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Welcome to the Expanded Handbook! Within are 44 Oath of the Mind..................................................

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

Artificer .................................................................... 3 Ranger..................................................................... 29

Gunslinger ............................................................ 3 Death Walker ....................................................... 29

Barbarian ................................................................. 4 Clairvoyant .......................................................... 30

Path of the Bastion................................................ 4 Rogue ...................................................................... 31

Path of the Force ................................................... 5 Deadeye............................................................... 31

Path of the Skirmisher ........................................... 5 Psi-Stalker ............................................................ 31

Path of the Solar ................................................... 6 Vanguard ............................................................. 32

Path of the Unchained ........................................... 6 Sorcerer ................................................................... 33

Bard ......................................................................... 8 Hardwired Soul .................................................... 33

College of Hexes .................................................... 8 Skyward Soul ....................................................... 34

College of Restoration ........................................... 9 Warlock ................................................................... 35

College of Sacrifice ................................................ 9 The Arcane Pact ................................................... 35

Blood Hunter ........................................................... 10 The Elder Pact ...................................................... 36

Order of Steel ....................................................... 10 The Fey Pact ......................................................... 37

Order of the Heavensworn....................................11 The Immortal Pact ................................................ 38

Cleric .......................................................................12 The Star Pact ........................................................ 39

Flame Domain ...................................................... 12 The War Pact ....................................................... 40

Errant Domain...................................................... 13 Wizard ..................................................................... 41

Hedonism Domain ................................................14 Battlecasting........................................................ 41

Traveler Domain .................................................. 15 Pyromancy ........................................................... 42

Winter Domain..................................................... 16 Savant ................................................................. 43

Druid .......................................................................17 Appendix I: Alternate Smites .................................... 44

Circle of Damnation..............................................17 Appendix II: Spells .................................................... 49

Circle of Storms .................................................... 18 Appendix III: Races ................................................... 53

Fighter.....................................................................19 Awakened Skeleton .............................................. 53

Battlemancer ....................................................... 19 Appendix IV: Feats ................................................... 55

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

You construct a Spell Cannon. It is a one-handed ranged


weapon that deals 1d10 force damage and has a range
of 10ft x your proficiency modifier. You are proficient
with it.

A typical Spell Cannon has 10 charges and regains 1


charge per minute, magically regenerating its energy.
Making an attack with this weapon expends 1 charge. If
the Spell Cannon has no charges, it cannot be used to
make attacks.

Additionally, you can create a Spell Cannon over the


course of 8 hours using 100gp of arcane materials and
your smith’s tools. If you have access to an arcane forge
feature also has one charm or frighten effect of your
At 3rd level, a barbarian can commit themselves to a choice ended on them as well.
path of their choice, embracing their rage and inner
primal spirit through different means. The Path of the 14th-level Path of the Bastion feature
Bastion and the Path of Battle are now available to a
rising barbarian. Your prowess in battle allows you to lock down the
battlefield against your foes. Whenever you use
Reckless Defense, the range is increases to 30ft, and you
A Bastion is a warrior whose unquenchable rage pushes
can make one weapon attack as part of that reaction.
them to master protection of their allies and oneself,
This attack is made against the hostile creature that
rather than maximizing their killing prowess. Effective
triggered the reaction.
bodyguards, Bastions utilize heavy armor and their
battlefield presence to shield their allies.

3rd-level Path of the Bastion feature

You gain proficiency with heavy armor. While wearing


heavy armor, you do not gain the benefits of your
Unarmored Defense feature, but you can gain all the
benefits of your Rage feature.

At 5th level, you gain the benefits of Fast Movement


while wearing heavy armor.

3rd-level Path of the Bastion feature

You are driven to protect your allies. While raging,


whenever an ally within 10ft of you is hit by an attack,
you can use your reaction to move into that ally’s space.
If you do so, you push that ally 5ft in a direction of your
choice, forcing the attacker to reroll their attack against
you.

6th-level Path of the Bastion feature

Your presence on the battlefield attracts attention,


allowing you to shield one ally more effectively. When
you roll initiative, choose one ally is within 30ft of you.
That ally gains a bonus to AC equal to your rage
damage, while they are within 30ft of you.

You can choose to change the target of this feature


when you use your Reckless Defense feature, the
pushed ally becoming the target of this feature.

10th-level Path of the Bastion feature

You have learned how to temper your rage with a


deadly calm, allowing you to see things clearly. As a
bonus action, you can end one effect that is charming or
frightening you. An ally benefiting from your Stronghold
The Path of the Force is an old path, dedicated to Barbarians of this path rely on the confidence of a
protection through aggression. Warriors of this path sound weapon and good companions rather than
eschew typical weapons, instead mastering the shield. magic. Mastering their weapons, they learn how to use
Unknown to most though, is that warriors of this path them with deadly efficiency, learning how to control the
harness magic to enchant their shields and create walls battlefield and to rain death upon their foes.
of magic.
3rd-level Path of the Skirmisher feature
3rd-level Path of the Force feature
Starting when you choose this path, you master all
You learn to use shields in new ways. Whenever you are weapons with deadly expertise. Any weapon you wield
wielding a shield, it can be used a simple weapon that can benefit from your Rage feature.
deals 1d8 force damage, and it has a range of 20/60ft. If
thrown, the shield immediately dissipates after hitting
3rd-level Path of the Skirmisher feature
or missing a target and reappears in your hand.
Your reflexes are honed. Whenever you take damage
When you gain your second attack at 5th level, the while raging, on your next turn, you can make one
second attack with the shield can be made against a weapon attack as a bonus action.
target within range of the first target of the shield
before reappearing in your hand.
6th-level Path of the Skirmisher 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

You become an engine of might, channeling the power


of the undying flames. Whenever you deal damage with
Throwing Fire, you regain hit points equal to half the
The Path of the Solar is the path taken by individuals
damage dealt.
with a connection to divinity. Channeling this power, a
warrior become able to conjure weapons of flame,
sundering and devastating the battlefield.
You were possessed by a chain devil, which then at
3rd-level Path of the Solar feature some point later was expunged from your body. But the
time that devil spent in your flesh has changed it,
Your rage channels the deadly power of the sun and
granting you supernatural command of evil powers.
fire. When you rage, you become immune to fire and
radiant damage. And as part of that same bonus action,
you can magically summon a burning weapon. The 3rd-level Path of the Unchained feature
burning weapon is a weapon of your choice but deals
You gain a chain born of infernal power. The soul chain
fire damage instead. The burning weapon disappears is magical wrapped around one of your arms, making it
after you end your rage. impossible to disarm you of. The Soul Chain cannot be
Alternatively, you can make one weapon you are removed from your body, instead moving along it if
wielding a burning weapon, causing the weapon to deal necessary. A Soul Chain has the following properties.
fire damage on a hit.
Weapon Damage Weight Properties
Name
6th-level Path of the Solar feature Soul Chain 2d6 4 lb. finesse,
slashing reach
Your ability to quickly manifest burning weapons
improves. As a bonus action, you can magically summon Furthermore, whenever you are grappling a creature,
a light weapon and make a single weapon attack with it. your soul chain inflicts pain upon your foe. A grappled
This light weapon deals fire damage, and it turns to ash creature takes 2d6 piercing damage at the start of its
after you hit or miss your target. This special attack rolls each of its turns.
a critical on a 19-20.
3rd-level Path of the Unchained feature
10th-level Path of the Solar feature
Your mind is tainted by the devil that inhabited it. You
Once per rage, you can unleash the power of sunfire can read and speak infernal. Furthermore, you gain
upon your foes. As an action, you can make a weapon telepathy 120ft. Creatures can understand your
attack with you burning weapon. As part of this attack, telepathic utterances if they understand infernal.
you cast Aganazzer’s Scorcher at 5th level, requiring no
components, with the spell emanating from the target.
6th-level Path of the Unchained feature
At 14th level, you can instead cast fireball, centered on
your target. You learn how to use your soul chain for traversal. You
can target a creature or solid surface within your
10th-level Path of the Solar feature movement speed. If you target a creature, you can
make a weapon attack against it with your Soul Chain.
The flames you wield can be brough to white-hot On a hit, or if you targeted a solid surface, you can pull
intensity, whenever you deal fire damage, you can yourself towards that point using your movement
instead deal radiant damage. speed.
6th-level Path of the Unchained feature

You learn a ritual that allows your Soul Chain to


subsume magical weapons, gaining their properties.
You perform the ritual over the course of 1 hour, which
can be done during a short rest. The weapon must be
within your reach throughout the ritual, at the
conclusion of which you touch the weapon and the
weapon is turned to dust and subsumed.

While the weapon is subsumed, your Soul Chain gains


the properties of the magic item.

The magic weapon ceases being subsumed if you die, if


you use this ritual on a different magic weapon, or if
you your action to break your bond to it. The weapon
appears at your feet, covered in ash when the weapon
is no longer subsumed.

10th-level Path of the Unchained feature

You can manifest spiked, barbed chains within 30ft of


you. The number of chains you can manifest equals half
your proficiency modifier (rounded down).

Each manifested chain is a Soul Chain, a small object


with AC 20, 10 hit points, resistance to piercing damage,
and immunity to psychic and thunder damage. As an
action, you can make one weapon attack, and cause
each manifested chain to make one additional soul
chain attack. An animated chain can grapple one
creature instead of making an attack, but cannot make
attacks while grappling. An animated chain turns to ash
if reduced to 0 hit points or if you are incapacitated or
die.

14th-level Path of the Unchained feature

At the start of each of your turns, you can roll a d6. On a


6, you can manifest an aura of irrational fear. Each
creature within 30ft of you must make a wisdom saving
throw against 8 + your proficiency modifier + your
constitution modifier. A failure causes a target to
become frightened of you until the start of your next
turn.

Soul Chain attacks against a creature that is frightened


of you have advantage and deal an additional 1d4
psychic damage.
At 3rd level, a bard can join a
college of their choice,
seeing that college as
the ultimate
expression of that
bard’s art. The College of
Hexes, College of Restoration,
and the College of Sacrifice are now
available to bards who wish to explore
unique forms of artistic expression.

Through a combination of innovation and guile, bards


who align with this college learn how to turn their
arcane expression into deadly curses. Through dark
word and deed, they are known for a great
capacity for evil, causing most other bardic colleges
to strike against this college whenever they
encounter. Wielders of this power view their curses as
their instrument, and the pain they inflict as their song.

3rd-level College of Hexes feature

You have learned how to turn your inspiration into a


14th-level College of Hexes feature
curse. As a bonus action you can expend a use of your
Bardic Inspiration to curse a creature within 60 feet of Whenever a creature is cursed by your Hexmark
you. feature, the curse lasts until the creature is hit twice.
While cursed, the target suffers from an affliction that
imposes a reduction to their AC equal to half of a roll of 14th-level College of Hexes feature
your Bardic Inspiration (minimum 1, rounded down).
You have mastered the intricacies of using curses, akin
This penalty lasts until the target is hit by an attack.
to the way some master instruments. Whenever a
creature cursed by you dies, you regain hit points equal
3rd-level College of Hexes feature to your level, and you regain a use of your Bardic
Inspiration.
At the end of this subclass is a list of spells considered
curses for the purpose of the features of this subclass.
Any spell that says it curses a creature is also considered Spell
a curse for the purpose of this subclass. Level Spells
1st Bane, Cause Fear, Ray of Sickness
2nd Blindness/Deafness, Crown of Madness, Ray
6th-level College of Hexes feature of Enfeeblement
Whenever you are concentrating on a curse, and you 3rd Fear, Slow
are forced to make a concentration check, you can 4th Elemental Bane, Resilient Sphere
5th Contagion, Enervation
choose to end your concentration, causing any target of
6th Eyebite, Harm
the curse to take 1d8 necrotic damage per level of the
7th Divine Word, Forcecage
curse.
The College of Restoration was founded with the 3rd-level College of Sacrifice feature
purpose to preserve life. Weaving together knowledge
You now grant others inspiration through sacrifice of
of spellcraft, invigorating music, and alchemy, a bard of
your own lifeforce. Thus, your hit point total increases
this college focuses on keeping their allies alive.
by 6, and increases by 2 each time you gain a level.

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.

