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M'jal's Mighty Tome

Classes & Races


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Table Of Contents Classes(Cont)
Races Fighter
Animalfolk Light Fighter
Dragonfolk Fighting Styles
Hellchilde Battle Master
Mageborn Champion (Revised)
Returned Commander
Titanborn Swashbuckler
Warlord
Classes Monk
Barbarian Class Features
Class Features Martial Arts
Path of the Beast Stalker Ki
Path of the Mage Slayer Way of the Four Elements
Path of the Grim Reaper Way of the Golden Path
Path of the Spirit Caller Paladin
Path of the Wild Rider Fighting Style
Bard Inquisitor
College of Divinity Oath of the Chevalier
College of Song Psion
Jester Class Features
Jongleur Egoist
Battlemage Kineticist
Arcane Archer Nomad
Arcane Blade Shaper
Bladesinger Seer
Chi Warrior Telepath
Death Warrior Ranger
Duskblade Class Features
Gish Fighting Styles
Golembound Beast Conclave (Revised)
Janissary Deepwood Sniper Conclave
Mystic Warrior Greenwood Conclave
Sorcerous Blade Hunter Conclave
Cleric Naturalist Conclave
Adventure Domain Skybound Conclave
Agriculture Domain Stone Conclave
Air Domain Warden Conclave
Art Domain Rogue
Chaos Domain Sneak Attack
Darkness Domain Dilettante
Death Domain Slayer
Disease Domain Sorcerer
Elemental Domain Class Features
Fellowship Domain Abberant Taint (Ancestry)
Fortune Domain Celestial Bloodline (Ancestry)
Good Domain Clockwork (Ancestry)
Love Domain Draconic Bloodline (Ancestry)
Magic Domain Fey Bloodline (Ancestry)
Messenger Domain Genie Bloodline (Ancestry)
Peace Domain Giant Bloodline (Ancestry)
Prophecy Domain Goblin's Blood (Ancestry)
Protection Domain Ghostbound (Ancestry)
Prosperity Domain Hagborn (Ancestry)
Strength Domain Infernal Bloodline (Ancestry)
Time Domain Living Spell (Ancestry)
Traveler Domain Lycanthrope Bloodline (Ancestry)
Tyranny Domain Mutant (Ancestry)
Undead Domain Undead Bloodline (Ancestry)
Water Domain Spelleater (Ancestry/Subclass)
Druid
Circle of the Beast
Hierophant
Table Of Contents (cont) Equipment
Classes(Cont) Advanced Armor
Sorcerer Advanced Weapons
Incarnate (Subclass) Weapon Attributes
Mentalist (Subclass) Feats
Necroincarate (Subclass) Beast Form
Skindancer (Subclass) Blood Drain
Soulbinder (Subclass) Crafter
Wild Mage (Subclass) Celestial Heritage
Warlock Charming Gaze
Pact of the Cage (Pact) Chillborn
Pact of the Key (Pact) Deathless
Acolyte of the Skin (Pact) Draconic Heritage
Animal Lord (Patron) Eyes of Fire
The Burning One (Patron) Extra Arms
The Creator (Patron) Fireborn
Dragon King (Patron) Grave Touch
Dead God (Patron) Genie Heritage
The Dread Lord (Patron) Great Weapon Master
Drowned God (Patron) Healer
The Frozen One (Patron) Heavy Armor Master
Harbinger (Patron) Incorporeal
Hearthstone Lords (Patron) Infernal Heritage
The Jotun (Patron) Many Legs
The Legendary Mansion (Patron) Savage Attacker
The Legion (Patron) Skilled
The Maelstron (Patron) Sharpshooter
The Primordial (Patron) Spell Strike
Witch Blade (Subclass) Strength of Earth
Eldritch Invocations Stormborn
Wizard Swarm Form
Potions, Scrolls and Wands Swift Reactions
Class Features Thick Hide
Aeromancer Trapper
Alchemist Watery Limbs
Cryomancer Wings
Geomancer
Pyromancer Combat
Runecaster Combat Options
Spelltheif
Truenamer
Wand Caster
Backgrounds
Apprentice
Bandit
Beggar
Burner
Commoner
Crafter
Fated
Fence
Former Slave
Harrowed
Law Officer
Mercenary
Merchant
Patriot
Prophet
Touched
Wanderer
Races

T
he various races of Amberos are strange and Adult Female Names. Amani, Bellisa, Cadasa, Demara,
exotic. Though humanity dominates the Emandri, Fendri, Ginzala, Hemani, Jasmina, Karolina, Leena,
continent, there are a wide variety of sentient Maurize, Nikolia, Oliviz, Perza, Quezena, Rejina, Stezna,
beings to be found across the lands. Tinja, Vinzja, Winjalya, Zarenda
Nicknames. Applebloom, Buttonnose, Catfoot,
Dimplecheeks, Gloweyes, Keepsake, Longpaw, Moonglow,
Nightshade, Rubears, Starlight, Tigerstripes, Widemouth
Animalfolk Animalfolk Traits
THE CITY WAS AS STRANGE AS IT WAS SPRAWLING. An animalfolk has the following abilities.
Chanting, Lion-headed robed figures bowed slightly to Age. Animalfolk grow quickly, being able to walk within
passing zebra-headed maidens who ferried baskets of fruit days of birth and growing to adulthood in a mere four years.
past the domed temple. Wolfish guards patrolled the nearby It is not until they are in their eighties that they begin to show
streets, their chain shirts and sharp curved polearms signs of age, and live a decade or two into their hundredth
glittering in the sunny rays that penetrated the oak-lined year.
cobbled streets. Everywhere there was strange, animalistic Alignment. Though animalfolk can be of any alignment,
calls that echoed through the broad streets, but they came they generally shun evil outlooks. As a highly social and
from its very citizens, not the wild animals of the untamed diverse race, selfishness is seen with almost the same disgust
wilderness beyond the city's vine-choked walls. as outright evil.
Size. Animalfolk are generally human-sized, though some
Animalfolk are actually a fey species of humanoids with "breeds" tip towards gigantism, while others may be
animalistic features and ties to the fauna of the world. dwarfish. Regardless, your size is Medium.
Darkvision. An animalfolk treat dim light as bright
Nature Made Sentient illumination and darkness as dim illumination.
Speed. Animalfolk walking Speed is 30 ft.
Animalfolk don’t just look like their bestial counterparts, they Animal Affinity. An animalfolk treat non-hostile beasts of
incorporate the mythical aspects of the animals they the same subtype as having a friendly disposition towards
resemble. Foxfolk are cunning, Lionfolk are brave, Wolffolk them, and gain advantage when making Animal Handling
congregate in packs and an Elephantfolk never forgets. checks with a similar subtype.
However, just as many societies have different tales regarding Languages. You can speak, read, and write Common and
animals and their attributes, animalfolk have many different Elvish. Animalfolk do not have a language of their own, but
ways of behaving – even among individuals of the same clan prefer to preserve their traditions and history in elvish script,
or village. and learn Common to interact among their own kind and
with most other races.
Animalfolk Names Subrace. There are many varieties of animalfolk. You must
Animalfolk names are chosen by the child's parents shortly choose one of the subraces listed below.
after birth, based on traits or emotions sparked by the child's
presence or actions. Most animalfolk use family or clan
surnames, but some groups deliberately disregard this
naming convention.
When an animalfolk approaches adulthood, they perform a
ritual and enter a trance to discern their "true" name. Upon
emerging from the trance, the animalfolk will inform its
associates of its new name and can expect to be addressed by
that name. In rare cases, an animalfolk may reject or disguise
the name learned in the trance, either from embarressment,
dislike or visions witnessed in the trance.
It is also possible that after a great deed or misdeed an
animalfolk might decide to choose another name to go by, at
least publicly - often a nickname or assumed name with great
meaning according to the associated deed.
Child Names. Azani, Boem, Cidrea, Dama, Emyl, Fago,
Gaz, Hapii, Illis, Jaka, Kar, Leez, Maau, Nik, Oya, Paz, Qen,
Rad, Sanz, Toma, Vid, Whan, Zark
Adult Male Names. Anjani, Berstol, Cadar, D'jan, Ezila,
Fharo, Ganji, Hzin'la, Izmon, Jakala, Khorouse, Lhaman,
Mhanin, Naameth, Ozmuyani, Peloz, Rhamon, Szanjina,
Tumoz, Vhaeron, Wazandi, Xipoze
Aquatic Subtype Insect Subtype
Animalfolk derived from underwater stock gain the following Animalfolk derived from insect stock gain the following
additional abilities. Includes subtypes such as Fishfolk, additional abilities. Includes subtypes such as Antfolk,
Sharkfolk, Octopifolk, Whalefolk, Toadfolk and Dolphinfolk. Beetlefolk, Mantisfolk
Ability Increase. You increase two ability scores chosen Ability Increase. You increase two ability scores chosen
from Strength, Dexterity or Constitution by 1 each. You from Strength, Dexterity or Constitution by 1 each. You
may choose the same ability score twice. may choose the same ability score twice.
Water breathing OR Hold breath. You can breath Natural Armor. When unarmored, your base AC is 14 +
underwater as if it were normal air, or you gain the ability your Dexterity modifier.
to hold your breath for 10 minutes + your Consititution Natural Attack. You can make a unarmed attack with
modifer in minutes. mandibles, claws, pinchers or a natural stinger, depending
Swim. You have a swim speed of 30 ft. on your shape. Regardless, this is a melee attack that
deals 1d6 + Strength modifier slashing damage that you
Arachnid Subtype make as a bonus action. This is a finesse weapon.
Animalfolk derived from this stock gain the following
additional abilities. Includes subtypes such as Crabfolk, Primate Subtype
Scorpionfolk and Spiderfolk. Animalfolk derived from apes, monkeys or other primates
gain the following additional abilities. Includes subtypes such
Ability Increase. You increase your Constitution and as Baboonfolk, Gorillafolk, Lemurfolk, Monkeyfolk and
Dexterity score by 1. Orangutanfolk.
Speed. Your base speed is 30 feet. When climbing, you
move at full speed. Ability Increase. You increase two scores of Strength,
Dexterity or Intelligence by 1 each.
Choose one of the following: Natural Climber. You gain proficiency in Athletics and
Poison Attack. As a bonus action, you gain a melee attack move at full speed when climbing.
that deals 1d4 piercing damage. The target also must Predator Subtype
make a Constitution saving throw, versus a DC of 8 + your Animalfolk derived from carnivore or omnivore stock gain the
proficiency modifier + your Constistution modifier. On a following additional abilities. Includes subtypes such as
failure, the target takes an additional 2d6 poison damage. Badgerfolk, Catfolk, Cheetahfolk, Lionfolk, Pantherfolk,
After a target takes poison damage, you cannot poison Tigerfolk, Caninefolk, Wolffolk, Crocodilefolk, Foxfolk,
another target until you take a short or long rest. Lizardfolk, Mousefolk, Ratfolk, Viperfolk, and Weaselfolk.
Water breathing. You can breath underwater as if it were
normal air. Ability Increase. You increase one score of Strength,
Web. You make a ranged attack against a target in 30 feet. Dexterity or Constitution by 2.
On a hit, the target is restrained. As an action, the target Claw Attack. You can make up to two melee claw attacks
can attempt to break free with a Strength (Athletics) check as a single attack action. Each claw deals 1d4 slashing
versus a DC of 8 + your proficiency modifier + your damage. This is a finesse weapon.
Constitution modifier. Once you use this ability, you Choose one of the following.
cannot use it again until you take a short or long rest.
Bite. As a bonus action, you can make a melee Bite attack
Avian Subtype that deals 1d6 piercing damage.
Animalfolk derived from avian stock gain the following Poison Attack. As a bonus action, you gain a melee attack
additional abilities. Includes subtypes such as Batfolk, that deals 1d4 piercing damage. The target also must
Chickenfolk, Duckfolk, Eaglefolk, Hawkfolk, Owlfolk, make a Constitution saving throw, versus a DC of 8 + your
Pigeonfolk, Ravenfolk and Robinfolk. proficiency modifier + your Constistution modifier. On a
Ability Increase. You increase your Dexterity score by 2. failure, the target takes an additional 2d6 poison damage.
Speed. You have a Fly speed of 30 ft, and a walking speed After a target takes poison damage, you cannot poison
of 30 ft. another target until you take a short or long rest.
Natural Armor. When unarmored, you have an AC of 13 +
Herd Subtype your Dexterity modifier.
Animalfolk derived from herbivore stock gain the following
additional abilities. Includes subtypes such as Camelfolk,
Elephantfolk, Bovinefolk, Bisonfolk, Deerfolk, Elkfolk,
Giraffefolk, Hippofolk, Horsefolk, Moosefolk, Pigfolk,
Boarfolk, Rhinofolk, and Sheepfolk.
Ability Increase. You increase two ability scores of your
choice by 1.
Natural Survivor. You gain proficiency in the Athletics,
Acrobatics, Nature or Survival skill.
Gallop. When you take the Dash action, you treat your
base speed as 40 ft.
Male Al'galue Human Names. Allen, Bartholomew,
Dragonfolk Collin, Dillan, Edmund, Franklin, George, Harold, Isaac, Jake,
THE KNIGHT DOFFED HIS HELM, As his face contorted Kale, Mathew, Nathan, Oliver ,Paul, Quincy, Richard, Stephan,
and became a reptilian snout. Timothy, Uther, Victor, Walter, Xavier, Zachary
"You are the one they call the Gladiator?" the elf Auderial Male Al'galue Dragon Names. Aed, Brennus, Cathasach,
asked suspicously, her weapon now drawn. Dubhthach, Eogan, Foalan, Gwyrthern, Hwadeth, Ieudacael,
The dragon-knight bowed slightly as the invisible, bat-like Judoc, Kael, Maedoc, Nuallan, Oengus, Perthach, Raabach,
wings on his back flickered into view. "I am." Slaughaden, Toirdebach, Vercintorex
Sevinson adjusted the grip on his two-handed sword. Female Allgalue Human Names. Amy, Barbara , Cathy,
"Don't listen to him, Auderial - he is Al'Galue - a traitor and Diana, Elise, Fran, Gina, Henrietta, Isabelle, Jasmine, Kathy,
shapeshifter!" Melissa, Nancy, Olivia, Patricia, Rosaline, Stacy, Theresa,
In response, the Gladiator simply rolled his eyes. Ursula, Victoria, Wendy, Xena, Yolonda, Zale
"Shapeshifter after a fashion. But a freedom fighter, not a Male Dragonborn Names: Arjhan, Balasar, Bharash,
traitor." Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr,
Pandjed, Pat rin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Dragonborn Names: Akra, Biri, Daar, Farideh,
Dragons have facinated the other races for years, and many Harann, Havilar, jheri, Kava, Korinn, Mishann, Nala, Perra,
have sought to emulate their majesty and power. Over the Raiann, Sora, Surina, Thava, Uadji
years, whether by alchemical or magical means, humanoid Male Tyres Haul Names. Anwen, Bellicos, Chardia,
races with draconic appearances and powers have risen to Endem, Fharis, Ghaeron, Handil, Illisuze, Jhandia, Kherodos,
take their place among the various races. Lannest, Maeroon, Osvuld, Preban, Rholf, Tahren, Ungulf
Female Tyres Haul Names. Adeira, Birget, Ditte, Elin, Freja,
Uncertain Origins Gerd, Hella, Kharina, Lovise, Maiken, Runa, Siri, Thyra, Ulla,
Vita
The Al'galue came to Amberos from another realm, fleeing
some ancient disaster to their old world. They brought Dragonfolk Traits
strange machines with them and were persecuted by
humanity for these devilish devices. Those that survived Dragonfolk share the following abilities.
these ancient purges isolated themselves in remote regions Ability Score Increase. Your Charisma score increases by
and developed clannish tendencies. 2, and your Dexterity or Strength score increases by 1.
Dragonborn are the result of alchemical infusions that Age. Algalue grow slowly, at about half the rate of a human.
eventually led to the appearance of a new race that bred true. They reach adulthood at about age 40, but can live up to 400
Others claim them to be the children of dragons, manipulated years. Tyres Haul, on the other hand, grow quickly. They walk
into human form for reasons now long lost and forgotten. hours after hatching, attain the size and development of a 10-
The Tyres Haul claim they are the direct offspring of elvin year-old human child by the age of 3, and reach adulthood by
and dragon unions, or in some tales spawned from 15. They live to be around 80.
alchemical attempts by elves to emulate the dragon form. Alignment. Dragonfolk do not tend toward any specific
Their is inconclusive evidence for either origin, though it is alignment, though their societies generally have strong
clear that the Tyres Haul have existed as a distinct race for streaks of indvidiualism and beneficient practices. However,
many millineum. that does not prevent individuals from spanning the
alignment wheel.
Proud Heritage Size. Dragonfolk are taller and heavier than humans,
standing well over 6 feet tall and averaging almost 250
Dragonfolk are generally a proud people and celebrate their pounds or more. Your size is Medium.
draconic appearance and abilities. Their art and architechure Speed. Your base walking speed is 30 feet.
has a strong gothic style and prominently features draconic Draconic Ancestry. You have draconic ancestry. Choose
aspects. one type of dragon from the Draconic Ancestry table. Your
breath weapon and damage resistance are determined by the
Dragonfolk Names dragon type, as shown in the table.
The Al'galue tend to borrow human or draconic names, and a Breath Weapon. You can use a bonus action to exhale
name given by parents at birth is carried for life, as is the destructive energy.
clan's name. It is common for adult Allgalue to add their Algalue always use Gold ancestry (i.e., Fire). Dragonborn
profession as an appelation to their name upon completing and Tyres Haul can come from a variety of dragonkind, and
an apprenticeship, indicating mastery of their life skill. their draconic ancestry determines the size, shape, and
Conversely, the Tyres Haul are fond of descritive names, damage type of the exhalation.
given by the family to a child at birth. After completing their When you use your breath weapon, each creature in the
trials of adulthood, a Tyres Haul picks its own name that it area of the exhalation must make a saving throw, the type of
will be know for the rest of its life. Tyres Haul are fond of which is determined by your draconic ancestry. The DC for
adding titles to their name as they accomplish deeds or learn this saving throw equals 8 + your Constitution modifier +
esoteric knowledge. They absolutely disdain nicknames, and your proficiency bonus. A creature takes 2d6 damage on a
are known to refuse to acknowledge such labels, even if given failed save, and half as much damage on a successful one.
as an honorific. The damage increases to 3d6 at 6th level, 4d6 at 11th level,
and 5d6 at 16th level.
You can use your breath weapon a number of times equal to Dragonborn have the rough features of a humanoid
your proficiency modifier, but no more than once per minute, dragon, but lack the wings of true dragons and only have
before you must take a long rest to recharge all uses. stubby tails. They otherwise strongly resemble either their
chromatic, metallic or gemstone forebearers, with draconic
Draconic Ancestry maws, taloned hands and a body covered in tough scales.
Dragon Damage Type Breath Weapon Damage Resistance. You have resistance to the damage
Black Acid 5 by 30 ft. line (Dex. Save) type associated with your draconic ancestry.
Blue Lightning 5 by 30 ft. line (Dex. Save)
Natural Armor. If you wear no armor, your base AC is 14.
Brass Fire 5 by 30 ft. line (Dex. Save) Tyres Haul
Bronze Lightning 5 by 30 ft. line (Dex. Save) In the ancient days of the Elvin Golden Age, polymorphed
dragons and magical elvin spirits cavorted and interacted,
Copper Acid 5 by 30 ft. line (Dex. Save) mixing their magic to form a fae race that was half dragon
Gold Fire 15 ft. cone(Dex. Save) and half elf. This race bore its own children, and even with
the end of that mythical time, the race still exists to the
Green Poison 15 ft. cone(Con. Save) present day.
Red Fire 15 ft. cone(Dex. Save) Tyres Haul have a short neck, arms that double as wings
Silver Cold 15 ft. cone(Con. Save) and human-like legs. A Tyres Haul lacks a tail of any sort and
its scale are extremely fine and supple like fish scales.
White Cold 15 ft. cone(Con. Save) Flight. Tyres Haul can fly starting at first level, but doing so
precludes the use of their hands, and their feet are not
Claws and Bite. You gain a claw attack that deals 1d3 prehensile enough to wield weapons or use shields, though
slashing damage, and a bite attack that deals 1d6 piercing they can use their feet to carry objects from place to place.
damage. Your claws and bite have the light weapon property. Damage Resistance. You have resistance to the damage
You may make a claw and/or bite attack as an off-hand attack. type associated with your draconic ancestry.

