Low Magic Subclasses

There's a common desire to play low magic games with the familiar D&D rules. Not no magic, necessarily, but more of a slow, swords-and-sorcery sort of feel than the current "free magic!" paradigm.

5e is more suited to such a setting than previous editions, since magic isn't quite as baked into the baseline assumptions, but "what about the casters?" becomes a difficult question. If players are allowed to play spellcasters, the game can easily wind up feeling like a normal campaign. If they are not, a number of important and classic options become very difficult to play.

As a compromise, the following subclasses allow players to fill similar archetypes in a more genre-appropriate fashion. They rely less on magic and more on skill, featuring unique and limited powers rather than all-encompassing spell lists.

Barbarian-- Path of the Beast Master

The following archetype serves as an alternative to the Druid and Ranger--particularly the Beast Master Ranger.

Barbarian Level Feature
3rd Druidic Initiation, Wild Companion
6th Speaker for the Beasts, Land's Stride
10th Speaker for the Trees
14th Rage of the Beast

Druidic Initiation

Beginning at 3rd level, you gain proficiency in Nature, if you did not already have it, and may add twice your Proficiency bonus to such checks. If you already had proficiency in Nature, you may select a new skill instead. In addition, you learn Druidic, the secret language of Druids, and may use it to leave hidden messages.

Wild Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world, It is friendly to you and your companions, and it obeys your commands. You determine the type of creature which appears, but all use the Animal Companion stat block below.

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

At the end of a long rest, you can call a new companion from the wild. If you already have an Animal Companion from this feature, the first one immediately departs.

Speaker for the Beasts

Beginning at 6th level, you can forge connections with the natural world. As an action, you may make a Wisdom or Charisma (Nature) check against a beast with an Intelligence of 4 or less, opposed by their Wisdom save. If your roll is higher, the animal’s attitude towards you becomes friendly, and you may communicate with it as though you shared a language.

You can use this feature three times. You regain all expended uses when you finish a long or short rest.

Land’s Stride

Starting at 6th level, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Speaker for the Trees

Beginning at 10th level, you may use your Speaker for the Beasts ability on plant creatures, as well as beasts. When used against a non-sentient plant, you may communicate with it as though under the effects of a Speak with Plants spell.

In addition, as an action, you may call on many plants to hinder your foes. This functions as the Plant Growth spell. Once you have used this ability, you may not do so again until you have finished a long rest.

Rage of the Beast

Beginning at 14th level, you are raging, your companion also gains the benefits of your
Rage.

CHAPTER 3 | LOW MAGIC OPTIONS


Animal Companion

Medium beast; alignment as the Ranger


  • Armor Class 15 (natural armor)
  • Hit Points equal to Animal Cmpanion's Constitution modifier + your Wisdom modifier + five times your Ranger level.
  • Speed 30ft.

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

  • Saving Throws Dex +4, Con +4, Wis +3
  • Skills Survival +3, one additional skill chosen upon summoning.
  • Condition Immunities Charmed
  • Senses passive Perception 15
  • Languages none
  • Challenge n/a

Companion's Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the animal’s skill and saving throw bonuses above, the bonuses to hit and damage of its Rend Foe.

Natural Beast. When you first summon your companion, you may choose one bonus from the list below.

  • Armored. The animal's Armor Class increases by 2.
  • Brute. The animal's size increases to Large, and its Strength to 18. This provides a +2 bonus to the attack and damage of Rend Foe.
  • Flier. The animal's size decreases to Small, and it gains a fly speed of 60ft.
  • Keen Senses.: The animal has advantage on Perception checks.
  • Pounce.: If the animal moves at least 20 feet straight toward a creature right before using its Rend Foe action, the target must succeed on a DC 12 Strength saving throw or be knocked prone. The bonus from Companion's Bond applies to this saving throw DC.
  • Riding Beast.: The animal's size increases to Large, and its speed to 60ft.

Actions (Require Your Bonus Action)

Rend Foe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 1d8+2 piercing, slashing, or bludgeoning damage.

Reactions

Defend Master: The animal imposes disadvantage on the attack roll of one creature against its master.

Barbarian-- Path of the Skinshifter

The following archetype, adapted from the Skin Hunter Ranger originally printed in Grod's Guide to Greatness, serves as an alternative to the Druid and Ranger--particularly the Moon Druid.