6th-level College of Restoration feature 6th-level College of Sacrifice feature


Your presence comforts and revitalizes your allies Blood magic strengthens your body, allowing you to
during rests. Whenever you use your Song of Rest wield it against those near you. Whenever a use of your
feature, you can also grant one creature that benefits Sanguine Inspiration is expended, your blood swirls
from that feature the benefits of the Lesser Restoration from your wounds around you, causing any hostile
or Cure Wounds spells without expending a spell slot creature within 10ft of you to also takes the damage
(you choose which spell to use). you take from Sanguine Inspiration, while allies in the
At 14th level, you can grant two creatures the benefits affected area regain hit points equal to the rolled
of this feature instead of just one. amount instead.

14th-level College of Restoration feature 14th-level College of Sacrifice feature

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.

Additionally, if you drop to 0 hit points, you can use


Rakehell once without expending a use of Sanguine
Inspiration. On a hit, you regain half the damage dealt
Known as the sacrosanct, bards of this college view as hit points. Once you use this feature, you cannot do
blood as the pinnacle medium to express themselves. so again until you finish a long rest.
With methods that are anathema to most bards, the
sacrosanct creates art through taking away, in a
shocking spectacle to both ally and foe.
The Blood Hunters are cunning and
intelligent warriors, individuals who have
sworn to hunt down their foes at all costs.
You can now cast your lot with the Order
of Steel and the Order of the
Heavensworn.

The Order of Steel is an order of warriors


known for twisting their hemocraft magic into powerful
blades of elemental power. Mastering these elemental
blades through combat, followers of this order learn
become a whirlwind of elemental power.

3rd-level Order of Steel feature

You learn the signature ability of your Order. Whenever


you can activate a rite you know, you can manifest an
elemental blade in each free hand you have, in addition
to placing a rite on one weapon you may be wielding.
An elemental blade created this way is known as a
Crimson Blade.
15th-level Order of Steel feature
You are proficient with any Crimson Blade you manifest.
A Crimson Blade deals your rite damage on a hit, and You become a whirlwind of rite magic. Whenever
when you make an attack with your Crimson Blade, you you use your bonus action to attack once with your
use your Strength, Dexterity, or Intelligence modifier for Crimson Blade, you can instead attack twice.
attack and damage rolls. You can also dismiss the blade
or evoke it with a free action as long as your Crimson 18th-level Order of Steel feature
Rite is still active.
You learn a unique blood curse unique to your order.
While a Crimson Blade is manifested, as a bonus action,
you can make one weapon attack with the Crimson You imbue yourself with dark alacrity and strength
Blade. borne from your sacrifice. As an action, you can make
four weapon attacks. Two must be with a Crimson
Blade.
7th-level Order of Steel feature
Amplify. You instead make six weapon attacks.
Your strikes with crimson blades become supernaturally
swift. Whenever you make an opportunity attack and
have at least one Crimson Blade manifested, you can
make two attacks instead of one. One attack must be
with a Crimson Blade.

11th-level Order of Steel feature

Your mastery of the Crimson Blades is furthered. Your


Crimson Blades now have the Thrown property, with a
normal range of 60ft.
A Heavensworn is a blood hunter that swears an oath to 11th-level Order of the Heavensworn feature
a celestial power, transforming their blood into a holy
Your blood becomes further consecrated, allowing you
substance. Unlike typical blood hunters, Heavensworn
to heal allies when you spill your blood. Whenever you
usually are attached to a divine order, hunting down
take damage from a Blood Hunter feature, you can
fiends and striking against the lower planes.
restore hit points to an ally within 30ft of you. The
restored hit points equal to the damage you took from
3rd-level Order of the Heavensworn feature the feature.
You swear yourself to a holy higher power. You learn
the esoteric Consecration rite (detailed below), 15th-level Order of the Heavensworn feature
sharpening mortal steel with divine power.
Your divine connection evolves. As a bonus action, you
Consecration. Your rite damage is magical damage of reveal spectral wings. These wings grant you a flying
the same type as your weapon. While the rite is active, speed equal to your walking speed, and last until you
your weapon sheds bright sunlight out to a radius of 5ft. are incapacitated, or you dismiss them with a bonus
action.
If you hit a fiend with Consecration, it suffers additional
rite damage equal to your Intelligence modifier. If you already have a flying speed, your flying speed
increases by half your flying speed when you manifest
Upon reaching 11th level, any creature you hit with
the wings.
Consecration suffers this additional rite damage.

18th-level Order of the Heavensworn feature


3rd-level Order of the Heavensworn feature
Your capabilities have grown, your blood now fully
Your blood is transformed, allowing you to make a vial
consecrated with divine powers. When you use
of holy water over the course of a short or long rest. At
Consecration on a weapon, it is Hallowed.
the end of which you take damage equal to half of a roll
of your rite die (rounded down). The water then While holding a Hallowed weapon, you gain the
permanently becomes holy water. following bonuses:

• You ignore resistance to your rite damage.


7th-level Order of the Heavensworn feature • The flying speed granted by Heavenly Boon
You learn to transform your Brand of Castigation into a increases by 15ft.
beneficial boon. You can now brand an ally with your • You have resistance to the damage of all rites
Brand of Castigation, granting the following benefits you know.
instead:

You always know the direction to the branded creature.


The branded creature cannot be charmed, frightened,
or possessed, and regains hit points at the start of its
turn equal to half your Blood Hunter level (rounded
down).

Your brand lasts until you dismiss it, or you apply a


brand to another creature. Your brand counts as a spell
for the purposes of dispel magic, and the spell level is
equal to half of your Blood Hunter level (maximum of
9th level spell).
You can also change the spell’s damage type to radiant,
At 1st level a cleric can choose a domain, making a representing the white-hot punishment of your god.
significant decision as they proclaim their faith for their
god. The Fire, Errant, Hedonist, Travel, and Winter 6th-level Flame Domain feature
domains are now available for clerics finding themselves
in the world. Your fire spells become a source of cleansing for your
allies: whenever you cast a spell that deals fire damage,
and you or your allies are in the affected area, you and
3rd-level Flame Domain feature
your allies do not take damage. You can remove one
The Flame domain focuses on the bright burning of life, condition of your choice from you and each ally in the
and the quick extinguishment. Gods of this domain affected area.
teach to focus upon the spark, and then let the flame
that was kindled grow into a wildfire, regardless of 8th-level Flame Domain feature
whether for good or evil. Clerics of this domain use and
view fire as the medium in which the gods show Your weapon strikes become infused with divine magic.
themselves, and thus, even if unnecessarily, they often Once on each of your turns when you hit a creature
carry sources of fire, whether it be torch, lantern, or with a weapon attack, you can cause the attack to deal
campfire. an extra 1d8 fire damage to the target. When you reach
14th level, the extra damage increases to 2d8.
Domain Spells
Spell Level Spells
1st Burning Hands, Heroism 17th-level Flame Domain feature
2nd Aganazzer's Scorcher, Flame Blade
You are invested with blessed fire of your god. Once per
3rd Fireball, Beacon of Hope
4th Fire Shield, Wall of Fire long rest, whenever you cast a spell that deals fire
5th Flame Strike, Immolation damage, and you or your allies are in the affected area,
you can restore hit points to each ally in the affected
area equal to the fire damage of the spell.
1st-level Flame Domain feature

You learn one cantrip of your choice that deals fire


damage or manipulates fire.

1st-level Flame Domain feature

The fire you wield carries the spark of life within;


whenever you cast a spell dealing fire damage, you can
roll a die equal to one die of the fire spell. When you do
so, one ally within 30ft. of you gains hit points equal to
the rolled die.

You can use this ability a number of times equal to your


proficiency modifier per a long rest.

2nd-level Flame Domain feature

You can call upon your god to heighten the power of


the flames you wield. As a bonus action when you cast a
spell dealing fire damage, you increase the number of
damage dice by half your proficiency modifier (rounded
down).
Heretic. Apostate. Renouncer. You have become an 6th-level Errant Domain feature
affront to the gods, the divine power within faltering,
You can defy the inherent order that underlies reality.
and becoming something else. Not many clerics find
Whenever you roll initiative, you can choose a number
their faith fundamentally shattered, and the path you
of creatures you can see equal to your wisdom modifier
are on may cause you to defy the gods.
and impose disadvantage on the chosen creatures’
Shattering Event initiative rolls.
Something shattered your connection to the gods,
irrevocably altering that divine spark gifted within you.
8th-level Errant Domain feature
d6 Shattering Event
Your weapon strikes become infused with magical
1 Your god abandoned you for no obvious reason.
2 Your god died. You still feel the aftershocks. energy. Once on each of your turns when you hit a
3 Fearing you; the church cast you out and creature with a weapon attack, you can cause the
attempted to remove your divine powers. attack to deal an extra 1d8 damage to the target. When
4 You failed in some way, causing devastation to you reach 14th level, the extra damage increases to
those close to you as punishment. 2d8. The extra damage is the same type as you choose
5 Your god lied to you, revealing it was not what for your Heretic feature.
you thought it to be.
6 You compromised your faith at a critical
moment, drawing the ire of your god. 17th-level Errant Domain feature

Your magic becomes a testament to your heresy against


Domain Spells the gods. Whenever you cast a spell, you can invert the
Spell Level Spells magical energy, causing dangerous antimagic to come
1st Protection from Evil & Good, Shield
forth. If the spell deals damage, it now deals force
2nd Lesser Restoration, Pass without Trace
damage, and any creature affected by the cast spell is
3rd Counterspell, Nondetection
4th Banishment, Private Sanctum also subjected to the effects of Dispel Magic cast at 5th
5th Circle of Power, Dispel Evil & Good level.

Once you use this feature, you cannot use it again until
you finish a long or short rest.
1st-level Errant Domain feature

The holy magic you wield is an affront to the gods, a


divine shard tainted by defiance. Choose one of the
following types of damage: cold, fire, or lightning
damage. Whenever you cast a cleric spell dealing
radiant damage, it instead deals the chosen damage
type, instead of radiant damage.

2nd-level Errant Domain feature

You can declare your antithesis to the gods, channeling


your darkest emotions and focusing them into a burst of
antimagical power. As an action, chose any creature of
your choice within 30 feet of you. A chosen creature
must make a Wisdom saving throw if it can see you. A
creature can choose to fail this saving throw. On a failed
save, the target has one magical effect of their choice
removed from it.
The gods of this domain aim for their servants is to live 6th-level Hedonism Domain feature
a life where every moment and action brings joy and
Your capacity for joy can be frightening to those not
exultation. A hedonist god hopes that their clerics learn
familiar with your behavior. Whenever you are hit by an
to find joy in every sight, sound, and action. Clerics of
attack, you can make a saving throw against one spell or
this domain often choose a specific experience as what
condition affecting you.
they consider the purest form of joy. Adventuring
hedonist clerics are often the type to shrug off pain and
inflict it, all while taking exuberant solace. 8th-level Hedonism 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

1st-level Hedonism Domain feature

You learn one cantrip of your choice from the illusion or


enchantment schools of magic.

1st-level Hedonism Domain feature

You embody the sensuality of your faith. Whenever you


make a charisma check, you can add your wisdom
modifier to the roll. You can do this a number of times
equal to your proficiency modifier. You regain all uses
whenever you finish a long rest.

2nd-level Hedonism Domain feature

As a reaction, you can use your Channel Divinity to fill


yourself with supernatural solace born from agonizing
pain. Whenever you fail a saving throw against a spell,
effect, or ability, you can choose to ignore all effects of
the spell, effect, or ability, except for damage.
The Traveler Domain focuses upon the wandering of a 8th-level Traveler Domain feature
free spirit. Disciples of this domain are typically drifters,
Your weapon strikes become infused with divine magic.
journeying priests, or worldly individuals; all possessing
Once on each of your turns when you hit a creature
uncanny amounts of practical knowledge. Gods of this
with a weapon attack, you can cause the attack to deal
domain are often knowledgeable, but rather than
an extra damage equal to half the number of feet you
bookish, they are world weary spirits, with the
have walked this turn before your attack.
knowledge of all the cosmos through their experiences.
Domain Spells
17th-level Traveler Domain feature
Spell Spells
Level You have been blessed with the divine power of your
1st Expeditious Retreat, Jump wandering god, and find your stride lengthened. You
2nd Misty Step, Spider Climb ignore all difficult terrain, are immune to the restrained
3rd Leomund’s Tiny Hut, Tongues condition, and as a bonus action, you can teleport a
4th Dimension Door, Divination
number of feet equal to your walking speed.
5th Legend Lore, Teleportation Circle

1st-level Traveler Domain feature

You gain proficiency with two types of vehicles and a


language of your choice. You also gain either a
swimming speed or climbing speed (your choice) equal
to your walking speed.