Languages. You can speak, read, and write Common and
Draconic. Draconic is thought to be one of the oldest
languages and is often used in the study of magic. The
language sounds harsh to most other creatures and includes
numerous hard consonants and sibilants
Subrace. There are three distinct branches of dragonfolk.
You must choose one of the three below, which provide
additional abilities.
Al'Galue
The Al'Galue are a mysterious race who claim to have come
from a distant world, fleeing some forgotten disaster.
Al'galue look like bipedal dragons, with a long neck, arms,
separate wings, reptilian digigrade legs and a short tail. They
are covered in hard scales of various colors, usually in shades
of green, brown or blue.
Flight. At 5th level, Algalue wings are strong enough that
you can fly. You can fly up to one hour per point of
Constitution bonus (minimum 1 hour) before you must take a
long rest. If you fly less than an hour, a short rest will reset
your flight time.
Innate Magic. You gain the use of two Sorcerer cantrips
and one 1st level spell of your choice. Charisma is your
spellcasting ability for these spells.
Natural Armor. If you wear no armor, your base AC is 14.
Dragonborn
During the raging war years of the First Dragon War, dragons
employed mercenary human forces to fight for them early in
the war. As part of the mercenary's payment, these soldiers
were gifted with magical concoctions of dragons blood that
both bound their loyalty and gave them draconic abilities. By
the end of the war, some of the mercenaries had been
permanently transformed by their infusions, and began to
breed as a true race of their own.
A hellchilde's "revealed" form takes on aspects of its
Hellchilde supernatural parents. One with with an infernal heritage
THE ROOM FLARED WITH LIGHT, Illuminating might sprout ram's horns and cloven feet, while that with an
Hazbrimme's angular features. A twisted smile was plastered angelic heritage might grow in height and take on a radiant,
on his ashen cheeks and his stringy goatee was now a long, unearthly beauty. The transformation is cosmetic only, and
lush black tail upon his chin. only manifests itself when the hellchilde utilizes its
As the tavern crowd recoiled at the demonic supernatural abilities.
transformation that unfolded before them, Hazbrimme
brought up his hands, and - in them appeared a lute. Hellchilde Names
With a bassoon, yet angelic voice, Hazbrimme broke into Hellchilde are commonly named by their human parents and
song, strumming the lute as he did. publicly go by the name given to them. However, each
Moments later, the entire tavern was clapping as hellchilde also has a secret name given to them by their
Hazbrimme the Hellchilde kept time with the rhythm by extraplanar parent. As this secret name is key to the
stamping his hooved foot upon the wooden stage's floor. hellchilde's ability to transform, they rarely, if ever openly
divulge it to others. Hellchilde are also known to adopt
Hellchilde are all albino near–humans of supernatural origin, epitaphs based on their abilities - whether real or perceived.
with pasty white skin and pink eyes that are somewhat Secret Names. Aazenbel, Bauretz, Chandiel, Dazamel,
sensitive to bright light. Their frail outward appears hides a Ezekinde, Faringtel, Gharzone, Hazture, Izus-rel, Jakkindale,
more powerful form borne of the otherworldly parentage they Khouruse, Lendetodde, Mauretz, Nothinzal, Oodima, Parazel,
possess. Quazeme, Rastinbone, Stazingur, Telimar, Uulangeze,
Vermiinare, Wazong, Xiphus, Zamigar
Epitaphts. The Nameless One, The Lord of White Flame,
Children of a Lesser God The Gardener of Mercuria, The Mouth of Dis, The Baron of
Hellchilde are unique in that they share a parentage with a the Black Depths, The Storm Eternal, The Whisperer of
sentient being of the outer (or inner) planes. The odd Dreams.
chemistry of such a birth hides great power (and sometimes
darkness) within the otherwise frail human frame. Hellechilde Traits
In extremely rare cases, hellchilde might even congregate Hellchilde have the following abilities.
to produce more of their own kind, establishing lineages or Ability Score Increase. You increase your Charisma by 1
dynasties composed of a long line of hellchilde parentage and and may choose either the same or another ability score to
breeding. increase by 1.
Age. Hellchilde mature much more rapidly than humans,
Stigma reaching adulthood in a mere five years, but then appearing
to age normally thereafter. Unfortunately, the strange stresses
Despite the fact that the otherworldly parent of the Hellchilde their otherwordly parentage presses on their frames cause
may be a benevolent being as likely as it is to be hellspawn, most to burn their bodies out before they reach the age of
there is great social stigma attached to such a being. Careless forty.
observers may use such words as monster, hellspawn, or Alignment. If one were to believe the tales, all hellchilde
even worse despite the hellchilde’s true ancestry.
This can are drawn to some sort of evil. In truth, hellchilde can be of
have a deep and profound effect on the hellchilde themselves, any alignment, though they are greatly influenced by whom
as they are forced into isolation and to look at themselves as actually raised them.
monstrosities. There are those who can rise above the Size. Hellchilde tend towards the extreme of human height
seeming shame of their own birth, while there are others who and build – either exceptionally large or unusually
embrace the unwholesomeness of their non-human half and diminuitive. They are almost always slight of frame. Your size
act like the monsters they are charged to be. is Medium.
Speed. Hellchilde base walking speed is 30 feet.
Secretly Powerful Innate magic. A Hellchilde can use the following cantrips.
One of the hellchildes greatest advantages is their ability to Arcane Mark, Dancing Lights and Thaumaturgy. Your
blend in among others who are not aware of their spellcasting ability is Charisma.
otherworldly parentage. Though not in the know for the signs Human Blood. For all effects related to race, a Hellchilde
of a hellchilde may never be aware of a hellchilde’s is considered a human.
manifested nature allowing the hellchilde to pass in society Influential. You gain proficiency with one Charisma-based
unseen and unfettered. Often, until one loses one’s cool in the skill of your choice.
presence of another – and then it quickly becomes time to
move on to continue the charade of normalcy somewhere
distant, or in the cases of the less scrupulous, to do away
those who have witnessed the transformation.
Transformation. Once per short rest, when a Hellchilde
casts a spell or as a bonus action, their appearance changes
to a terrifying or awe-inspiring form. This transformation
lasts for up to 1 minute per level of the spell cast (For
example, a phantasmal killer spell, a 4th level spell, would
transform the Hellchilde for 4 rounds), with a minimum
duration of 1 minute. While transformed, the Hellchilde gains
several benefits.
Willful. A transformed hellchilde gain advantage with
Wisdom saves.
Darkvision. A transformed hellchilde can see in dim
conditions twice as far as humans, and can see in utter
darkness out to 60 feet. Darkvision is black-and-white
only.
Natural Attack. A transformed hellchilde gains two
natural claw attacks that deal 1d4 + Str modifier slashing
damage. These are finesse weapons.
Natural Armor. At 5th level, when transformed, the
Hellchilde gains a +1 natural armor bonus for the
duration. This natural armor bonus increases by +1 for
every 4 levels thereafter. Thus a Hellchilde has a natural
armor bonus of +1 at 5th–8th level, +2 at 9th–12th level,
+3 at 13th–16th level, +4 at 17th+ level.
Light Sensitivity. When you are exposed suddenly to light,
or are in an area of direct, bright light (such as a Sunlight
spell), you suffer disadvantage to skill checks and attack rolls.
Languages. You can speak, read, and write Common and
one other extraplanar language from Aquan (Water), Auran
(Air), Draconic, Ignan (Fire), Terran (Earth), Infernal, or
Celestial.  
Mageborn Traits
Mageborn Mageborn have the following abilities.
ISNSUL TURNED SLOWLY, THE UNNATURAL WIND Ability Score Increase. Your Intelligence and Charisma
continuing to whip at her clothes. An unfettered cold swept scores both increase by 1.
from her stare to those around her. Age. Mageborn age like humans, if not slightly quicker and
"I am Isnsul, daughter of Magius, child of Ynifal and live slightly longer. They reach adulthood in their late teens
Dorethain. My parents have ruled from the Frozen tower for and live about a century.
three generations and we have seen to it that your carcasses Size. Mageborn follow the human range of height and
were not found frozen to their beds. How dare you approach build, though they tend to be slightly lighter in frame. They
me in anger?" she dared. generally range from 5 feet to well over 6 feet tall. Regardless
Uncertainy swept through the mob before her, and one by of position in the range, your size is Medium.
one, they laid down their tools and bowed before her. Speed. Mageborn base walking speed is 30 feet.
After a moment, her fury seemed to expend itself and the Innate Caster. Starting at 1st level, you can choose one
bitter wind that surrounded her fell away. "That's better," she spell of 1st level off the Wizard spell list. Your spellcasting
spoke in a warm voice, turning to the obesienct headsman. ability is Charisma, you do not need material components for
"Now, what seems to be the issue?" the spell and you can cast the spell once per long rest. If you
are a spellcaster, you add the spell to your spells known list.
As you gain levels, you can trade the spell out for another of
Born of human parentage, mageborn are a relatively new higher level, or retain the spell and cast it at a higher level - if
“race” to Amberos. They are the rare offspring of one or more the spell allows. The table below shows what spell level your
powerful human spellcasters. innate spell can be cast at.
Children of Magic Character Level Spell Level
Born of human parentage, mageborn carry an unusual and 1st - 3rd 1st
innate spark of magic about them. Odd, magical effects not 4th - 6th 2nd
only are under their control but sometimes manifest 7th - 9th 3rd
strangely and inexplicably in their presence. Creatures of
magic – or that wish to exploit magic are often drawn to these 10th - 12th 4th
individuals, for good or ill. 13+ 5th

More Than Human Arcana Proficiency. A mageborn gains automatic


Though technically human, as the offspring of arcane proficiency in Arcana.
spellcasters they have an innate knack and aptitude for Prestidigitation. A mageborn can use the prestidigitation
magical ability. While not all such offspring eventually master cantrip at will. You spellcasting attribute for this ability is
the magical arts, they innately carry some magical ability Charisma.
with them at all times. Human blood. For the purposes of spell effects, special
abilities or class entry restrictions, a mageborn is treated as
Uncommon Destiny human.
Automatic Languages. You can speak, read, and write
It is not merely enough that a mageborn is born from one or Common and one other language of your choice. Draconic or
both parents being spellcasters themselves, but there is some elvin is a common choice for most mageborn, as are
element of fate or destiny interwoven into their birth – languages commonly spoken by races native to where the
whether an astrological quirk, curse or magical meddling, mageborn grew up.
mageborn are unique and all too well know they stand apart  
from the rest of humanity in some strange way. While for
some this can lead to arrogance and superiority, in others it
can lead to withdrawl and introspection as they contemplate
their place in the world around them.
Mageborn Names
As mageborn derive from human stock, they generally use
the naming conventions of nearby human communities. In
the rare few cases where mageborn only communities exist,
they may adopt elvin or draconic names (in the native
language's tongue) due to the reputed magical power
associated with such word-names.
It is clear, however, that returned pursuing those goals it
Returned left unfinished in life never fail to bring emotion to the fore –
VLANN TURNED, SLOWER THAN HE FELT HE SHOULD either to the benefit or bane of the returned.
. It was as if he were directing his limbs like a puppet
weighed down with lead. His foe, a bloody pulp across the Returned Names
room, lay quisient on the ground. He pointed, concerned at Returned Names. Returned often go by the names they held
the terror on his former friend's faces. in life. Some, however have either forgotten their living name
"We won?" he asked, suprised they had defeated the gnoll or spurn it for one reason or another. In these cases, they
lord. He could remember the foul creature's fetid breath as it may assume a psuedonym or not take a name at all. In the
loomed over him moments before, but he could not latter case, they may even cling to some half-forgotten name
remember impaling the creature with his weapon - nor how it significant to one of the few fragmented memories they have.
had dragged itself to the corner to die.
Aerideen, the halfing, shook her head negatively. "We won, Returned Traits
Vlann - but you died," she spoke fearfully. A returned has the following abilities.
"What?" Vlann idly asked, and then realized something wet Ability Score Increase. Your Constitution and Charisma
on his hand where he had touched his waist. Pulling up his score increases by 1.
hand, he saw it smeared in his own blood. Worse, the sight of Age. Age is generally irrelevant to the returned; while most
it aroused a terrible hunger in him he had never felt before. retain the appearance they had in life, in death their body
"What has it done to me?" Was all he could ask as his ears ceases to age and rot.
began to fill with the thundering, fearful beat of his former Alignment. Returned can come from any alignment,
compatriote's hearts. though most have some aspect of selfishness to them. The
touch of negative energy often pushes many towards evil over
Dead, But Not time, though it may take centuries for such callousness to set
Once, you were human. But whether by accident or design, in.
your life ended. Your will was too great to allow you to pass Size. Return span the range of human height, usually
on, and you still roam the mortal world with a life yet between 5 ½ to 6 feet tall. They do tend towards an
unfulfilled. emanciated appearance and somewhat lighter than humans.
Your size is medium.
Speed. Your base walking speed is 30 feet.
What I Was, I Am No Longer Darkvision. Death has changed your vision, giving you the
The shock of death inflicts many physical changes, and can uncanny ability to see in darkness. You can see in dim light
sometime rob or twist an individual's memory - sometimes within 60 feet of you as if it were bright light, and in darkness
even implanting false memories. A returned's memory is as if it were dim light. You can’t discern color in darkness,
often spotty and they can never be sure if they can fully trust only shades of gray.
such memories. Returned often describe their memories as Undead Type. Your type is undead, which means that you
foggy and dream-like, as if they were an observer to past can be affected by spells and abilities that target undead
events instead of actual participants. Likewise, memories can creatures.
be lost - in some cases until triggered by a similar event - or in Undead Resistances. You do not need to eat, drink,
some cases twisted or altered by a mind unwilling to accept breathe or sleep. You have resistance to poison and necrotic
the truth of the original memories. damage. However, you cannot use hit dice to heal unless you
eat a palatable meal, drink a full cup of consumable liquid -
Unfulfilled Destiny such as water, wine or blood - or sleep for 1 hour or more.
Despite how they have returned, neverdead share one For each one of these actions, you can expend one hit dice to
common trait – a sense of a life somehow left unfulfilled. heal, or regain one lost hit dice.
There is never a sense of acceptance to this unfulfilled Languages. You can speak, read and write Common and
destiny and a neverdead always strives for a purpose – even if one extra language of your choice.

they may not fully understand their own reasons for
undertaking the ventures that they do. Mythical and
allegorical tales abound about returned finally achieving a
sense of life fulfilled and moving on afterward, but the reality
of achieving such an event is rarely a simple or
straightforward matter to be solved in a neverdead’s
unnatural lifetime.
Dead Inside
Death has changed the returned, and they often find it
difficult to feel or express emotion. While it leaves some with
an eternal hallowness and detachment, in others it drives
them to desperate acts to rekindle old feelings and emotions.
Female Names Adria, Briseus, Calla, Damara, Elpida,
Titanborn Filia, Ghita, Heron, Idola, Jocasta, Kineta, Larissa, Megara,
ZANANDRAS TURNED HER FACE TO THE SEA BREEZE Narcissa, Petra, Qamra, Rhaxma, Selini, Tekli, Vasiliki,
, lifting her four arms wide to catch the foamy spray that leapt Xylona, Zenobia
from the ship cutting through the water. Ahead of the ship, a Non-gendered Arius, Cameo, Eurus, Gethsemane, Hero,
great black water spout dove from the lightning whipped Ithaca, Lux, Nikeiza, Pallas, Thady, Xenophon, Zeta
clouds to the wine-dark sea beneath them.
"The Kraken is angry," a nearby sailor shouted in unease. Titanborn traits
"She will listen to me," was the only comment Zanadras Titanborn characters have the following traits.
made, before she began her strange chant. The tossing waves Ability Score Increase. Your Strength score increases by
forced the nearby crew to grasp whatever part of the sturdy 2, and your Charisma score increases by 1.
ship that they could, but Zanadras was unaffected, her body Age. As spontaneous creations, titanborn can be of any
gracefully moving from pose to pose as she danced for the age, and their lifespans are unknown – some can only live a
unseen monster in the depths. handful of years while others never seem to grow old and die
For the crew, it seemed hours passed, though it was only regardless of age.
minutes. The lumbering water spout spun itself asunder, and Giant. Titanborn are not subject to spells or effects that
the sea began to twist into a whirling, descending mouth. affect humanoids only, such as charm person or dominate
"There!" Zanadras cried aloud, pointing to a dripping ruin person.
in the center of the torrential maw. "The sunken ruins of Medium. As Medium creatures, titanborn have no special
Terrias! The way has been opened!" bonuses or penalties due to their size.
Around her, the sailors swallowed back hard on their fear. Speed. Your base walking speed is 30 feet.
Yet, on the aft deck, the grim-faced captain set the prow of the Darkvision. A titanborn can see twice as far as a human in
ship to guide it into the maelstrom ahead. Zanadras could no starlight, moonlight, torchlight, and similar conditions of poor
longer contain herself, and a wide grin cracked her ceruleun illumination. He retains the ability to distinguish color and
features. "Mother," she whispered. "Your child returns." detail under these conditions.
Primordial Origin. You may choose one feat that you
Born of Thunder qualify for as an innate ability derived from your titan origin.
Languages. You can speak, read and write Common and
Titanborn are created or fashioned, not so much born. Life Giant.
stirs in objects touched by ancient titans and the titanborn
are more often than not a side effect of such interactions.
Yet, titanborn tend to have great pride in their own creation
– either in their perceived great will in forging their own
essence into a living vessel, or with great admiration as
“children” of the titanic forces that created them.
Powerful Outsiders
Titanborn are individualistic and often remain aloof from
society, preferring isolation from the “lesser” races in some
form or fashion. They rarely gather in large enough groups to
create their own communities and instead rely on intruding
into other societies when they have need to socialize or
acquire manufactured items. Where possible, most titanborn
prefer to be self-sufficient and knowledgeable in many areas
so that they do not need to rely on others for their well-being.
It is not uncommon to find titanborn adventurers who have
fashioned their own gear and answer to no master but
themselves.
Outcasts and Iconoclasts
Born from races that precede the gods, titanborn tend to look
unfavorably on traditional gods and those races that worship
them. When they do seek divine power, it is generally from
divine wellsprings or alliance with their ancient forebearers.
Titanborn Names
Male Names Ambrose, Cadmus, Damien, Erastus, Flavian,
Gerasimos, Hiero, Illias, Jairus, Lexus, Myron, Nikkos,
Omiros, Pello, Stavros, Theoris, Vander, Xanthus, Zenon
Classes

A
mberos is blessed with a great many Mounted
professions - many of them adventurous and When you are mounted and your mount moves at least 20
strange. Herein are those found among the feet and you hit with your first weapon attack, it is treated as
heroes and villians of the realm, many tweaked a critical hit.
or expanded to fit this varied realm. You maintain a trained mount with a CR of ¼ your level or
lower (min ¼ CR). While aback a trained mount, you treat it
as an independent mount, allowing it to move and as you
desire. However, unlike a normal independent mount, it acts
on your initiative.
Barbarian If the mount is slain, you may retrieve a replacement after a
long rest when in friendly territory.
Reckless Attack
When you make your first attack on your turn, you can decide
to attack recklessly. Doing so gives you advantage on melee
Fighting Style (Replaces Reckless weapon attack rolls using Strength during this turn, but
Attack) attack rolls against you have advantage until your next turn.
Starting at 2nd level, you begin to hone a fighting style of your Thrown Weapon Fighting
own. Choose one of the following fighting styles from the list You can draw a weapon that has the thrown property as part
below. If you have fighting styles from other sources, you of the attack you make with the weapon. You also double the
cannot choose one you already possess. range you can throw a weapon.
Archer (Replaces PHB) Two-Weapon Fighting (Replaces PHB)
You do not suffer disadvantage for attacking with bows or When wielding two weapons, you can make an extra attack
crossbow when within 5 feet of an opponent, and do not with your off-hand weapon as part of the attack action instead
suffer disadvantage when firing into a melee combat. of as a bonus action. Furthermore, when you attack with two
Brawler
weapons, you add your strength modifier (or dexterity
Your unarmed attacks deal 1d4 bludgeoning damage and are modifier for finesse weapons) to damage to both weapons
considered light and finesse weapons. This increases to 1d6 instead of only one.
bludgeoning damage at 6th level, 1d8 bludgeoning damage at Weapon and Shield
11th level and 1d10 bludgeoning damage at 16th level. When you have a shield equipped, as a bonus action you can
Defense (Replaces PHB)
perform a shield bash attack. A shield bash attack is a martial
You add half your proficiency bonus (rounded down) to your weapon attack using Strength that deals 1d4 + Strength
AC. modifier bludgeoning damage.

Grappler
When you start a grapple, you deal 1d4 bludgeoning damage
to the target. Each round you maintain the grapple, you
automatically deal damage equal to your proficiency modifier
on the start of your turn.
Great Weapon Fighting (Replaces PHB)
When using a two-handed or versatile weapon with two
hands, you add your proficiency bonus to damage.
Mobility
When not using Medium or Heavy armor and not employing
a shield, you add your proficiency modifier to your AC and
increase your speed by 5 feet.
Path of the Beast Stalker One Mind, One Blow
The beast stalker has an uncanny connection to animals, At 10th level, when you and your companion attack the same
tending to be more comfortable about beasts than other target your attacks deal an additional 1d6 damage. At 15th
humanoids. In some cases, this might be due to being raised level, this increases to 2d6 damage and at 20th level this
by beasts, while in others it may simply be preference or increases to 3d6 damage.
quirk of the individual's profession. Retaliation
Most beast stalkers are uncomfortable in civilized areas, At 14th level, when you or your beast companion take
though there are rare individuals who have bonded with the damage from a creature within 5 feet of you, both or either of
vermin creatures of urban areas or feral animals abandoned you can use your reaction to make a single melee weapon
by the rest of the civilized world. attack against the opponent.
Beastial Companion
At 3rd level, you gain a beast companion that accompanies
you on your adventures and is trained to fight alongside you.
If it is large enough, it might even be usable as a mount.
Choose a beast that is no larger than Large and that has a
challenge rating of 1/4 or lower (appendix D presents
statistics for the hawk, mastiff, and panther as examples).
Add your proficiency bonus to the beast's AC, attack rolls, and
damage rolls, as well as to any saving throws and skills it is
proficient in. Its hit point maximum equals its normal
maximum or five times your ranger level, whichever is higher.
As you advance in level, you can choose to replace your
companion with another single beast, or may add as second
beast of the listed CR as shown on the table below.
Level Size CR Size 2 Beasts
3rd – 4th Medium ¼ Small 1/8
5th – 6th Medium ½ Small ¼
7th – 8th Large 1 Medium ½
9th – 10th Large 2 Medium 1
11th - 12th Large 3 Medium 1
13th – 15th Large 4 Large 2
16th – 17th Huge 5 Large 2
18th-19th Huge 6 Large 3
20th Huge 7 Huge 4

