Professional Documents
Culture Documents
26
subclasses for the 12 main classes of Dungeons & Oath of the Pyre ................................................... 27
Dragons, along with the Artificer and the Blood Hunter,
with a host of new options for players. Oath of Winter ..................................................... 28
Psi-Knight ............................................................ 20
Sage ....................................................................21
Xenohunter .......................................................... 22
Monk .......................................................................23
Way of the Chromatic Soul ...................................23
Way of the Streets................................................24
Paladin ....................................................................25
Oath of the Accursed ............................................25
or other suitable facility, you can create a Spell Cannon
Mastering magical invention, artificers learn unique in 4 hours and for 75 gold.
skills and knowledge, allowing them to create magic
items. A young Artificer can now elect to become a 3rd-level Gunslinger feature
Gunslinger at 3rd level.
Whenever a creature targets you with an attack or spell,
you can make one weapon attack automatically against
Wielders of the arcane weapons in battle, gunslingers
that creature with your Spell Cannon.
epitomize the marriage of spells and arcane weaponry,
able to expertly wield death and slay their foes.
5th-level Gunslinger feature
3rd-level Gunslinger feature At the start of each of your turns, roll a d6. On a 6,
when you take the attack action, you can make two
You gain proficiency with smith’s tools. If you already
weapon attacks with your Spell Cannon against a single
have this proficiency, you gain proficiency with one
target. You then cannot use this ability again until you
other type of artisan's tools of your choice.
roll another 6.
3rd-level Gunslinger feature At 11th level, you attack three times instead. At 17th
level, you attack four times.
You always have certain spells prepared after you reach
At 10th level, you regain this ability on a 5 or 6.
particular levels in this class, as shown in the Gunslinger
Spells table. These spells count as artificer spells for
you, but they do not count against the number of 9th-level Gunslinger feature
artificer spells you prepare.
Whenever you cast an Artificer spell, one Spell Cannon
Gunslinger Spells you are wielding regains a number of charges equal to
Artificer the level of the spell slot.
Level Spells
3rd Absorb Elements, Shield
5th Blur, Branding Smite 15th-level Gunslinger feature
9th Conjure Barrage, Lightning Arrow The speed of your trigger is now renown, and your
13th Death Ward, Dimensional Gate*
capabilities as a gunslinger are evident. Whenever you
17th Conjure Volley, Steel Barrel*
roll a 6 for your Fan Fire feature, you can instead choose
to make one attack against each creature of your choice
within range of your weapon.
3rd-level Gunslinger feature
6th-level Path of the Force feature Your aggression and rage propels you forth, pushing
past the opposition of your foes. Whenever you are
Whenever you hit a creature with a shield, you can
raging, you become resistant to the damage of
cause the shield to explode, dealing half the damage opportunity attacks.
the target took to each creature of your choice within
5ft of the target.
6th-level Path of the Skirmisher feature
You can use this feature a number of times equal to
your proficiency modifier. You regain all uses whenever You learn how focus your ire against a foe. Whenever
you finish a short or long rest. you miss a creature with a weapon attack, your next
weapon attack against the same creature gains a bonus
to the attack roll equal to your rage damage and scores
10th-level Path of the Force feature a critical hit on a roll of 19 or 20.
Whenever one of your allies is within the range of your
Arcane Detonation feature, they instead gain temporary 10th-level Path of the Skirmisher feature
hit points.
Your honed reflexes draw near the peak of humanoid
capability, almost faster than the eye can perceive.
14th-level Path of the Force feature
Whenever you are hit with attack while raging, you can
Your mastery of shield magic is evident. You can cast use your reaction to make one weapon attack against
the spell Wall of Force as a bonus action with no your attacker. On a hit, you deal your weapon’s damage
components. You can concentrate on this spell even and cause the attack to miss.
while raging. Once you cast this spell, you cannot do so
again until you finish a short or long rest. 14th-level Path of the Skirmisher feature
Furthermore, the range of your Arcane Detonation You become a whirlwind of havoc upon your foes.
feature increases to 10ft. Whenever a creature within range of your weapon
takes an action, you can make one weapon attack
against it.
Additionally, whenever you kill a creature, the next
attack you make that hits is a critical hit. 14th-level Path of the Solar feature
3rd-level College of Restoration feature You no longer have uses of inspiration based on your
charisma modifier. Instead, whenever you would grant
You gain proficiency with the medicine skill and the a creature inspiration, you instead make a use of it
herbalism kit. Additionally, you can create one Potion of known as Sanguine Inspiration. Whenever you expend a
Healing with a use of an herbalism kit over the course of use of this feature, you take necrotic damage equal to a
a long rest. After 24 hours, the potion spoils and roll of the Bardic Inspiration die.
becomes useless.
At 10th level, you can create two Potions of Healing or 3rd-level College of Sacrifice feature
one Potion of Greater Healing. At 14th level, you can
You learn how to sacrifice your vitality to unleash a song
create two Potions of Greater Healing.
of necrotic power. As an action, make a spell attack
against a creature within 30ft of you. On a hit, you
3rd-level College of Restoration feature expend a use of Sanguine Inspiration, and the target
takes 2d6 necrotic damage, as you scour its flesh.