1st-level Traveler Domain feature

Whenever you teleport or alter your movement with a


spell, the distance teleported, or movement granted by
the spell, increases by 5ft x your proficiency modifier.

Additionally, if you do not use all your movement on


your turn, you can grant your left-over movement to an
ally within 30ft of you.

2nd-level Traveler Domain feature

As a bonus action, you can invoke your channel divinity


to draw upon your god’s common sense. For one
minute, you gain advantage on either intelligence,
wisdom, or charisma skill checks (you choose which
type when you activate this Channel Divinity).

6th-level Traveler Domain feature

You do not require any components for any


teleportation spell you cast. Additionally, your
movement speed cannot be reduced by any means,
mundane or magical.
The Winter Domain is primarily associated with death,
but winter is also the time when weakness is culled, 6th-level Winter Domain feature
which is prettily named as survival of the fittest. Clerics You can use your Channel Divinity to succeed where
of this domain often hold gauntlets to see who the most would fail. When you make an attack roll against a
superior hunter is. The gods of the Winter domain are
creature under Hunter’s Sense, you can expend a use of
often unflinchingly course, but not necessarily unjust or your Channel Divinity to automatically hit.
cruel.
Domain Spells 8th-level Winter Domain feature
Spell
Level Spells Your weapon strikes become infused with divine magic.
1st Ice Knife, Snare Once on each of your turns when you hit a creature
2nd Pass without Trace, Locate Object with a weapon attack, you can cause the attack to deal
3rd Conjure Barrage, Nondetection an extra 1d8 cold damage to the target. When you
4th Ice Storm, Locate Creature reach 14th level, the extra damage increases to 2d8.
5th Cone of Cold, Maelstrom

17th-level Winter Domain feature


1st-level Winter Domain feature
When you hit a creature with an attack, you can cause
You gain proficiency with all ranged weapons and one the target to be incased in a thick layer of ice and rime.
of the following skills: Nature, Perception, or Survival. While incased, the creature is considered petrified with
vulnerability to fire damage.
1st-level Winter Domain feature At the end of your next turn, the ice coating shatters.
Whenever you see a creature while in combat, you can The creature then takes 8d10 cold damage and loses its
mark that creature as a reaction. While marked, you resistances, and its immunities become resistances.
always know that creature’s location and it cannot Once you use this feature, you cannot use it again until
benefit from any form of cover or the Hide action you finish a long rest.
against you. The target remains marked until you use
this feature against another creature, you are blinded or
deafened, or the target dies.

To use this feature, you cannot be blinded or deafened.

1st-level Winter Domain feature

You are inured to some of winter’s worst effects, and as


such, you can ignore difficult terrain created by ice or
snow. You also no longer leave tracks on snow.

2nd-level Winter Domain feature

As a bonus action, you can use your Channel Divinity to


augment you and your party's hunting prowess. When
you use this feature, for the next 8 hours, your party
can travel at a normal pace and still forage and hunt.
Additionally, your party gathers double the amount of
food and water than normal.
turn, you can double your speed until the end of the
A druidic circle determines the attitudes, behaviors, and turn. Once you use this feature, you cannot use it again
capabilities of its members. In choosing a circle a druid until you move 0 feet on one of your turns.
makes a considerable statement regarding their
Environmental Adaptation: You gain a climbing speed
philosophy. At 2nd level, a young druid can cast their lot
to equal to your walking speed and become immune to
with the Circle of Damnation or join the Circle of
all-natural effects of the environment (such as extreme
Storms.
cold, heat, or heights).

Keen Balance. You grant yourself proficiency with the


Most druids decry the humanoid form, insisting that the
natural world is superior. The Circle of Damnation Acrobatics skill and Dexterity saving throws, and you
choose to twist the mortal flesh through magic. In their whenever fall, you land on your feet, instead of prone.
Additionally, you cannot be knocked prone without
fervor to master this power, a hunger has stricken
them, a thirst for the lifeblood of other creatures. As a your consent.
disciple of this circle, you will twist your flesh and learn
how to seize lifeforce from others. Other druidic circles 6th-level Circle of Damnation feature
decree that this circle has strayed too far in the dark,
You have learned how to further tap into the darker
and that this circle will damn themselves. Only time will
aspects of nature’s power, focusing that power to inflict
tell.
suffering. Whenever a creature suffers damage within
30ft of you, as a reaction, you can torture that creature,
2nd-level Circle of Damnation feature intensifying their suffering, you cast Inflict Wounds on
You strike out from other druids learning how to that creature, regardless of the range, expending a spell
slot as normal.
empower yourself from the consumption of other
creatures, as nature intends.
10th-level Circle of Damnation feature
As a reaction, when a medium or larger creature is
reduced to 0 hit points within 15ft of you, you can Your time spent using techniques used amongst this
siphon the gore and life force to bolster yourself. You circle has wrought its curse upon you. Choose one of
regain hit points equal to three times your druid level. options from your Blasphemous Shape feature, you are
You cannot use this feature again until you finish a short now permanently affected by that option.
or long rest.
14th-level Circle of Damnation feature
2nd-level Circle of Damnation feature
Whenever you use your Blasphemous Shape feature,
You have learned how to warp the magic of nature to you can grant yourself two features instead of just one.
evolve your own form. When you use your Wild Shape
feature, you can instead cast the Alter Self spell on
yourself. You do not concentrate on the spell, and the
spell’s duration is extended up to the total time allotted
for your Wild Shape. You can end the effects of the spell
as an action. When you activate this feature, you can
elect to choose from the following options in addition
to those presented by the Alter Self spell:

Acute Senses. You gain Darkvision within 120 feet, or


your Darkvision increases by 120ft. You gain advantage
on Perception checks based on smell and sound.

Animalistic Swiftness. Your speed increases by 15ft, you


can take the Dash action as a bonus action, and on your
You channel the power of one of the world’s great 14th-level Circle of Storms feature
devastations: the storm. Capable of widespread
You delve deep into elemental power, truly becoming a
destruction, you have learned the secrets of this circle,
conduit of elemental storms. You gain a flying speed
coloring your magic with lightning, thunder, and rain.
equal to 10ft x your proficiency modifier.
Through this circle, you learn to harness your body as a
conduit of the storm, not controlling, but merely Furthermore, your Storm Within options improve,
directing its power. showing your capability as a conduit of the tempest.

• Rainstorm. While concentrating on a druid


2nd-level Circle of Storms feature spell, the first time any hostile creature gets
You learn how to become a conduit for stormy magic. within 5ft of you, you can push it 10ft in a
Whenever you finish a long or short rest, choose a direction of your choice.
particular aspect of the storm to channel. • Lightning Storm. While concentrating on a
druid spell, any creature is hit or that fails its
• Rainstorm. Your druid spells deal cold saving throw against the spell is blinded.
damage. While concentrating on a druid • Thunderstorm. While concentrating on a druid
spell, defensive rain swirls around you spell, any creature that fails a saving throw by 5
hedging out foes. Any hostile creature that or more is stunned and deafened until the end
ends its turn within 5ft of you is pushed 5ft of your next turn.
away from you.
• Lightning Storm. Your druid spells deal
lightning damage. While concentrating on a
druid spell, you can cause a bolt of lightning
to surge forth, causing the spell to target
one additional creature with 15ft of you.
• Thunderstorm. Your druid spells deal
thunder damage and are audible up to
500ft away. While concentrating on a druid
spell, any creature that fails a saving throw
by 5 or more is incapacitated and deafened
until the end of your next turn.

6th-level Circle of Storms feature

Your capability to direct the power of storms is


improved. Whenever you deal damage with a druid
spell, you can use your bonus action to increase the
damage by 2d6 for one target of the spell. The extra
damage is cold, lighting, or thunder.

10th-level Circle of Storms feature

You know storm constantly changes and seek to


channel its mercuriality. You become immune to the
damage type of your chosen Storm Within feature.
Furthermore, whenever you end your turn, you can
change your chosen Storm Within option to another
option.
Beginning at 3rd level, your mastery of combat evolves
as you begin to specialize in varied forms of violence.
The Battlemancer, Psi-Knight, Sage, and Xenohunter are
now available as paths to wield your ferocity.

Not all with arcane blood choose to learn spellcasting.


Some learn to combine martial and arcane power into a
unique discipline known as Battlemancy. Combining
aspects of magic with fighting techniques,
battlemancers learn how to wield their power without
spellcasting, treating their magic as a muscle that
enhances their own abilities. A fully trained
battlemancer can react faster than the mind can
perceive; stepping through reality to deliver death.

3rd-level Battlemancer feature


10th-level Battlemancer feature
You learn how to imbue your weapons with arcane
Beginning at 10th level, your reprisal is swift. Whenever
energy. Whenever you roll initiative, choose one of the
you use your Battle Sense feature and cause your
following: acid, cold, fire, or lightning. For the next 10
attacker to miss, you can also make one weapon attack
minutes, all attacks you make are magical and deal the
as part of that reaction against your attacker.
chosen damage type, or until your roll for initiative
again.
15th-level Battlemancer feature
3rd-level Battlemancer feature You learn how to magically hone a strike. When you
take the attack action, you can choose to only make one
You learn how to sense the direction of incoming
attack, sacrificing your extra attacks in favor of a single
attacks through the weave of magic, reacting with
devastating strike.
lightning speed. As a reaction to when an attack hits
you, you can increase your AC by an amount equal to If you hit with this single attack, you deal your weapon’s
your proficiency modifier against that attack, potentially damage + the damage dice of the sacrificed extra
turning a hit into a miss. weapon attacks + one damage die per sacrificed extra
attack.
3rd-level Battlemancer feature For example, you are granted two extra attacks at 15th
You learn how to shirk the laws of reality, stepping level. If you make a Honed Strike with a longsword , you
through existence towards your foes. Before or after deal 1d8 + your strength modifier + 2d8 (the dice from
you make a weapon attack, you can teleport 10ft. the sacrificed extra attacks) + 2d8 (the dice because you
sacrificed two extra attacks).

7th-level Battlemancer feature


18th-level Battlemancer feature
You learn how to quickly analyze the intention of a foe
through missed attacks, adjusting your next strike. You learn how to deepen the wounds of your foes
Whenever you miss with a weapon attack, your next through magic. Any creature you hit with a weapon
attack roll gains advantage. attack on your turn takes an additional die of damage of
your weapon at the end of your turn. The damage type
is the same as your weapon’s.
Shunt. You can replace a weapon attack with a psychic
Psi-Knights are individuals vested with psychic power push, making a psi attack. On a hit, you push the target
that threatens to spill out. Where these people come a number of feet equal to 5 x your proficiency modifier.
from is a mystery. Some postulate that they are spawns
of the Mind Flayers, though it is questioned if these
3rd-level Psi-Knight feature
warriors are survivors or servants of the Illithids. Others
suggest that the psi-knights have unlocked an ancient You learn how to transfer the psychic energy within
power or perhaps belong to a secret order. Regardless, your skull through your weapon. Whenever you hit with
most of these warriors live akin errant monks, an attack, you can expend any number of focus die and
sequestered from civilization, mastering their powers as roll the dice as additional psychic damage.
they travel and adventure.
7th-level Psi-Knight feature
3rd-level Psi-Knight feature
Your psychic presence begins to latently affect the
Your mind is now ready to be unleashed, causing you to world around you, forming a ward around you.
manifest new powers, psychic abilities. Whenever you take damage, you can use your reaction
to expend any number of focus die you have. Roll 1d6 +
Some Psychic Abilities require a saving throw or attack
the expended dice and reduce the damage you take by
roll.
the rolled amount.
Psi Attack: Intelligence Modifier + Proficiency Modifier

Psi DC: 8 + Intelligence Modifier + Proficiency Modifier 10th-level Psi-Knight feature

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.