Barbarian Level Feature
3rd Skinhunter
7th Skinwalk
11th Greater Skinhunter
14th Greater Skinwalk

Skinhunter

Beginning at 3rd level, you learn the secrets of tapping into the powers and abilities of animals. As an action, you may consumed the body parts of an animal in order to assume one of its powers. You may gain any one ability on the following list which is also possessed by the animal you consumed. If the ability requires a saving throw, the DC is 8 + your proficiency bonus + your Wisdom modifier.

Powers last for one hour once acquired, and you may use this ability a number of times per Short Rest equal to your Constitution modifier. You may use it again before the first power has worn off, but doing so instantly ends the first effect.

Most Skinshifters keep a pouch well stocked with preserved bits of the meat, fur, and other bits they use to fuel their abilities. You may assemble such a pouch with one week of downtime to hunt, or by spending 25 gp to purchase replacement parts from local hunters and merchants. As long as you have your pouch, you are assumed to have all the components you need to use your abilities, much like a spell component pouch.

CHAPTER 3 | LOW MAGIC OPTIONS

  • 1: Natural Attacks (Requirements: none): Your unarmed strikes deal 1d6 slashing damage and have the finesse quality. Even if you do not have the Two-Weapon Fighting Style, you can make an attack with a natural weapon as a bonus action and add your ability modifier to the damage.

  • 2: Special Senses (Requirements: Any animal with special senses): You gain any of the following senses which the consumed animal also possessed: Darkvision, any Keen ____ ability.

  • 3: Alternate Movement (Requirements: Any animal with a special movement): You gain one special movement mode normally possessed by the animal: a climb speed equal to your move speed, a swim speed equal to your move speed, a 10ft burrow speed, or a 10ft bonus to your base land speed (if the animal has a base speed of 40ft or higher).

  • 4: Pounce (Requirements: The Pounce, Charge, Trampling Charge ability): If you move at least 20ft straight towards a target and hit with a melee attack, that creature takes an additional 1d8 damage and must make a Strength save or be knocked prone.

  • 5: Animalistic Leaping (Requirement: any beast with the Standing Leap or Running Leap ability): You may jump up to 30ft as a long jump or 15ft as a high jump, with or without a running start.

  • 6: Natural Armor (Requirements: Any animal whose AC entry specifies natural armor): When you aren't wearing armor, your AC is 13 + your Dexterity modifier. When wearing armor, you may either use that value or your normal armor bonus +1.

  • 7: Constrict (Requirement: any snake or octopus): If you hit with an unarmed strike, you may attempt to start a grapple as a bonus action. Once you have grappled a target, they are restrained, and you may use your reaction to deal 1d8+Str damage to them.

  • 8: Rampage (Requirement: Hyena): If you reduce a creature to zero hit points, you may take a bonus action to move up to half your speed and make a melee attack.

  • 9: Poison ((Requirements: Any animal with the
    Sting ability, or a natural weapon capable of
    dealing poison damage)
    : Your unarmed strikes deal
    1d4 piercing damage, and any target struck must
    make a Constitution save or take an additional
    2d6 poison damage and gain the Poisoned
    condition for 1 minute.

  • 10: Webs (Requirement: any spider): Once
    per minute, you may make a ranged weapon
    attack against a creature within 30ft. If you hit,
    they are restrained by the webbing until they
    succeed on a Strength save as an action to escape.

  • 11: Powerful Build (Requirement: any animal
    larger than you, or with the Beast of Burden ability)
    : You count as one size larger when determining your carrying capacity and the weight you can push, drag,
    or lift. You have Advantage on Strength checks.

  • 12: Mimicry (Requirements: Raven or parrot): You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check, with a DC of 8+Prof+Wis.

Skinwalk

Beginning at 7th level, you gain the ability to assume the forms of animals. This ability works as a Moon Druid’s Wild Shape, including the improved CR limits, but with the following changes: Assuming an alternate form requires a fresh or preserved pelt of the new form and takes ten minutes, but may be done any number of times per day. You retain your original hit points and hit dice, and your new form remains in place until you choose to shuck it as an action. You may talk while in your new form, though your words are garbled enough to impose Disadvantage on any checks requiring precise or persuasive speech.

Pelts can typically be purchased for between 1 and 25 gp, depending on the rarity of the animal, or may be acquired with a day's downtime in an appropriate environment. Pelts may be reused as many times as you like.

Greater Skinhunter

Beginning at 11th level, you can gain greater benefits from your Skinhunter ability. When collecting body parts, you may also roll 1d6 and obtain the corresponding body part.