Whenever a creature regains hit points from a spell or
potion, you can expend a use of your Bardic Inspiration The necrotic damage increases when you reach certain
to restore additional hit points to the target equal to a levels in this class, increasing to 3d6 at 5th level, 4d6 at
roll of Bardic Inspiration. 10th level, and 6d6 at 15th level.
Whenever you expend a use of Bardic Inspiration to Your blood magic becomes more powerful when you
grant hit points to an ally, another ally within 30ft of the are close to death. Whenever you have less than half
your hit points, the dice of all your College of Sacrifice
target also regains hit points equal to the roll of your
Bardic Inspiration. features become d12s, and the ranges are doubled.
Once you use this feature, you cannot use it again until
you finish a long or short rest.
1st-level Errant Domain feature
Hedonist Quirks Your weapon strikes become infused with divine magic.
The philosophies of your god begin to take in you, Once on each of your turns when you hit a creature
coloring your behavior with strange quirks. with a weapon attack, you can cause the attack to deal
an extra 1d8 psychic damage to the target. When you
d6 Quirk
reach 14th level, the extra damage increases to 2d8.
1 You complete mundane tasks with excessive
fervor.
2 Every word you speak or hear is an innuendo. 17th-level Hedonism Domain feature
3 You are unphased by all behaviors.
4 You are always wonderstruck by the world. The joy of your god radiates within you, and from you
5 You enjoy mundane occurrences way too much. into your allies. Anytime you suffer damage, any allied
6 You never seem to be in physical pain. creature within 30ft of you gains temporary hit points
equal to your level.
Domain Spells
Spell Level Spells
1st Bless, Charm Person
2nd Hold Person, Suggestion
3rd Hypnotic Pattern, Major Image
4th Charm MonsterXGtE, Compulsion
5th Dominate Person, Hold Monster
You gain focus dice, which are d6s. The number of focus You learn how to unleash coruscating psychic energy
die you possess equals your proficiency modifier. from yourself. You can replace a weapon attack and
Whenever you use a Psi-Knight feature, you can expend expend a number of focus dice. A burst of psychic
a focus die for benefits. You then cannot use that die coruscation forming a line 10ft x your proficiency
again until you roll the recharge value on that die. modifier long and 5 feet wide blasts out from you in a
direction you choose. Each creature in the line must
You roll all spent focus die at the start of each of your make an Intelligence saving throw against your Psi DC.
turns to determine whether you regain those dice, On a failed save, a creature takes psychic damage equal
known as recharging. You recharge all dice whenever to 1d6 + the expended dice, or half as much damage on
you finish a short or long rest. a successful one.
Level Recharge
3rd 6 15th-level Psi-Knight feature
11th 5 or 6
Whenever you use your Action Surge on your turn, you
Additionally, you gain the following psychic abilities: recharge all focus dice.
3rd-level Xenohunter feature Your senses become warped by the magic you wield,
aiding you against which you cannot see. When you
You can cast the Hunter's Mark spell twice per long rest
attack a creature you cannot see, your inability to see it
without any components. You regain all uses of this
does not impose disadvantage on your attack rolls
feature at the end of a long rest.
against it. You are also aware of the location of any
At 5th level, you can cast Hunter’s Mark as a 3rd level invisible creature within 10 feet of you, provided you
spell. At 9th level, as a fifth level spell. are not deafened.
You gain unnatural qualities due to the extensive time Your Hunter's Focus gains powerful unnatural qualities
you have spent using Hunter’s Focus. You gain two of due to the extensive time you have spent using it. You
the following new traits: gain two of the following new features:
If you use your action to cast a spell, you can still use
your bonus action for one unarmed strike or Flurry of
Blows.
You invoke the power of the mind the gods blessed you You gain the following two Channel Divinity options.
with, becoming an embodiment of deadly psionic power
Brazier of Ash. As an action, you can create a magical
for 1 minute.
brazier that unleashes a cloud of roiling ash in a 15ft
• Ascendant Mind. You gain Truesight 120ft. radius sphere centered where you use this Channel
• Reflection. Anytime you use your Deflection Divinity. The ash heavily obscures you and any allied
feature, the creature that attacked you suffers creature within it, and you or any allied creature within
the effects of the attack. the ash gains a bonus to AC and Dexterity saving throw
• Unleash Mind. Once during this transformation, equal half your proficiency modifier (rounded down)
you can cast Psychic Scream. while within the cloud of ash.
Your understanding of dark magic has twisted your 7th-level Death Walker feature
spellcasting. You can change the damage of any ranger
You learn a new way to channel your death magic
spell to necrotic damage.
through your arsenal. As a bonus action when you hit a
You learn the following spells at certain levels as you creature with a weapon attack, choose one spell you
advance in your understanding in manipulating the line have access to from your Death Magic feature. You cast
between the life and death. These spells are treated as the chosen spell on the target, the target automatically
Ranger spells, do not count against the number of spells subjected to the effects of the chosen spell, with you
you know, and are considered curses. expending a spell slot as normal.