Telepathy. You gain telepathy 120ft, as your mind


awakens to psychic power. Creatures can understand 18th-level Psi-Knight feature
your telepathic utterance if they understand one Your psychic capabilities know no bounds. Whenever
language. you miss with a weapon attack, you recharge one focus
Thrown Weapon. You can treat any weapon you use as die.
having the thrown property, with a normal range equal If you end your turn with all your focus die expended,
to a number of feet equal to 10 x your proficiency half of your focus dice recharge.
modifier. If you throw a weapon that normally cannot
be thrown, you treat the attack as a psi attack.
Spell attack modifier = your proficiency bonus + your
Mastering magic through personal revelation and sheer Intelligence modifier
force of intellect, warriors of this archetype trade
traditional weapons of steel for arcane weapons in the Spellcasting Focus
You can use an arcane focus as a spellcasting focus for
form of staves and rods, learning to wield destructive
your wizard spells.
magic far more effectively than any steel.

3rd-level Sage feature


3rd-level Sage feature
Your time dealing with the arcane shows. You have
You realize your capacity as a conduit for arcane power,
proficiency in Arcana and know one exotic language of
Spell allowing you to cast wizard
your choice.
Fighter Spell Slot spells.
Level Slots Level
Preparing and Casting
3rd 1 1st 3rd-level Sage feature
Spells
4th 1 1st The Sage table shows how You decipher how to manifest destructive magic.
5th 1 1st many spell slots you have.
6th 2 1st Whenever you take the attack action, you can make a
The table also shows what special attack if you are wielding an arcane focus.
7th 2 2nd
the level of those slots is; all
8th 2 2nd Arcane Blast. You replace a weapon attack with a blast
of your spell slots are the
9th 2 2nd
same level. To cast one of of arcane energy, making a ranged spell attack against a
10th 2 2nd
your wizard spells of 1st creature within 60ft of you. On a hit, you deal 1d8
11th 2 2nd
12th 2 2nd level or higher, you must damage + your intelligence modifier.
13th 3 3rd expend a spell slot. You
The damage type is the same as a damage type of a
14th 3 3rd regain all expended spell
spell you have prepared.
15th 3 3rd slots when you finish a
16th 3 3rd short or long rest.
17th 4 3rd 7th-level Sage feature
18th 4 3rd You prepare the list of
19th 4 3rd wizard spells that are Whenever you use your Second Wind feature, you also
20th 4 3rd available for you to cast, regain one spell slot.
choosing from the wizard spell list. When you do so,
choose a number of wizard spells equal to your 10th-level Sage feature
proficiency modifier. The spells must be of a level for
which you have spell slots. The spells fixed within your mind begin to have abiding
effect on your physicality. Whenever you finish a long or
You can change your list of prepared spells when you short rest, choose one of the damage types of the spells
finish a short or long rest. Preparing a new list of you have prepared. You are resistant to that type of
warlock spells requires time spent in meditation: at damage until you finish a long or short rest.
least 1 minute per spell level for each spell on your list.
Spellcasting Ability 15th-level Sage feature
Intelligence is your spellcasting ability for your wizard
spells, since you learn your spells through study and Whenever you use your Action Surge feature, if you cast
memorization. You use your Intelligence whenever a a spell with that additional action, any hostile creature
spell refers to your spellcasting ability. In addition, you within 10ft of you is also targeted by the spell.
use your Intelligence modifier when setting the saving
throw DC for a wizard spell you cast and when making 18th-level Sage feature
an attack roll with one.
Whenever you roll initiatve, if you have any spells slots
Spell save DC = 8 + your proficiency bonus + your expended, you regain one.
Intelligence modifier
• Agile. Your speed increases by 15 ft. while
Xenohunters train to hunt the evil and arcane by use of Hunter's Focus is active.
a unique psychic discipline. They master the use of the • Archaic. Your Hunter's Focus deals a damage
Hunter’s Focus, which allows them to singularly type of your choice, you choose this type when
concentrate on one target, allowing them to harass and you gain this feature.
slay that prey more efficiently than most. Xenohunters • Focused. The damage die of your Hunter's Focus
focus on training the mind as well, learning to become increases by one size (1d6 would increase to
masterclass hunters. 1d8).
• Precision. The target under your Hunter's Focus
3rd-level Xenohunter feature gains no benefits of cover from you.
• Resilience. You cannot lose concentration on
You gain proficiency with the Survival and Arcana skills,
your Hunter's Focus.
learning how to track monsters and of the magics that
monsters employ or were created from.
10th-level Xenohunter feature

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.

7th-level Xenohunter feature 15th-level Xenohunter feature

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:

• Clairvoyant. The range of Heightened Senses


increases to 30 ft while you are concentrating
on Hunter's Focus.
• Feedback. Whenever the target of your
Hunter’s Focus hits you with an attack, you can
cause the target to take your Hunter’s Focus
damage.
• Fixated. The damage die of your Hunter's Focus
increases by one size (1d8 would increase to
1d10).
• Unbound. Whenever you successfully hit an
enemy with a weapon attack, you can teleport
to be within five feet of a creature under your
Hunter's Focus.

18th-level Xenohunter feature

Your focus provides unprecedented clarity, allowing you


to easily ignore the abilities of foes. Whenever you are
concentrating on Hunter’s Focus, you have advantage
on all saving throws.
damaged by a spell, the damage you take from the spell
At 3rd level, a monk gains a monastic tradition. These is reduced by 1d10 + your Dexterity modifier + your
traditions play a heavy part in shaping your monk. The monk level.
Way of the Chromatic Soul and the Way of the Streets
If you reduce the damage of the spell to 0, you absorb
are now options for new monks in the world.
the spell, negating all its effects on you. If you absorb
the spell, you can use your Chromatic Magic feature as
You wield the primal elements through strict part of the same reaction, but the damage type is the
manipulation of the Ki within, manifesting the elements same as the spell you just absorbed, even if Chromatic
through their chromatic colors. As you progress through Orb does not normally deal that damage type.
the teaching of this tradition, you eventually learn to
shape magic in the world around you and tap into the
17th-level Way of the Chromatic Soul feature
colors of magic to blind and stun your foes.
Once on your turn, whenever you hit a creature with an
attack, you can expend 2 Ki points to force the target to
3rd-level Way of the Chromatic Soul feature
make a Dexterity saving throw against the Prismatic
You begin to master weaving the elements through Spray spell, rerolling any 8’s for the spell.
your Ki, allowing you to cast Chromatic Orb without any
material components by expending 2 Ki points. You cast
this spell using your wisdom modifier. Additionally,
when you reach certain monk levels, the number of Ki
points you can expend on this feature increases,
increasing the level you cast Chromatic Orb at.

Monk Level Maximum Ki Points Level of Spell


3rd 2 1st
7th 3 2nd
13th 4 3rd
19th 5 4th

If you use your action to cast a spell, you can still use
your bonus action for one unarmed strike or Flurry of
Blows.

6th-level Way of the Chromatic Soul feature

Your Ki becomes infused with chromatic magic. When


you roll initiative, choose one of the following types of
damage: acid, cold, fire, lightning, poison, or thunder.
Whenever you deal damage, you deal the chosen
damage type. This effect lasts for ten minutes or until
you roll initiative.

If you cast Chromatic Orb, you can change your chosen


damage type to the damage type you choose for the
casting of Chromatic Orb.

11th-level Way of the Chromatic Soul feature

Your ability to weave chromatic magic extends into the


world around you. As a reaction whenever you are
Not all monks grew up in a monastery, with formal 11th-level Way of the Streets feature
training and elaborate workouts. Some students leave
The world has left its mark on you. All your experiences
those sacred places, while others never encounter
from your adventures has tailored your unique fighting
them. This tradition represents those monks who
style into something unique. You learn another Street
taught themselves, mixing other types of training
Style of your choice.
alongside more classical monk skills, resulting in a
versatile tradition that focuses on maximizing on an
individual’s abilities rather than flashy moves. 17th-level Way of the Streets feature

You become a master of your chosen styles, perfecting


3rd-level Way of the Streets feature your learning. You gain new features based on which
street styles you possess.
You have taught yourself how to harness Ki, and you
have learned from your few experiences in the world. • Arcane Style. You learn one 1st or 2nd level
Choose one of the following Street Styles. Each style spell of your choice. Casting this spell does not
represents a facet of your potential, with each style require a spell slot. Wisdom is your spellcasting
focusing on a particular facet. You can only learn a ability for this spell.
Street Style once. • Flurry Style. Whenever you use Flurry of Blows,
you can expend 1 Ki point to make one
• Arcane Style. You learn two cantrips of your
additional attack. You can expend a maximum
choice. Wisdom is your spellcasting ability for
of 5 Ki points in one turn.
these cantrips. If you use your action to cast a
spell, you can still use your bonus action for one • Healer Style. You can cast Heal by expending 5
unarmed strike or Flurry of Blows. Ki points.
• Flurry Style. Whenever you are wielding a monk • Mystic Style. Whenever you expend two or
weapon, any attack you make as bonus action more Ki points on your turn, at the end of your
can use your monk weapon instead of your turn, you regain half the Ki points expended
unarmed strikes. (rounded up).
• Healer Style. As a bonus action, you can expend • Warrior Style. Whenever you hit with a weapon
up to 5 Ki points and touch one creature attack, you can expend Ki points to increase the
(including yourself) and cause the target to damage by one martial arts die per spent Ki
regain 1d8 hit points per Ki point. point.
• Mystic Style. Whenever you expend two or
more Ki points on your turn, at the end of your
turn, you regain one Ki point.
• Warrior Style. Choose three weapons. You are
now proficient with these weapons and treat
them as monk weapons.

6th-level Way of the Streets feature

Whenever you have an advantage, you learn to


maximize upon it. Whenever you would have advantage
on an attack roll on your turn; you can reroll all damage
rolls on that turn and use either the original roll or the
rerolled roll.
Swearing an oath to their god in a holy sacrament of 3rd-level Oath of the Accursed feature
power for service, a paladin can swear the Oath of the You gain the following two Channel Divinity options,
Accursed, Oath of the Mind, Oath of the Pyre, or the known as Channel Damnation for you.
Oath of Winter, continuing their divine path.
Chain of Woe. As a bonus action, you unleash a weapon
of hate, conjuring a spectral chain forged from the
The Oath of the Accursed is an oath forced upon
corrupted spark within and your darkest emotions.
paladins by their holy order, as they believe the paladin
Make a spell attack against a creature within 120ft of
in question is no longer useful or faithful to their cause.
you. On a hit, the creature is pulled within 5ft of you.
This oath corrupts the divine spark within, typically
killing the paladin. But sometimes, the paladin’s god Soul Seizure. You strike a foe with your hatred, seizing a
wishes for the paladin to survive, and thus offers a dark creature’s soul. As a bonus action, make a spell attack
and damning oath, granting the ability to channel the against a creature within 30ft of you. On a hit, the
paladin’s own darkest emotions into powerful and target is cursed.
deadly curses. Paladins of this oath are typically
While cursed this way, the target suffers excruciating
renegades who may still revere their god. The souls of
emptiness at the loss of its soul. For one minute, the
the departed typically cling to the presence of the
target has disadvantage on concentration checks and
Accursed, the cursed energy of their oaths sustaining
cannot make any check with advantage.
lost souls.
Tenets of the Accursed
7th-level Oath of the Accursed feature
Though the exact words and strictures of the Oath of
the Accursed vary, paladins of this oath typically share Your presence attracts the souls of the damned around
these tenets. you. Anytime a cursed creature moves or starts its turn
within 10ft of you, it takes psychic damage equal to half
Suffering. Life is struggle and suffering. You must
your paladin level (rounded down).
embrace this, either you or your foe suffers.
At 18th level, the range of this aura increases to 30 feet.
Damned. There is solace in knowledge of the end. Your
soul is forfeit, but you are not forsaken.
15th-level Oath of the Accursed feature
Resilience. Death awaits us all. Live life fully against
death through absolute willpower. You punish those who resist the pull of death.
Whenever a creature succeeds on its saving throw
against a curse, you can use your reaction to deal 2d8 +
3rd-level Oath of the Accursed feature
your Charisma modifier psychic damage to the creature
You gain oath spells at the paladin levels listed in the that succeeded on the saving throw.
Oath of the Accursed Spells table. See the Sacred Oath
class feature for how oath spells work. 20th-level Oath of the Accursed feature
Oath of the Accursed Spells
You invoke your darkest emotions and a cry to your
Spell
Level Spells god, as spirits of the damned infuse your flesh and you
1st Bane, Inflict Wounds become an anathema to your foes.
2nd Blindness/Deafness, Darkness • Accursed. You deal 1d8 psychic damage on any
3rd Bestow Curse, Spirit Guardians
attack against a cursed creature.
4th Blight, Elemental Bane
• Soul Shroud. All your Oath of the Accursed
5th EnervationXGtE, Negativity Flood*
Bane, Blindness/Deafness, Bestow Curse, Elemental features deal 2d8 psychic damage, in addition
Bane, and Enervation are curses for the purpose of this to any damage or effects the feature may have
subclass. dealt.
• Spirit Walker. You can enter and exit the your telepathic utterance if they understand one
ethereal plane by expending 10ft of movement. language.