Greater Skinwalk

Beginning at 14th level, you may use your Skinwalk ability to assume the forms of Humanoids and Giants, though you must obey the normal limits on your new form’s Challenge Rating. If a Humanoid or Giant form is the same size as your original one, you may keep your equipment.

CHAPTER 3 | LOW MAGIC OPTIONS

Fighter Archeype--Paladin

The following archetype serves as an alternative to the Paladin, and to a lesser extent the Cleric.

Fighter Level Feature
3rd Divine Sense, Smite
7th Aura of Protection
10th Commanding Prayer
15th Cleansing Touch
18th Holy Mantle

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. Beginning at 3rd level, you can use an action to open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to your Charisma modifier (minimum 1). When you finish a long rest, you regain all expended uses.

Smite

Beginning at 3rd level, you can infuse your blows with holy zeal. When you hit a creature with a melee weapon attack, you may choose to deal an additional 2d8 radiant damage. This damage increases by 1d8 at 10th level, and again at 18th level.

You can use this feature number of times equal to your Charisma modifier (minimum 1). You regain all expended uses when you finish a long or short rest.

Aura of Protection

Beginning at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Commanding Prayer

Beginning at 10th level, you may use a bonus action to grant yourself and all allies within 30ft temporary hit points equal to twice your Fighter level plus your Charisma modifier.

You can use this feature number of times equal to your Charisma modifier (minimum 1). You regain all expended uses when you finish a long or short rest.

Cleansing Touch

Beginning at 15th level, your piety is great enough to lift even the most dire of curses. As an action, you may cast either Greater Restoration or Remove Curse.

Once you have used this ability, you may not do so again until you finish a long rest.

Holy Mantle

Beginning at 18th level, you can borrow the divine majesty of Goodness itself. As an action, you can enter an empowered state for one minute. You grow a pair of feathered wings, granting you a fly speed of 60ft, and you emanate an aura of true sunlight to a radius of 30ft. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

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

Fighter Archeype--Ranger

The following archetype serves as a replacement for the Ranger.

Fighter Level Feature
3rd Way of the Trees, Hunter's Mark, Favored Enemy
7th Favored Terrain
10th Favored Enemy and Favored Terrain Improvements
15th Call of the Wild
18th Instant Adaptation

Way of the Trees

Beginning at 3rd level, you gain proficiency with Nature and Survival, if you did not already have it, and may add twice your Proficiency bonus to such checks. If you already had proficiency in Nature or Survival, you may select a new skill instead.

Hunter's Mark

Beginning at 3rd level, you may use a bonus action to designate one creature that you can either see or are currently tracking as your Mark. Until you rest, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). When you
finish a long rest, you regain all
expended uses.

CHAPTER 3 | LOW MAGIC OPTIONS

Favored Enemy

Beginning at 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Chose one of the five options from the table below. When attacking your favored enemy, attempting a saving throw against one of their abilities, or making an ability check relating to them, you gain a +1 bonus to your roll. You also learn one language spoken by your favored enemies.

This bonus increases by 1 at Ranger levels 5, 11, and 17. Upon gaining a new Ranger level, you may choose to replace one of your Favored Enemy choices with another.

Favored Foe Creature Types Languages
The Alien Celestials, Elementals, Fiends Abyssal, Aquan, Auran, Celestial, Ignan, Primordial, or Terran
The Civilized Humanoids Common, Draconic, Dwarvish, Elvish, Gnoll, Gnomish, Goblin, Halfling, Orc, or Undercommon
The Monstrous Dragons, Giants, Monstrosities Draconic, Giant
The Natural Beasts, Fey, Plants Sylvan
The Unnatural Aberrations, Constructs, Oozes, Undead Deep Speech

Favored Terrain

Beginning at 7th level, you become particularly familiar with one type of natural environment, and are adept at traveling and surviving in such regions. Choose one type of favored terrain from the table below. You gain the listed special ability, and when you make an Intelligence or Wisdom check related to your favored terrain you may roll with advantage. Upon gaining a new Ranger level, you may choose to replace one of your Favored Terrain choices with another.

Beginning at 2nd level, you also have knowledge of additional spells, as shown on the table below. The spells always count as being prepared, and do not count against the number of spells you can prepare each day. If they do not normally appear on the Ranger spell list, they count as Ranger spells for you.