The beast(s) obeys your commands as best as it can. It


takes its turn on your initiative, though it doesn't take an
action unless you command it to. On your turn, you can
verbally command up to both beasts where to move (no
action required by you). You can use your bonus action to
verbally command it to take the Attack, Dash, Disengage,
Dodge, or Help action.
If the beast dies, you can obtain another one by spending 8
hours magically bonding with another beast that isn't hostile
to you, either the same type of beast as before or a different
one.
Beast Sense
At 6th level, you are so in tune with your beast companions
that you can use the beast sense spell when you choose them
as the touched target. Once you use this ability, you must take
a long rest before you can use it again.
Path of the Mage Slayer Path of the Grim Reaper
You are an enemy of wizards, spellcasters and even speakers Sullen and somber, you wade into battle with the singular
of the divine. Mage slayers hunt down bothersome focus of leaving a bloody path in your wake. Unlike the
spellcasters and shrug off their magical effects, ending their berserker, your fury is cold and calculated, with an unnerving
wickedness with untainted steel in their hands. focus on your tactical situation, dealing death in a measured
and cunning fashion.
Iron Mind
Starting at 3rd level, when you make a save to cancel a Cool Tactician
condition you are affected by, you make the save at the start Starting when you choose this path at 3rd level, as a bonus
of the round, instead of at the end. action on your turn, you can take the dash or disengage
action.
Deny Magic Alternately, you can take the parry action (as per the Battle
Also at 3rd level, when you succeed a saving throw against an Master manuever, with a D6 superiority die) as a reaction.
enemy spell, you can expend a hit dice to heal yourself. You can use this latter ability once per short rest.
Evasion Strength From Death
At 6th level, you can nimbly dodge out of way of certain Also at 3rd level, when you reduce an enemy to 0 hit points,
magical area effects, such as a fireball or an ice storm spell. you gain temporary hit points equal to twice the CR or level
When you are subjected to a spell effect that allows you to of the enemy. If the target is less than CR 1/2, you gain no
make a Dexterity saving throw to take half damage, you temporary hit points. These temporary hit points last for one
instead take no damage if you succeed on the saving throw, minute or until lost.
and only half damage if you fail.
Focused Fury
Magic Anathema Beginning at 6th level, you can’t be charmed or frightened
At 10th level, you can negate enemy spellcaster’s spells even when raging. If you are charmed or frightened when you
before they take effect. Once per long rest, as a reaction, you enter your rage, the effect is suspended for the duration of
can counter any one spell being cast of a level equal to half the rage.
your barbarian level or lower if the caster is within 60 feet of
you. Whirlwind strike
At 10th level, when armed with a weapon and raging, as an
Spell Reflection action you can make a single attack against each opponent
Starting at 14th level, when you are the target of a spell and within 5 feet of you. If you use this ability, when your rage
make a successful save, you can use your reaction to redirect ends, you suffer one level of exhaustion.
the spell so that the original caster instead becomes the
target. If the spell affects multiple targets, you only remove Grim Reaper
yourself from the spell effect and affect the caster instead – Starting at 14th level, you inflict a critical hit with a natural
all other targets are affected normally.
Once you use this roll of 19 or 20. Additionally, when you make a successful
ability, you must take a short rest to recharge this ability. attack, all opponents within 15 feet of the target also take
damage equal to twice your Charisma modifier (min 2). A
single creature only takes this damage once per round,
regardless of the number of times or opponents you hit in a
round.
Barbarian Cantrips Spells
Path of the Spirit Caller Level Known Known 1st 2nd 3rd 4th
The spirit caller is an intermediatary between the mortal 3rd 2 3 2 - - -
realm and the spirit realm. For most, this is a symbiotic
connection that benefits both realms, allowing the physical 4th 2 4 3 - - -
and the spiritual to work together and support one another - 5th 2 4 3 - - -
often the living can communicate and interact with their 6th 2 4 3 - - -
ancestors or beings that have a strong emotional connection
to the mortal realm. 7th 2 5 4 2 - -
In a few rare cases, however, it is a case that the mortal 8th 2 6 4 2 - -
caller has enslaved or commanded the unwilling spirits of the
nether realms, allowing the spirit caller to call on powerful 9th 2 6 4 2 - -
beings to force them to do their bidding. 10th 3 7 4 3 - -
11th 3 8 4 3 - -
Spellcasting
Starting when you choose this path at 3rd level, you gain 12th 3 8 4 3 - -
access to druidic spells. 13th 3 9 4 3 2 -
Cantrips. You learn two cantrips of your choice from the
druid spell list. You learn an additional druid cantrip of your 14th 3 10 4 3 2 -
choice at 10th level. 15th 3 10 4 3 2 -
Spell Slots. The Spirit Caller Spellcasting table shows 16th 3 11 4 3 3 -
how many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must expend a 17th 3 11 4 3 3 -
slot of the spell's level or higher. You regain all expended spell 18th 3 11 4 3 3 -
slots when you finish a long rest.
For example, if you know the 1st-level spell entangle and 19th 3 12 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you can 20th 3 13 4 3 3 1
cast entangle using either slot.
Spells Known of 1st-Level and Higher. You know three Rage Casting
1st-level druid spells of your choice. Starting at 3rd level, unlike other barbarians, while raging,
The Spells Known column of the Spirit Caller Spellcasting you can cast and concentrate on those spells cast from your
table shows when you learn more druid spells of 1st level or spell list.
higher.
Whenever you gain a level in this class, you can replace one Spiritual Commune
of the druid spells you know with another spell of your choice At 6th level, you can expend one or more hit dice during a
from the druid spell list. The new spell must be of a level for short rest to regain a single expended spell slot. For every
which you have spell slots. two hit dice you expend, you can regain one expended spell
Spellcasting Ability. Wisdom is your spellcasting ability for level slot. For example, at 7th level you could expend up to 2
your sorcerer spells, since you learn your spells through hit dice to recover one of your 1st level spell slots or 4 hit dice
supplication and meditation to woodland spirits. You use your to recover one of your 2nd level spell slots.
Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the Nature's Smite
saving throw DC for a druid spell you cast and when making At 10th level, once per turn when you hit with a weapon
an attack roll with one. attack you can expend one of your unused spell slots to deal
Spell save DC = 8 + your proficiency bonus + your Wisdom force damage to the target, in addition to the weapon's
modifier damage. The extra damage is 2d8 for a 1st-level spell slot,
Spell attack modifier = your proficiency bonus + your plus 1d8 for each spell level higher than 1st, to a maximum of
Wisdom modifier 5d8.
Protective Spirit
At 14th level, you can expend a single spell slot to increase
your defense. As a reaction, you gain a bonus to your AC
equal to twice the level of the expended spell slot and
resistance to all damage until your next turn.
Path of the Wild Rider Spirit Bond
The wild rider is a savage attacker who has bonded with an At 14th level, the bond between you and your mount becomes
equally untamed beast as a mount. From atop this mount, the so strong that it connects on a spirtual level. As an action,
wild rider lunges into battle. Many wild riders are masters of while you are astride your mount you both become
the bow and lance, striking beyond the range of their enemy incorporeal, allowing you and your mount to harmlessly pass
or hurtling through opponents to run them through with the through objects as if they were not there for up to one minute.
rushing force granted to them by their mounts. Likewise, while incorporeal, you and your mount are
Even away from combat, the wild rider lives atop the back Resistant to non-force damage.
of their loyal mount. Nomadic and restless, they roam free, If you or your mount end your turn in a solid object, you
always on the move. They generally shun an abundance of each take 1d10 force damage. If this ability ends while you
physical goods, for carrying such baggage would slow or and your mount are in a solid object, you are displaced to the
inhibit their ability to move about. nearest open area and take 1d10 force damage per 5 feet
Wild Riders tend to shun indoor or underground moved thus.
adventures, where their effectiveness is greatly reduced. They Once this ability is used, it cannot be used again until you
shine in open areas, where their mobility is used to greatest take a long rest. At 18th level, you can use this ability twice
effect. per long rest.
A Wild Rider starts with the following ability.
Bonded Steed
You summon to your presence an unusually savage, strong,
and loyal steed, creating a long-lasting bond with it. The steed
is one of your choosing, such as a warhorse, a pony, a camel,
an elk, or a mastiff. (Your DM might allow other animals to be
bonded to as steeds.) The steed has the statistics of the
chosen form, but always has maximum hit points for its kind
(instead of average). Additionally, if your steed has an
Intelligence of 5 or less, its Intelligence becomes 6, and it
gains the ability to understand one language of your choice
that you speak.
Your steed serves you as a mount, both in combat and out,
and you have an instinctive bond with it that allows you to
fight as a seamless unit. While mounted on your steed, you
can make any spell that targets only you also target your
steed.
You can't have more than one steed bonded by this ability
at a time. As an action, you can release the steed from its
bond at any time, at which time it will harmlessly wander off
and not return.
Ride-By Attack
At 3rd level, when you are astride your mount, you can have
your mount take a Disengage or Dash action as its bonus
action.
Charge
At 6th level, when you are astride your mount and move at
least 20 feet, the first weapon attack you make for the round
has advantage and deals an extra 1d6 damage.
Also, when you Rage, your mount gains Resistance to
Bludgeoning, Piercing and Slashing damage as long as you
are astride it.
Savage Mount
At 10th level, when your mount takes an Attack action, it may
make an extra attack.
If the mount does not normally have an attack, it gains one
- using your proficiency modifier + the mount's strength or
dexterity modifer to hit and dealing 1d6 bludgeoning damage.
Path of the Wind Talker
The wind talker is in tune with the elemental forces of air.
Unlike the beserker, the wind talker strikes his enemies with
weapons borne on the wind, such as javelins and arrows.
That does not mean that the wind talker is afraid of melee
combat, and instead can move up to an enemy unseen and
strike them a humuliating blow before slipping away
unscathed.
On Wind's Wings
At 3rd level, when you rage, you can make attacks with
thrown or bow attacks, using your Strength to hit and
damage. You add the rage damage to these attacks.
Silent Approach
At 6th level, you can expend a rage to become invisible. The
invisibility lasts for 1 minute or until you attack or cast a spell.
Counting Coup
At 10th level, if you strike a surprised foe you gain temporary
hit points equal to twice the target's CR or level. You also gain
the benefits of a bless spell on yourself.
Cunning Action
At 14th level, your quick thinking and agility allow you to
move and act quickly. You can take a bonus action on each of
your turns in combat. This action can be used only to take the
Dash, Disengage, Dodge, or Hide action.
Bard College of Song
The college of song focuses on the magic of music and the art
of the performance. Its practioners are consumate artists
skilled in a variety of musical instruments and the magic that
College of Divinity music holds.
Bards of the college of divinity focus on the lore and tales of
the gods. Whether singing hymns or delivering fiery orations, Minstrel
they hold their audience spellbound with their very words At 3rd level, you gain proficiency with two musical
and passion - if not conviction. instruments of your choice.
Most of the bards of this colleger are not necessarily
fanatics, but are deeply curious about the working and the Enchanting Tune
ways of the divine. They seek to learn as much as teach, and Also at 3rd level, you can use a musical instrument that you
few are actually ordained as priests of the very dieties they are proficient in to weave a magical charm. As an action, you
investigate - though they certainly know the proper rituals in can expend a use of Bardic Inspiration to cause creatures
a pinch. within 60 feet of you that can hear you to make a Wisdom
saving throw. Any creature that can't be charmed or
Channel Divinity previously succeeded on this saving throw succeeds on this
At 3rd level, your devotion to one or more divine beings saving throw automatically, and if you or your companions
grants you the ability to channel their energy.
You start with are fighting a creature, it has advantage on the save. On a
one such effects: Turn Undead. When you gain access to a failed save, the target has disadvantage on Wisdom
cleric domain at 6th level, you also gain an effect determined (Perception) checks made to perceive any creature other than
by your domain. When you use your Channel Divinity, you you for 1 minute or until the target can no longer hear you.
choose which effect to create. This ability ends if you are incapacitated or can no longer
Some Channel Divinity effects require saving throws. speak.
When you use such an effect from this class, the DC equals
your bard spell save DC. Enchanted Instrument
At 6th level, you can permantly infuse one of your musical
Turn Undead instruments with magical ability. Choose one Enchantment
As an action, you present a holy symbol and speak a prayer or Alteration spell of 4th level or lower that you know. If you
censuring the undead and expend a use of Bardic Inspiration. play the instrument and expend a use of Bardic Inspiration,
Each undead that can see or hear you within 30 feet of you you can cast the spell imbued into your musical instrument.
must make a Wisdom saving throw. If the creature fails its You may change the spell imbued into your musical
saving throw, it is turned for 1 minute or until it takes any instrument when you gain a level, take a long rest or if you
damage. need to replace a lost or destroyed musical instrument.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can't willingly
move to a Instrumental Sustain
space within 30 feet of you. It also can't take reactions. For its At 14th level, you can play your musical instrument in a
action, it can use only the Dash action or try to escape from fashion that allows you to sustain an additional concentration
an effect that prevents it from moving. If there's nowhere to spell. You must take an action to play/hum/whistle to sustain
move, the creature can use the Dodge action. the second concentration spell. If you fail a concentration
check or cease playing the musical instrument the
Divine Secrets concentration spell you are sustaining ends.
At 6th level, choose a Clerical domain. You can add the spells At 18th level, you can sustain the second concentration
from the domain list to your spells known, as if you were a spell as a bonus action instead of an action.
cleric of equal level. You treat the spells as bard spells but
they don't count against the number of bard spells you know.
You also gain the Cleric domain's 2nd level Channel
Divinity ability. You must expend a Bardic Inspiration to
power the effect granted by the ability.
Divine touch
At 14th level, you can expend your Bardic inspiration to heal
yourself or others. As an action, you can expend a bardic
inspiration and touch an individual. That individual heals a
number of hit points equal to twice the roll of the die.
You can instead choose to expend a Bardic inspiration die
as an action to remove one condition from a touched
individual, as if you had used Lesser Restoration.
Jester Jongleur
The jester is a entertainer who specializes in parody and Sometimes also referred to as acrobats, jugglers, or
satire. Often they dress in foppish or outlandish clothing entertainers, these bards use their talents with physical skills
meant to riducule popular styles of dress or satirize a to impress and amaze. They are subtly dextrous and daring,
particular social caste, such as royalty or clergy. performing maneuvers that seem impossible to onlookers.
In addition, jesters often act in a foolish manner or as a bit
of a buffoon. This may merely be a pretense to get enemies to Bonus Proficiencies
let down their guard or to mock certain individuals or When you become a jongleur at 3rd level, you gain proficiency
organizations. In truth, most jesters are uniquely cunning, if with the Athletics and Acrobatics skill. If you already have
not deviously brilliant with a twisted sense of humor. proficiency with either of the skills, you gain Expertise with
that skill instead, granting you double your proficiency bonus.
Fool's Defense
Starting at 3rd level, when you are wearing no armor and not Sidestep
using a shield, your Armor Class equals 10 + your Dexterity At 3rd level, you can use your incredible agility to avoid an
modifier + your Charisma modifier. enemies blow. As a reaction, you can impose disadvantage on
an opponent's next attack against you that you can see.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, Misdirection
confuse, and otherwise sap the confidence and competence At 6th level, you can expend a bardic inspiration to cast an
of others. When a creature that you can see within 60 feet of illusion or transmutation spell from your known spell list
you makes an attack roll, an ability check, or a damage roll, without expending a spell slot. Once you use this ability, you
you can use your reaction to expend one of your uses of must take a short or long rest to use this ability again.
Bardic Inspiration, rolling a Bardic Inspiration die and
subtracting the number rolled from the creature's roll. You Juggler's Flurry
can choose to use this feature after the creature makes its At 14th level, you can magically manifest a withering hail of
roll, but before
the DM determines whether the attack roll or hurled objects. As an action, you can expend a bardic
ability cheek succeeds or fails, or before the creature deals its inspiration to make a ranged weapon attack against all
damage. The creature is immune if it cant hear you or if it's targets visible to you in a 15 long by 15 foot wide cone. On a
immune to being charmed. hit, the target suffers 7d6 piercing damage. After you use this
ability, you must take a short or long rest to use this ability
Fool's Avoidance again.
At 6th level, when you are struck with an attack, you can use
your reaction to reduce the damage you take from the attack.
You reduce the damage by a value equal to your Charisma
modifier. This reduction is applied after resistances and the
results of a successful saving throw are calculated.
Redirect
At 14th level, As a reaction when you are targeted by a spell
or weapon attack, you can force the target to make a Wisdom
saving throw. On a failure, you can redirect the attack to a
target of your choice that is in range of the attack. Once you
use this ability, you can't use it again until you take a short or
long rest.
Battlemage
Battlemage
Level Proficiency Bonus Features Cantrips Spells Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Arcane Sense, Spellcasting 1 1 1 — — — — — —
2nd +2 Fighting Style 2 2 2 — — — — — —
3rd +2 Arcane School 2 3 2 — — — — — —
4th +2 Ability Score Improvement 2 3 3 1 — — — — —
5th +3 Extra Attack 2 4 3 2 — — — — —
6th +3 Flexible Casting 2 4 3 2 — — — — —
7th +3 Arcane School Ability 2 5 4 3 1 — — — —
8th +3 Ability Score Improvement 2 5 4 3 2 — — — —
9th +4 Spell Scourge 2 6 4 3 2 — — — —
10th +4 Arcane School Ability 3 6 4 3 3 1 — — —
11th +4 Arcane Strike 3 7 4 3 3 2 — — —
12th +4 Ability Score Improvement 3 7 4 3 3 2 — — —
13th +5 3 8 4 3 3 2 1 — —
14th +5 Dispelling Touch 3 8 4 3 3 3 1 — —
15th +5 Arcane School Ability 3 9 4 3 3 3 1 — —
16th +5 Ability Score Improvement 3 9 4 3 3 3 2 1 —
17th +6 3 10 4 3 3 3 3 2 —
18th +6 Arcane School Ability 3 10 4 3 3 3 3 2 —
19th +6 Ability Score Improvement 3 11 4 3 3 3 3 2 1
20th +6 3 12 4 3 3 3 3 2 2