Sense Minds. Whenever you use your Divine Sense


feature, you can now sense aberrations, and you learn
the true identity of any creature you sense.
Wielders of psychic power, paladins that swear this
oath find that their minds become blessed;
supercharged with psionic energies. Empowered, a 3rd-level Oath of the Mind feature
paladin learns how to harness their newfound power to
You gain the following two Channel Divinity options.
deflect attacks and strike their foes with only their
mind. Paladins of this oath are usually only known as Psi-Blades. As a bonus action, you conjure a weapon
Templars to outsiders. forged from your blessed mind. For 1 minute, you
manifest a one-handed melee weapon over an empty
Tenets of the Mind
Though the exact words and strictures of the Oath of hand, known as a Psi-Blade. A Psi-Blade cannot be let go
the Mind may vary, paladins of this oath typically share of, deals 1d8 psychic damage, uses your Charisma
these tenets. modifier for its attack and damage rolls, and you are
proficient with it.
Self-Perfection. Mastering oneself, and furthermore,
one’s abilities, is essential in the defense of others. At 10th level, you can manifest a Psi-Blade over each
empty hand, and if you have two Psi-Blades, you can
Obligation. The burden of power is the responsibility to attack once as a bonus action.
use it. Power unused is wasted.
Psyche Strike. You muster your mental capacity against
Sanctity. The powers you wield are sacred, borne of a foe you strike. When you hit a creature with Divine
your god’s gift to your mind. Treat them as such. Smite, you can expend a use of your Channel Divinity to
change the damage of the attack to psychic damage,
3rd-level Oath of the Mind feature causing the target to reel from the mental anguish of
the smite. Until the start of your next turn, all attacks
The blessing of your god has altered your spellcasting. against the target have advantage.
Your spells no longer require any components, except
for components with a gold cost. Additionally, you can
7th-level Oath of the Mind feature
change the damage of any paladin spell you cast to
psychic damage. You learn how to use your blessed mind to ward nearby
allies. Once on your turn, you can expend a spell slot,
You gain the following oath spells at the paladin levels
granting any ally within 10ft of you a bonus to AC and
listed in the Oath of the Mind Spells table. See the
intelligence saving throws equal to the level of the spell
Sacred Oath class feature for how oath spells work.
slot until the end of your next turn.
Oath of the Mind Spells
Spell At 18th level, the range of this aura increases to 30 feet.
Level Spells
1st Dissonant Whispers, Wrathful Smite 15th-level Oath of the Mind feature
2nd Mind SpikeXGtE, Tasha’s Mind WhipTCoE
3rd Fear, Intellect FortressTCoE You learn how to turn the power of your mind against
4th Compulsion, Phantasmal Killer opposition. Anytime a creature within 10ft of you hits
5th Synaptic StaticXGtE, Telekinesis you with an attack, you can use your reaction to cause
the attack to miss.
Additionally, you gain the following psychic abilities:
You can use this feature a number of times equal to
Telepathy. You gain telepathy 120ft, as your mind your proficiency modifier. You regain all uses when you
awakens to psychic power. Creatures can understand finish a short or long rest.

At 18th level, the range of this aura increases to 30 feet.


20th-level Oath of the Mind feature 3rd-level Oath of the Pyre feature

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.

The cloud of ash lasts for 1 minute or until you are


The Oath of the Pyre is an oath that binds a paladin to a incapacitated.
solemn oath to smite evil. Often called Torchlights,
Burning Standard. As an action, you manifest a banner
these paladins are often found in service gods of fire
of raging flame. All allies within 15ft of you become
and volcanoes. The ideals of this path emphasize the
infused with divine flames. Until the end of your next
importance of striking out evil and annihilating it,
turn, you and all your allies become coated in ash,
typically through immolation. Those with swear this
granting immunity to one type of damage of your
oath with evil intentions typically use their divine gifts
choice. Furthermore, all attacks and spells made by
to burn away all life.
allies deal an additional 1d10 of fire damage.
Tenets of the Pyre
Though the exact words and strictures of the Oath of
7th-level Oath of the Pyre feature
the Pyre vary, paladins of this oath share these tenets.
You emanate an aura of ash and cinders that scours
Memory. When the pyre is lit, it represents the end, but
your foes. At the start of your turn, all hostile creatures
not of all. Treasure the memories of the fallen.
within 10ft of you take 1d10 + your charisma modifier
Reverence. When one lights a pyre, you offer a sacrifice (minimum 1) fire damage.
to the gods. Always follow the proper rites.
At 18th level, the range of this aura increases to 30 feet.
Vigilance. The pyre reminds of why we exist, to stand
against the suffering and smothering of life.
15th-level Oath of the Pyre feature

Your skin gains an ashen appearance; you are always


3rd-level Oath of the Pyre feature
considered under the effects of Heroism.
You gain oath spells at the paladin levels listed in the
Oath of the Pyre Spells table. See the Sacred Oath class
20th-level Oath of the Pyre feature
feature for how oath spells work.
You can invoke the power of your deity to make your
Oath of the Pyre Spells
form like an inferno, with eyes of flame and skin of ash,
Spell
Level Spells this lasts for 1 hour.
1st Burning Hands, Hellish Rebuke • Heart of the Inferno. You are immune to fire
2nd Heat Metal, Scorching Ray
damage, and whenever you take fire damage,
3rd Fireball, Protection from Energy
you instead regain hit points equal to the fire
4th Fire Shield, Wall of Fire
damage.
5th Flame Strike, Immolation
• Beacon of Light. You emit bright light within
120ft of you. This light dispels all magical
darkness.
• Aegis of Ash. The radius of your Channel damage with this attack, the smite damage becomes
Divinities is increased to 30ft, and any time you cold damage. Regardless, the target is restrained until
expend a use of your Channel Divinity, you the end of your next turn.
grant hit points to each ally within 30ft of you
Wintry Malice. As a bonus action, you slam a hoarfrost
equal to three times your paladin level.
coated fist into the ground, creating an eruption of ice
upon the ground around you. In a 10ft radius centered
on you, any creature in the area when you cast this
Channel Divinity takes cold damage equal to your
The Oath of Winter binds a paladin to an oath to
paladin level, and within the radius becomes difficult
protect their allies. These paladins hold that you must
terrain to any creature hostile to you for 1 minute.
be able to pull your own weight within a group, in one
form or another. If you cannot then you must learn
another way to. Just because you lost your fighting 7th-level Oath of Winter feature
ability does not mean you cannot learn magic. The
When you cast a spell or use a feature with range of
ideals of this path emphasize the importance of survival
touch or self, you can make the range of that spell or
and practicality.
feature 10 feet.
Tenets of Winter
Though the exact words and strictures of the Oath of At 18th level, the range of this feature increases to 30
Winter vary, paladins of this oath share these tenets. feet.

Survival of All. Survival is always the priority. Heroics


15th-level Oath of Winter feature
are useless if everyone dies.
Whenever you gain temporary hit points, you become
Communion. All must pull their weight, if one does not,
under the effects of the Armor of Agathys spell, but the
cut them off, for they are naught but a leech.
temporary hit points for the spell is equal to the
Practicality. If an action is unreasonably dangerous to temporary hit points you gained.
you or others, it is not wise to go through with it.
20th-level Oath of Winter feature
3rd-level Oath of Winter feature
You can invoke the power of winter to make your form
You gain oath spells at the paladin levels listed in the like that of a savage and wintry avatar, for one minute.
Oath of Winter Spells table. See the Sacred Oath class
• Pack Hunter: Any creature that attacks a
feature for how oath spells work.
creature hostile to you that is within 5ft of
Oath of Winter Spells you has advantage on the attack roll.
Spell • Heightened Senses. You have blindsight
Level Spells within 120ft.
1st Ice Knife, Longstrider • Share of Power. Any spell that affects an
2nd Pass without Trace, Warding Wind ally through Winter’s Boon also affects you.
3rd Sleet Storm, Protection from Energy
4th Elemental Bane, Ice Storm
5th Cone of Cold, Control Winds

3rd-level Oath of Winter feature

You gain the following two Channel Divinity options.

Icebound Strike. Whenever you hit a creature with a


weapon attack, you can imbue that strike with the
power of winter, covering the target in a thick layer of
rime using your Channel Divinity. If you deal smite
Touch of Malice. Once on each of your turns, the first
At 3rd level, a fledgling ranger can strike out and learn time you hit with a weapon attack, you deal an
to wield unique magic by becoming either a Death additional 1d8 necrotic damage to the target and you
Walker or a Clairvoyant. regain half the necrotic damage of the attack as hit
points.
The Death Walker is a ranger who set themselves to
manipulating the boundary between material world and 3rd-level Death Walker feature
that of the Shadowfell, in all its dark beauty and
Your understanding of death is augmented by the
blasphemous secrets. The rangers that make up this
secrets you possess. If you inspect a corpse for 1
conclave are not highly known, and the few that are
minute, you learn how the corpse died, even if it
named are known in a manner akin to monsters, and
impossible to know due to the corpse’s state.
the only information on them usually only turns up that
Additionally, you can choose to receive a vision,
they wield deadly curses.
experiencing the last moments of the corpse’s life when
it died.
3rd-level Death Walker feature

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.

3rd-level Death Walker feature


15th-level Death Walker feature
You begin to unearth the deadly secrets of the
If you affect a creature with Death Mark on your turn,
Shadowfell, learning to wield death through your any other creature you hit with a weapon attack on that
weapons. Whenever you roll initiative, choose one of turn is also affected by the chosen spell until the end
the following options, which lasts for the next 10
start of your next turn.
minutes, or until you roll initiative again.

Step of the Departed. Whenever you hit with a creature


with a weapon attack, your movement speed increases
and the target’s movement speed decreases by 10ft.
until the start of your next turn.

Call of the Grave. Once on your turn, when you hit a


creature with a weapon attack, you can curse it, causing
the target to take a 1d4 penalty to attack rolls until the
start of your next turn.
blinded, charmed, deafened, or frightened, until the
Rangers usually live in the wilderness, protecting nature end of your next turn.
and civilization from each other. However, sometimes
this solitude is required for the powers that a psychic You can only affect one creature at a time with
ranger can wield. Whispers tell that the Clairvoyant can Mindfire.
discern the knowledge of the past, while others declare You can use this feature a number of times equal to
that the clairvoyant can mind control people. your proficiency modifier. You regain all uses when you
Regardless, any ranger that is clairvoyant takes to finish a long rest.
wielding mental effects as a means to deal with foes.