Terrain Ability
Arctic You gain resistance to cold damage
Coastal You gain a swim speed equal to your base land speed
Desert You gain resistance to fire damage
Forest You may attempt to hide while only lightly obscured
Grassland All of your movement speeds are increased by 10ft
Mountain You gain a climb speed equal to your base land speed
Swamp You gain resistance to poison damage
Underdark You gain darkvision to a range of 60ft, or increase your range by 60ft if you already had darkvision
Urban You may move through squares occupied by creatures without being hindered-- even enemies, although you still provoke opportunity attacks

Favored Enemy and Favored Terrain Improvements

At 10th level, you may pick one additional Favored Enemy and Favored Terrain. Your choice should reflect the types of monsters and situations you have encountered on your adventures.

Call of the Wild

Beginning at 15th level, you may use an action to summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within 60ft. You may call any number of beasts, as long as their combined Challenge Rating is no higher than one-half your Fighter level, rounded down.

Once you have used this ability, you may not do so again until you finish a long rest.

Instant Adaptation

Beginning at 18th level, you may retrain one of your Favored Enemy or Favored Terrain choices as an action. Once you have done so, you cannot use this ability again until you have completed a short or long rest.

Fighter Archetype--Combat Medic

The following archetype serves as an alternative to magical healers such as the Bard, Cleric, Druid, and Paladin.

Fighter Level Feature
3rd Medical Training, Emergency Aid
7th Emergency Aid Improvement
10th Emergency Aid Improvement
15th Improved Triage
18th Life From Death

Medical Training

Beginning at 3rd level, you gain Proficiency in Medicine and Herbalism Kits, if you did not already have it. In addition, you can spend part of a long rest scavenging materials to refill a Healer’s Kit, restoring a number of charges equal to 1d6 + your Wisdom modifier.

CHAPTER 3 | LOW MAGIC OPTIONS

Emergency Aid

Beginning at 3rd level, you learn how to use Healer’s Kits in a number of new ways. You gain the following abilities, all of which require you to be adjacent to the target and expend one charge of a Healer’s Kit.

  • First Aid: As a bonus action, you can restore one hit point to a dying creature.
  • Instant Triage: As an action, you can tend to a creature and restore hit points equal to 2d6 + your Wisdom modifier. At 6th level, and again at every subsequent third level, this healing increases by 1d6. The creature can't regain hit points from this ability again until it finishes a short or long rest.

At 7th level, you learn another three new uses for Healer’s Kits, both of which require you to expend one charge of a Healer’s Kit.

  • Energizing Tincture: As an action, you may grant one creature temporary hit points equal to twice your Fighter level.
  • General Antidote: As an action, you can end one disease or one condition afflicting the target. The condition can be blinded, deafened, paralyzed, or poisoned.

At 10th level, you learn another two new uses for Healer’s Kits, both of which require you to expend one charge of a Healer’s Kit.

  • Rejuvenating Tincture: The heart may stop, but you know that life still lingers. As an action, you may resurrect one creature who died within the last minute, returning them to life with one hit point and two levels of exhaustion. After you have used this ability, you may not use it again until you have completed a long rest.
  • Universal Antidote: As an action, you can reduce a creature’s exhaustion level by one, end one effect currently charming or petrifying the target, or reverse any reductions to their ability scores or hit points. In addition, you cure any number of conditions that could be restored by General Antidote. However, in addition to a Healer’s Kit, you must also expend one hundred gold worth of medical supplies.

Improved Triage

Beginning at 15th level, a creature can benefit from your Instant Triage ability multiple times before needing to rest. You can instead treat them a number of times equal to their Constitution bonus.

Life From Death

You have transcended the mortal limits of your craft, learned to coax even the faintest embers of life back into a roaring flame. As an action, you can treat a creature who has been dead for no more than one hour, expending one thousand gold pieces worth of medical supplies. At the end of your treatment, they are resurrected and restored to full health. After you have used this ability, you may not use it again until you have completed a long rest.

Rogue Archetype--Bard

The following subclass serves as a replacement for the Bard, specifically.

Rogue Level Feature
3rd Musical Training, Vicious Mockery, Bardic Inspiration
9th Font of Inspiration
13th Piercing Command
17th Insidious Command

Musical Training

At 3rd level, you gain Proficiency in Performance and two musical instruments, if you did not already have it, and may add twice your Proficiency bonus to those checks. If you already had proficiency in Performance, you may select a new skill instead.

Vicious Mockery

Beginning at 3rd level, you may use a bonus action to mock a foe within 60ft. It must make a Wisdom saving throw, with a DC of 8 + your Proficiency bonus + your Charisma modifier. On a failure, it becomes enraged. Until the beginning of your next turn, the creature will attack you in preference to other targets, and you can use your Sneak Attack damage against them even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This ability only functions against creatures with an Intelligence of 4 or more with whom you share a language.