Ranger
Level Spells 11th-level Death Walker feature
3rd Bane
You commit a dark ritual, permanently affixing a part of
5th Blindness/Deafness
your soul to the Shadowfell, and as such, you become
9th Bestow Curse
inured to certain effects. You cannot be possessed by
11th Elemental Bane
17th Enervation any creature, and you have advantage against effects
that charm, frighten, read your mind, or petrify you.
Psychometry. As an action, you can read the psychic You learn how to project your psionic power as a shield.
history of an item or area using a relevant intelligence As a reaction to being targeted by a spell or attack, you
or wisdom check, learning information based on the can use Stasis on yourself without using a spell slot.
kind of check you made.
You can use this feature a number of times equal to
your proficiency modifier. You regain all uses when you
3rd-level Clairvoyant feature finish a long rest.
You learn how harness the power of your mind to
cripple a foe’s intellect. On your turn, when you deal
psychic damage to a creature, you can force the target
of the psychic damage must make a wisdom saving
throw against your spell save DC. On a failure, you
impose one of the following effects on the target:
At 3rd level, a rogue begins to specialize in how they
manipulate the world. A rogue can learn to hone and
evolve their skills as a Deadeye, Psi-Stalker, or
Vanguard.
Additionally, switching between a two-handed ranged you kill a creature with this feature, you do not use your
weapon and a one-handed weapon is a now a free reaction.
action.
3rd-level Deadeye feature Psi-Stalkers are individuals vested with psychic powers
You gain proficiency in Tinker’s tools. These allow you but learn how to consume and subsist off magical
to craft 10 pieces of ammunition with half the normal energy. This power makes Psi-Stalkers highly sought
price of materials. after, for their capability as mage hunters and monster
slayers. With the ability to cut off a monster or
spellcaster from its magic, a Psi-Stalker becomes the
9th-level Deadeye feature hunter of predators.
Your eyes are quick at noticing abnormalities. You gain a
bonus to Perception checks equal to your Dexterity 3rd-level Psi-Stalker feature
modifier.
Your mind is now ready to be unleashed, causing you to
manifest new psychic abilities.
13th-level Deadeye feature
Some Psychic Abilities require a saving throw or attack
As an action, you can forgo making an attack and Sneak roll.
Attack on your turn to set up a deadly assault. Until the
start of your next turn, you designate a Kill Zone. Your Psi Attack: Intelligence Modifier + Proficiency Modifier
Kill Zone is a cone that is 10ft x your proficiency
Psi DC: 8 + Intelligence Modifier + Proficiency Modifier
modifier long. Anytime a creature starts their turn or
moves into the Kill Zone, you can make a weapon attack Additionally, you gain the following psychic abilities:
against it without using your reaction.
Telepathy. You gain telepathy 120ft, as your mind
awakens to psychic power. Creatures can understand
17th-level Deadeye feature your telepathic utterance if they understand one
language.
Your skills as a marksman become legendary. Once
when you create a Kill Zone and you hit a creature with Psychokinesis. You know the Mage Hand cantrip, and
a ranged weapon attack in your Kill Zone, you use your the hand is invisible when you cast the cantrip with this
reaction to apply Sneak Attack damage on that attack. If feature. You can control the hand as a bonus action.
You can also carry a number of pounds with the hand
equal to 3 times your intelligence score. 17th-level Psi-Stalker feature
Sense. As a bonus action, you can sense any magic You learn how to cause the removal of magical power in
within 30ft of you. You can also sense creatures with the most painful way possible. Whenever you use Psi
spell slots with this feature, learning what is their Disruption, the target takes psychic damage equal to
highest-level spell slot is. your Sneak Attack.
You hone your psychic presence to foil arcane power. The Vanguard is an individual trained to deftly fight
Whenever you hit a creature and would deal sneak opponents. Forerunners of warbands typically,
attack damage, you can instead choose to roll a d4. The unparalleled mobility coupled with an arsenal of martial
target loses one spell slot equal to the rolled amount or weapons makes these rogues indispensable.
lower (minimum level 1). If the target has magical
abilities, you can instead choose to suppress one 3rd-level Vanguard feature
magical ability of your choice for a number of rounds
equal to the rolled value. You gain proficiency with martial weapons and medium
armor.
At 11th level, this die becomes a d6, at 17th, a d8.
If you use this feature, you do not require food, water, 3rd-level Vanguard feature
or sleep for 1 month. To take a long rest, you must
You become attuned to your weapons, using them in a
spend 4 hours doing light activity, such as reading,
deft and graceful manner. When you use martial
taking watch, or relaxing.
weapons, you can use your dexterity modifier, rather
You can use this feature once per short or long rest. At than strength, for attack and damage rolls. For your
11th level, you can use this feature twice per short or Sneak Attack, you do not need advantage on the attack
long rest. roll with a martial weapon, if no allies are within 5 feet
of you, and you do not have disadvantage on the attack.
