features and subclass updates.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a warlock.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Pact Magic 2.0

1st-level warlock feature, which replaces the                       Pact Magic feature

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting.

Cantrips

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

Spell Slots

The Warlock table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these warlock spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short or long rest. When consulting the Multiclass Spellcaster table to determine spell slots, add half your Warlock level (rounded down).

At 7th and 9th level, you gain the ability to sacrifice some of your weaker spells slots in order to cast a higher level spell.

At 7th level, you can expend two 2nd-level slots to gain a 4th-level slot. At 9th level, you can gain a 5th-level slot by expending either a 1st-level slot and a 3rd-level slot or two 1st-level slots and a 2nd-level slot. At 17th level, you can expend two 2nd-level slots to gain a 5th-level slot.

Spells Known 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer or warlock spell list. The Spells Known column of the Warlock table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots.

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

Spellcasting Ability

Charisma is your spellcasting ability for your spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your spells.


Warlock
Level     Cantrips Spells Known 1st 2nd 3rd 4th 5th 6th 7th
1st 2 2 2
2nd 2 3 2
3rd 2 4 2 1
4th 3 5 2 2
5th 3 6 2 2
6th 3 7 2 2 1
7th 3 8 2 2 1 1
8th 3 9 2 2 2 1
9th 3 10 2 2 2 1 1
10th 4 10 2 2 2 1 1
11th 4 11 2 2 2 1 1
12th 4 11 2 2 2 1 1
13th 4 12 2 2 2 1 1
14th 4 12 2 2 2 1 1
15th 4 13 2 2 2 1 1
16th 4 13 2 2 2 1 1
17th 4 14 2 2 2 1 1
18th 4 14 2 2 2 1 1
19th 4 15 2 2 2 1 1 1
20th 4 15 2 2 2 1 1 1 1
CHAPTER 3 | CLASS OPTIONS

 

 

Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Radiant Soul

6th-level Celestial warlock feature, which replaces the Radiant Soul feature

Your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

In addition, when you cast the eldritch blast cantrip, you can choose to transmute the damage type to radiant or fire. If you have the Agonizing Blast invocation, when you cast an eldritch blast that deals radiant or fire damage, you would gain a bonus to your damage roll equal to double your Charisma modifier.

The Undying

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize- like all power- comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

Undying Nature

10th-level Undying warlock feature, which replaces the Undying Nature feature

You can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You can cast spells without verbal components.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Indestructible Life

14th-level Undying warlock feature, which replaces the Indestructible Life feature

You partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

CHAPTER 3 | CLASS OPTIONS