Class Features Proficiencies


You start with the following proficiencies.
Battlemages are martial spellcasters who use their magic to Armor: Light armor
augment their martial prowress. They focus primarily on Weapons: Simple weapons, martial weapons
magicks that assist them in combat, either offensively or Tools: None
defensively. Saving Throws: Constitution, Intelligence
Most have little time for the subtley of magic and focus on Skills: Choose three from Animal Handling, Arcana,
bold and daring magicks whose results are flashy and Acrobatics, Athletics, Insight, Investigation, Intimidation,
obviously. There are those however, for either for personal History, and Persuasion
reasons or the persecution of arcane casters prefer subtle
magics who effects are not so obvious unless directly Equipment
observed. You start with the following equipment, in addition to the
In some regions, war colleges exist to train these students equipment granted by your background:
of arcane sorcercies and martial skill. Styles and philosophies
often emerge from such colleges, and in some cases may be (a) a martial weapon or (b) two martial weapons
sought out by rulers to lead or advise their armies in times of (a) five javelins or (b) any simple melee weapon
war. (a) a dungeoneer's pack or (b) an explorer's pack
As a Battlemage you gain the following class features. (a) arcane focus or (b) spell component pouch
(a) Studded leather or (b) leather, shortbow and 20 arrows
Hit Points
Hit Dice: 1d8 per battlemage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per battlemage level after 1st
Arcane Sense Archer (Replaces PHB)
You do not suffer disadvantage for attacking with bows or
The presence of strong magic registers on your senses in an crossbow when within 5 feet of an opponent, and do not
unusual manner that others are oblivious to. As an action, suffer disadvantage when firing into a melee combat.
you can open your awareness to detect such forces. Until the
end of your next turn, you can detect an active spell or Brawler
magical effect within 60 feet of you that is not behind total Your unarmed attacks deal 1d4 bludgeoning damage and are
cover. You know the spell school (alteration, enchantment, considered light and finesse weapons. This increases to 1d6
illusion, necromancy, etc. ) of any magic you sense, but not its bludgeoning damage at 6th level, 1d8 bludgeoning damage at
exact effect. 11th level and 1d10 bludgeoning damage at 16th level.
Within the same radius, you also detect the presence of any
place or object that has been enspelled, such an area Defense (Replaces PHB)
protected by guards and wards, glyphs, etc. You add half your proficiency bonus (rounded down) to your
You can use this feature a number of times equal to 1 + AC.
your Intelligence modifier. When you finish a long rest, you
regain all expended uses. Dueling (Replaces PHB)
When you are wielding a melee weapon in one hand and no
Spellcasting other weapons, at the start of your turn you may split your
Starting at 1st level, you augment your martial prowess with proficiency bonus between attack rolls and AC as you see fit
the ability to cast spells. See chapter 10 for the general rules (this replaces the normal rule that you apply your proficiency
of spellcasting and the spellcasting chapter for the complete bonus to hit only). Once you have set your bonus, you cannot
Eldritch Warrior spell list. change it until your next turn. For example, at 1st level, you
Cantrips. You learn one cantrips of your choice from the could split your proficiency bonus to give you +1 to hit and +1
Battlemage spell list. You learn an additional wizard cantrip to AC, +2 to hit and no bonus to AC or no bonus to hit and +2
of your choice at 2nd and 10th level. to AC.
Spell Slots. The Battlemage Spellcasting table shows how
many spell slots you have to cast your spells of 1st level and Interceptor
higher. To cast one of these spells, you must expend a slot of When a creature you can see hits a target that is within 5 feet
the spell's level or higher. You regain all expended spell slots of you with an attack, you can use your reaction to reduce the
when you finish a long rest. damage the target takes by 1d10 + your proficiency bonus (to
For example, if you know the 1st-level spell shield and have a minimum of 0 damage). You must be wielding a shield or a
a 1st-level and a 2nd-level spell slot available, you
can cast simple or martial weapon to use this reaction.
shield using either slot.
Spells Known of 1st-Level and Higher. You know one Mounted
1st-level eldritch warrior spell of your choice. When you are mounted and your mount moves at least 20
The Spells Known column of the Battlemage Spellcasting feet and you hit with your first weapon attack, it is treated as
table shows when you learn more battlemage spells of 1st a critical hit.
level or higher. Each of these spells must be of a level for You maintain a trained mount with a CR of ¼ your level or
which you have spell slots. For instance, when you reach 7th lower (min ¼ CR). While aback a trained mount, you treat it
level in this class, you can learn one new spell of 1st or 2nd as an independent mount, allowing it to move and as you
level. desire. However, unlike a normal independent mount, it acts
Whenever you gain a level in this class, you can replace one on your initiative.
of the battlemage spells you know with another spell of your If the mount is slain, you may retrieve a replacement after a
choice from the battlemage spell list. The new spell must be long rest when in friendly territory.
of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting Spell and Weapon
ability for your battlemage spells, since you learn your spells If you have one hand free, when you take the attack action
through study and memorization. You use your lntelligence you can also cast a cantrip as a bonus action.
whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the Thrown Weapon Fighting
saving throw DC for a battlemage spell you cast and when You can draw a weapon that has the thrown property as part
making an attack roll with one. of the attack you make with the weapon. You also double the
Spell save DC = 8 + your proficiency bonus + your range you can throw a weapon.
Intelligence modifier
Spell attack modifier = your proficiency bonus + your Weapon Master
Intelligence modifier Choose one weapon. When attacking with the weapon, you
gain an additional bonus to hit equal to half your proficiency
Fighting Style bonus (rounded down) and deal extra damage equal to half
your Proficiency bonus (rounded down).
Upon reaching 2nd level, you adopt a fighting style as your
speciality. Choose one of the following options. You can't take
a fighting style more than once, even if you get to choose
again.
Extra Attack Arcane Archer
Beginning at 5th level, you can attack twice, instead of once, An Arcane Archer studies a unique method of archery that
whenever you take the Attack action on your turn. At 15th weaves magic into attacks to produce supernatural effects.
level, you can attack three times instead of once when taking Arcane Archers are some of the most elite ranged warrior-
the Attack action. Also, when you take the attack action, you mages. They stand watch over the fringes of domains,
may replace one weapon attack with a cantrip spell attack. keeping a keen eye out for trespassers and using magic-
Flexible Casting infused arrows to defeat monsters and invaders before they
Starting at 6th level, you can regain some of your expended can reach settlements.
spell slots after a brief rest. After a short rest, you regain a
number of expended spell slots equal to your proficiency Arcane Archer Lore
modifier. For example, at 6th level (+3 proficiency modifier) At 3rd level, you learn magical theory or some of the secrets
you could recover one 3rd level spell slot or a 2nd level and of nature — typical for practitioners of this martial tradition.
1st level spell slot or three 1st level spell slots. You choose to gain proficiency in two of the three skills
Arcana, Medicine or Nature. You also gain tool proficiency in
Spell Scourge either Smith's tools, Tinker's tools or Woodcarver's tools.
Beginning at 9th level, you can reroll a saving throw that you
fail against a spell. If you do so, you must use the new roll, Arcane Shot
and you can't use this feature again until you finish a long At 3rd level, you learn to unleash special magical effects with
rest. some of your shots. When you gain this feature, you learn two
You can use this feature twice between long rests starting Arcane Shot options of your choice (see “Arcane Shot
at 13th level and three times between long rests starting at Options” below).
17th level. Once per turn when you fire an arrow from a bow or
crossbow as part of the Attack action, you can apply one of
Arcane Strike your Arcane Shot options to that arrow. You decide to use the
Starting at 11th level, when you take the attack action to option when the arrow hits a creature, unless the option
strike with a weapon attack, you can also cast a spell that you doesn’t involve an attack roll. You have two uses of this ability,
know that has a casting time of one action as a bonus action. and you regain all expended uses of it when you finish a short
The target of the spell is either yourself or uses the target of or long rest.
your weapon attack as its origin point. Once you use this You gain an additional Arcane Shot option of your choice
ability, you cannot use it again until you take a short or long when you reach certain levels in this class: 7th, 10th, 15th,
rest. and 18th level. Each option also improves when you become
an 18th-level fighter.
Dispelling Touch
At 14th level, you can use your action to end one hostile spell Magic Arrow
on yourself or on one willing creature that you touch. At 7th level, you gain the ability to infuse arrows with magic.
You can use this feature a number of times equal to your Whenever you fire a nonmagical arrow from a bow or
Intelligence modifier (a minimum of once). You regain crossbow, you can make it magical for the purpose of
expended uses when you finish a long rest. overcoming resistance and immunity to nonmagical attacks
and damage. The magic fades from the arrow immediately
after it hits or misses its target.
Curving Shot
At 10th level, you learn how to direct an errant arrow toward
a new target. When you make an attack roll with a magic
arrow and miss, you can use a bonus action to reroll the
attack roll against the same or a different target within 60
feet of the original target.
Ever-Ready Shot
Starting at 15th level, your magical archery is available
whenever battle starts. If you roll initiative and have no uses
of Arcane Shot remaining, you regain one use of it.
Arcane Shot Options Grasping Arrow
The Arcane Shot feature lets you choose options for it at When this arrow strikes its target, conjuration magic creates
certain levels. The options are presented here in alphabetical grasping, poisonous brambles, which wrap around the target.
order. They are all magical effects, and each one is associated The creature hit by the arrow takes an extra 2d6 poison
with one of the schools of magic. damage, its speed is reduced by 10 feet, and it takes 2d6
If an option requires a saving throw, your Arcane Shot save slashing damage the first time on each turn it moves 1 foot or
DC equals 8 + your proficiency bonus + your Intelligence more without teleporting. The target or any creature that can
modifier. reach it can use its action to remove the brambles with a
successful Strength (Athletics) check against your Arcane
Shot save DC. Otherwise, the brambles last for 1 minute or
Banishing Arrow until you use this option again.
You use abjuration magic to try to temporarily banish your At 10th level, the damage for each increases to 3d6. The
target to a harmless location in the Feywild. The creature hit poison damage and slashing damage both increase to 4d6
by the arrow must also succeed on a Charisma saving throw when you reach 18th level in this class.
or be banished. While banished in this way, the target’s speed
is 0, and it is incapacitated. At the end of its next turn, the Piercing Arrow
target reappears in the space it vacated or in the nearest You use transmutation magic to give your arrow an ethereal
unoccupied space if that space is occupied. quality. When you use this option, you don’t make an attack
After you reach 18th level in this class, a target also takes roll for the attack. Instead, the arrow shoots forward in a line,
2d6 force damage when the arrow hits it. which is 1 foot wide and 30 feet long, before disappearing.
The arrow passes harmlessly through objects, ignoring cover.
Beguiling Arrow Each creature in that line must make a Dexterity saving
Your enchantment magic causes this arrow to temporarily throw. On a failed save, a creature takes damage as if it were
beguile its target. The creature hit by the arrow takes no hit by the arrow, plus an extra 1d6 piercing damage. On a
damage, and choose one of your allies within 30 feet of the successful save, a target takes half as much damage.
target. The target must succeed on a Wisdom saving throw, At 10th level, the line increases to 60 feet long. The
or it is charmed by the chosen ally for 1 minute. This effect piercing damage increases to 2d6 when you reach 18th level
ends early if the chosen ally attacks the charmed target, deals in this class.
damage to it, or forces it to make a saving throw.
At 10th level, the charm increases to 10 minutes. The Seeking Arrow
charm increases to 1 hour when you reach 18th level in this Using divination magic, you grant your arrow the ability to
class. seek out a target. When you use this option, you don’t make
an attack roll for the attack. Instead, choose one creature you
Bursting Arrow have seen in the past minute. The arrow flies toward that
You imbue your arrow with force energy drawn from the creature, moving around corners if necessary and ignoring
school of evocation. The energy detonates after your attack. three-quarters cover and half cover. If the target is within the
Immediately after the arrow hits the creature, the target and weapon’s range and there is a path large enough for the
all other creatures within 10 feet of it take 2d6 force damage arrow to travel to the target, the target must make a Dexterity
each. saving throw. Otherwise, the arrow disappears after traveling
At 10th level, the arrow deals 3d6 force damage. The force as far as it can. On a failed save, the target takes damage as if
damage increases to 4d6 when you reach 18th level in this it were hit by the arrow, plus an extra 1d6 force damage, and
class. you learn the target’s current location. On a successful save,
the target takes half as much damage, and you don’t learn its
Enfeebling Arrow location.
You weave necromantic magic into your arrow. The creature At 10th level, the target recieves no save against the attack.
hit by the arrow takes an extra 2d6 necrotic damage. The The force damage increases to 2d6 when you reach 18th
target must also succeed on a Constitution saving throw, or level in this class.
the damage dealt by its weapon attacks is halved until the
start of your next turn. Shadow Arrow
At 10th level, the damage increases to 3d6. The necrotic You weave illusion magic into your arrow, causing it to
damage increases to 4d6 when you reach 18th level in this occlude your foe’s vision with shadows. The creature hit by
class. the arrow takes an extra 2d6 psychic damage, and it must
succeed on a Wisdom saving throw or be unable to see
anything farther than 5 feet away until the start of your next
turn.
At 10th level, the psychic damage increases to 3d6. The
psychic damage increases to 4d6 when you reach 18th level
in this class.
Arcane Blade Bladesinger
The arcane blade is a battlemage who adopts the school of Bladesingers master a tradition of wizardry that incorporates
the blade and seeks to perfect their mastery of the martial swordplay and dance. Originally created by elves, this
side of their duality, focusing on their preferred weapon as a tradition has been adopted by non-elf practitioners, who
conduit of their martial magic. honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant
Armored maneuvers that fend off harm and allow the bladesinger to
At 3rd level, you gain proficiency in Medium armor and channel magic into devastating attacks and a cunning
shields. defense. Many who have observed a bladesinger at work
remember the
display as one of the more beautiful
Weapon Bond experiences in their life, a glorious dance accompanied by a
At 3rd level, you learn a ritual that creates a magical bond singing blade.
between yourself and one weapon. You perform the ritual
over the course of 1 hour, which can be done during a short Training in War and Song
rest. The weapon must be within your reach throughout the At 3rd level, you gain proficiency in the Performance skill. If
ritual, at the conclusion of which you touch the weapon and you already have proficiency, you may add twice your
forge the bond. Once you have bonded a weapon to yourself, proficiency bonus to Performance skill checks instead.
you can't be disarmed of that weapon unless you are
incapacitated. If it is on the same plane of existence, you can Bladesong
summon that weapon as a bonus action on your turn, causing Starting at 3rd level, you can invoke an elven magic called the
it to teleport instantly to your hand. Bladesong, provided that you aren't wearing medium or
You can have up to two bonded weapons, but you must heavy armor or using a shield. It graces you with supernatural
perform the ritual to bond them seperately. If you are bonded speed, agility, and focus.
to two weapons of the same type and they are one-handed You can use a bonus action to start the Bladesong, which
(such as two daggers or two short swords), you can summon lasts for 1 minute. It ends early if you are incapacitated, if you
them as a single bonus action, otherwise they must be don medium or heavy armor or a shield, or if you use two
summoned individually with seperate bonus actions. hands to make an attack with a weapon. You can also dismiss
If you attempt to bond with a third weapon, you must break the Bladesong at any time (no action required).
the bond with one of the other two. While your Bladesong is active, you gain the following
benefits:
__
War Magic You gain a bonus to your AC equal to your Intelligence
Beginning at 7th level, your weapons are treated as magical modifier (minimum of +1).
for the purposes of overcoming resistance. Your walking speed increases by 10 feet.
Arcane Strike You have advantage on Dexterity (Acrobatics) checks and
At 10th level, you learn how to make your weapon strikes Dexterity (Performance) checks.
undercut a creature's resistance to your spells. You gain a bonus to any Constitution saving throw you
When you hit a creature with a weapon attack, that make to maintain your concentration on a spell. The
creature has disadvantage on the next saving throw it makes bonus equals your Intelligence modifier (minimum of +1).
against a spell you cast before the end of your next turn. You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses of it
Arcane Charge when you finish a long rest.
At 15th level, you gain the ability to teleport up to 30 feet to
an unoccupied space you can see as a bonus action. Once you Song Of Defense
use this ability, you cannot use it again until you take a short At 10th level, ou can direct your magic to absorb damage
or long rest. while your Bladesong is active. When you take damage, you
can use your reaction to expend one spell slot and reduce
Improved War Magic that damage to you by an amount equal to five times the spell
Starting at 18th level, when you use your action to cast a slot's level.
spell, you can take the attack action as a bonus action or vice
versa. Song Of Victory
At 15th level, you can add your Intelligence modifier
(minimum of +1) to the damage of your melee weapon
attacks while your Bladesong is active.
Potent Bladesong
At 18th level, your performance in battle allows you to sustain
your magic. While performing a bladesong, you can maintain
concentration on up to two spells at once. If you cease your
bladesong, you choose which spell to maintain concentration
on and the other ends immediately.
Chi Warrior Death Warrior
The chi warrior uses his inner strength to manifest The death warrior is part necromancer and part warrior.
supernatural powers and martial abilities, granting them They do not fear death and instead seek to overcome it by
superhuman fighting powers. outlasting any mortal opponent. Likewise, they are eager to
add those they have overcome to their own legion, making
Combat Superiority them even stronger in death.
At 3rd level, you learn maneuvers that are fueled by special
dice called superiority dice. Death Strike
Maneuvers. You learn two maneuvers of your choice, Starting at 2nd level, when you hit a creature with a melee
which arc detailed under "Maneuvers" under the Fighter weapon attack, you can expend one eldritch spell slot to deal
Battlemaster subclass. Many maneuvers enhance an attack in necrotic damage to the target, in addition to the weapon's
some way. You can use only one maneuver per attack. damage. The extra damage is 2d8 for a 1st-level spell slot,
You learn one additional maneuver of your choice at 7th, plus 1d8 for each spell level higher than 1st, to a maximum of
10th, and 15th level. Each time you learn new maneuvers. 5d8. The damage increases by 1d8 if the target is a celestial.
you can also replace one maneuver you know with a different
one. Deathly Resistance
Superiority Dice. You have three superiority dice, which At 7th level, as an action you can gain resistance to
are d6s. A superiority die is expended when you use it. You bludgeoning, piercing and slashing damage from non-magical
regain all of your expended superiority dice when you finish a weapons for 1 minute. Once you use this ability, you must
short or long rest. take a long rest
You gain another superiority die at 7th level and one more
at 15th level. Summon the Legion
Saving Throws. Some of your maneuvers require your At 10th level, you add the spell Animate Dead, Feign Death
target to make a saving throw to resist the maneuver's effects. and Speak With Dead to your list of known spells.
You use your spell save DC for these manuevers. Furthermore, when you use the spell Animate Dead, you do
not need a corpse to create the undead.
Inner Strength
Starting at 7th level, you can transform unused spell slots Strength of the Legion
into superiority dice. You can expend a spell slot up to your At 15th level, as an action you can choose an undead you
proficiency modifier for a number of superiority dice equal to created that is within 30 feet of you. The undead is reduced
the level of the spell slot expended. Once you use this ability, to 0 hit points and crumbles to dust and you gain temporary
you cannot use it again until you take a long rest. hit points equal to half the hit points the destroyed undead
lost.
Improved Combat Superiority Also at 15th level, you add Create Undead to your list of
At 10th level, your superiority dice turn into d10s. At 18th known spells.
level, they turn into d12s.
Tide of Death
Relentless At 18th level, you can summon an unstoppable legion of
Starting at 15th level. when you roll initiative and have no death to deal with your enemies. As an action, you cause
superiority dice or spell slots remaining, you regain 1 undead to erupt from the earth and call spirits to your
superiority die or up to 4 spell slots. location. All enemies within 60 feet treat the terrain around
you as obscured and difficult terrain. If they start their turn in
Improved War Magic the area of effect, they must make a Dexterity saving throw.
Starting at 18th level, when you use your action to cast a On a failure, they are restrained until the end of their turn
spell, you can make two weapon attacks as a bonus action. and take 2d8 slashing damage as they are seized by the rising
undead. If they end their turn in the area of effect, they must
make a Constitution saving throw. On a failure, they take 2d8
necrotic damage as the incorporeal spirits tear through them.
This area of effect moves with you and lasts for up to one
minute, taking your concentration.
Once you use this ability, you cannot use it again until you
take a long rest.
Duskblade Gish
Duskblades are mysterious masters of magic, stealth and The gish is a mercenary sellsword who augments their
martial skill. They live on the fringe of society, using their martial abilities with magical spells and attacks. These
skills against the secret enemies of the world - fighting from individuals travel the world selling their service for coin or
the shadows, as it were. perhaps attaching themselves city guard forces or armies
where their skill is useful.
Sneak Attack
At 3rd level, you know how to strike subtly and exploit a foe's Armored
distraction. Once per turn, you can deal an extra 1d6 damage At 3rd level, you gain proficiency with all armors and shields.
to one creature you hit with an attack if you have advantage
on the attack roll. The attack must use a finesse or a ranged Arcane Blow
weapon. At 3rd level, choose an elemental attunement - acid, cold, fire,
You don't need advantage on the attack roll if another lightning, force or thunder. when you hit a creature with a
enemy of the target is within 5 feet of it, that enemy isn't weapon attack, you can expend one eldritch warrior spell slot
incapacitated, and you don't have disadvantage on the attack to deal extra damage to the target of the type your are
roll. elementally tuned to, in addition to the weapon's damage.
The amount of the extra damage increases as you gain The extra damage is 2d8 for a 1st-level spell slot, plus 1d8
levels in this class, as shown in the Sneak Attack table below. for each spell level higher than 1st, to a maximum of 5d8.
Level Sneak Attack
Arcane Recovery
3rd - 5th 1d6 At 7th level, when you take a short rest you can recover a
6th - 9th 2d6 number of used spell slot levels equal to your proficiency
modifier. For example, at 15th level, you could recover one
10th - 12th 3d6 5th level, a 4th level spell and 1st level spell, a 3rd level spell
13th - 15th 4d6 and a 2nd level spell or a 2nd level spell and three 1st level
16th - 19th 5d6
spells. Once you use this ability, you cannot use it again until
you take a long rest.
20th 6d6
Spell Counter
Blend With Shadow At 10th level, as a reaction when you targeted by a spell by a
at 7th level, you have mastered the art of becoming unseen. spellcaster within 60 feet, you can cast Counterspell without
When you are in an area of dim light or darkness, you can expending a spell slot. Once you use this ability, you cannot
take an action to become invisible. The invisiblity lasts for up use it again until you take a long rest.
to 1 hour x your proficiency modifier, you attack or cast a
spell targeting a hostile creature or enter an area of bright Arcane Resistance
light. at 15th level, as a reaction when you are struck by an
Once you use this ability, you cannot use it again until you elemental attack you are attuned to, you gain immunity to the
take a long rest. attack and on your next attacks on your turn can add 2d6
damage of the same element type. Once you use this ability,
Shadow Shield you cannot use it again until you take a long rest.
At 10th level, the darkness becomes an ally. As a bonus action
or reaction, you can cloak yourself in darkness. The 5 foot Arcane Power
area around you is treated as having no illumination, and this At 18th level, you can performa a ritual that can imbue one of
area of darkness moves with you. This effect lasts for up to 1 your known 1st, 2nd or 3rd level spell that uses a melee spell
minute or until you choose to end it. Once you use this ability, attack or ranged spell attack into your weapon. Thereafter,
you cannot use it again until you take a short or long rest. you can use a matching spell slot to cast the spell as an 8th
level spell as long as you wield the weapon. You can change
Shadow Strike the imbued spell after a long rest.
At 15th level, you gather shadow into a potent weapon. When
you are in an area of dim light or darkness, as an action you
can make a ranged spell attack with a range of 120 feet that
deals 2d8 necrotic damage on a hit, or 4d8 necrotic damage
if the target is dim light or darkness. This attack can be used
to make a sneak attack.
Master of Shadow
At 18th level, you can sneak attack with cantrips or spells that
use a melee spell attack or ranged touch attack if you are in
dim light or darkness.
Golembound Mighty Golem
The golembound is a warrior who has imparted part of his At 18th level, as a reaction the golem can absorb one spell it
own soul into an artifical construct that acts as a fighting has been targeted by. The golem is unaffected by the spell
partner and companion. and if you are within 30 feet of the golem, you can instead
regain spell slots equal to the level of the spell cast at the
golem. Once you use this ability, you cannot use it again until
Arcane Golem you take a long rest.
At 3rd level, you construct an artifical warrior known as an
arcane golem. It's friendly to you and your companions,
and it
obeys your commands. See its game statistics in the Arcane
Golem stat block, which uses your proficiency bonus (PB) in Arcane Golem
several places. You determine the creature's appearance. It Medium Construct, unaligned
can be humanoid or mimic the shape of a mundane, non-
flying beast; your choice has no effect on its game statistics. Armor Class 13 + your PB (natural armor)
The golem is proficient in all weapons, and shields. It may Hit Points 7 x your Eldritch Warrior level (The
make weapon attacks instead of its slam attack if you so golem has a number of hit dice [d8s] equal to
choose. If the golem utilizes a weapon to attack, that attack is your Eldritch Warrior level
not inheritly magical. Speed 30 ft.
In combat, the golem shares your initiative count, but it
takes its turn immediately after yours. It can move and use its STR DEX CON INT WIS CHA
reaction on its own, but acts on the last orders it was given,
unless you take a bonus action on your turn to command it to 16 (+3) 11 (+0) 14 (+2) 3 (-4) 10 (+0) 1 (-5)
take another action. That action can be one in its stat block or
some other action. If you are incapacitated, the golem Damage Immunities Poison
continues to follow the last order it was given. Condition Immunities Charmed, exhausted,
If the mending spell is cast on the golem, it regains 2d6 hit poisoned
points. If it has died within the last hour, you can use your Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
smith's tools as an action to revive it, provided you are within Challenge - Proficiency Bonus(PB) equals your bonus
5 feet of it and you expend a spell slot of 1st level or higher.
The golem returns to life after 1 minute with all its hit points
restored. Actions
At the end of a long rest, you can create a new golem if you Slam. Melee Weapon Attack: 3 + PB to hit, reach 5
have smith's tools with you. If you already have a golem from ft., one target it can see. Hit: 1d8 + 3 bludgeoning
this feature, the first one immediately perishes. The golem damage. This is treated as a magical attack.
also perishes if you die.
Reaction
Spell Sharing Protector. The golem can transfer the target of an
At 7th level, when you cast a spell that affects yourself, you attack to itself, granted it is within 10 feet of the
can choose to also have it affect your Arcane Golem as well, original target.
as long as it is within 120 feet of you at the time of casting.
Also, if you cast a spell that requires your concentration, you
can choose to have your Golem concentrate on the spell
instead.
Golem Pummeling
At 10th level, Your golem can strike twice with its slam attack
when taking the attack action.
Golem Casting
At 15th level, when your arcane golem is within 120 feet of
you as an action it can cast a spell that you know, expending
one of your appropriate spell slots when doing so. You must
issue the golem an order to cast the spell for it to use this
ability.
Also, the golem's slam attack increases to deal 2d8 + 3
bludgeoning damage.
Janissary Mystic Warrior
The janissary is steeped in elemental and genie magic The mystic warrior is a militant philospher whose skill with a
traditions. Originally trained as guardians to elemental weapon is equally matched with their wit. Through rigorous
masters, they sometimes travel forth to stop threats before drills and studies the mystic warrior seeks to sharpen their
they make it to their elemental homelands. mind as well as their body, making them one with weapon in
hand.
Martial Skill
At 3rd level, you gain proficiency with Medium armor and Mystic Spells
Shields. Likewise, you can take one of the following feats You add the following spells to your known spell list at the
(you must still meet any prequisites): level indicated.
Alert, Athlete, Charger, Defensive Duelist, Dual Wielder, Level Spell
Durable, Elemental Adept, Great Weapon Master, Heavily 3rd Mage Hand, Charm Person
Armored, Heavy Armor Master, Mage Slayer, Martial
Adept, Medium Armor Master, Mounted Combatant, 5th Enhance Ability,Suggestion
Polearm Master, Resilient, Savage Attacker, Sentinel, 9th Haste,Major Image
Sharpshooter, Shield Master, Spell Sniper, Tough, or War 13th Charm Monster,Compulsion
Caster.
Elemental Imbuement Mental Warrior
At 7th level, you choose to bind yourself to one of the At 3rd level, when you make a weapon attack, you can use
following elements - acid, cold, fire, lightning, or thunder. your Intelligence instead of your Strength to hit and damage.
Thereafter, as a bonus action you can endow a single Furthermore, as a bonus action you can animate your
weapon in your possession with elemental energy. On a hit, weapon to attack independantly of you. This requires your
you deal an additional 2d6 damage of the elemental type you concentration, but the weapon can move at a rate of up to 30
have chosen. You weapon remains empowered for one feet (up to 90 feet away from you) and attacks using your
minute, and it consumes your concentration while so spell attack modifier to hit.
affected.
Likewise, when you cast a spell with the given element, you Deflection
add your eldritch warrior level to the damage dealt by the At 7th level, you can deflect mundane and magical attacks
spell. made against you. As a reaction, when you are hit with a
ranged weapon or ranged spell attack, you can reduce the
Elemental Protection damage by 1d10 + your proficiency modifier. You can expend
At 10th level, you gain damage resistance to the element you a spell slot to increase the amount of damage reduction. For
aligned yourself with at 7th level. Furthermore, a number of each spell level of the spell you expend you can further
times per day equal to your Intelligence modifier, as a reduce the damage by 1d10. If you expended a spell and
reaction you can grant yourself or an ally you can see within reduce the damage to 0 or less, you reflect the attack back at
reach immunity to the element you chose at 7th level. the attacker, who takes 1d6 force damage per spell level you
expended.
Elemental Power
At 15th level, when you use your elemental protection to Mind Tricks
negate damage on yourself, you can choose to heal yourself At 10th level, you may cast a spell gained from your Mystic
for a number of hit points equal to half the damage you would spell ability without expending a spell slot as a spell of the
have taken. Once you use this ability, you cannot use it again highest slot you can cast. Once you use this ability you cannot
until you take a long rest. use it again until you take a long rest.
Plane Shift Arcane Lockdown
At 18th level, you can cast the spell Plane Shift to travel to the At 15th level, you can use your Concentration to incapacitate
Ethereal or an elemental plane of your choice, without the an opponent. As an action that consumes your concentration,
need for spell components. Once you use this ability, you you can make a ranged spell attack against a Large or
cannot use it again until you take a long rest. smaller target within 120 feet. On a hit, the target is
incapacitated and takes 2d6 psychic damage at the start of
each of its subsequent turns. At the end of the target's turn, it
can make a Wisdom saving throw to end the condition. Once
you use this ability, you cannot use it again until you take a
long rest.
Image of Power
At 18th level, when you use the spell Project Image you can
cast spells through the image as if it were you and you can
choose to physically interact with objects as if you were
manifested at the location.
Sorcerous Blade Sorcerous Aura
The arcane school of sorcery focuses its ability on primarily At 10th level, you radiate a magical aura that harms your foes.
arcane pursuits in tandem with martial prowress. Whether Choose a damage type when you select this feature - acid,
displaying an innate or learned talent for spells, these cold, fire, lightning, poison, necrotic or thunder.
individuals wield powerful spells while protected by physical As a bonus action, you can activate your aura. Enemies
armor and martial talent. within 10 feet of you that start their turn in the aura suffer
1d8 + your spellcasting modifier damage of the type chosen
for your aura. The aura lasts for one minute. Once you use
Metamagic this ability, you must take a long rest to use it again.
At 3rd level, you gain the ability to twist your spells to suit
your needs. You gain two of the following Metamagic options Evocation Mastery
of your choice. You can choose the same metamagic more At 15th level, you have achieved such mastery over certain
than once. You gain another one at 9th and 17th level. evocation spells that you can cast them at will. Choose a
1st-
You can use only one Metamagic option on a spell when level evocation spell and a 2nd-level evocation spell that you
you cast it, unless otherwise noted. know. You can cast those spells at their lowest level without
Careful Spell
When you cast a spell that forces other expending a spell slot, at will. If you want to cast either spell
creatures to make a saving throw, you can protect some of at a higher level, you must expend a spell slot as normal.
those creatures from the spell's full force. Once per short
rest, when you cast a spell you can choose a number of those Sorcerous Fury
creatures up to your Intelligence modifier (minimum of one At 18th level, you can unleash a furious aura of deadly magic.
creature). A chosen creature automatically succeeds on its As an action, all enemies within 60 feet of you must make a
saving throw against the spell. Dexterity saving throw versus your spellcasting DC. On a
Distant Spell
Once per short rest, When you cast a spell failure, they take 14d6 force damage, can be moved up to 15
that has a range of 5 feet or greater you can double the range feet in a direction of your choice and are knocked prone. On a
of the spell.
If the spell you cast a spell that has a range of success, they take half damage. Once you use this ability, you
touch, you can instead make the range of the spell 30 feet. cannot use it again until you take a long rest.
Empowered Spell
Once per short rest, when you roll
damage for a spell, you can reroll a number of the damage
dice up to your Intelligence modifier (minimum of one). You
must use the new rolls. You can use Empowered Spell even if
you have already used a different Metamagic option during
the casting of the spell.
Extended Spell
Once per short rest, when you cast a spell
that has a duration of 1 minute or longer, you can double its
duration. If the spell is still active after taking a short rest, you
can continue to extend the spell by expending this ability on
the active spell, up to a maximum duration of 24 hours.
Heightened Spell
Once per long rest, when you cast a
spell that forces a creature to make a saving throw to resist
its effects, you can give a number of targets of the spell equal
to your Intelligence modifier (minimum one) disadvantage on
its first saving throw made against the spell.
Quickened Spell
Once per long rest, when you cast a spell
that has a casting time of 1 action, you can change the
casting time to 1 bonus action for this casting.
Subtle Spell
Once per short rest, when you cast a spell,
you can cast it without any somatic or verbal components.
Twinned Spell
Once per long rest, when you cast a spell
that targets only one creature and doesn't have a range of self,
you can target a second creature in range with the same spell.
Eldritch Smite
At 7th level, when you hit a creature with a melee or ranged
weapon attack, you can expend one battlemage spell
slot to
deal force 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
5d8.
Cleric
Dieties of Amberos
Diety Alignment Domains Symbol
Aspus NE Nature, Strength, Traveler A coiled white cobra ready to strike
Aztech LN Knowledge, Light, Protection A golden blazing sun with silver lines
Belli N Elemental (Bludgeoning), Nature, Life A oak leaf and acorn cluster
Competius CG Adventure, Fellowship, Fortune A checkered bandana
The Dark One LE Evil, Trickery, Tyranny A field of black with a red star
Deor NG Elemental (Acid), Forge, Order A cave entrance
Dhorian CG Good, Order, Strength A golden crown atop a sword planted in the ground
Discoff CN Fortune, Love, Trickery A lady's face surrounded by star-filled hair
Gosend LG Good, Messenger, Traveler A pair of golden sandals
Gweize NE Evil, Darkness, Trickery A blackened shepard's staff
Fir LG Adventure, Forge, Protection A hammer striking an anvil
Hamma N Knowledge, Nature, Protection An upward thrust silver sword
Harp N Life, Time, Traveler An hourglass with a single, suspended sand in the middle
Jhalah NE Chaos, Death, Evil An unblinking, monstrous eye
Kerundinius NE Evil, Knowledge, Magic A red, taloned hand grasping an upthrust wand
Ko Kassa N Elemental, Prophecy, Strength An erupting volcano
Lepornunse CE Evil, Disease, Traveler A diseased, bandage-wrapped hand
Logres LG Good, Healing, Peace An upraised hand surrounded in light
Lorius N Air, Fellowship,Traveler A white blank
Luna NG Light,Twilight,Darkness A white cresent on a black background
M'Kree Malka CE Evil, Ocean, Tyranny A shark attacking its own tail
Magius NG Good, Light, Magic A broken wand
Menos N Knowledge, Order, Prophesy A bowed head emitting a starburst
Morian NE Knowledge, Magic, Trickery A black cauldron
Opheus LG Good, Order, Light A beaming,rising sun
Nazgaduum CE Chaos, Prophesy, Time A whirlpool with shark's teeth
Phromus N Light, Order, Prophesy A blazing sun, eclipsed
Shame NG Art, Love, Trickery A downward-pointing dagger
Shurdeua LG Agriculture, Light, Protection A woman outlined in a sunburst
Silamus N Order, Grave, Twilight A reaping scythe
Ssrell N Knowledge, Prophesy, Time A stepped pyramid
Tageus LN Fortune, Order, Prosperity A gold coin being flipped
Teeth CE Chaos, Death, Undead A pair of vampire's teeth
Titanicus CE Strength, Tyranny, War A blood-stained double axe, upraised
Triton N Nature, Travel, Water A trident overlying a pearl
Tzuckamus LE Art, Chaos, Elemental(Fire, Ice) A winged serpent
Tuma CE Destruction, Disease, Undead A black, smoking mace
Dieties of Amberos (cont)
Diety Alignment Domains Symbol
Urdeus CG Chaos, Good, Protection A shining spear on a starry background
Vermnia CN Chaos, Elemental(Lightning, Thunder), A forked lightning bolt
Tempest
Visha LG Good, Protection, War Twin spears crossing a golden helmet
Xygleon NG Fellowship, Knowledge, Protection A white, tapering tower
Ziga NE Chaos, Evil, Trickery A "Z" made of blood
Zzadasa N Order, Prophecy, Time A gray circle on a half-white, half-black
background
Cults
Animaters LE Undead A skull in red robes
Brass Circle NG Light A tarnished brass ring
Brotherhood of LG Order A crown of thorns
Glory
Circle of Good NG Good A golden circlet
Derrogathins CE Chaos A downward pointed kris dagger dripping with
blood
Gazers CG Travel A telescope
Masters of the NE Nature A white fox mask with curved, black lines
Species
Iron Circle CE Evil A thick band made of spiked, rusted iron
Tuma's Waybreath CE Destuction A bald man's head breathing ash
Way of Immortality N Time A golden sunburst outlined in red
Way of Pleasure CN Trickery A golden cup overflowing with wine
Adventure Domain Agriculture Domain
Gods of adventure are powers that involve themselves with Gods of the agriculture domain, unlike those of the nature
recent events. They are active seekers and explorers who domain care for the tending of crops and domesticated
reward heroic exploits. Powers associated with the adventure livestock. They seek the ordered, repeated bounty of nature
domain tend to take an active hand and will encourage their as opposed to wilderness areas and the dog-eat-dog nature of
clergy to seek out and right any wrongs they find. wildlife. Gods of the agriculture domain favor those who toil
The adventure domain is associated with dieties like Thor, in meadows or shepard livestock, with little interest in the
Hercules, St. Cuthbert, and Torm as well as Competius, great outdoors beyond taming the wilderness into rolling
Gosend and Urdeus of the Amberos pantheon. farms and crops.
Dieties of agriculture include Demeter, Freyr and Shurdea
Domain Spells of the Amberos pantheon.
Cleric Level Spells
Domain Spells
1st Heroism, Longstrider
Cleric Level Spells
3rd Enhance Ability, Enlarge/Reduce
1st Animal Friendship, Goodberry
5th Beacon of Hope, Crusader's Mantle
3rd Animal Messenger, Locate Animals or Plants
7th Death Ward, Mordenkainen's Private Sanctum
5th Conjure Animals, Planth Growth
9th Destructive Smite, Raise Dead
7th Control Water, Hallucinatory Terrain
Martial Ability 9th Commune With Nature, Tree Stride
At 1st level you gain proficiency with Martial weapons and
Heavy armor. Hands of the Land
At first level you gain proficiency in Animal Handling and the
Divine Smite Nature skill.
At 1st level, when you hit a creature with a melee weapon
attack, you can expend one cleric spell slot to deal radiant Call Forth the Bounty
damage to the target, in addition to the weapon's damage. You do not need to make Survival checks to gather food or
The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for water for a number of people up to your Wisdom modifier.
each spell level higher than 1st, to a maximum of 5d6. The
damage die is increased to d8 if the target is an undead or a Channel Divinity: Plant or Animal
fiend. Growth
At 2nd level, you can use your Channel Divinity to cause
Channel Divinity: Heroic Blessing plants or animals to grow to a healthy, bountiful maturity.
As
At 2nd level, you can use your Channel Divinity to enhance an action, you present your holy symbol and speak the name
and protect your allies. As an action, a number of allies equal of your divinity. One beast, plant creature or up to a 30 foot
to your Wisdom modifier that are within 15 feet of you gain a diameter of normal plants are affected. The affected target
bonus of 1d4 to attack rolls and saving throws for the next grows to full maturity and maximum hit points (instead of
minute. This bonus does not stack with the Bless spell. average). Food-bearing plants instantly produce ripe food.
Injured beasts or plant creatures are healed up to 5 hit points
Heroic Concentration per cleric level you possess. This ability cannot be used on
Starting at 6th level, you can maintain a second spell summoned beasts or plants. The hit point increase lasts for
requiring concentration as a bonus action. one hour, after which the beast's or plant creature's hit points
return to normal.
Heroic Intervention
Starting at 8th level, when an enemy successfully hits an ally Trackless Step
who is within 15 feet of you and you can see, as a reaction At 6th level, you leave no sign of your passing, making it
you can cast a spell of up to 3rd level on your ally or the impossible to track you by non-magical means. Also, while in
attacking enemy. natural surroundings you gain a +10 bonus to Stealth checks.
Divine Intervention Sickle Strike
When you use your Heroic Blessing Channel Divinity ability, At 8th level, your weapon attacks deal an additional 1d6
in addition to blessing your allies, you can also grant the slashing damage. At 14th level, this damage increases to 2d6
targetted allies resistance to all damage or you can target all slashing damage.
enemies within 30 feet, causing them to suffer a penalty of
1d4 to their attack and saving throws for the next minute. A Summon Treant
targeted enemy may make a Charisma saving throw to avoid At 17th level, once per long rest you can summon a treant to
the penalty. your aid. The treant appears in an unoccupied square within
30 feet of you and remains for up to one hour or until slain.
The treant cannot use its animate trees ability when
summoned in this manner.
Air Domain Art Domain
The air domain is an invisible and silent traveler that can There are many dieties that possess one or more skill in what
travelled unhurried or whip about enemies with violent would be considered classical art - ranging from dancing,
demeanor. Deities of the Air domain include Shu, Aeolus and acting, playing musical instruments or activities such as
Lorius of the Amberos pantheon. painting or drawing. Moreover, there are deities noted for
creating and/or nuturing specific forms of art, with the likes
Domain Spells ranging from Apollo, Odin and Gosend of the Amberos
Cleric Level Spells pantheon.
1st Expedious Retreat, Longstrider
Domain Spells
3rd Invisiblity, Levitate Cleric Level Spells
5th Fly, Haste 1st Identify, Silent Image
7th Arcane Eye, Freedom of Movement 3rd Enhance Ability, Phantasmal Force
9th Conjure Elemental (Air only), Wall of Force 5th Glyph of Warding, Magic Circle
7th Fabricate, Stone Shape
Untethered
At 1st level, your ground speed is increased by 5 feet, and 9th Creation, Seeming
your jumping distance is doubled. Furthermore, when you are
unarmored, your base AC is 12. Patron of the Arts
At 1st level, you gain proficiency in two artisan's tools of your
Channel Divinity: Wind Gust choice. Also, whenever you create a work of art when using
At 2nd level, you can use your Channel Divinity to create a your chosen tools, you do it in half the normal time.
powerful wind to assault your enemies. As an action, you
expend a use of your Channel Divinity to create a 60 ft globe Channel Divinity: Inspiration of the
of violently blowing wind around you. Enemies in the area of Muse
effect treat the area as difficult terrain and suffer Starting at 2nd level, you can use your Channel Divinity to
disadvantage to attacks, Strength and Dexterity based skill inspire those around you. As a bonus action, you can grant all
checks and saving throws. This effect consumes your allies within 30 feet a point of inspiration.
concentration, and lasts up to one minute. If your DM is not using inspiration, the allies gain
advantage on the next d20 roll they make in the next 10
Slashing Wind minutes. Once this inspired action is used, the effect ends.
At 6th level, you turn the air around you into a violent
weapon. As an attack action, you can make a melee spell Font of Inspiration
attack with a 15 ft. reach that deals 2d6 force damage on a At 6th level, any skill check you make has advantage.
hit. At 12th level, the damage increases to 4d6 force damage Furthermore, as a reaction, when an ally within 30 feet of you
on a hit. makes a skill check, you negate any disadvantage associated
with the check. Once you use this latter ability, you must take
Turning Wind a short or long rest to use it again.
At 8th level, you can turn aside blows with a gesture. As a
reaction, when an enemy within 30 feet attack you or an ally Influential Glory
you can impose a penalty to attack rolls or grant a bonus on a At 8th level, opponents suffer disadvantage when attempting
Dexterity saving throw equal to your proficiency modifier. to resist any spell you cast that charms or persuades them.
Likewise, when making a Charisma based skill check, you
On Winged Steps gain advantage on the roll.
At 17th level you gain a flying speed equal to your ground
speed. Artistic Transformation
At 17th level, you can transform a piece of existing art into a
real object. As an action, you can touch an existing piece of
artwork and make it real or bring it to life. For living objects,
you create a duplicate of the depicted creature that has half
the real creature's hit points and any gear it bears is non-
magical. If the duplicate has the ability to cast spells, it can
only cast spells it would know of up 5th level. The
transformation lasts for 1 hour per hour of work it took to
create the original artwork. Destruction of the components of
the artwork reverts the artwork back to its original,
undamaged state.
Once this ability is used, it cannot be used again until you
take a long rest.
Chaos Domain
Often ancient and formidible, deities infused with the power
of chaos often either predate creation or may be gods of
subterfuge who seek the breakdown of law and order. In
some cases, they may simply be filled with wild and strong
abandon, seeking to throw off the shackles of responsibility
or slavery. Gods of chaos include Khaos of Greek myth, Loki,
and Discoff of the Amberos pantheon.
Domain Spells
Cleric Level Spells
1st Dissonant Whispers, Disguise Self
3rd Crown of Madness, Shatter
5th Bestow Curse, Fear
7th Blight, Evard's Black Tentacles
9th Animate Objects, Seeming