9th-level Psi-Stalker feature
9th-level Vanguard feature
As a bonus action, whenever you use your Psi
Disruption feature, you can choose to absorb the You are light on your feet. Whenever you take the Dash
expended magic. Roll your Sneak Attack damage, action on your turn, your movement speed increases by
regaining hit points equal to the rolled amount. Once 15ft for the rest of the turn.
you use this feature, you cannot do so again until you
finish a short or long rest.
13th-level Vanguard feature
You learn additional spells when you reach certain 14th-level Skyward Soul feature
levels in this class, as shown on the Sky Spells table.
Each of these spells counts as a sorcerer spell for you, You learn a new way to harness the power of elemental
but it does not count against the number of sorcerer air against your foes. As a bonus action, you can expend
spells you know. 1 sorcery point, and make a spell attack against a
creature within 15ft of you. On a hit, the target is
Whenever you gain a sorcerer level, you can replace pushed a number of feet in any direction (including up
one spell you gained from this feature with another or down) equal to half of your flying speed granted by
spell of the same level. The new spell must be an Step of the Wind.
evocation or transmutation spell from the sorcerer,
warlock, or wizard spell list. If the creature is on the ground, you can choose to
knock it prone.
Sorcerer
Level Spells This feature can be affected by metamagic.
1st Thunderwave, Fog Cloud
3rd Gust of Wind, Warding Wind 18th-level Skyward Soul feature
5th Call Lightning, Wind Wall
7th Freedom of Movement, Storm Sphere You can increase the speed of your flight. As an action,
9th Cloudkill, Control Winds you can expend a spell slot to increase your flying speed
granted by Step of the Wind, gaining an additional 10ft
of movement speed per spell slot level. This additional
1st-level Skyward Soul feature movement speed does not affect Wrath of the
The sky imbues the arcane magic you wield. You can Firmament, and it lasts until you finish a long rest, or
speak, read, and write Primordial. until you use another spell slot on this feature.
You long for the skies above. You gain a flying speed
equal to 10ft x your proficiency modifier.
1st-level Elder Pact feature While the shard is within the target’s mind, whenever
you take damage, the target takes half the damage you
You now register as an aberration to effects that take as psychic damage.
determine a creature’s type, and your eldritch blast can
deal psychic damage. Once you hit with this ability, you cannot use it again
until you finish a short or long rest.
You prepare additional spells when you reach certain
levels in this class, as shown on the Pact Spells table.
Each of these spells counts as a warlock spell for you, 14th-level Elder Pact feature
but do not count against the number of warlock spells You gain the ability to infect a humanoid's mind with
you can prepare. the alien magic of your patron. You can use your action
Pact Spells to touch an incapacitated humanoid. That creature is
Warlock Level Spell then charmed by you until a Remove Curse spell is cast
1st Dissonant Whispers on it, the charmed condition is removed from it, or you
3rd Mind SpikeXGtE use this feature again.
5th Clairvoyance
7th Black Tentacles While the target is charmed, you have a telepathic link
9th Telekinesis with it as long as the two of you are on the same plane
of existence. You can use this telepathic link to issue
commands to the creature while you are conscious (no
1st-level Elder Pact feature action required), which it does its best to obey. You can
specify a simple and general course of action, such as
Starting at 1st level, your alien knowledge gives you the
"Attack that creature," "Run over there," or "Fetch that
ability to touch the minds of other creatures. You can
object." If the creature completes the order and does
telepathically speak to any creature you can see within
not receive further direction from you, it defends and
60 feet of you. You do not need to share a language
preserves itself to the best of its ability.
with the creature for it to understand your telepathic
You have stuck your pact with a powerful entity of the 6th-level Fey Pact feature
fey, a creature of legend who holds secrets that were
Your patron teaches you how to wield mind-affecting
forgotten before the mortal races were born. This
magic against your enemies. Whenever you move half
being's motivations are often inscrutable, and
your movement speed or more, you are considered
sometimes whimsical, and might involve a striving for
lightly obscured to all creatures until the start of your
greater magical power or the settling of age-old
next turn, or until you suffer damage, as natural
grudges.
phenomena, and mists cloud sight of you.
Fey Quirks
You potentially consigned your soul for power. Of At 14th level, you become heavily obscured instead.
course, it left a mark upon you. Maybe not a literal one
however… 10th-level Fey Pact feature
d6 Quirk Your wake causes pain to all who draw near. Anytime
1 Your moods are mercurial and deep. you teleport, any creature of your choice within 10ft of
2 Your ears appear as an elf’s, regardless of your where you teleport from takes 2d10 psychic damage.
race.