7th-level Clairvoyant feature


3rd-level Clairvoyant feature
You learn how to weave your psychic presence into a
The awakening of your psionic powers has altered your shield against divination. You and any ally within 30ft of
spellcasting. Your spells no longer require any you can no longer be detected or found by magic.
components, except for components with a gold cost.
Additionally, you can change the damage of any ranger Furthermore, whenever a creature is affected by
spell you cast to psychic damage. Mindfire, you and any ally within 30ft of you are
immune to the chosen condition until Mindfire ends.
You learn the following spells at certain levels as you
advance in your understanding in manipulating the
powers of your mind. These spells are treated as Ranger 11th-level Clairvoyant feature
spells, and do not count against the number of spells Your mastery of the mind grows, allowing you to affect
you know. others directly. Once on your turn, you can expend a
Ranger spell slot, targeting a number of creatures equal to the
Level Spells level of the spell slot expended, within 30ft of you. A
3rd Guiding Bolt targeted creature is incapacitated, cannot move, and
5th Mind SpikeXGtE becomes immune to all damage until the start of your
9th Clairvoyance next turn.
11th Greater Invisibility
17th Synaptic StaticXGtE
11th-level Clairvoyant feature
Additionally, you gain the following psychic abilities: Whenever you are concentrating on a spell and you
take damage, you can choose to end the concentration,
Telepathy. You gain telepathy 120ft, as your mind
completely negating the damage you would have taken.
awakens to psychic power. Creatures can understand
your telepathic utterance if they understand one
language. 15th-level Clairvoyant feature

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.

There are those that have mastered ranged combat,


known as deadeyes. Wielding all manners of ranged
weapons, they master slaying their foes from afar.

3rd-level Deadeye feature

You gain proficiency with all ranged weapons.


Whenever you make an attack with a ranged weapon,
you can apply Sneak Attack damage to the attack if your
target is in the long range of your weapon.

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.

3rd-level Psi-Stalker feature

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

Whenever you use your Uncanny Dodge feature, you


13th-level Psi-Stalker feature
can make one weapon attack as part of that reaction.
Your psychic presence becomes reactive against the use
of magic. Whenever a creature casts a spell or uses a
17th-level Vanguard feature
magical ability within 30ft of you, you can use your
reaction to punish the spellcaster. The creature must When you hit with a Sneak Attack, as a bonus action,
make an intelligence saving throw against your Psi DC. you can move half your movement speed without
On a failure, the target takes psychic damage equal to triggering opportunity attacks. If you end this
half the dice of your Sneak Attack feature (rounded movement within attacking range of a different hostile
down). On a success, the target only takes half damage. creature, you can make one attack against that
creature. On a hit, you deal your sneak attack damage.
defenses. Whenever you are hit by an attack, you can
Sorcerers are conduits of magic, and that magic is a expend 1 sorcery point to cause the attack to miss you.
direct expression of your soul. At 1st level, a sorcerer
Roll a d10. On a 6 or lower, the sorcery point cost of this
could be revealed to possess a Hardwired Soul or a Sky
feature increases by 1. This cost resets back to 1 sorcery
Soul.
point whenever you finish a long or short rest.

Within you lies an arcane lattice, allowing your touch to


14th-level Hardwired Soul feature
wreak havoc upon reality. The magic within ties your
soul directly into your physical form, perhaps Your arcane lattice recirculates and has begun to
manifesting as spectral Ki flow, or as literal copper and produce its own energy, allowing you gain 5 additional
steel in your skin. Perhaps you were intending on sorcery points that can only be used exclusively for
practicing wizardry, until you cast a spell and it went Integral Defense. You regain these sorcery points at the
dangerously errant, or when you were born, you killed end of a long rest.
the first person you ever touched.
Additionally, whenever you use your Integral Defense
feature, you regain a sorcery point if you roll a 10. You
1st-level Hardwired Soul feature cannot regain sorcery points granted by Conserve
You can cause any spell you know that has a range Arcana.
other than touch, to become a touch spell. If you cast
the spell this way, the spell becomes a melee spell 18th-level Hardwired Soul feature
attack against one target, unless the target is willing.
Your arcane lattice now acts as a conduit of life force.
On a hit, the effect or damage of the spell is inflicted on Whenever you deal damage to a creature with
the one target. Hardwired Spellcasting, you can use your bonus action
to gain the damage dealt as hit points.
6th-level Hardwired Soul feature Once you use this feature, you cannot use it again until
The arcane lattice within you has evolved with you, you finish a long rest, or if you spend 5 sorcery points.
allowing you to briefly heighten your reflexes and
lightning damage equal to your proficiency modifier.
You long for the skies above, not truly belonging upon
the dirt and stone of the earth. Perhaps you were born This feature can be affected by metamagic.
in a place with strong elemental ties to the Plane of Air,
or perhaps you were blessed as a youth by the Queen of 6th-level Skyward Soul feature
Air and Darkness in some unknown bargain. Regardless,
you take to the skies now, freed from the shackles of You become able to handle the extreme conditions of
the land below. the skies. You gain resistance to lightning and thunder
damage. In addition, you no longer require air to
breathe, and become acclimated to extreme altitudes.
1st-level Skyward Soul 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.

1st-level Skyward Soul feature

You long for the skies above. You gain a flying speed
equal to 10ft x your proficiency modifier.

6th-level Skyward Soul feature

The magic you command arcs forth in a deadly display.


Whenever you cast a spell that deals lightning or
thunder damage, you can expend 1
sorcery point, causing an arc of lightning
to blaze forth from you. Choose one
creature within 15ft of you. That
creature takes a number of d8s of
At 1st level, you consign your soul and strike a bargain
with a powerful otherworldly patron. This pact
empowers you and ultimately can determine your fate.
A prospective warlock can now forge a pact through
reading the Stars or strike a pact with the Warlord.

You have forged a pact for arcane power, pledging


yourself to an entity that can shape reality with a word
or gesture. In making this pact, you may search for lost
lore and hidden secrets, or slay the foes who threaten
your patron’s power.
Arcane Quirks
You potentially consigned your soul for power. Your The
pact may alter you, manifesting as a quirk. number of
beams or attacks
d6 Quirk
increases by 1 per spell
1 You have tattoos of arcane formulas.
slot level.
2 You mutter verbal components of spells in your
sleep.
3 Arcane glyphs float and flit around you. 6th-level Arcane Pact feature
4 Esoteric arcane runes adorn your body.
5 Your eyes appear to be precious gemstones. You master how to weave the energies of spells into
6 You carry a magical trinket of importance to you. defensive wards. Whenever you cast a Warlock spell
that requires concentration, roll a number of d4s equal
your proficiency modifier. You gain the total amount as
1st-level Arcane Pact feature temporary hit points. These temporary hit points last
Your eldritch blast can deal acid, cold, fire, lightning, or until you lose concentration or end the spell.
poison damage.
10th-level Arcane Pact feature
You prepare additional spells when you reach certain
levels in this class, as shown on the Pact Spells table. You have discovered that your eldritch magic creates
Each of these spells counts as a warlock spell for you, usable antimagic whenever you cast a spell. Whenever
but do not count against the number of warlock spells you expend a warlock spell slot, you gain an antimagic
you can prepare. charge. You can then expend an antimagic charge to
cast counterspell or dispel magic at 5th level. Antimagic
Pact Spells
Warlock Level Spell charges last for 1 hour after the last time you expended
1st Absorb Elements a spell slot.
3rd Blur
5th Dispel Magic 14th-level Arcane Pact feature
7th Elemental Bane
9th Telekinesis You have mastered magic and can manipulate it easily.
You can now prepare any spell you have access to in
written form, such as from a wizard’s spellbook or spell
1st-level Arcane Pact feature scroll.
The magical knowledge you have learned allows you to
apply its knowledge to your spellcasting. Whenever you
cast eldritch blast or take the attack action, you can
empower yourself by expending a warlock spell slot.
utterances, but the creature must be able to
Your patron is a mysterious entity whose nature is understand at least one language.
utterly foreign to the fabric of reality. It might come
from the Far Realm, the space beyond reality, or it could
6th-level Elder Pact feature
be one of the elder gods known only in legends. Its
motives are incomprehensible to mortals, and its You learn to magically ward yourself against attack and
knowledge so immense and ancient that even the to turn an enemy's failed strike into good luck for
greatest libraries pale in comparison to the vast secrets yourself. When a creature makes an attack against you
it holds. Your patron might be unaware of your and misses you, your next attack roll against that
existence or entirely indifferent to you, but the secrets creature has advantage if you make it before the end of
you have learned allow you to draw your magic from it. your next turn.
Aberrant Quirks
You potentially consigned your soul for power. Your 10th-level Elder Pact feature
pact may alter you, manifesting as a quirk.
Your thoughts cannot be read by telepathy or other
d6 Quirk means unless you allow it. You also have resistance to
1 Your eyes are actually clusters of smaller eyes. psychic damage.
2 If you are not actively speaking, you mutter.
3 There is another eye on your body. As an action, you can make a ranged spell attack against
4 There is not a single hair upon your flesh. a creature within 30ft of you. On a hit, you lodge a
5 Animals and people generally try to avoid you. psychic shard of eldritch power in the target’s mind. The
6 Your words are efficient and to the point. shard persists for 1 minute in the target’s mind or until
you dismiss it as a free action.

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

1st-level Fey Pact feature

Your patron bestows upon you the ability to walk as the


fey do when a life is taken. Whenever a creature dies
within 60ft of you, you can teleport a number of feet
equal to 10ft x your proficiency modifier to an
unoccupied space that you can see.
As an action, you can grant yourself 1d4 + your
Death holds no sway over your patron, who has constitution modifier temporary hit points. At 10th
unlocked the secrets of everlasting life, although such a level, this die becomes a 1d10.
prize – like all power – comes at a price. Once mortal,
your patron has seen mortal lifetimes pass like the
1st-level Immortal Pact feature
sands in an hourglass, just a flicker of endless days and
nights. It is the master of life and death. Whenever you regain hit points from a spell, treat any
Immortal Quirks dice rolled to determine the hit points you regain as
You potentially consigned your soul for power. Your having rolled their maximum value for you.
pact may alter you, manifesting as a quirk. Additionally, you can cast each Undying Magic spell you
d6 Quirk have prepared once at its lowest level without
1 Your age seems indeterminant. expending a warlock spell slot.
2 Your skin is grey, as if you are a shade.
3 You have an amulet of a coffin. 6th-level Immortal Pact feature
4 You are detached from others, worried they will
die in a blink of your soon-to-be immortal eye. You have learned how to cheat death as your patron
5 Souls seem to faintly flit around you. would. You regain hit points equal to 1d8 + your
6 You perform death rites for all. You hate it, but Constitution modifier whenever you succeed on a death
you still do it for some reason. saving throw or stabilize a creature with spare the
dying.
1st-level Immortal Pact feature Additionally, whenever you stabilize a creature with
spare the dying, the target regains 1d8 hit points.
Your eldritch blast can deal necrotic damage. You learn
the spare the dying cantrip, which counts as a warlock
cantrip for you. 10th-level Immortal Pact feature

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

Your nature borders on immortal. On your turn, you can


1st-level Immortal Pact feature use a bonus action to regain hit points equal to 1d8 +
your constitution modifier. Additionally, if you put a
The clock now begins to slow, as your pact with your severed body part of yours back in place when you use
patron works its magic upon your flesh. For every 10 this feature, the part reattaches.
years that pass, you only age 1 year. This
transformation also means you cannot die from massive
damage, and in order to die, you must fail five death
saving throws.
When you finish a short or long rest, you gain a number
You have uncovered power in the readings of the stars. of d6s equal to your proficiency modifier, known as
Through an understanding of divination and astrology, fated dice.
you divined the secret names and hidden power of the
stars, it is through this secret knowledge how your pact When a creature within 60ft of you makes an attack,
works; as you draw from the power of unseen truths, ability check, or saving throw, you can expend a fated
draw fate to your favor; you become the enactor of fate die and force the creature to roll the fated die as a
itself, forever entangled in the mysteries of stars. penalty or bonus to its roll. A roll can only be affected
by one fated die.
Stars Quirks
You potentially consigned your soul for power. Your
pact may alter you, manifesting as a quirk. 6th-level Star 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*

1st-level Star Pact feature

You become proficient with a gaming set of your choice


and with the nature skill, as you learn to divine fortunes
and read the stars. Additionally, you can use any gaming
set you are proficient with as your spellcasting focus.