Beyond Understanding
At 1st level, you gain proficiency in two of the three skills
Deception, Insight or Persuasion.
Chaotic Influence
At 1st level, you can tap into the raw energy of Chaos. As an
action, you can expend a spell slot to cast one spell from
another spell list that is one level lower than the expended
slot. You can expend a 1st level slot to utilize another class's
cantrips. For example, if you expend a 2nd level spell slot, you
can cast a 1st level Wizard spell. Once you use this ability, you
must take a short or long rest to use it again.
Channel Divinity: Call Chaos
At 2nd level, you can use your Channel Divinity to invoke the
power of chaos. As an action, you can roll on the Wild Magic
surge table (p 104). Treat a roll of 99-00 as regaining all uses
of the Channel Divinity ability use.
Reassign Harm
At 6th level, when you or a creature within 30 feet of you
takes acid, cold, fire, lightning, or thunder damage, you can
use your reaction to move the damage to another creature or
object within 30 feet. Once you use this ability, you cannot
use it again until you take a short or long rest.
Chaotic Strike
At 8th level, you can imbue your weapon with chaotic energy.
Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8
cold, fire, or lightning damage (your choice) to the target.
When you reach 14th level, the extra damage increases to
2d8.
Chaos Incarnate
At 17th level, your form becomes fluid and mallible. As an
action, you can cast shape change on yourself without need of
a material component. Once you use this ability, you cannot
use it again until you take a long rest.
Darkness Domain Consuming Darkness
Gods of darkness are usually creatures of hate, fear and At 17th level, you summon forth a sphere of hungering
deception. Where light brings warmth, illuminates all things darkness that lasts for 1 minute or until you dismiss it with
and brings lifte, darkness is its opposite in that it is cold, another action. The sphere of darkness blocks all line of sight
cloaks creatures and objects in mystery and steals life from within or through it. It furthermore slows and impedes those
those around it. Dieties of darkness include Hecate, Nerull within it, halving movement within its bounds. Finally, any
and Gwieze and Ziga of the Amberos pantheon. creature that starts its turn in the darkness suffers necrotic
damage equal to twice your spellcasting modifier (min 2).
Domain Spells Once you use this ability, you cannot reuse it until you take a
Cleric Level Spells short or long rest.
1st Arms of Hadar, Fog Cloud
3rd Creeping Shadow, Darkness
5th Fear, Hunger of Hadar
7th Evard's Black Tentacles, Blight
9th Dream, Mislead

Dark Skills
At 1st level, you gain proficiency in two of the three skills
Deception, Intimidate or Stealth.
Touch of Darkness
Also at lst level, you can obscure yourself from an attacking
enemy. When you are attacked by a creature within 30 feet of
you that you can see, you can use your reaction to impose
disadvantage on the attack roll, causing roiling darkness to
interpose before the attacker before it hits or misses. An
attacker that can't be blinded is immune to this feature.
You
can use this feature a number of times equal to your Wisdom
modifier (a minimum of once). You regain all expended uses
when you finish a long rest.
Channel Divinity: Summon Shadow
At 2nd level, as an action, you can use your Channel Divinity
to summon a shadow to perform your bidding. The shadow
remains for 1 hour or until it reduced to 0 hit points or less.
As you increase in level, you can summon additional shadows
- at 6th level you summon two shadows, at 10th level you can
summon three shadows, at 14th level you can summon four
shadows and at 18th level you can summon five shadows.
Seething Darkness
Starting at 6th level, you can also use your Touch of Darkness
feature when a creature that you can see within 30 feet of you
attacks a creature other than you.
Shadow Strike
At 8th level, you can imbue your weapon with negative energy.
Once on each of your turns when you hit a creature with a
weapon attack, you cause the attack to deal an extra 1d6
necrotic damage, and you heal half the amount you inflict.
When you reach 14th level, the extra damage increases to
2d6.
Death Domain Disease Domain
Death is the final fate of all mortal beings. While some gods There are few who willingingly worship the dread gods of
delight in bringing an end to lesser beings, some are disease and decay. Those who do are often madmen or seek
protectors or guardians of the deceased, ensuring mortals to inflict foul vengence on those who wronged them, while
place in the afterlife is monitored and attended to. Deities of seeking to escape such fates themselves. Deities of disease
death include Hades, Hel, Nerull and Jhalah and Silamus of include Apollo, Nergal, and Lepornunse of the Amberos
the Amberos pantheon. pantheon.
Domain Spells Domain Spells
Cleric Level Spells Cleric Level Spells
1st Inflict Wounds, False Life 1st Bane, Inflict Wounds
3rd Gentle Repose, Ray of Enfeeblement 3rd Blindness/Deafness, Ray of Enfeeblement
5th Feign Death, Speak With Dead 5th Bestow Curse, Stinking Cloud
7th Blight, Death Ward 7th Blight, Confusion
9th Cloudkill, Raise Dead 9th Contagion, Insect Plague