3 Your eyes change color based on your mood.
4 There is always time for a conversation. 14th-level Fey Pact feature
5 Colors seem to be more vibrant near you.
You master the trickery of the fey. As an action, you can
6 You are fully invested in some form of art.
directly affect the minds of your foes. As a bonus action,
you can force a creature within 60ft of you to make a
1st-level Fey Pact feature charisma saving throw. On a failure, the target must
make one weapon attack (or cast a cantrip if they have
You now register as a fey to effects that determine a no weapons) against a target of your choice. On a
creature’s type, and your eldritch blast can deal psychic success, or if the target has no way to attack, the target
damage. suffers 3d10 psychic damage.
You prepare additional spells when you reach certain
levels in this class, as shown on the Pact Spells table.
Each of these spells counts as a warlock spell for you,
but do not count against the number of warlock spells
you can prepare.
Pact Spells
Warlock Level Spell
1st Faerie Fire
3rd Shadow Jaunt*
5th Blink
7th Greater Invisibility
9th Dominate Person
You prepare additional spells when you reach certain Your nature continues to evolve, as you become akin to
levels in this class, as shown on the Pact Spells table. your immortal patron. You do not require air, food,
Each of these spells counts as a warlock spell for you, water, or sleep, and you cannot be forced to sleep by
but do not count against the number of warlock spells any means. To take a long rest, you must spend 4 hours
you can prepare. doing light activity, such as reading, keeping watch, or
relaxing.
Pact Spells
Warlock Level Spell Furthermore, you are immune to poisons, poison
1st Healing Word damage, diseases, necrotic damage, and effects that
3rd Prayer of Healing magically alter your age.
5th Revivify
7th Aura of Life
9th Mass Cure Wounds 14th-level Immortal Pact feature
d6 Quirk You can call upon the fickle nature of one of the stars to
1 You always speak with your eyes closed. shore up your magical abilities. You can cause a spell
2 You can tell a person’s astrological sign after a you cast be deal radiant damage instead of its normal
minute of speaking to them. damage type.
3 Everything is part of a prophecy.
4 One of your allies reminds you of a star, you
10th-level Star Pact feature
refer to them by the name of that star.
5 Your eyes are jet black orbs. Your knowledge of the stars now allows you to exploit
6 Your arcane focus appears older than time. the fates of those around you. When an enemy or an
ally within 30ft of you rolls a saving throw or weapon
attack, as a reaction you can grant that check advantage
1st-level Star Pact feature
or disadvantage (your choice). You can use this feature
Your eldritch blast can deal radiant damage. a number of times equal to your charisma bonus per
long rest.
You prepare additional spells when you reach certain
levels in this class, as shown on the Pact Spells table.
Each of these spells counts as a warlock spell for you, 14th-level Star Pact feature
but do not count against the number of warlock spells Your understanding of the stars has revealed a deeper
you can prepare. insight, one that has shown you how to utter words of
Pact Spells power, causing reality to shudder and buckle under
Warlock Level Spell your intention. As a reaction, you can cause a target you
1st Guiding Bolt see who succeeds on a check to fail, as if they rolled a 1.
3rd Moonbeam This 1 cannot be altered or changed by any feature,
5th Clairvoyance such as legendary resistance. You can only use this
7th Divination feature once per long rest.
9th Curse of Five Fates*
Additionally, the gold and time you must spend to copy 10th-level Battlecasting feature
a spell that requires an attack roll into your spellbook is
You can choose a second option from the Casting Style
halved.
feature.
d6 Quirk
1 You are constantly covered in ash, even after
intensive baths.
2 Your eyes glow with an internal flame.
3 Your non-fire spells evoke images of flames.
4 You char your food. Perhaps even the party’s.
5 You are unfazed by tragedies involving fire.
6 Harmless flames appear in your hair and clothes.
Additionally, the gold and time you must spend to copy 6th-level Pyromancy feature
a spell that deals fire damage into your spellbook is
You treat immunity to fire damage as resistance to fire
halved.
damage.
Choose another class with a spell list. You can now learn
spells from the chosen class’s spell list, provided you
find those spells in the world.
You learn one cantrip and one 1st level spell (or two 1st
level spells if the class has no cantrips) of your choice
from the chosen class spell list.
Only one alteration can be applied to a smite at a given 13th-level Rending Smite Alteration
instant. For example, when you hit a creature with
Rending Smite, you can apply Eroding Smite or Caustic When you hit a creature with Rending Smite, you can
Smite, not both. force the target to make a Dexterity saving throw. The
target must then make a Dexterity saving throw. On a
failed save, the target’s AC is reduced by 1d4 until the
Acidic smites scour the flesh and equipment of those
start of your next turn.
they strike, debilitating even the most heavily equipped
foes.
17th-level Rending Smite Alteration
Replaces Divine Smite When you hit a creature with Rending Smite, you can
force the target to make a Constitution saving throw.