1st-level Star Pact feature

You learn how to decipher possible futures in the stars


and make bend reality towards the future you desire.
You made a pact to become a master of battle. This 1st-level War Pact feature
pact is usually made with an otherworldly master of
Whenever you roll initiative or are attacked, arcane
war, an entity who advances long term strategies
plating manifests upon your body, expertly positioned
against an unspoken foe by confiding in and making
for maximum mobility and defense. These plates grant
pacts with promising mortals. This entity teaches the
you a bonus to your AC equal to half your proficiency
young warlock how to master the battlefield with their
modifier (rounded down).
skills.
Warrior Quirks
6th-level War Pact feature
You potentially consigned your soul for power. Your
pact may alter you, manifesting as a quirk. You can turn your attacks into an opportunity for your
allies, realizing new tactics. Whenever a creature is hit
d6 Quirk
by an attack you make, a creature allied to you can
1 You know a comprehensive history of wars.
2 Your weapons never dull. expend their reaction to make an opportunity attack
3 You practice exotic rituals or subscribe to a against the target of your attack.
religion heavily featuring weapons and armor.
4 You sleep standing up, or wherever you fancy. 10th-level War Pact feature
5 You carry a menacing air around you, like a
warlord of old. You have learned how to channel your spells through
6 Whenever you are lost in thought, others close magic weapons. Weapons that possess magical
to you hear sounds of a distant battle. enhancements, such as a +1 longsword, are considered
arcane focuses for you, and can have their bonuses
applied to spell attacks and their damage rolls. At 14th
1st-level War Pact feature
level, you can add the bonus to your spell save DC.
You prepare additional spells when you reach certain
levels in this class, as shown on the Pact Spells table. 14th-level War Pact feature
Each of these spells counts as a warlock spell for you,
but do not count against the number of warlock spells You defy reality itself, unleashing a surge of magic in the
you can prepare. form of a spectral banner. As a bonus action, you can
manifest an eldritch banner of magic, all allies within
Pact Spells 30ft of you can use their reaction to move half their
Warlock Level Spell
movement speed and take an action of their choice.
1st Bending Reed*
3rd Spiritual Weapon Once you use this feature, you cannot use it again until
5th Vanishing Wind* you finish a long rest.
7th Sweeping Wave*
9th Steel Gale Strike*

1st-level War Pact feature

Your patron instructs you in how to increase the


destructive power eldritch powers. When you hit a
creature with an attack, you can expend a spell slot to
increase the damage of the attack by 1d10 + 1d10 per
spell slot level. The damage is the same type as the
damage of the attack.
Frontline. You can choose to be immune to the damage
At 2nd level, an aspirant wizard begins to decipher the and effects of your spells.
laws of reality. Take to the battlefield with
Incisive. Whenever you deal damage to a creature with
Battlecasting, wield fire with Pyromancy, or master
a spell, a creature takes additional damage equal to
another spellcasting style with the Savant, all of which
your proficiency modifier.
are now available to the wizard.
Ranged. You gain a bonus to your spell attack rolls
equal to half your proficiency modifier (rounded down).
Battlecasting is the discipline of wielding magic upon
the battlefield. Treating their magic as a muscle to be Warding. When an ally within 15ft of you takes
exercised, battlecasters tend to push themselves to the damage, you can use your reaction to reduce the
limit as often as possible. With magic as their sword and damage the target takes by 1d10 + your proficiency
a shield in hand, the battlecaster will stand in the bonus (to a minimum of 0 damage).
frontline against any foe.
Battlecaster Quirks 6th-level Battlecasting feature
Whenever wizards are involved, magical hijinks are sure
to follow, but your wizard seems to have something Wield magic on the frontlines have given you
slightly off… experience, and you have learned to shore up your
physicality with magic. On your turn, you can use a
d6 Quirk bonus action to gain temporary hit points equal to 1d10
1 You spend your free time planning battle + half your wizard level (rounded down). You can use
strategies. this feature a number of times equal to your proficiency
2 You are scarred, but the scars seem to move. modifier, regaining all uses whenever you finish a long
3 You train daily, sparring with your cantrips. rest.
4 You seem encyclopedic on battle tactics.
5 Violence is always the answer.
6 The helmet stays on. 10th-level Battlecasting feature

Whenever you reduce a creature to 0 hit points, you


2nd-level Battlecasting feature regain an expended spell slot. The spell slot’s level is
equal to your proficiency modifier or lower.
You gain proficiency with all armor and shields.
Once you use this feature, you cannot use it again until
You learn one cantrip of your choice that requires an you finish a long rest.
attack roll.

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.

2nd-level Battlecasting feature


14th-level Battlecaster feature
You have learned how to wield magic as a warrior
You become indomitable. Whenever you cast a spell of
would wield a weapon. Choose one of the following
1st level or higher, you gain hit points equal to 2 x the
options. You cannot take a Casting Style option more
level of the spell slot. You only gain this benefit when
than once, even if you later get to choose again.
you have less than half your hit point total.
Defensive. While you are wearing armor, you gain a +1
bonus to your AC.

Focused. When you roll a 1 or 2 on a damage die for a


spell, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2.
Wielding pyromancy is the
discipline of harnessing the innate
power of flame. Many practitioners
of this arcane tradition make use of
infamous spells such as Fireball, but this
school also teaches how to manipulate flames
in other ways, including how to stave off death.
Pyromancer Quirks
Whenever wizards are involved, magical hijinks
are sure to follow, but your wizard seems to
have something slightly off…

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.

6th-level Pyromancy feature


2nd-level Pyromancy feature
Your cantrips are even more potent, allowing you to roll
You learn one cantrip of your choice that deals fire an additional die of the cantrip as fire damage.
damage or manipulates fire.

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.

2nd-level Pyromancy feature


10th-level Pyromancy feature
Whenever you deal fire damage to a creature, you gain
Whenever you drop to 0 hit points, you can expend all
a d6, known as a fire die. If you take damage while
fire dice you have. Roll all the expended fire dice. You
having fire dice, as a reaction, you make a spell attack
regain the rolled amount as hit points. Once you use
against your attacker. On a hit, you can roll a number of
this feature, you cannot do so again until you finish a
fire dice up to half your proficiency modifier (rounded
long rest.
down), causing your attacker to take fire damage equal
to the rolled amount.
14th-level Pyromancy feature
You can hold a number of fire dice at one time equal
your proficiency modifier. Your mastery of fire is evident. You become immune to
fire damage. In addition, as a bonus action, you can
cause the next spell you cast to deal additional fire
2nd-level Pyromancy feature
damage equal to a number of fire dice equal to half
You learn to manipulate nonmagical flames. If you are your proficiency modifier.
within 10ft. of an area of fire, you can extinguish an
area of flame with a bonus action. The area snuffed can
be up to a 20ftx20ft area.
There are wizards who do not devote themselves to a 10th-level Savant feature
particular school of magic, instead devoting themselves
You continue to master spellcasting in its various forms.
to learning from other types of spellcasters and
You learn two spells from your chosen class list.
becoming masters of various fields outside wizardry.
Whenever you gain a level, you can learn spells from
Those wizards of this school can vary by an extreme
the chosen spell list instead of gaining wizard spells.
amount, with their specialties allowing them a wide
breath of expertise.
14th-level Savant feature
Worldly Quirks
Wizards are odd, and that is usually expected. The You are skilled in the practice of magic to the point that
weirdness from your constant travels and experiences, when you see a spell cast within your line of sight, you
however, seem to have left a mark… can make an intelligence check against the spellcaster’s
spell save DC.
d6 Quirk
1 Your always are standing, never sitting down. If you succeed, and if that spell is on one of your spell
2 People recognize you, but they are never sure lists, and it is of a level that you can cast, you can use
from when or where. this ability to memorize how to cast that spell for the
3 You have brand marks from another country next 24 hours, using your own spell slots.
when you were convicted of something you
consider trivial. If you spend 12 hours of that time puzzling out how the
4 You literally sleep with your eyes open. spell works, you can create a spell scroll of that spell by
5 You always seem unshaven or unkept. expending the spell slot required for that spell, creating
6 You have tattoos indicative of a lover, but you the spell scroll.
may not even know about it.

2nd-level Savant feature

Your time in the world shows, as you have begun to


learn to wield magic as other spellcasters do.

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.

Additionally, the gold and time you must spend to copy


a spell from a spell scroll into your spellbook is halved.

6th-level Savant feature

Your time dealing with magic and people allows you to


leverage your intellect against others. You can make
charisma checks using your intelligence modifier by
adding arcane and magical jargon to confuse the target
of your charisma check.
or a creature within 5 feet of it can end this damage by
using its action to clear away the acid. On a success, the
At 2nd level, a paladin gains access to the Divine Smite target takes half as much damage and is not covered in
feature. With Alternate Smites, the paladin can choose acid.
to instead embrace an elemental affinity. This is
especially relevant if your god does not normally Replaces Improved Divine Smite
associate themselves with light, or if your character is
beholden to an ideal or some other power. Weapons you wield become infused with acrid power.
Whenever you hit a creature with a melee weapon, the
Furthering this, at certain levels, you gain access to creature takes an extra 2d4 acid damage.
special variations on the base level smite.

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.

Objects partially break down when damaged by this


smite. It can eat through 1 foot of stone, 1 inch of iron, Arctic smites seep bitter cold into your opponents,
a thin sheet of lead, or 3 feet of dirt and wood. slowly freezing them and creating areas of deadly
chilling magic.

5th-level Rending Smite Alteration


Replaces Divine Smite
When you hit a creature with Rending Smite, you can
force the target to make a Dexterity saving throw. On a Starting at 2nd level, when you hit a creature with a
failed save, you cover the target in acid. A target melee weapon attack, you can expend one spell slot to
covered in acid takes 2d4 + 1d4 per spell slot level deal cold damage to the target, in addition to the
above 1st acid damage at the end of its next turn. weapon’s damage. The extra damage is 2d8 for a 1st-
level spell slot, plus 1d8 for each spell level higher than
1st, to a maximum of 6d8. Additionally, the target's
9th-level Rending Smite Alteration speed is decreased by 10 feet until the end of its next
When you hit a creature with Rending Smite, you can turn.
force the target to make a Dexterity saving throw. On a
failed save, you cover the target in acid. A target 5th-level Arctic Smite Alteration
covered in acid takes 1d4 per spell slot level above 1st
acid damage at the end of each of its turns. The target
When you hit a creature with Arctic Smite, you can 1st, to a maximum of 6d10. This damage increases by
force the target to make a Constitution saving throw. 1d10 if the target is flammable or covered in a
On a failure, the target has disadvantage on all attack flammable material (this increase can exceed the
rolls until the start of your next turn. maximum).

This smite ignites any flammable objects that are not


9th-level Arctic Smite Alteration being worn or carried.

When you hit a creature with Arctic Smite, you can


force the target to make a Constitution saving throw. 5th-level Blazing Smite Alteration
On a failure, the target is incased in a thick layer of ice
When you hit a creature with Blazing Smite, you can
and rime and is restrained until the end of your next
force the target to make a Dexterity saving throw. If it
turn.
fails its saving throw, it is ignited. On the creature’s next
turn, it can use its action to put out the flames, or it
Replaces Improved Divine Smite takes half the initial damage of the smite. This effect
then ends.
Your weapons are imbued with the icy power you wield.
Whenever you hit a creature with a melee weapon, the
creature takes an extra 1d8 cold damage. 9th-level Blazing Smite Alteration

When you hit a creature with Blazing Smite, if the target


13th-level Arctic Smite Alteration is wearing metal armor or has a metal weapon, you can
force the target to make a Dexterity saving throw. On a
When you hit a creature with Arctic Smite, you can
failure, the target must drop the object if it can. If it
force the target to make a Constitution saving throw.
does not drop the object, it has disadvantage on attack
The target must make a Constitution saving throw. On a
rolls and ability checks until the start of your next turn.
failure, the target’s speed is reduced to 0, and it cannot
benefit from any bonus to its speed.
Replaces Improved Divine Smite

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.

When you hit a creature with Ghastly Smite, and the


creature has half their hit points or less, the damage die 13th-level Soul Smite Alteration
of this smite instead become d12s.
When you hit a creature with Soul Smite, you can force
the target to make an Intelligence saving throw. On a
17th-level Ghastly Smite Alteration failure, the creature has a 1d4 penalty on all attack rolls
and ability checks until the start of your next turn.
When you hit a creature with Ghastly Smite, on your
next turn, as an action, you can force the target to take
necrotic damage equal 2d8 per spell slot level of this 17th-level Soul Smite Alteration
smite.
When you hit a creature with Soul Smite, you can force When you hit a creature with Radiant Smite, you can
the target and each hostile creature within 10ft of you cause all attacks by allies against the target to have
to make an Intelligence saving throw. On a failure, a advantage until the start of your next turn.
target is stunned until the start of you next turn.