Arms of Death Blighted Knowledge


At 1st level, you gain proficiency in martial weapons and At 1st level you gain proficiency in two of the three skills
heavy armor. Deception, Medicine or Nature.
Touch of Death Diseased Touch
Also at 1st level, when you reduce a creature within 30 feet of At 1st level, as an action you can make an unarmed melee
you to 0 hit points as a bonus action you can kill the target. attack using your spellcasting modifier to hit. On a hit, you
Doing so heals you for a number of hit points equal to your deal 1d8 Necrotic damage. At 6th level this damage increases
spellcasting modifier. to 2d8 Necrotic damage. As an action instead, you can imbue
a weapon to deal an additional 1d8 Necrotic damage in
Channel Divinity: Death field addition to its normal damage on its next hit.
At 2nd level, you can use an action and expend a use of
Channel Divinity to create a burst of negative energy that Channel Divinity: Infect
deals 2d12 necrotic damage to all living creatures within 15 At 2nd level, you can use your channeling ability to inflict
feet. A target that makes a successful Constitution saving diseases onto your foes. When you use this ability, all
throw takes only half damage. enemies within 30 feet and visible to you must make a
Constitution saving throw. On a failure, the target is
Prophecy of Death Poisoned. At the end of the creature's turn, it may make
At 6th level, you gain unnatural insight into the demise of a another saving throw to shake off the effect.
being. As an action you can touch a creature and truthfully
utter the method of the being's demise. If the target Rotted
understands you and fails a Wisdom saving throw, it becomes At 6th level you are immune to non-magical diseases and gain
Frightened of you. The creature can repeat the saving throw resistance to Poison and Necrotic damage.
at end of each of its turns to negate the condition.
Plague Bearer
Grave Strike At 8th level, creatures that come within 5 feet of you must
At 8th level, you can imbue your weapon with negative energy. make a Constitution saving throw. If the target fails, they are
Once on each of your turns when you hit a creature with a Poisoned and take necrotic damage equal to your Wisdom
weapon attack, you cause the attack to deal an extra 1d8 modifier at the start of your turn. At the end of the creature's
necrotic damage. When you reach 14th level, the extra turn, it may make another saving throw to shake off the
damage increases to 2d8. effects and prevent further damage.
Avatar of Death Staunch Healing
At 17th level, you can become a direct conduit to the power At 17th level, attacks you make cannot be healed magically or
source of death itself. As a bonus action, you create a field mundanely until the target takes a long rest. Furthermore,
around you with a 15 foot diameter that moves with you. Any your attacks deal an additional 1d6 Necrotic damage if the
creature that begins its turn within the area takes 2d8 target fails a Constitution saving throw.
necrotic damage and you heal half the amount dealt to each
being. This ability lasts for up to one minute or until you
dismiss it. Once you use this ability, you cannot use it again
until you take a long rest.
Elemental Domain Fellowship Domain
The elemental domains on the power of the building blocks The fellowship domain focuses on the value of friendship,
of mortal creation. The gods and powers of elemental power comradarie and social gatherings. The gods of fellowship
use this power to protect the faithful and punish their promote mingling with others, whether in racious parties or
enemies. This domain is favored by priests who worship the quiet group meditation. This domain is favored by pantheon-
Elemental lords and dieties such as Apollo (Fire), Thor worshippers and those who foster large gatherings in their
(Lightning), Loki (Fire), Tiamat (All), Belli (Bludgeoning), and name, such as Dionysus, Kord, Sune and Competius and
Vermnia (Lightning, Thunder) of the Amberos campaign. Logres of the Amberos campaign.
Note: Some deities may allow access to only one elemental
type. Domain Spells
Cleric Level Spells
Domain Spells
1st Bless, Charm person
Cleric Level Spells
3rd Aid, Calm emotions
1st Faerie Fire, Thunderwave
5th Beacon of hope, Tongues
3rd Flame Blade, Heat Metal
7th Compulsion, Mordenkainen's private sanctum
5th Fireball, Meld Into Stone
9th Hallow, Commune
7th Wall of Fire, Ice Storm
9th Conjure Elemental, Wall of Stone Charming
When you choose this domain at 1st level, you gain
Talented proficiency in the Persuasion skill.
At 1st level, you gain proficiency in two artisan tool
proficiencies of your choice. Spell Sharing
When you cast a spell that affects yourself or an ally, you can
Elemental Transmutation affect one additional target within range. If the spell has a
At 1st level, as a bonus action you can change a spell's range of self or touch, the ally that you affect must be within 5
element you cast that contains acid, bludgeoning, cold, fire, feet of you.
lightning or thunder damage to another element type.
Channel Divinity: Faithful Boon
Channelling: Charm Elemental Starting at 2nd level, you can use your channel divinity to
At 2nd level, you can attempt to use your channelling ability to provide a small blessing to those around you.
influence elemental creatures. When you use this ability, all As an action, you present your holy symbol and utter a
elemental creatures within 30 feet of you must make a simple prayer to your diety. Each ally you can see and within
Wisdom saving throw. On a failure, the elemental is charmed, 30 feet of you gains a 1d4 bonus on ability checks, skill
and will treat you and your companions as valued friends. If checks and saving throws for 1 minute. This increases to 1d6
you or you companions harm the charmed elemental, or 4 at 11th level, and 1d8 at 16th level.
hours pass, the charm is broken.
Spiritual Aid
Conjure Element At 6th level, you can take the Help action as a bonus action.
At 6th level you can bring into being a font of pure elemental When using this ability, it can be used on an ally within 15
material. You select a point within 30 feet and can fill an area feet, not merely 5 feet.
up to one cubic foot per cleric level with the chosen element.
You can shape the element into any form you desire, and it Divine Intervention
retains that form for as long as you concentrate, or up to 10 At 8th level, after a long rest you may roll 3d20 and save the
minutes. After that time, the material can no longer be results. At any time before your next long rest, you may
controlled and acts normally according to its surrounding replace up to three die rolls for yourself, an ally or an
environment. Once you use this ability, you cannot use it opponent you can see within 15 feet with one of the save die
again until you take a long rest. rolls.
Elemental Admixture Master of Ceremonies
At 8th level, you can add an additional 2d6 acid, bludgeoning, At 17th level, when you cast a spell requiring Concentration,
cold, fire, lightning or thunder damage to any elemental-based you may maintain up to two such spells at the same time.
spell you cast that deals damage.
Conjure Greater Elemental
At 17th level, if you perform a ritual taking 10 minutes, you
can cast Conjure Elemental. The elemental has maximum hit
points and has a duration of 8 hours. Once you use this
ability, you cannot use it again until you take a long rest.
Fortune Domain Good Domain
Gods of the fortune domain deal with prophesy, fate and luck. The powers behind the good domain are altruistic beings
While some teach about the inevitibility of predetermined concerned with acts of kindness and the care of living beings.
actions, others foster the ideal that an individual's fate is in They teach their priests to detest selfish and cruel acts and to
their own hands - if they have the will to seize it. Gods of not remain quiet when faced with such evils. Deities that
fortune on Amberos include both Gwieze and Discoff. provide the Good domain include Baldur, Athena, Logres and
Gosend of the Amberos pantheon.
Domain Spells
Cleric Level Spells Domain Spells
1st Protection from Good and Evil, Sanctuary Cleric
Level Spells
3rd Augury, Warding Bond
1st Detect Good and Evil, Protection from Good
5th Magic Circle, Remove Curse and Evil
7th Divination, Locate Creature 3rd Aid, Zone of Truth
9th Commune, Legend Lore 5th Beacon of Hope, Remove Curse
7th Banishment, Death Ward
Fortune Telling 9th Commune, Dispel Good or Evil
You gain proficiency in one Divination tool of your choice
(Tarot, Palm Reading, Tea Leaves, etc.) and the Insight skill.
Good Works
Helping Hand At 1st level, you gain proficiency with the Insight skill and
At 1st level you can gain mystic insight into the future. As a either Persuasion or Medicine.
bonus action you can use the Help action on an ally within 30
feet of you that you can see. You can do this a number of Aura of Kindness
times equal to your Proficiency modifier before you must take Starting at 1st level, when you interact with non-hostile
a long rest to recover your uses of this ability. creatures, their starting attitude toward you is friendly. If you
kill or harm a being you lose this ability until you take a long
Channel Divinity: Fortune's Favor rest.
At 2nd level you gain the ability to influence fate with your
channel divinity ability. As an action, you choose a number of Channel Divinity: Bastion of Hope
allies equal to your Wisdom modifier that are within 30 feet Starting at 2nd level, you can use your Channel Divinity to
of you. Each ally recieves a d20 that they can choose to roll bolter allies.
and replace any one d20 roll they make. They retain this d20 As an action, you present your holy symbol and evoke
until it is used or until the next dawn. powerful protective magic. A number of allies equal to your
spellcasting modifier that are within 30 feet of you and that
Boon you can see gain a bonus of 2 to their AC and cannot be
At 6th level, as a reaction, when you or a number of allies up frightened for one minute.
to your proficiency modifier within 120 feet of you makes an
ability or skill check or a saving throw you may add your Spread the Good
Wisdom modifier to the saving throw result. At 6th level, when you cast a spell that does not inflict
Once you use this ability, you cannot use it again until you damage or require a saving throw, you can affect an
take a long rest. additional target that is within 30 feet of you that you can see.
Fated Blow Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a with divine energy. Once on each of your turns when you hit a
creature with a weapon attack. you can cause the attack to creature with a weapon attack, you can cause the attack to
deal an extra 1d8 radiant damage to the target. When you deal an extra 1d8 radiant damage to the target. When you
reach 14th level, the extra damage increases to 2d8. reach 14th level, the extra damage increases to 2d8.
Twisted Fate Beacon of Purity
at 17th level, you can tug on the strands of fate to help an ally At 17th level, as an action you can target an ally within 60 feet
or hinder an enemy. As an action, you can target an ally or an and remove all negative conditions on that individual as well
enemy, granting them advantage or disadvantage as you see as heal them for 2d6 hit points. Once you use this ability, you
fit. If you grant advantage, any success is treated as a critical cannot use it again until you take a short or long rest.
success, and if you invoke disadvantage, any failure is treated
as a critical failure. Once you use this ability, you cannot use
it again until you take a long rest.
Love Domain
The love domain is an admixture of attraction, lust and
adoration. Priests of love range from hedonists, seducers to
protectors and caregivers. Dieties of love include Aphrodite,
Frigga, Bast and Discoff of the Amberos pantheon.
Domain Spells
Cleric Level Spells
1st Charm Person, Sanctuary
3rd Detect Thoughts, Enthrall
5th Hypnotic Pattern, Major Image
7th Compulsion, Freedom of Movement
9th Dominate Person, Seeming

Tools of Amour
At 1st level, you gain proficiency in one set of Artisan's tools
and one of the three skills Deception, Insight or Persuasion.
Harmless
At 1st level, when an enemy targets you with an attack and
you have not yet performed a hostile action, you can use your
reaction to force the enemy to instead target another
individual (of their choice). If there are no other targets, the
enemy makes no attack. You can use this ability a number of
times equal to your Wisdom modifier. After a long rest, you
regain all uses of this ability.
Channelling: Love's Bloom
At 2nd level, as an action you can expend a use of your
channel divinity ability to create a burst of emotion that
makes you favorable in the eyes of those around you. All
creatures that can see you within 30 feet must make a
Wisdom saving throw or become friendly towards you and
immediately cease hostilities. If a creature was actively
hostile to you, it gains advantage on the saving throw. This
lasts for 10 minutes or until your or an ally attacks an
affected target.
Infactuation
At 6th level, when you cast an enchantment spell, the target
has disadvantage on the saving throw.
Rebuke
At 8th level, when a target within 30 feet hits you with an
attack, you can use your reaction to deal 1d8 radiant damage
to the target. When you reach 14th level, the damage
increases to 2d8.
Ecstasy
At 17th level, as an action you can cause all creatures within
60 feet of you to make a Wisdom saving throw against your
spellcasting DC. On a failure, the target is enraptured with
your presense and becomes Incapacitated. At the end of each
of its subsequent turns it may make an additional saving
throw to end the effect. This state otherwise lasts for one
minute or until you choose to dismiss it.
Once you use this ability, you cannot use it until you take a
long rest.
Magic Domain Disjunction
There are many dieties who profess that magic is a gift they At 17th level, you can sever spells and magical items from
(begrudgingly) bestowed on mortals, while some powers their source. As an action, you touch a magical item or a
claim to be the source and overseer of all magic itself. Dieties creature that has an active spell upon it.
of magic include Odin, Hermes, Thoth, Kerundinius and If the touched item is a common or uncommon magical
Magius of the Amberos pantheon. item, it is rendered permanently non-magical. If the item is a
rare or very rare item, it is rendered non-magical for a
Domain Spells number of rounds equal to your proficiency modifier.
Cleric Level Spells Legendary items recieve a Charisma saving throw against
this effect. Artifacts and Relics recieve a saving throw with
1st Identify, Magic Missile advantage to avoid this effect.
3rd Magic Weapon, Mirror Image If a creature is touched, you automatically dispel any active
spell of 3rd level or lower. Against higher level effects, your
5th Fireball, Magic Circle roll 1d20 + your spellcasting modifier versus a DC of 10 + the
7th Arcane Eye, Otiluke's Resilient Sphere spell's level. On a success, the spell is dispelled.
9th Bigby's Hand, Legend Lore

Arcane Tools
At 1st level you gain proficiency in Alchemist's supplies and
the Arcana skill.
Divine Familiar
Starting at 1st level, you can cast find familiar as a ritual. In
addition to the normal familiars that can be summoned you
can choose to instead summon an imp, quasit, psuedodragon
or homuculus.
Channel Divinity: Enchant Item
Starting at 2nd level, you can temporarily enchant magical
items. As an action, you touch a non-magical item and can
expend a use of your channel divinity and an unused spell slot
to do the following:
Grant a weapon a bonus to hit equal to half your
proficiency modifier (rounded down).
Grant an armor or shield a bonus to AC equal to half your
proficiency modifier (rounded down).
Imbue the item with a spell you know as if cast at a level
equal to the spell slot expended. The spell can be activated
by any creature holding or equipping the item and
speaking a command word that is set at the item's
imbuement. The imbued spell can be used only once.
The item remains enchanted for one hour, it leaves the
current plane or until you choose to dismiss the magic. The
item can be given to another being for use.
At 12th level, you can imbue a willing creature or item with
a spell, as per the 3rd ability.
Spell Reflection
At 6th level, when you make a successful save against a
hostile spell, as a reaction you can reflect the spell back to
target the initial attacker, as if you had cast the spell yourself.
Once you use this ability, you cannot use it again until you
take a long rest.
Arcane Blast
At 8th level, you gain the ability to unleash blasts of arcane
energy. As a bonus action, you can make a ranged spell attack
with a range of 120 feet. On a hit, the attack to deals 1d10
force damage to the target. When you reach 14th level, the
extra damage increases to 2d10.
Messenger Domain Once you use this ability, you cannot use it again until you
finish a long rest.
The messenger is a domain ruled over by those who have an
interest in constant communication between the deities and
mortals. Though some promote two-way communication, all
too often the messenger is left delivering the edicts of higher
powers to mortals followers. Messenger deities include
Hermes, Thoth, Hermod and Gosend of the Amberos
pantheon.
Domain Spells
Cleric Level Spells
1st Comprehend Languages, Sanctuary
3rd Detect Thoughts, Zone of Truth
5th Phantom Steed, Sending
7th Dimension Door, Locate Creature
9th Commune, Dream

Linguist
At 1st level, you may choose two additional languages that
you can speak. You also gain proficiency into either the
Insight, Intimidate or Persuasion skill.
Move Like the Wind
Also at 1st level, as a bonus action you can take the Dash or
Withdraw action.
Channel Divinity: Instant Message
At 2nd level, you can use your channel divinity ability to send
or recieve distant messages. As an action, you activate a
mental link with yourself and any one creature you are
familiar with, regardless of distance between the two of you -
as long as you are both on the same plane. The link uses your
concentration. While linked, you can use your action to
communicate with with the individual you were linked to,
mentally speaking with the individual (in any language either
of you know) or passing a mental image to the target and vice
versa (one image per action). The link can be maintained for
up to one minute.
Instant Transport
At 6th level, you can quickly transport individuals a short
distance with a thought. As a bonus action, you can teleport
yourself or one ally you touch up to your speed to another
location you can see. Once you use this ability, you cannot use
it again until you take a short or long rest.
At 12th level and above, you can teleport yourself up to
twice your movement rate to a location you can see as a
bonus action.
Whirlwind of Blows
At 8th level, when you make a successful weapon attack you
may make an immediate additional weapon attack. This
additional attack cannot generate more attacks.
Message Delivered
At 17th level, as an action, you can teleport to any location of
which you are aware exists, as long as it is on the same plane
as you. Upon arrival, you instantly gain the benefits of a
tongues spell, as if cast on you. After one minute, if you so
choose, as an action you can return to your original location.
Peace Domain Peace Reigns
Followers of the peace domain seek non-violent ways to At 17th level, you can use your channel divinity to gain the
overcome problems and obstacles. It is not that they fear ability to cease all hostility and banish offenders. Your Truce
combat or adversity, but instead seek to show others less channel divinity has a range of 60 feet. Furthermore, as an
violent ways to overcome hardship. Dieties of peace include action on subsequent turns you can target a creature within
Frey and Logres of the Amberos pantheon. 60 feet and cast banishment on them, without requiring
concentration.
Domain Spells Once you use this ability you cannot use it again until you
Cleric take a long rest.
Level Spells
1st Sanctuary, Sleep
3rd Calm Emotions, Enthrall
5th Magic Circle, Nondetection
7th Mordenkainen's Private Sanctum, Otiluke's
Resilient Sphere
9th Commune, Hold Monster

Peacemaker
At 1st level, you gain proficiency in the Insight and
Persuasion skill.
Parley
Also at 1st level, when you take no hostile action in a turn,
you may take a bonus action to perform another non-hostile
action. The bonus action can include casting a spell of 1st -
3rd level.
Channel Divinity: Truce
Starting at 2nd level, you can use your channel divinity to
prevent others from harming each other. As an action, you
utter words of peace and all individuals within 30 feet of you
must make a Wisdom saving throw against your spellcasting
DC. On a failure, the target cannot cast a hostile spell or take
the attack action for one minute. If the target is subsequently
attacked by you or one of your allies, the effect is negated.
Matryr
At 6th level, you can protect another being from harm. As a
reaction, when a creature within 60 feet of you that you can
see would take damage you can instead cause them to take
no damage. Once you use this ability, you cannot use it again
until you take a short or long rest.
Shackle
At 8th level, as an action you can target a enemy within 60
feet you can see, requiring them to make a Wisdom saving
throw against your spellcasting modifier. On a failure, the
target is bound with mystical chains and shackles, restraining
and incapacitating them. At the end of each of the target's
turn it may attempt to repeat the saving throw to negate the
effect.
Once you use this ability you cannot use it again until you
take a long rest.
Prophecy Domain
Though a great many dieties profess to have knowledge of
future events, some are more far-seeing than others. Those
with the gift of prophesy are both blessed and cursed with the
knowledge of what is to come, though many are powerless to
change what is to come. Deities of prophesy include Odin,
Thoth, Apollo and Zzadasa of the Amberos campaign.
Domain Spells
Cleric Level Spells
1st Bless, Guiding Bolt
3rd Augury, Locate Object
5th Clairvoyance, Remove Curse
7th Divination, Locate Creature
9th Commune, Legend Lore

Tools of Divination
At 1st level, you gain proficiency with one divination tool and
the History skill.
Divine the Future
Also at 1st level, using your chosen divination tool, you can
gain insight into the future. As an action, you choose a target
creature you can see and perform an act of divination making
a History skill check. At any point in the future, up to 8 hours
hence, you can replace one d20 die roll made by the target
creature or against the target creature with the result of your
roll.
Once you use this ability, you cannot use it again until you
take a long rest.
Channel Divinity: Author of Your Own
Fate
At 2nd level, you can use your channel divinity ability to give
others the insight to overcome obstacles. As an action, you
expend your channel divinity to affect all allies within 30 feet.
For the next minute, the target adds +1d4 to skill checks,
saving throws or attack rolls until the effect ends.
Improved Divination
At 6th level, you can use your Divine the Future ability on
yourself and/or a number of allies equal to your proficiency
modifier.
Insightful Invocation
At 8th level, when you cast a spell, one target of the spell
suffers disadvantage on saving throws against the effects.
Fate Foretold
At 17th level, all targets of your spells cannot take reactions
and suffer disadvantage on their saving throws.
Protection Domain Shroud of Protection
Dieties of the guardian domain protect persons or the At 17th level, you can erect an immobile protective field
property of others. They seek to preserve life, knowledge and around yourself and nearby allies. As an action you create a
goods from those who damage, abuse or destroy their 15 foot diameter sphere of translucent glowing energy that
charges. Dieties of the guardian domain include Athena, gives you and allies within the area immunity to acid, fire, ice,
Heimdall, Horus and Harp of the Amberos pantheon. lightning, thunder, radiant, necrotic and bludgeoning, piercing
and slashing damage from non-magical weapons. The sphere
Domain Spells requires your concentration and lasts for 1 minute or until
Cleric Level Spells dispelled or dismissed by you.
Once you use this ability, you cannot use it again until you
1st Mage Armor, Protection from Good and Evil take a long rest.
3rd Calm Emotions, Invisibility
5th Glyph of Warding, Leomund's Tiny Hut
7th Freedom of Movement, Guardian of Faith
9th Geas, Hallow

Guardian
At 1st level, you gain proficiency in Martial weapons and
Heavy Armor.
Protective Ward
Starting at 1st level, when an ally within 30 feet of you that
you can see is attacked, you can use your reaction to give the
ally a +2 bonus to AC against the attack.
Channel Divinity: Protected Soul
Starting at 2nd level, you can invoke your diety to protect your
allies. As an action, you expend one of your channeling
usages and can present your holy symbol to invoke your
diety's name to provide vigor and protection to your allies. A
number of allies equal to your Charisma modifier you can see
and within 30 feet of you gain 5 temporary hit points. This
increases to 10 temporary hit points at 8th level and 15
temporary hit points at 17th level.
Martyr
At 6th level, when an ally within 60 feet of you is hit by an
attack, you can use your reaction to take the damage instead.
Furthermore, you can cast the Cure Wounds spell as a
bonus action instead of as an action.
Reflective Aura
At 8th level, when you take damage from an attack from an
attacker within 60 feet of you that you can see, you can use
your reaction to reflect the damage back at your attacker. You
take no damage from the attack and the attacker instead
takes the damage that would have been inflicted. Once you
use this ability, you cannot use it again until you take a long
rest.
At 12th level, you can use this ability in combination with
the Martyr ability as a single reaction.
Prosperity Domain Strength Domain
Gods of prosperity are generally well-liked, for the bring good Physical power and the will to use it comprise the Strength
fortune and wealth to those around them. Most gods of domain. Problems are tackled head on without deliberation
prosperity are known for their giving demeanor, though some and foes are pummeled senseless. Deities of Strength
can be miserly in doling out their boons. Gods of properity include Ares, Thor, Sobek and Competius of the Amberos
include Hades and Tageus of the Amberos pantheon. campaign.
Domain Spells Domain Spells
Cleric Level Spells Cleric Level Spells
1st Tenser's Floating Disc, Unseen Servant 1st Divine Favor, Shield of Faith
3rd Alter Self, Enhance Ability 3rd Enhance Ability, Protection from Poison
5th Conjure Animals, Create Food & Water 5th Haste, Protection from Energy
7th Fabricate, Leomund's Secret Chest 7th Dominate Beast, Stoneskin
9th Animate Objects, Teleportation Circle 9th Destructive Wave, Insect Plague

Skills of Acquisition Armored


At 1st level, you gain proficiency with one of two skills At 1st level, you gain proficiency with heavy armor.
Persuasion or Deception. You also gain proficiency with one
artisan's tool of your choice. Acolyte of Strength
At 1st level, you learn one druid cantrip of your choice. You
Wealth in Hand also gain proficiency in one of the following skills of your
At 1st level, you can produce a small item from nothing. As an choice: Animal Handling, Athletics, Nature, or Survival.
action, you can cause a non-magical item to appear in your
hand. The item can be worth no more than 10 gp per cleric Channel Divinity: Feat of Strength
level you possess. The item exists for 8 hours or until you At 2nd level, you can use your Channel Divinity to enhance
choose to dismiss it. The item can be given to others for use, you or an ally's physical might. As a reaction (or a bonus
but cannot be sold or used to power your channel divinity action for yourself), when a creature within 30 feet of you
ability. makes an attack roll, ability check, or saving throw using
Once you use this ability, you must take a long rest to use it Strength, you can use your Channel Divinity to gain a +10
again. bonus to the roll. You make this choice after you see the roll,
but before the DM says whether the roll succeeds or fails.
Channel Divinity: Prosperity
Starting at 2nd level, you can invoke your diety to bring health Unending Strength
or wealth to those around you. As an action, you can target At 6th level, you can touch a creature and give them great
yourself and a number of willing allies equal to your Wisdom vigor. For the next hour, the target is unaffected by levels of
modifier that are within 30 feet of you. You can then perform exhaustion and never suffers disadvantage to Strength or
one of the two following effects, choosing seperately for each Constitution based checks. Once you use this ability, you
affected ally. cannot use it again until after a long rest.
You may reduced the target's hit points and hit point Divine Strike
maximum by 1, to a minimum of 4 hit points. For each At 8th level, you gain the ability to infuse your weapon strikes
point you reduce the target's hit points, they gain 1 gold with divine energy. Once on each of your turns when you hit a
piece. Reduced hit point maximums return to normal at creature with a weapon attack, you can cause the attack to
the next dawn. deal an extra 1d8 damage of the same type dealt by the
For each gold piece you expend, you can heal the target 1 weapon to the target. When you reach 14th level, the extra
hit point, up to a maximum of 5 hit points per cleric level. damage increases to 2d8.
Silver Tongue
At 6th level, objects you purchase cost 50% less than normal. Shrug it off
At 17th level, you gain resistance to bludgeoning, piercing,
Flip of a Coin and slashing damage from nonmagical attacks.
At 8th level, as an action you can choose an opponent within
60 feet of you and roll a d20. On a result of 11 or higher, the
target takes 2d8 radiant damage. At 14th level and higher, the
damage increases to 3d8.
Endless Coin Purse
At 17th level, whenever you no longer have any coinage, you
gain 1 gp.
Time Domain Traveler Domain
The time domain is one of longevity and patience or quick Gods of travel are wanderers who are always on the move,
action and haste. A priest of the time domain can speed up, with no permanent home and thirst for discovery of new
slow or even stop the passage and wear of time on a person, places, peoples and things. They are generally self-reliant and
object or place. Deities of Time include Chronos, Janus, encourage those around them to be self-dependant as well.
Thoth, and Harp of the Amberos campaign. Traveler deities include Odin, Hermes and Competius of the
Amberos pantheon.
Domain Spells
Cleric Level Spells Domain Spells
1st Sanctuary, Longstrider Cleric Level Spells