Starting at 2nd level, when you hit a creature with a
On a failed save, the target is subjected to agonizing
melee weapon attack, you can expend one spell slot to
pain from the divine acid in your strike. The target has
deal acid damage to the target, in addition to the
disadvantage on attack rolls, ability checks, and saving
weapon’s damage. The extra damage is 4d4 for a 1st-
throws, other than Constitution saving throws until the
level spell slot, plus 2d4 for each spell level higher than
start of your next turn.
1st, to a maximum of 12d4. The damage increases by
2d4 if the target is not wearing armor.
17th-level Arctic Smite Alteration Your weapons are imbued with the flaming power you
wield. Whenever you hit a creature with a melee
When you hit a creature with Arctic Smite, you can
weapon, the creature takes an extra 1d10 fire damage.
cause ice to burst from the ground. Each creature
within 5ft of you must make a Constitution saving
throw. On a failure, a creature takes 1d10 piercing 13th-level Blazing Smite Alteration
damage + the smite’s damage, and has their speed
When you hit a creature with Blazing Smite, you can
reduced by 10ft.
force the target to make a Dexterity saving throw. On a
failure, the target’s wounds are cauterized, meaning it
cannot regain hit points until the start of your next turn.
Smites that envelop the body with fire, inflicting pain so
extreme that even the strongest foes are sundered 17th-level Blazing Smite Alteration
under the flames.
When you hit a creature with Blazing Smite, any
creature within 10ft of you must make a dexterity
Replaces Divine Smite saving throw. On a failure, a creature takes the smite’s
Starting at 2nd level, when you hit a creature with a damage. On a success, it only takes half damage.
melee weapon attack, you can expend one spell slot to
deal fire damage to the target, in addition to the
weapon’s damage. The extra damage is 2d10 for a 1st-
level spell slot, plus 1d10 for each spell level higher than
Smites fueled by the energies of the dead, these smites
break down and absorb the life-force of others, growing
Smites fueled with the power of psionics, these smites
stronger the closer the foe is to death.
consist of psychic energies that assault the mind and
tear at the synapses.
Replaces Divine Smite
Starting at 2nd level, when you hit a creature with a Replaces Divine Smite
melee weapon attack, you can expend one spell slot to
Starting at 2nd level, when you hit a creature with a
deal necrotic damage to the target, in addition to the
melee weapon attack, you can expend one spell slot to
weapon’s damage. The extra damage is 2d8 for a 1st-
deal psychic damage to the target, in addition to the
level spell slot, plus 1d8 for each spell level higher than
weapon’s damage. The extra damage is 2d8 for a 1st-
1st, to a maximum of 6d8. This damage increases by
level spell slot, plus 1d8 for each spell level higher than
1d8 if the target is a celestial or fey (this increase can
1st, to a maximum of 6d8. This damage increases by
exceed the maximum).
1d8 if the target has psionics or psychic abilities (this
increase can exceed the maximum).
5th-level Ghastly Smite Alteration
When you hit a creature with Ghastly Smite, the target 5th-level Soul Smite Alteration
cannot regain hit points until the start of its next turn.
When you hit a creature with Soul Smite, you can force
Additionally, the target’s hit point maximum is reduced
the target to make an Intelligence saving throw. On a
by the damage of this smite for 24 hours.
failure, the creature has a 1d4 penalty on all saving
throws until the start of your next turn.
9th-level Ghastly Smite Alteration
When you hit a creature with Ghastly Smite, you can 9th-level Soul Smite Alteration
force the target to make a Constitution saving throw.
When you hit a creature with Soul Smite, you can force
On a failure, you regain hit points equal to half the
the target to make an Intelligence saving throw. On a
smite damage.
failure, it becomes frightened of you until the end of
your next turn.
Replaces Improved Divine Smite
Your weapons are imbued with the touch of death. Replaces Improved Divine Smite
Whenever you hit a creature with a melee weapon, the
Your weapons are imbued with the mental power you
creature takes an extra 1d8 necrotic damage.
wield. Whenever you hit a creature with a melee
weapon, the creature takes an extra 1d8 psychic
13th-level Ghastly Smite Alteration damage.
Your weapons are imbued with the radiant power you When you hit a creature with Shocking Smite, lightning
wield. Whenever you hit a creature with a melee arcs off of the target, and one creature of your choice
weapon, the creature takes an extra 1d8 radiant who is within 20 feet of the original target must make a
damage. Dexterity saving throw. On a failure, the target takes
half of the smite’s damage, or half as much damage on
a successful one.
13th-level Radiant Smite Alteration
At Higher Levels. When you cast this spell using a spell Wall. When cursed, the target is dragged 30ft to the
slot of 2nd level or higher, the movement at the end of nearest vertical surface, becomes incapacitated, and its
your turn increases by 5ft for each slot level above 2nd. speed becomes 0. If there is no vertical surface within
30ft of the target, the spell fails, and the spell slot is
4th-level enchantment wasted.
Casting Time: 1 action At the end of each of its turns, and each time it takes
Range: 30 feet damage, a cursed target can make another Wisdom
saving throw. The target has advantage on the saving
Components: V, S, M (a gem carved in the likeness of a
brain) throw if it is triggered by damage. On a success, the
Duration: Concentration, up to 10 minutes spell ends for the target.