Bardic Inspiration

Beginning at 3rd level, you can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

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

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

At 9th level, and again at 13th
and 17th level, the size of your
Bardic Inspiration die
increases by 1 step--ie, from
a d6 to a d8.

Your Bardic Inspiration die
changes when you reach certain
levels in this class. The die
becomes a d8 at 9th level, a
d10 at 13th level, and a d12 at 17th level.

CHAPTER 3 | LOW MAGIC OPTIONS

Font of Inspiration

Beginning when you reach 9th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Piercing Command

At 13th level, you may cast Command at will. If you expend an Inspiration dice as part of the process, you may roll it and affect one-half its value in additional targets. The DC for this ability is equal to 8+Proficiency+Cha modifier.

Insidious Command

At 17th level, you may expend two Inspiration dice to cast Geas or Dominate Monster. You do not need to concentrate on these spells, and only need to provide the verbal component. The DC for this ability is equal to 8+Proficiency+Cha modifier.

Rogue Archetype-- Surgeon

THe following subclass, reprinted from Grod's Guide to Greatness, serves as an alternative to magical healers such as the Bard, Cleric, Druid, and Paladin.

Rogue Level Feature
3rd School of Medicine, Scalpel Mastery, Optional Retraining
9th Diagnosis
13th Plague Needle, Emergency Surgery
17th Mastery of Life and Death

School of Medicine

Beginning at 3rd level, you gain Proficiency in Medicine, if you did not already have it, and may add twice your Proficiency bonus to such checks.

Scalpel Mastery

Beginning at 3rd level, daggers you wield do 1d6 damage instead of 1d4. You may draw a dagger as part of the same action you use to attack with it.

Battlefield Medicine

You know the secrets of medicine, enabling you to treat wounds in the blink of an eye. Beginning at 3rd level, you may expend a charge from a healer’s kit as an action to allow an adjacent creature to expend their own hit dice to regain hit points, as though taking a Short Rest.

In addition, once per Long Rest, you may spend one hour preparing special healing packs. You may create and carry a number of such packs equal to your Intelligence modifier (minimum 1). Once prepared, unused packs lose their potency after 24 hours.

Anyone may use one of your packs as though it was a charge from a healing kit, but they have special potential in your hands: if you spend an action to apply one to an adjacent creature (or yourself), that creature regains hit points equal to your Sneak Attack damage plus your Intelligence modifier.

Alternatively, you may use a pack to cure a disease, heal one condition (either blinded, deafened, paralyzed, or poisoned), and undo any other effect that can be ended by a Lesser Restoration spell. Beginning at 9th level, you may also remove the charmed or petrified condition from a creature, to undo a reduction of an ability score or hit point total, or any other effect (apart from exhaustion) that can be ended by a Greater Respiration spell. Beginning at 13th level, you may also expend a healing pack to reattach a severed limb, as the Regenerate spell.

Optional Retraining

Upon choosing this archetype, you may trade your proficiency in Thieves' Tools for proficiency in herbalism kits, and your ability to speak Thieves' Cant for the ability to speak another language.

Diagnosis

Beginning at 9th level, as a bonus action you may pick a creature you can see and learn its current hit points, proficiency bonus, and any conditions it is currently being affected by.

Plague Needle

Beginning at 13th level, you have learned the darker side to your craft. As a bonus action, you can expend a healing pack to coat a melee weapon or piece of ammunition with infectious agents. The next target you strike with that weapon must make a Constitution save or be affected as though by a Contagion spell. Treated weapons lose their potency after 1 hour.

Emergency Surgery

Beginning at 13th level, once per long rest you may use a healing packs to restore life to a creature who died in the last minute. This functions as the Revivify spell, but restores the creature to zero hit points but stable. Using this ability provokes opportunity attacks.

Mastery of Life and Death

Biology bows its head to you in shame, while scalpel and needle fly under your fingers. You may apply healing packs using your Battlefield Medicine ability as a bonus action. In addition, you have discovered a way to defy the grave itself. As part of an twenty-four-hour procedure requiring 1000 gold worth of alchemical reagents and medical supplies, you may restore life to a single corpse that still has its brain intact. You cannot regenerate missing flesh or body parts, but you can replace them with those of another body that has been dead for no more than one day. This ability otherwise functions as the Resurrection spell.