3rd Lesser Restoration, Gentle Repose 1st Disguise Self, Longstrider

5th Haste, Revivify 3rd Create Food and Water, Misty Step

7th Banishment, Freedom of Movement 5th Leomund's Tiny Hut, Tongues

9th Greater Restoration, Mass Cure Wounds 7th Dimension Door, Freedom of Movement
9th Animate Objects, Teleportation Circle
Timekeeper
At 1st level, you gain proficiency in the History skill and Bonus Ability
Jeweler's Tools. At 1st level you gain proficiency in two of the three skills
Insight, Perception and Persuasion.
Alter time
At 1st level, you can take an action as a bonus action. Once Safe Travels
you use this ability, you cannot use it again until you take a Also at 1st level, when traveling, you can perform one
long rest. additional activity and still make Perception (Wisdom)
At 9th level, you can use the ability again after a short or checks to notice hidden threats.
long rest. Furthermore, when you take a long rest, you and your allies
resting with you do not attract wandering encounters.
Channel Divinity: Time Warp
At 2nd level, you can use your Channel Divinity ability to alter Channel Divinity: Rest and Refresh
the flow of time around you and your companions. As an At 2nd level, you can use your channel divinity to recharge
action, you affect all targets within 30 feet of you. Allies gain and refresh yourself and allies. As an action, you present your
advantage on any attack, skill check or saving throw made. holy symbol and invoke your deity. You and your allies that
This effect last until the start of your next turn. you can see and are within 30 feet can remove one level of
exhaustion and can heal your Wisdom modifier x 5 hit points.
Time Skip
At 6th level, when you and/or your allies wish to take a short Quick Rest
rest and are within 30 feet of you, you can do so as a standard At 6th level, when you take a long rest, you can do so in 4
action. Once you use this ability, you cannot use it again until hours. At 9th level, you can also likewise affect an additional
you take a long rest. number of allies you can see equal to your Wisdom modifier
(minimum 1).
Improved Time Warp Furthermore, when you and your allies travel overland, you
At 8th level, when you use your Time Warp ability, in addition can increase the number of miles you travel by 50%.
to boosting your allies, enemies suffer disadvantage on any
attack, skill check or saving throw they make. Exhaust
At 8th level, as an action you can target an enemy within 60
Time Stop feet that you can see. The target must make a Constitution
At 17th level, you can use Time Stop once per long rest. saving throw or suffer one level of exhaustion. Once you use
this ability, you cannot use it again until you take a short or
long rest. This has no effect on constructs or undead.
Instant Travel
At 17th level, as an action you can transport yourself and up
to four allies any distance to a location well-known to you.
Once you use this ability, you cannot use it again until you
take a long rest.
Tyranny Domain Undead Domain
The tyranny domain centers on those who exude control and Those of this domain are obsessed with the corporeal form
power over individuals. They expect their orders to be or spirit after death. They seek to enslave, upsurp or
followed without question or regard for one's own reanimate the flesh after death or entrap spirits to keep them
preservation of self. Dieties of this domain include Ares, from final rest or for more nefarious reasons. Deities of the
Hextor, and Titanicus of the Amberos pantheon. Undead domain include Hades, Anubis, Hel and Teeth of the
Amberos pantheon.
Domain Spells
Cleric Level Spells Domain Spells
1st Command, Hellish Rebuke Cleric Level Spells

3rd Hold Person, Suggestion 1st Bane, Inflict Wounds

5th Fear, Bestow Curse 3rd Darkness, Spider Climb

7th Banishment, Mordenkainen's Faithful Hound 5th Animate Dead, Vampiric Touch

9th Dispel Evil and Good, Hold Monster 7th Death Ward, Phantasmal Killer
9th Antilife Shell, Raise Dead
Armor of Command
At 1st level, you gain proficiency in Heavy armor and one of Tools of Death
the two skills Deception or Intimidate. At 1st level, you gain proficiency with Martial weapons and
one of two tools - either Undertaker's tools or poisoner's kit.
Voice of Authority
Starting at 1st level, when you interact with others to order Dead inside
them into a specific course of action, you gain advantage on At 1st level, your type changes to undead. You no longer need
any Charisma-based skill checks to do so. to sleep, eat or breathe.
Channel Divinity: Dominating Aura Channel Divinity: Befriend Undead
At 2nd level, you can expend your channel divinity to At 2nd level, you can use your Channel Divinity to temporarily
temporarily take control of enemies. As an action, you recruit undead creatures. As an action, you expend a use of
present your holy symbol and speak a word power. All your channel divinity and all undead within 60 feet of you
creatures within 30 feet of you must make a Wisdom saving must make a Wisdom saving throw. On a failure, they fall
throw. On a failure, on their next turn you control the target's under your control for one minute.
action.
Channel Divinity: Bolster Undead
Mastery of Self At 6th level, you can use your Channel Divinity to bolster
At 6th level, you gain immunity to charm effects and gain undead creatures. As an action, you expend a use of you
advantage on saving throws against enchantment spells. channel divinity and all undead within 90 feet of you gain
temporary hit points equal to twice your cleric level and gain
Summisive Strike advantage on Wisdom saving throws. This effect lasts for one
At 8th level, when you make a successful melee weapon minute.
attack against a target they are restrained until the end of
their next turn. If the target is already restrained, they must Friend of Death
make a Wisdom saving throw or they are incapacitated until At 6th level, when you cast Animate Dead, your control over
the end of their next turn. You can only use this ability on a the created undead lasts for one week instead of 24 hours.
single successful hit in a turn, regardless of the number of
attacks you make. Necrotic Strike
At 8th level, when you make a weapon attack, you add 1d6
Lasting Domination necrotic damage on a hit. At 14th level, you also heal 3 hit
At 17th level, when you use your dominating aura, the control points when you make a successful hit.
lasts for one minute. At the end of each target's turn, they can
make a Wisdom saving throw to end the controlling effect on Strength of Undeath
them. At 17th level, any undead you create or control, as well as
yourself, are immune to the Channel Divinity: Turn Undead
ability.
Water Domain Water Walking
Deities of water are often fickle and jealous powers, not At 6th level, once per long rest you can walk across water as
easily tied down or understood. Land-dwelling mortals who if it were a solid surface at your base land walking speed.
take up this domain generally have one foot in the sea, as When triggered, this ability lasts for 10 minutes or until
pirates, river raiders, fishermen or sailors. Deities of the dismissed or dispelled.
Water domain include Posidon, Njord, Nephthys and Triton of Divine Strike
the Amberos pantheon. At 8th level, you gain the ability to infuse your weapon strikes
Domain Spells with divine energy. Once on each of your turns
when you hit a
Cleric creature with a weapon attack. you can cause the attack to
Level Spells deal an extra 1d8 radiant damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
1st Create or Destroy Water, Speak With Animals
(Aquatic only)
Conjure Water Elemental
3rd Animal Messenger, Calm Emotions At 17th level, once per long rest you can summon an elder
5th Create Food and Water, Water Walk water elemental to do your bidding. The water elemental
appears within 60 feet and obeys your mental commands,
7th Control Water, Freedom of Movement acting on its own initiative. Use the stats for a Water
9th Conjure Elemental (Water only), Scrying Elemental, but it has 168 hit points and deals additional
damage with it attacks equal to your spellcasting modifier.
Natural Swimmer The Water Elemental remains for 1 hour, or until dispelled or
At 1st level, you gain proficiency in Athletics and a swim reduced to 0 hit points or less.
speed equal to your walking land speed.
Water Breathing
At 1st level, as an action you can imbue a number of
individuals up to your spellcasting modifier with the ability to
breath water as if it were air. This ability lasts for 1 hour.
Once you use this ability, you cannot use it again until you
take a long rest.
Channelling: Summon Aquatic Creatures
At 2nd level, you can use your Channelling ability to summon
sea creatures. As an action, if you are in waist deep water or
deeper, you can summon one or more sea creatures to a
watery area within 60 feet of you. The summoned sea
creatures must be a beast or monstrosity and have a
combined challenge rating less or equal to the total CR value
on the table below (treat 0 CR creatures as 1/8). The
summoned creature must be an aquatic creature with a swim
speed. The summoned creature can understand you and
follows your mental command to the best of its ability.
The summoned creatures remain for 1 hour or until
dismissed or reduced to 0 hp or less.
Aquatic Summons
Level Challenge Rating Total
1-2 1/8
3-4 1/2
5-6 1
7-8 2
9-10 3
11-12 4
13-14 5
15-16 6
17-18 7
19-20 8
Exceptional training
Druid Beginning at 10th level, you no longer need to use a bonus
action to command your beast(s) or fey companion.
Circle of the Beast Fey Companion
Also at 10th level, you may change one of your beast
Druids of this circle tend to be sociable, at least towards pets companions to a fey creature of the same CR or lower.
and other animals. They have an uncanny knack with beasts,
developing quick and lasting friendships with a myriad of Bestial fury
creatures. Starting at 10th level, if you have one beast, monstrosity or
fey companion it can make two attacks when you command it
Druid's companion to use the Attack action.
At 2nd level, you gain a beast companion that accompanies If you have two beast companions (or a beast and a fey or
you on your adventures and is trained to fight alongside you. monstrosity companion) and they attack the same target, they
Choose a beast that is no larger than Medium and that has a gain advantage on their attack rolls.
challenge rating of 1/4 or lower (appendix D of the PHB
presents statistics for the hawk, mastiff, and panther as One With the Beast
examples). Add your proficiency bonus to the beast's AC, At 14th level, when you Wild Shape, you can continue to cast
attack rolls, and damage rolls, as well as to any saving throws spells as normal.
and skills it is proficient in. Its hit point maximum equals its
normal maximum or five times your ranger level, whichever is Hierophant
higher.
As you advance in level, you can choose to replace your A hierophant is a druid who offers their advice and wisdom to
companion with another single beast, or may add as second others of import. While most use this power wisely to subtly
beast of the listed CR as shown on the table below. influence those around them, there are those who seek to
manipulate or control their way into positions of power. As a
Level Size CR Size 2 Beasts hierophant grows more powerful, resisting their influence
2nd – 4th Medium ¼ Small 1/8 becomes more and more difficult.
5th – 6th Medium ½ Small ¼
Nature's Sense
7th – 8th Large 1 Medium ½ At 2nd level, you gain proficiency in two of the three skills
9th – 10th Large 2 Medium 1 Insight, Persuasion or Deception.
11th - 12th Large 3 Medium 1 Patron
13th – 15th Large 4 Large 2 At 2nd level, you gain a mortal patron through whom you
16th – 17th Huge 5 Large 2
interact. Work with your DM to develop who this patron is
and what sort of benefits they can provide you - as well as any
18th-19th Huge 6 Large 3 demands they may place on you. If somehow you lose access
20th Huge 7 Huge 4 to this patron, you can approach another patron to attach
yourself to after a long rest.
The beast(s) obeys your commands as best as it can. It Note that Tasha's Cauldron of Everything contains
takes its turn on your initiative, though it doesn't take an information that can be used for creating and using patrons -
action unless you command it to. On your turn, you can if these guidelines are used, the patron is specific to you and
verbally command up to both beasts where to move (no provides no benefit to other members of your party.
action required by you). You can use your bonus action to
verbally command it to take the Attack, Dash, Disengage, Mystic Guidance
Dodge, or Help action. At 6th level, you can cast any Divination spell you know as a
While traveling through your favored terrain with only the ritual.
beast, you can move stealthily at a normal pace.
If the beast
dies, you can obtain another one by spending 8 hours Nature's Command
magically bonding with another beast that isn't hostile to you, At 10th level, you can cast Geas as a 5th level spell as an
either the same type of beast as before or a different one. action. Once you use this ability, you cannot use it again for 7
days.
Share spells
Beginning at 6th level, when you cast a spell targeting Charming Influence
yourself, you can also affect your beast companion with the At 14th level, you ability to influence others is unmatched. You
spell if the beast is within 30 feet of you. can cast Charm Person at will as a 2nd level spell.
Furthermore, when a charmed individual is freed of the spell,
Monstrous Companion it does not remember that it was charmed by you.
Also at 6th level, you may change one of your beast
companions to a monstrosity of the same CR or lower.
Dueling
Fighter When you are wielding a melee weapon in one hand and no
Masters of the martial arts, fighters hone their physical skills other weapons, at the start of your turn you may split your
to deal with a variety of opponents on the battlefield. While proficiency bonus between attack rolls and AC as you see fit
not adverse to using the aid magic can bring, fighters prefer (this replaces the normal rule that you apply your proficiency
to put their faith in their strong arms, quick reflexes and stout bonus to hit only). Once you have set your bonus, you cannot
armor. change it until your next turn. For example, at 1st level, you
could split your proficiency bonus to give you +1 to hit and +1
Light Fighter (Optional 1st level to AC, +2 to hit and no bonus to AC or no bonus to hit and +2
ability) to AC.
You are skilled at using mobility to avoid your foes, instead of Grappler
depending on armor to aborb enemy hits. When you start a grapple, you deal 1d4 bludgeoning damage
You may trade one, several or all your armor and shield to the target. Each round you maintain the grapple, you
proficiencies for a skill or tool proficiency apiece. The armor automatically deal damage equal to your proficiency modifier
proficiencies are traded in the following order: Heavy, on the start of your turn.
Medium, Shield, Light.
If you trade in your Light armor proficiency, you recieve the Great Weapon Fighting
Defense fighting style for free - it does not count against the When using a two-handed or versatile weapon with two
Fighting style you learn at 2nd level. hands, you add your proficiency bonus to damage.
Fighting Styles Interceptor
When a creature you can see hits a target that is within 5 feet
Armored of you with an attack, you can use your reaction to reduce the
When wearing medium or heavy armor, as a reaction you damage the target takes by 1d10 + your proficiency bonus (to
gain damage resistance to bludgeoning, piercing or slashing a minimum of 0 damage). You must be wielding a shield or a
weapons against an attack that hit you. You can use this simple or martial weapon to use this reaction.
ability a number of times equal to your proficiency modifier.
You regain all uses after a short or long rest. Mobility
When not using Medium or Heavy armor and not employing
Archer a shield, you add your proficiency modifier to your AC and
You do not suffer disadvantage for attacking with bows or increase your speed by 5 feet.
crossbow when within 5 feet of an opponent, and do not
suffer disadvantage when firing into a melee combat. Mounted
When you are mounted and your mount moves at least 20
Brawler feet and you hit with your first weapon attack, it is treated as
Your unarmed attacks deal 1d4 bludgeoning damage and are a critical hit.
considered light and finesse weapons. This increases to 1d6 You maintain a trained mount with a CR of ¼ your level or
bludgeoning damage at 6th level, 1d8 bludgeoning damage at lower (min ¼ CR). While aback a trained mount, you treat it
11th level and 1d10 bludgeoning damage at 16th level. as an independent mount, allowing it to move and as you
desire. However, unlike a normal independent mount, it acts
Exotic on your initiative.
You specialize with an unusual form of a common weapon. If the mount is slain, you may retrieve a replacement after a
Choose one weapon and give it a special name, and one long rest when in friendly territory.
Battle Master maneuver. When you have advantage with the
chosen weapon, you may use the Battle Master maneuver you Protection
chose without needing to expend combat superiority dice. When a creature you can see attacks a target other than you
Treat the combat superiority die as a d8 if required for the that is within 5 feet of you. you can use your reaction to
effects. impose disadvantage on the attack roll. This protection lasts
For example, you might choose the Long Sword as your against a number of attacks equal to your proficiency bonus.
base weapon. Renaming it to a Katana, you choose to add the You must be wielding a shield.
Precision Attack maneuver. Now, whenever you use the
Katana and have advantage, you may also add 1d8 to the Thrown Weapon Fighting
attack roll. You can draw a weapon that has the thrown property as part
of the attack you make with the weapon. You also double the
Defense range you can throw a weapon.
You add half your proficiency bonus (rounded down) to your
AC. If you have taken the Light Fighter optional ability and
have traded in your Light armor proficiency, you gain your
proficiency bonus to AC instead.
Two-Weapon Fighting (Replaces PHB)
When wielding two weapons, you can make an extra attack
with your off-hand weapon as part of the attack action instead
of as a bonus action. Furthermore, when you attack with two
weapons, you add your strength modifier (or dexterity
modifier for finesse weapons) to damage to both weapons
instead of only one.
Unarmored Defense
When wearing no armor and not using a shield, you add your
Intelligence modifier to your AC (minimum 1).
Weapon and Shield
When you have a shield equipped, as a bonus action you can
perform a shield bash attack. A shield bash attack is a martial
weapon attack using Strength that deals 1d4 + Strength
modifier bludgeoning damage.
Weapon Master
Choose one weapon. When attacking with the weapon, you
gain an additional bonus to hit equal to half your proficiency
bonus (rounded down) and deal extra damage equal to half
your Proficiency bonus (rounded down).
Battle Master Critical Strike. Requirement: 10th level When you hit with
an attack, you can expend a superiority die to turn the hit into
Practiced a critical hit. Regardless of the number of attacks you make
Alternate Feature; Replaces Know Your Enemy in a round, you can only use this ability once a round.
At 7th level, when you make your first attack of each round, Crushing Blow. When you hit with a weapon attack, that
you do not need to expend a Combat Superiority die to deals bludgeoning damage you may expend a superiority die
activate a combat manuever. and add double the result to the damage you inflict.
Dodge Roll. When a creature makes an attack against you
Combat Manuevers and you are in light or no armor, as a reaction you may
Additional maneuvers are listed below. Commanders can also expend a superiority die to impose disadvantage on the attack
choose these maneuvers. roll. After the attack is resolved, you may move up to half your
Ambush. When you make a Dexterity (Stealth) check or an speed without imposing an attack of opportunity from the
initiative roll, you can expend one superiority die and add the attacker.
die to the roll. Hammer and Anvil. When you hit a creature with a
Acrobatic Defense. When you are in light or no armor, as weapon attack, you can expend a superiority die to allow an
a bonus action you may expend a superiority die to improve ally adjacent to the enemy to make a single attack as their
your AC. You AC becomes equal to 10 + your Acrobatics skill reaction, adding the superiority die to the ally’s attack roll.
bonus for up to 10 minutes. Hardy. When you make a Constitution saving throw, you
Armor Soak. When you are hit by an attack and wearing can expend a superiority die as a reaction to add the result to
medium or heavy armor, as a reaction you may expend a your saving throw.
superiority die and subtract the value of the die from the Impaling Strike. When you hit a creature with a weapon
damage you take. Add 2 to the total if you are wearing attack that deals piercing damage, you can expend a
medimum armor and 4 to the total if you are wearing heavy superiority dice to impale the target. You add the superiority
armor. die to the damage and target is restrained until it makes a
Avoidance. When wearing light or no armor and making a successful Strength check as an action to free itself. While
Dexterity saving throw, you can expend a superiority die and the target is impaled, you cannot use the weapon that
add the result to your saving throw. You may use this ability impaled it, though the target takes automatic damage at the
before or after the save is rolled, but before the results are end of its turn equal to your proficiency modifier while it
applied. remains impaled.
Baiting Manuever. When you’re within 5 feet of an ally on Intercede. When you are within 5 feet of an ally that was
your turn, you can expend one superiority die and switch just hit, as a reaction you can expend your superiority dice to
places with that ally, provided you spend at least 5 feet of suffer the attack instead. Subtract the value of the superiority
movement. This movement doesn’t provoke opportunity dice from the opponent’s attack when determining damage
attacks.
Roll the superiority die. Until the start of your next (to a minimum of 0).
turn, the ally gains a bonus to AC equal to the number rolled. Meandering Blow. Requirement: 5th level You must have
Bear's Endurance. As a bonus action, you can expend a 15 feet or more of unused movement. As an action, you
superiority die to gain 2d6 temporary hit points. Also, when expend a superiority die and you make a single attack against
making a Constitution check, you can expend a superiority all opponents within 15 feet of you. If you make a ranged
die to add the die roll to the result. attack, you must have enough ammunition or thrown
Bleeding Strike. When you hit a creature with a weapon weapons for each attack you make.
attack that deals slashing damage, you can expend a Near Miss. When you miss a creature with a weapon
superiority dice to make the target bleed. For a number of attack, you can expend a superiority die and still deal the
rounds equal to the roll on the superiority die, the target target damage equal to the number rolled on the superiority
takes automatic bleed damage equal to your proficiency die. You can only use this manuever once per turn, regardless
modifier at the end of its action. The target or an adjacent ally of the number of attacks you make.
of the target can prematurely end the additional damage by Overwhelm. When you hit a creature with a weapon
taking an action to staunch the wound and making a attack, you can expend a superiority die to temporarily
successful Medicine check against your manuever DC. reduce the target’s AC by ½ the value of the superiority die
Bounding Leap. As an action, you expend a superiority die (rounded up). This effect remains in place until your next
and multiply your jumping distance by your proficiency turn.
modifier for one minute. Power Strike. Requirements: 5th level As an action, you
Bull's Strength. Requirement: 5th level Your carrying make a single strike, adding your superiority die to the attack
capacity is permanently doubled. Furthermore, you can roll. On a hit, you deal 2x your weapon + Strength modifier
expend a superiority die and add the result to any Strength damage. At 11th level, you deal 3x damage and at 16th level,
check you make. At 11th level, your carrying capacity is you deal 4x damage.
permanently tripled. At 16th level, your carrying capacity is
permanently quadrupled.
Cat's Grace. Requirement: 5th level As a bonus action, you
can expend a superiority die to take the dodge or parry
action. Also, when making a Dexterity check, you can expend
a superiority die to add the die roll to the result.
Recovery Strike. When you hit a creature with a weapon
attack that deals 1d6 or more damage and deal maximum
damage on the weapon die, you may recover a superiority die.
You do not need to expend a superiority die to perform this
feat. You may only recover one superiority die in a turn,
regardless of the number of attacks you make (including
reactions).
Restraining Strike. Immediately after you hit a creature
with a melee weapon attack on your turn, you can expend one
superiority die and use a bonus action to grapple the target.
Add the superiority die to your Strength (Athletics) check.
The target is also restrained while grappled in this way.
Run Like the Wind. As an action, you can expend a
superiority die to increase your movement speed by 5 times
your proficiency modifier. This lasts for 1 minute.
Rush. When an ally within 15 feet makes an attack, as a
reaction you expend a superiority die to move up to half your
speed towards the same opponent and make a melee weapon
attack.
Safe Fall. As a reaction, you can expend a superiority die
and reduce the effect of a fall. You reduce the effective fall
height by 10x the result of the superiority die.
Shield Interception. When you have a shield equipped, as
a reaction to being attacked you expend a superiority die to
increase your AC against the attack by the value rolled on the
superiority die.
Stunning Strike. When you hit a creature with a weapon
attack that deals bludgeoning damage, you can expend a
superiority dice to attempt to stun the target. You add the
superiority die to the damage and the target must make a
Constitution saving throw. On a failed save, it is stunned until
the start of your next action.
Supernatural Strike. Requirement: 5th level As an action,
you expend your superiority die a imbue a weapon in your
possession (or up to 10 pieces of ammunition) with magic.
The weapon grants a +1 bonus to hit and damage and is
treated as magical for 10 minutes. At 11th level, the hit and
damage bonus increases to +2. At 16th level, the hit and
damage bonus increases to +3.
Thunderous Blow. When you hit a creature with a weapon
attack, you can expend one or more superiority dice. You add
the value of the superiority dice to the damage you deal.
Whirlwind Blow. As an action, you can expend a
superiority die and make a single melee attack against all
opponents in your reach.
Willful. When you make a Wisdom saving throw, as a
reaction you can expend a superiority die to add the result to
your save. You may use this ability before or after you make
the roll, but before you apply the result.
Champion (Revised)
The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model
themselves on this archetype combine rigorous training with
physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your
weapon attacks score a critical hit on a roll of 19 or 20.
Improved Second Wind
When you take the second wind action, you roll 1d10 equal to
your proficiency modifier and add your fighter level to the
total. You heal damage equal to the indicated value of the roll.
Thus you roll 2d10 at 3rd-4th level, 3d10 at 5th-8th level,
4d10 at 9th-12th level, 5d10 at 13th-16th level and 6d10 at
17th+ level, adding your fighter level to the total.
Starting at 7th level, when you take your second wind, you
also gain the benefits of the dodge action.
Starting at 10th level, when your HP are reduced to 0, you
can expend a reaction to take your second wind. Your HP are
instead reduced to the amount the second wind heals.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus
(round up) to any Strength. Dexterity, or Constitution check.
In addition, when you make a jump, you double the
distance you can cover. At 12th level and above, you triple the
distance you can jump.
Additional Fighting Style
At 10th level, you can choose a second option from the
Fighting Style class feature.
Superior Critical
Starting at 15th level your weapon attacks score a critical hit
on a roll of 18-20. Also, when you miss with a weapon attack,
you can reroll the attack, so long as you do not have
disadvantage.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At
the start of each of your turns, you regain hit points equal to 5
+ your Constitution modifier if you have no more than half of
your hit points left. You don't gain this benefit if you have 0 hit
points.
Additionally, when you use your Second Wind feature, you
have advantage on Strength, Constitution and Dexterity
Saving Throws until the end of your next turn.
Commander Strategic Co-ordination
The commander is a tactical and strategic fighter who uses At 10th level, when you use superiority dice, you may choose
their ability to analyze the ever-changing roil of combat to an additional ally to affect. This increases to three allies at
ensure victory for themselves and their allies. 14th level and four allies at 17th level.
Grand Strategy
Voice of Authority At 15th level, as an action a number of allies within 30 feet of
Beginning when you choose this archetype at 3rd level, as a that can see and hear you, equal to your Intelligence modifier,
bonus action, you may choose an ally within 30 feet who is may immediately take a single action apiece. Once you use
visible to you. The selected ally gains advantage on their next this ability, you cannot use it again until you take a short or
ability check or you grant the ally advantage with their first long rest.
attack roll on their next action.
Battle Tactics
Starting at 7th level, you gain access to maneuvers that are
fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice,
which are detailed under the Battle Master archetype. Many
maneuvers enhance an attack in some way. To use a
maneuver, as a bonus action you choose yourself or one ally
within 15 feet that you can see and expend a superiority die.
When the target makes its next attack, you apply the effects
of the maneuver to the attack as if they ally were performing
the maneuver.
You learn one additional maneuver of your choice at 10th
and 15th level. Each time you learn new maneuvers, you can
also replace one maneuver you know with a different one.
Superiority Dice. You have two superiority dice, which are
d8s. A superiority die is expended when you use it. You
regain all your expended superiority dice when you finish a
short or long rest.
You gain another superiority die at 15th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s effects.
The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Intelligence modifier.
Additional Maneuvers for Commander
only
Form Up. When initiative is rolled and you are not surprised,
on initiative count 20 you can spend your reaction to shout a
signal to an ally within 60 feet. The ally can immediately take
the dash, disengage or dodge action.
Inspiring Presence. If you succeed on your next skill
check or attack roll, you can spend a superiority die to gain
temporary hit points equal to the roll on the superiority dice +
your Charisma modifier. At 12th level, all allies within 15 feet
of you gain temporary hit points as indicated above.
Redouble. You expend a superiority die and heal hit points
equal to the value rolled on the die + your Intelligence
modifier.
Rousing Command. When you make a Persuasion or
Intimidate skill check, you can expend one superiority die
and add it to the roll.
Shake It Off. You may expend a superiority die to reroll a
failed saving throw, with a bonus to the roll equal to ½ the
value of the superiority die. You cannot use this maneuver for
a save you have used Indomitable on.
Swashbuckler
Flamboyant, lightly armed and armored, the swashbuckler
survives on speed and skill to take down enemy combatants.
Pananche
At 3rd level, you gain proficiency in the Acrobatics,
Performance or Persuasions skill. You also gain proficiency
in Dexterity saving throws.
Unarmored Defense
Also at 3rd level, when you are wearing no armor or light
armor, you add your Charisma modifier to your AC (minimum
1).
Brazen Attack
Starting at 3rd level, once per turn, you can deal an extra 1d6
damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or
a ranged weapon. You don't need advantage on the attack roll
if you are the sole melee attacker against the creature, that
enemy isn't incapacitated, and you don't have disadvantage on
the attack roll.
The amount of the extra damage increases as you gain
levels in this class, as shown in the Brazen Attack table
below.
Swashbuckler Level Brazen Attack
3rd - 4th 1d6
5th - 6th 2d6
7th - 8th 3d6
9th - 10th 4d6
11th - 12th 5d6
13th - 14th 6d6
15th - 16th 7d6
17th - 18th 8d6
19th - 20th 9d6