You attempt to curse a target within range, If you maintain concentration on this effect for the full
minute without the target dying or the spell ending, the
overwhelming its mind with psychic energies. The target
spell ends, and the target is chained until you dismiss
must make a wisdom saving throw or become cursed.
this effect. This effect can only be removed with a 3rd
While cursed, as an action, you can force the target to level or higher Remove Curse.
take 3d10 psychic damage.
At Higher Levels. When you cast this spell using a spell
If the target attempts to lie while cursed, you know the slot of 2nd level or higher, you can target one additional
creature is lying, and can cause the psychic damage creature for each slot level above 1st. The creatures
without an action, but can only do this once per round. must be within 30 feet of each other when you target
them.
If you maintain concentration on this effect for the full
minute without the target dying, the spell ends, and the
target takes the psychic damage every time it lies. This 5th-level evocation
effect can only be removed with a 4th level or higher
Casting Time: 1 action
Remove Curse.
Range: 60 feet
At Higher Levels. When you cast this spell using a spell Components: S, M (a handful of stardust)
slot of 5th level or higher, the damage of the spell Duration: Concentration, up to 1 minute
increase by 1d10, and the level of the Remove Curse
You curse a creature within range, binding its fate with likeness of a burning eye)
five stars of ill omen. The target must make a wisdom Duration: Concentration, up to 10 minutes
saving throw or become cursed.
You attempt to curse a target within range, shrouding
While the target is cursed, whenever the target makes a their eyes in darkness. The target must make a wisdom
saving throw or an attack roll, you roll a d20. If your saving throw or become cursed.
result is higher than the target’s un-modified die roll,
While cursed, the target cannot perceive farther than
the target’s attack misses, or the target’s saving throw
20 ft from itself with any its senses. The edges of its
fails.
visual range consumed by darkness. Outside this radius
At the end of each of their turns, the target must make the target is blind, and attacks from outside this radius
a wisdom saving throw. On a successful save, the spell is considered attacks made against a blind creature.
ends.
At the end of each of its turns, and each time it takes
At Higher Levels. When you cast this spell using a spell damage, the cursed target can make another Wisdom
slot of 6th level or higher, you can target one additional saving throw. The target has advantage on the saving
creature within range for each slot level above 5th. throw if it is triggered by damage. On a success, the
spell ends.
4th-level conjuration If you maintain concentration on this effect for the full
Casting Time: 1 action minute without the target dying, the spell ends, and the
Range: 500 feet target is permanently affected by this spell. This effect
Components: V can only be removed with a 5th level or higher Remove
Curse.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell
You teleport yourself from your current location to any
other spot within range. You arrive at exactly the spot slot of 6th level or higher, the sight radius of the target
desired. It can be a place you can see, one you can decreases by 5ft, and the level of the Remove Curse
required increases by 1 level for each slot level above
visualize, or one you can describe by stating distance
and direction, such as "200 feet straight downward" or 4th.
"upward to the northwest at a 45-degree angle, 300
feet." Divination cantrip
You can bring along objects as long as their weight does Casting Time: 1 bonus action
not exceed what you can carry. You can also bring one Range: 120 feet
willing creature of your size or smaller who is carrying Components: S
gear up to it carrying capacity. The creature must be Duration: Concentration, up to 1 round
within 5 feet of you when you cast this spell.
You extend your hand and point a finger at a target in
If you would arrive in a place already occupied by an range. Your magic grants you a brief insight into the
object or a creature, you and any creature traveling target’s defenses. On the next attack roll you make
with you each take 4d6 force damage, and the spell fails against the target, you add 1d4.
to teleport you.
At Higher Levels. When you cast this spell using a spell 3rd-level transmutation
slot of 5th level or higher, the range of this spell Casting Time: 1 action
increases by 100ft for each slot level above 4th.
Range: 30 feet
Components: V, S, M (a bone infused with the ashes of
5th-level illusion a dormant volcano)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a black stone carved in the
You attempt to curse a target within range, decaying its 2nd-level conjuration
insides into a fiery material. The target must make a
Casting Time: 1 bonus action
wisdom saving throw or become cursed.
Range: Self
On a failed wisdom saving throw, the target takes 2d10 Components: V
necrotic damage and 2d10 fire damage, as the curse Duration: Instantaneous
transmutes the target’s organs into fiery material. On a
Briefly surrounded by clinging shadows, you teleport up
success, the target takes the damage, but is not cursed.
to 30 feet to an unoccupied space that you can see.
While cursed, as an action on each of your turns, you
At Higher Levels. When you cast this spell using a spell
can make a spell attack against the target. On a hit, the
slot of 3rd level or higher, the distance of the spell
target takes 2d10 necrotic damage and 2d10 fire
teleports you increases by 10ft for each slot level above
damage.
2nd.