17th-level Radiant Smite Alteration

When you hit a creature with Radiant Smite, you can


Radiant smites fuel your attacks with radiance that channel that radiance into sunlight. Bright sunlight
sears a foe to its core, locks away your foes' abilities, extends from your weapon for 10ft until the end of your
and eventually banishes even the soul. next turn. Each creature in that sunlight must make a
dexterity saving throw. On a failure, it is blinded and
Replaces Divine Smite takes your smite damage.

Starting at 2nd level, when you hit a creature with a


melee weapon attack, you can expend one spell slot to
deal radiant damage to the target, in addition to the Storm smites fuel your attacks with roiling thunder and
weapon’s damage. The extra damage is 2d8 for a 1st- lightning. These smites jump between foes, assail them
level spell slot, plus 1d8 for each spell level higher than with the force of sound, and imbue you with the speed
1st, to a maximum of 6d8. The damage increases by 1d8 and power of lightning.
if the target is an undead or a fiend (this increase can
exceed the maximum).
Replaces Divine Smite

Starting at 2nd level, when you hit a creature with a


5th-level Radiant Smite Alteration
melee weapon attack, you can expend one spell slot to
When you hit a creature with Radiant Smite, you can deal lightning damage to the target, in addition to the
force the target to make a Dexterity saving throw. On a weapon’s damage. The extra damage is 2d8 for a 1st-
failure, the target becomes visible if it is invisible, and it level spell slot, plus 1d8 for each spell level higher than
sheds dim sunlight in a 5-foot radius until the end of 1st, to a maximum of 6d8. This damage increases by
your next turn. 1d8 if the target is wearing metal or wielding a metal
item (this increase can exceed the maximum).
9th-level Radiant Smite Alteration
5th-level Shocking Smite Alteration
When you hit a creature with Radiant Smite, you can
force the target to make a Constitution saving throw. When you hit a creature with Shocking Smite, you can
Your weapon flares with a bright light. The target must force the target to make a Dexterity saving throw. On a
succeed on a Constitution saving throw or be blinded failure, the target cannot take reactions until the start
until the start of your next turn. of your next turn.

Replaces Improved Divine Smite 9th-level Shocking Smite Alteration

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

Replaces Improved Divine Smite


Your weapons are imbued with electric power. Constitution saving throw. On a success, the effect
Whenever you hit a creature with a melee weapon, the ends.
creature takes an extra 1d8 lightning damage.

Replaces Improved Divine Smite


13th-level Shocking Smite Alteration
Your weapons are imbued with deadly poisons.
When you hit a creature with Shocking Smite, you can Whenever you hit a creature with a melee weapon, the
force the target to make a Dexterity saving throw. On a creature takes an extra 1d8 poison damage.
failure, the target is incapacitated until the end of its
next turn.
13th-level Noxious Smite Alteration

When you hit a creature with Noxious Smite, you can


17th-level Shocking Smite Alteration
force the target to make a Constitution saving throw.
When you hit a creature with Shocking Smite, you can On a failure, the target is poisoned until the start of
force three creatures within 10ft of you to make a your next turn.
Dexterity saving throw. On a failure, the target takes the
smite’s damage.
17th-level Noxious Smite Alteration

When you hit a creature with Noxious Smite, you can


force the target to make a Constitution saving throw.
Toxic smites fuel your attacks with poison, inhibiting the On a failure, the target reels, spending its entire next
body's functions. These smites break down the body's turn retching and nauseated, as the poison courses
fine motor controls, limiting their movement and the through their veins.
effectiveness of their abilities.

Replaces Divine Smite

Starting at 2nd level, when you hit a creature with a


melee weapon attack, you can expend one spell slot to
deal poison damage to the target, in addition to the
weapon’s damage. The extra damage is 2d8 for a 1st-
level spell slot, plus 1d8 for each spell level higher than
1st, to a maximum of 6d8. This damage increases by
1d8 if the target is suffering from a disease (this
increase can exceed the maximum).

5th-level Noxious Smite Alteration

When you hit a creature with Noxious Smite, you can


force the target to make a Constitution saving throw.
On a failure, the target cannot perceive beyond 5ft.

9th-level Noxious Smite Alteration

When you hit a creature with Noxious Smite, you can


force the target to make a Constitution saving throw.
On a failure, the target only deals only half damage with
weapon attacks that use Strength for 1 minute. At the
end of each of the target’s turns, it can make a
required increases by 1 level for each slot level above
This section contains spell descriptions, presented in 4th.
alphabetical order by the name of the spell, describing
the spells that appear on the revised warlock’s spell list 1st-level evocation
or subclasses.
Casting Time: 1 action
Range: 90 feet
1st-level transmutation
Components: V, S, M (a small, spiked chain)
Casting Time: 1 bonus action Duration: Concentration, up to 1 minute
Range: 60 feet
You attempt to curse a target within range, causing
Components: V, S, M (a martial weapon or arcane focus
spectral chains to burst from the ground or walls. The
at least worth 1 sp)
target must make a wisdom saving throw or become
Duration: Concentration, up to 1 minute.
cursed.
You sweep the material component used in the casting
Choose Ground or Wall for each creature you curse with
and become like the wind. For the duration, your
this spell.
movement does not provoke opportunity attacks, and
at the end of each of your turns, you can move up to Ground. While the target is cursed it is prone,
half your movement speed. incapacitated, and unable to stand up for the duration.

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.

If any of this spell's area overlaps with an area of


darkness created by a spell of 3rd level or lower, the
spell that created the darkness is dispelled.

4th-level transmutation

Casting Time: 1 bonus action


Range: Self
Components: V, S, M (a martial weapon or arcane focus
at least worth 1 sp)
Duration: Instantaneous

You flourish the material component used in the


casting, twisting it through the dirt around you. Any
creature in a 30ft cone originating from yourself must
make a dexterity saving throw. On a failure, the target
takes 6d6 magical damage and is stunned until the start
of your next turn. The magical damage is the same type
as your weapon’s or is psychic damage.

On a success, a target only takes half damage and


suffers a -2 penalty to their AC until the start of your
next turn.

At Higher Levels. When you cast this spell using a spell


slot of 5th level or higher, the damage increases by 2d6
for each slot level above 4th.
Darkvision
The following race is now available to the player. Though you have no eyes, the magic fueling your
existence also grants you the ability to see through the
darkness. You have darkvision for 60ft.
Ex-servitors of powerful necromantic entities,
Awakened Skeletons come into being in a number of Organless
variable ways, typically by infusing too much magic into Since you have no actual organs to poison, you are
a given skeleton or leaving a single skeleton alone for immune to poison damage, and are immune to the
long periods of time. The result of either of these poisoned condition. Other benefits of lacking organs is
actions is the same, the now awakened skeleton your immunity to disease, and you do not require food,
ultimately breaks free of its old master's control, and though you can consume food if you so wish.
rapidly begins to develop a personality of its own. Dead Resemblance
Sometimes it models itself upon its old master, whether Being dead has few benefits, you only need to sleep for
as a paragon of what it never wants to be, or as a goal 4 hours to gain the benefits of a long rest. While
to surpass. sleeping, you appear dead to all outward inspection and
to spells.
Awakened Skeletons are grant unique powers based
upon the kinds of magic invested into them. These Undead Nature
magics coalesce into the Awaken Skeleton's "Soul." Due to your unique creation as an entity of magic and
There are three cataloged variants of the Awakened undeath, you are considered both a Humanoid and an
Skeletons, Arcane, Armored, and Shadow Souls. Each Undead.
type of "soul" grants the Skeleton unique benefits, and
Free Willed
ultimately, its up to the spellcaster that created a the You are filled with strong magical energy, granting you a
skeleton what kind of magic the skeleton is vested measure of resilience against effects that turn the
within it. undead. You have advantage on any save made against
You have now Awakened, what shall your path hold for an effect that turns undead.
you?
You were created with the ability to use magic, as such,
Freed of control, your initial creation has left you with a you are known as an "Arcane Soul". Awakened
series of racial traits, detailed below. Skeletons that are Arcane Souls typically have higher
intellects, and if granted enough time, can master magic
Ability Score Increase like others.
Your constitution score increases by 2.
Ability Score Increase
Age Choose either your Intelligence or Charisma score, the
As an Awakened Skeleton, you are effective immortal, chosen score increases by 1.
and ageless. Your behavior may betray this, as people
may be able to determine your relative age based on Arcane Dabbling
your behavior and language. Your creation left you with a shard of power, a
reminiscent gift of your creator. You learn one cantrip
Alignment of your choice from the Warlock spell list. Your
Awakened Skeletons typically favor lawful alignments, spellcasting modifier is based your intelligence or
due to being raised for a specific purpose. However, charisma modifier.
skeletons that reject that lifestyle completely may turn
neutral or chaotic as they seek to find their own path. Arcane Surge
You have learned how to sacrifice some of your vitality
Size to bolster the strength of the attack. When you make an
Awakened Skeletons are typically made from the bones
attack and deal damage, you can choose to expend a hit
of humanoids, making your size medium. die and deal an extra die of damage on that attack.
Speed
You have a base walking speed of 30ft.
Once you do this, you cannot do so until you take a
short rest. You regain all hit dice expended this way
when you take a long rest.
Languages
You know common and one exotic language of your
choice.

You were purely created for combat. As an armored


soul, you are granted a measure of resilience and are
able to shrug of attacks that would decimate those
squishy mortals.
Ability Score Increase
Choose either your Strength or Constitution score, that
score increases by 1.
Resilient Creation
You were created with the knowledge that you would
be damaged. You are resistant to bludgeoning,
piercing, and slashing damage.
Languages
You know Common.

Your creation was particularly fueled by shadow magic,


granting you an uncanny ability to be unseen when you
need to be. Shadow souls typically are created for
subterfuge and espionage, making deadly foes.
Ability Score Increase
Choose either your Dexterity or Wisdom, that score
increases by 1.
Bend Darkness
As a Shadow Soul, you can create darkness to shroud
yourself. You can cast darkness once using this trait.
Wisdom is your spellcasting modifier for the spell. You
regain the ability to do so when you finish a short
or long rest.
Shadow Sight
Your eyes have been enhanced by the shadow magic
within you, as such, you can see in both magical and
nonmagical darkness for 60ft.
Languages
Due to your purpose as an agent of espionage, you
know both Common and a language of your choice.
• Increase your Dexterity or Intelligence by 1, to a
The following feats embody special training and maximum of 20.
capabilities that alter how to you interact with the • You can create a Spell Cannon using 200gp
world. worth of arcane materials over the course of 8
hours.
You must meet any prerequisite specified in a feat to
take that feat. If you ever lose a feat’s prerequisite, you
cannot use that feat until you regain the prerequisite. Your mind is fortified against mental attack, allowing
you to become stalwart against mental affliction.

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.

• Increase your Charisma by 1, to a maximum of


Prerequisite: The ability to cast at least one spell
20.
You can manipulate fell energies easily, learning how to • Whenever you make a deception or persuasion
create deadly curses. check and beat the DC by an amount 5 or
greater, you can charm the target for 1 minute.
• Increase your Charisma, Intelligence, or Wisdom It is evident the target is being affected by
by 1, to a maximum of 20. magic. After the 1 minute, the target does not
• Whenever you cast a curse spell, the foul magic recall being charmed.
strengthens you. Each creature you have • You can become invisible and inaudible to any
actively cursed increases your AC by 1. This creature charmed by you, with the charmed
stacks up to a maximum of +3. creature unable to perceive you or suspect your
• You learn one curse of your choice from the presence at all, unless you desire to be seen,
Curse Spell List. heard, or known.

You have knowledge of the Spell Cannon and can use it


effectively.
Credits

D&D Content by WarfrontJack


Font designed by MARSNEV. Font:
Lemon/Milk - MARSNEV: blog

Chaos Star Design by WarfrontJack


Art by Kan Liu(666K信譞)

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