Death Knell. If the target dies while affected by this
spell, you can choose to explode the corpse and end the 5th-level transmutation
spell. Each creature of your choice within 10ft of the
corpse must make a Dexterity saving throw. On a Casting Time: 1 bonus action
failure, a creature takes 2d10 fire damage for each time Range: Touch
the cursed target took damage from this spell. On a Components: V, S, M (a ranged weapon worth at least 1
success, a creature only takes half damage. sp)
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the necrotic and fire damage, You transmute your weapon, causing it to manifest
as well as the damage of Death Knell, increases by 1d10 magical ammunition or charges for the weapon. Attacks
for each spell slot level above 3rd. with the weapon become magical and cannot consume
ammunition or charges from the weapon.
5th-level necromancy On each of your turns until the spell ends, you can use a
bonus action to make two attacks with the transmuted
Casting Time: 1 action
weapon. Each time you make such a ranged attack, your
Range: 60 feet
weapon magically creates the piece of ammunition you
Components: V, S, M (shards of a broken bone)
use. Any pieces of ammunition created by this spell
Duration: Instantaneous
disintegrate when the spell ends. If the weapon leaves
You wash a flood of negative energy through one your possession, the spell ends.
creature you can see within range. Unless the target is
undead, it must make a Constitution saving throw. On a
5th-level conjuration
failure, the target takes 8d10 necrotic damage and is
sickened. A sickened target has disadvantage on all Casting Time: 1 action
saving throws and weapon attacks until the end of your Range: 60 feet
next turn. On a successful save, the target is not Components: V, S, M (a martial weapon or arcane focus
sickened. at least worth 1 sp)
Duration: Instantaneous
If you target an undead with this spell, the target does
not make a saving throw. Instead, roll 8d10. The target You flourish the material component used in the casting
gains half the total as temporary hit points. and then vanish, striking like the wind. Choose up to
five creatures you can see within range. Make a weapon
At Higher Levels. When you cast this spell using a spell
attack or melee spell attack against each target. On a
slot of 6th level or higher, the damage or temporary hit hit, a target takes 6d10 magical damage. The magical
points of the spell increase by 1d10 for each slot level damage is the same type as your weapon’s or is force
above 5th.
damage.
You can then teleport to an unoccupied space you can
see within 5 feet of one of the targets you hit or missed. 3rd-level illusion
At Higher Levels. When you cast this spell using a spell Casting Time: 1 bonus action
slot of 6th level or higher, you can target one additional Range: 60 feet
creature within range for each slot level above 5th. Components: V, S, M (a martial weapon or arcane focus
at least worth 1 sp)
Duration: Concentration, up to 1 minute.
3rd-level evocation
You flourish the material component used in the casting
Casting Time: 1 bonus action
and vanish from sight. For the duration, at the end of
Range: Self
each of your turns, you become invisible. This invisibility
Components: V, S
lasts until you make an attack or cast a spell.
Duration: Concentration, up to 1 hour
Additionally, whenever you make an attack while
A 10-foot-radius sphere of sunlight spreads out from a
invisible against a target that cannot see you, the target
point you choose within range. The sphere is bright
must succeed on a Constitution saving throw or be
sunlight and sheds dim light for an additional 10 feet.
stunned. The creature makes a save against this effect
If you chose a point on an object, you are holding or one with advantage if takes damage.
that is not being worn or carried, the light shines from
At Higher Levels. When you cast this spell using a spell
the object and moves with it. Completely covering the
slot of 4th level or higher, the damage of the attack
affected object with an opaque object, such as a bowl
increases by 1d8 for each slot level above 3rd.
or a helm, blocks the light.
4th-level transmutation
Prerequisite: The ability to cast at least one spell • Choose either charmed or frightened. You can
take this feat again, you choose the other
You wield your magic as an arcane caster would,
condition.
mastering magic’s capacity for violence.
• You are immune to the chosen condition.
• Increase your Charisma, Intelligence, or Wisdom • When an enemy tries to impose the chosen
by 1, to a maximum of 20. condition on you, it instead must make a saving
• You can use an arcane focus for the material throw against your spell save DC or be subject
components of all your spells. to the chosen condition for the duration of the
• You learn one Casting Style of your choice from effect.
the Battlecasting subclass.
You shirk the bounds of reality through the power of
You learn how to create blasts of magic as some sages your mind, stepping through it with ease.
do, learning how to harness that power.
• Increase your Charisma, Intelligence, or Wisdom
• Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20.
by 1, to a maximum of 20. • You gain a focus die, a d6. On your turn, you can
• While wielding an arcane focus, you can replace expend a focus die to teleport up to your
a weapon attack with a blast of arcane energy, movement speed. Once expended, roll the d6 at
making a ranged spell attack against a creature the start of each of your turns. On a 6, you
within 30ft of you. On a hit, you deal 1d8 recharge that focus die, regaining it for use.
damage + your spellcasting ability modifier. The
damage is the same as one spell you know or Your words are edged with arcane malice. Those within
have prepared. your grasp find your words can warp reality itself.