Cunning Action
Starting at 7th level, your quick thinking and agility allow you
to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
Uncanny Dodge
Starting at 10th level, when an attacker that you can see hits
you with an attack, you can use your reaction to
halve the
attack's damage against you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
Superior Critical
Starting at 18th level, your weapon attacks score a critical hit
on a roll of 18-20.
Warlord
The warlord is a teacher and master to a horde of followers, Lieutenant
utilizing his control over them to exert his will upon the Medium humanoid (any), unaligned
battlefield.
Armor Class 16 (chain shirt, shield)
Minions Hit Points equal to the lieutenant’s Constitution
Beginning when you choose this archetype at 3rd level, you modifier + four times your level in this class
gain a number of low-level intelligent minions to aid and Speed 30 ft.
assist you as shown on the table below. You also gain one
lieutenant to help organize and order your minions. STR DEX CON INT WIS CHA
Level Minion # 15 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 11 (+0)
3rd 2
Saving Throws Str +4, Con +3
4th 3 Skills Athletics +4, Persuasion +2
5th 4 Senses passive Perception 9
Languages understands the languages you speak
6th 5
7th 6 Spark of Greatness. The following numbers increase
8th 7 by 1 when your proficiency bonus increases by 1:
the lieutenant’s skill and saving throw bonuses, the
9th 8 bonuses to hit and damage of its weapon attack.
10th + 9

Work with your DM to determine the race and class of Actions


these minions. The minions do not gain, count against or Long Sword. Melee Weapon Attack: +4 to hit, reach
track XP. 5 ft., one target. Hit: 1d8 + 2 slashing damage.
The minions start with the gear listed, though you may Short Bow. Ranged Weapon Attack: +3 to hit, range
upgrade their gear from your personal funds. You are 80/320, one target. Hit: 1d6 +1 piercing damage.
responsible for equipping, caring and housing them.
If the minions are mistreated (including, but not limited to,
Minion not sharing wealth or forcing them into suicidal actions), they
will abandon or possibly betray you. If otherwise slain, you
Medium humanoid (any), unaligned
can recruit replacements after a long rest when in friendly
Armor Class 12 (padded, shield) territory.
Hit Points equal to twice your level in this class
Speed 30 ft. Sacrifice
At 7th level, when you would be hit by a melee or ranged
attack, you may use an allied minion’s reaction to redirect the
STR DEX CON INT WIS CHA attack to a friendly minion within 5 feet of you. You may
12 (+1) 12 (+1) 10 (+0) 8 (-1) 10 (+0) 11 (+0) increase this to a friendly minion within 10 feet at 10th level,
and within 15 feet at 15th level. Use of this ability does not
Saving Throws Str +3, Con +2 count as mistreatment of the minion, as it is done out of
Skills Athletics +2 loyalty.
Senses passive Perception 10
Languages understands the languages you speak Urge Onward
Starting at 10th level, once per long rest as a free action you
Spark of Greatness. The following numbers increase can goad minions that you can see and are within 15 feet of
by 1 when your proficiency bonus increases by 1: you to greater acts. You may either grant the minions
the minion’s skill and saving throw bonuses, the advantage to their next ability check, saving throw or damage
bonuses to hit and damage of its weapon attack. roll on their next attack.
Form Up. When adjacent to an ally, the minion gains At 14th level, you can perform this action twice per long
a +1 bonus to AC rest, and three times at 18th level.
Loyalty Beyond Death
Actions At 15th level, when a minion is reduced to 0 hit points or less,
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or as a reaction it may take one final action before passing
ranged 20/60, one target. Hit: 4 (1d6 + 1) piercing unconscious.
damage.
Monk

The Monk
Level Proficiency Bonus Ki Points Ki Abilities Features
1st +2 ─ ─ Unarmored Defense, Martial Arts
2nd +2 2 2 Ki, Ki abilities
3rd +2 3 2 Deflect Blows, Monastic Tradition
4th +2 4 2 Ability Score Improvement
5th +3 5 3 Extra attack, Ki ability
6th +3 6 3 Ki-Empowered strikes, Monastic Tradition ability
7th +3 7 4 Evasion, Ki ability
8th +3 8 4 Ability Score Improvement
9th +4 9 5 Ki ability
10th +4 10 5 Martial Arts Improvement
11th +4 11 6 Ki ability, Monastic Tradition ability
12th +4 12 6 Ability Score Improvement
13th +5 13 7 Ki ability
14th +5 14 7 Diamond Body
15th +5 15 8 Ki ability, Timeless body
16th +5 16 8 Ability Score Improvement
17th +6 17 9 Ki ability, Monastic Tradition ability
18th +6 18 9 Empty Body
19th +6 19 10 Ability Score Improvement
20th +6 20 10 Perfect Self

As a monk, you gain the following class features. Unarmored Defense


Hit Points Beginning at 1st level, while you are wearing no armor and
Hit Dice: 1d8 per monk level not wielding a shield, your AC equals 10 + your Dexterity
Hit Points at 1st Level: 8 + your Constitution modifier modifier + your Wisdom modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per monk level after 1st Martial Arts
Proficiencies Starting at 1st level, due to your combat training you gain a
Armor: None
Weapons: Simple weapons, shortswords martial arts fighting style of your choice from the options
Tools: Choose one type of artisan’s tools or one musical below.
instrument
Saving Throws: Strength, Dexterity
Skills: Regardless of the number of times you hit a target, they
Choose two from Acrobatics, Athletics, History, Insight, only make one saving throw against any carrier effects from
Religion, and Stealth your unarmed attack. The saving throw for any special style
effect is equal to your Ki saving throw.
Equipment You can use shortswords and simple weapons that are not
You start with the following equipment, in addition to the two-handed or have the heavy property with your style special
equipment granted by your background: abilities.
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts
Burning West Wind Style Pouncing Leopord Style
You can use Strength, Dexterity or Wisdom for attack and You use Strength or Dexterity for attack and damage rolls,
damage rolls, and your unarmed strikes deal 1d8 and your unarmed strikes deal 1d6 bludgeoning damage.
bludgeoning damage. Also, on your turn you can take the Dash or Disengage action
as a bonus action.
Clawing Tiger Style
You use Strength or Dexterity for attack and damage rolls, Rising North Wind Style
and your unarmed strikes deal 1d8 piercing damage. Also, You use Dexterity or Wisdom for attack and damage rolls,
when you hit an enemy you can choose to start a grapple and your unarmed strikes deal 1d8 bludgeoning damage.
against the target for free. Also, on a hit you can force a target to make a Wisdom saving
throw. On a failure, the target is restrained until they succeed
Drunken Monkey Style a Constitution saving throw at the end of their turn.
You can use Dexterity or Wisdom for attack and damage
rolls, and your unarmed strikes deal 1d6 bludgeoning Roaring Dragon Style
damage. As a reaction, when an enemy misses with an attack You use Strength, Dexterity or Wisdom for attack and
roll, you gain advantage against that enemy until the end of damage rolls, and your unarmed strikes deal 1d8
your next turn. bludgeoning damage. Also, on a hit you can force a target to
make a Wisdom saving throw. On a failure, the target is
East Wind Flurry Style frightened. At the end of its turn, the target may repeat the
You use Dexterity or Wisdom for attack and damage rolls, save to end the condition.
and your unarmed strikes 1d4 bludgeoning damage. When
you use the attack action to make unarmed strikes, you can Rushing River Style
make two attacks instead of one. You only apply your damage You use Strength or Dexterity for attack and damage rolls,
modifier to one of the attacks. When you gain the extra attack and your unarmed strikes deal 1d8 bludgeoning damage. On
ability or use Flurry of Blows, you can make one more a successful hit, you can move up to 15 feet after the attack
additional attack than normal. without provoking an attack from your target.
Frozen South Wind Style Slashing Mantis Style
You use Dexterity or Wisdom for attack and damage rolls, You use Strength or Dexterity for attack and damage rolls,
and your unarmed strikes deal 1d6 bludgeoning damage. and your unarmed strikes deal 1d10 piercing damage. Also,
Also, on a hit you can force a target to make a Wisdom saving on a hit you can force a target to make a Constitution saving
throw. On a failure, the target's speed is reduced by 10 feet throw. On a failure, the target takes disadvantage on its next
and it has disadvantage on any reaction it takes until the end attack roll.
of their next turn.
Stinging Scorpion Style
Furious Bear Style You use Dexterity or Wisdom for attack and damage rolls,
You use Strength for attack and damage rolls with your and your unarmed strikes deal 1d4 piercing damage. Also, on
unarmed strikes, however they deal 1d12 bludgeoning a hit you can force a target to make a Wisdom saving throw.
damage on a hit. Also, on a hit you can force a target to make On a failure, the target is poisoned and takes damage equal
a Strength saving throw. On a failure, the target is moved to your Wisdom modifier at the start of its turn. The target
your Strength modifier x 5 feet in a direction of your choice. must succeed a Wisdom saving throw at the end of each of its
turn to end the condition.
Graceful Crane Style
You use Dexterity or Wisdom for attack and damage rolls, Striking Snake Style
and your unarmed strikes deal 1d6 bludgeoning damage. You use Strength or Dexterity for attack and damage rolls,
Also, on your turn you can take the Disengage or Dodge and your unarmed strikes deal 1d6 piercing damage. Also, on
action as a bonus action. a hit you can force a target to make a Constitution saving
throw. On a failure, the target takes 1d4 poison damage.
Iron Mountain Style
You use Strength for attack and damage rolls, and your Tranquil Valley Style
unarmed strikes deal 1d8 bludgeoning damage. As a You use Wisdom for attack and damage rolls, and your
reaction, when you are successfully hit by a melee weapon unarmed strikes deal 1d4 psychic damage. As a reaction
attack you can reduce the damage by 1d6 + your proficiency when an enemy makes a melee attack against you or an ally
modifier. within 5 feet, the attacker takes bludgeoning damage equal to
half the damage it inflicted on you or the ally if the attack hits.
North Star Strike Style If the enemy's attack missed, they take 1d6 psychic damage
You use Strength, Dexterity or Wisdom for attack and instead.
damage rolls, and your unarmed strikes deal 2d4 slashing
damage. Also, on a hit you can force a target to make a
Constitution saving throw. On a failure, the target cannot take
a reaction until the start of your next turn.
Whispering Woods Style Calming Focus
You use Dexterity or Wisdom for attack and damage rolls, You can spend 1 ki point to use a bonus action to heal 1d4 hit
and your unarmed strikes deal 1d6 bludgeoning damage. As points, up to a number of ki equal to your proficiency
a reaction, you gain a bonus to your AC equal to your modifier. You can spend multiple ki points at once for healing.
proficiency modifier until your next turn. You can use this At 11th level, this increases to 1d6 hit points.
ability a number of times equal to your Wisdom modifier
before you must take a long rest to regain all uses of this Defensive Stance
ability. At the start of your turn, you can choose this stance. While
active and when wearing no armor and not using a shield, you
Ki increase your AC by half your proficiency modifier (rounded
Starting at 2nd level, your training allows you to harness the up). You can only employ one stance at a time.
mystic energy of ki. Your access to this energy is represented Diamond Fortitude (19th level)
by a number of ki points. Your monk level determines the At 19th level, as a bonus action, you expend 6 ki to gain
number of points you have, as shown in the Ki Points column resistance to all damage but force damage for one minute.
of the Monk table.
You can spend these points to fuel various ki features. You Diamond Resistance
start knowing two such features from the list below. At 5th, Whenever you make a saving throw and fail, you can spend 1
7th, 9th, 11th, 13th, 15th and 17th level, you gain an ki point to reroll it and take the second result.
additional ki ability. You cannot choose the same ki ability
twice. Disorientating Strike
You may choose to change one ki ability you know when You can spend 1 ki point when you hit with an unarmed
you gain a level in monk. attack to make them unable to take reactions until the start of
When you spend a ki point, it is unavailable until you finish your next turn.
a short or long rest, at the end of which you draw all of your
expended ki back into yourself. You must spend at least 30 Feign Death (7th level)
minutes of the rest meditating to regain your ki points. At 7th level, as an action, you can expend 2 or more ki to
Some of your ki features require your target to make a enter a death-like state that resembles death for up to an
saving throw to resist the feature’s effects. The saving throw hour, plus an additional hour for each ki you expend beyond
DC is calculated as follows: the initial 2. You appear dead to all outward inspection and to
Ki save DC = 8 + your proficiency bonus + your Wisdom spells used to determine your status. You are blinded and
modifier incapacitated, and your speed drops to 0. You can exit this
state at any time you desire simply by willing it.
Aggressive Stance While in this state, you have resistance to all damage
At the start of your turn, you can choose this stance. When except psychic damage. If you are diseased or poisoned when
active, you gain advantage on attacks rolls with your unarmed you
enter this state, or becomes diseased or poisoned while
attacks, but you cannot take reactions. You can only have one under this effect, the disease and poison have no effect until
stance active at a time. you awaken.
Athletic Grace Life Sense
You can spend 1 ki point to gain a +5 bonus on the next You can focus your senses to detect the presence of nearby
Athletics, Acrobatics or Performance skill check that requires living creatures. As an action, you expend 1 ki points and can
physical activity or motion. sense the presence and general direction of living creatures
within 60 feet that is not behind total cover. You can sense the
Avoidance Stance type (beast, humanoid, celestial, fiend), but not its identity.
At the start of your turn, you can choose this stance. When an This awareness lasts for one turn.
opponent misses with a melee or ranged weapon attack you At 19th level, if you instead spend 5 ki points, you can
can spend 1 ki point and an opponent within 5 feet you must locate a creature (living, dead or otherwise) known to you
make a Dexterity saving throw. On a failure, the target takes within 1,000 feet of you for up to one hour.
1d8 damage. This increases to 2d8 damage at 10th level, and
3d8 at 17th level. You can only have one stance active at a Limitless Soul (17th level)
time. This ability does not cost your reaction, but you must A 17th level, you can spend 8 ki points to cast the Astral
have your reaction to benefit from it. Projection spell, without needing material components.
When you do so, you can’t take any other creatures with you.
Blow for Blow
When an opponent attacks, you can spend 1 ki point to make Grappling Blow
a single unarmed attack against the opponent after the You can spend 1 ki point when you hit with an unarmed
opponent's attack is resolved. You must have your reaction attack to start a grapple.
available, though this ability does not cost you your reaction
to use. Golden Aura
You can spend 2 ki points to cast Sanctuary on yourself.
Flurry of Blows Mystical Insight
Immediately after you take the Attack action on your turn, you You can spend 1 ki point to automatically succeed one
can spend 1 ki point to make two unarmed strikes as a bonus Arcana, History, Nature, Religion, Insight or Survival skill
action. check for knowledge whose DC is 20 or less.
At 15th level, you can succeed against one of the above
Focused Strike checks who DC is 30 or less.
You can spend 1 ki point to add 1d4 to your next attack roll.
This increases to 1d6 at 6th level, 1d8 at 11th level and 1d10 Patient Defense
at 16th level. You can spend 1 ki point to take the Dodge action as a bonus
action on your turn or as a reaction when targeted by an
Friend of the Beast attack.
As an action, you can befriend or calm an animal. As an
action, you expend 1 ki point and choose a single beast within Purity of Body
30 feet that you can see whose Intelligence is 4 or less. The As a reaction, you can spend 1 ki point to gain resistance to
beast must succeed a Wisdom save or it is charmed by you disease or poison.
for 24 hours. If you or one of your companions harm the At 9th level, you instead gain immunity to disease or poison
creature, the effect instantly ends. You can only keep a by spending a ki point as a reaction. Further, if you currently
number of creatures equal to your proficiency modifier are afflicted by the diseased or poisoned condition, spending
charmed at one time. If you successfully charm a number of a ki point ends the condition.
creature that exceeds this number, the effect ends on one
creature of your choice that you previously charmed. Protected Soul
As an action, you can spend 1 ki point to cast Protection from
Introverted Eye (7th level) Evil and Good on yourself without need for material
At 7th level, you can use your action to spend 3 or more ki components.
points to become invisible for 10 minutes. You can expend
additional ki points beyond the intial 3 to extend the duration Pushing Strike
by an additional 10 minutes - up to a total ki equal to your You can spend 1 ki point when you hit with an unarmed
proficiency modifier. If you attack or use an ability that costs attack to push the target 15 feet away from you.
ki points, the invisiblity is broken.
At 19th level, you can use your action to spend 5 ki points Offensive Stance
to gain an improved invisiblity for 1 minute that does not end At the start of your turn, you can choose this stance. While
if you attack or use other ki abilities. active, you gain advantage when rolling damage with your
unarmed attacks. You can only have one active stance at a
Invisible Mind (13th level) time.
You can spend 4 ki points to become untargetable by any
divination magic and prevent being percieved through Slow Fall
magical scrying sensors. This protection lasts for 8 hours. You can use your reaction when you fall to reduce any falling
damage you take by an amount equal to five times your monk
Improved Speed level.
Your Unarmored Speed speed bonus increases by 5 feet
times your proficiency modifier while you are not wearing Step of the Wind
armor or wielding a shield. You can spend 1 ki to take the Dash or Disengage action as a
At 13th level, you gain the ability to move along vertical bonus action.
surfaces and across liquids on your turn without falling
during your move. Stillness of Mind
As a bonus action, you can spend 1 ki to remove one
Leap of the Clouds condition affecting you. The condition can be blinded,
You can spend 1 ki point to triple your jump distance until the deafened, paralyzed, or poisoned.
end of your turn.
Sudden Block
Lightning Reflexes You can spend 1 ki point as a reaction to gain a +4 bonus to
You can take a number of reactions equal to your proficiency AC against a single attack.
modifier.
Thousand Faces
Mental Resistance As an action, you can expend 1 ki point to alter your physical
As a reaction, you can expend 1 ki point to add 1d4 to a appearance as you wish. You can appear up to 1 foot taller or
saving throw. This increases to 1d6 at 6th level, 1d8 at 11th shorter and can appear fat, thin or in between. You can
level and 1d10 at 16th level. change the color and texture of your skin, skin and eyes and
change gender as you choose. This alteration lasts for one
hour.
Tongue of the Earth and Grass Extra Attack
You learn to touch the ki of beasts so that you can understand At 5th level, you can attack twice, instead of once, whenever
each other. As an action, you expend 1 ki to gain the ability to you take the Attack action on your turn.
comprehend and verbally communicate with beasts for 10
minutes. The knowledge and awareness of many beasts is Ki-Empowered Strikes
limited
by their intelligence, but at minimum, beasts can give
you information about nearby locations and monsters, At 6th level, your unarmed strikes count as magical for the
including whatever they can perceive or have perceived purpose of overcoming resistance and immunity to
within the past day. You might be able to persuade a beast to nonmagical attacks and damage.
perform a small favor for you, at the DM's discretion.
Evasion
Tongue of the Sun and Moon At 7th level, your instinctive agility lets you dodge out of the
You learn to touch the ki of other minds so that you way of certain area effects, such as a blue dragon’s lightning
understand all spoken languages. As an action, you can breath or a fireball spell. When you are subjected to an effect
expend 1 ki to read, write or speak a language of your choice that allows you to make a Dexterity saving throw to take only
that you normally do not know. This effect lasts for 1 hour. half damage, you instead take no damage if you succeed on
You can use this ability multiple times, maintaining a number the saving throw, and only half damage if you fail.
of additional languages at one time equal to your proficiency
modifier. Martial Arts Improvement
Tripping Blow At 10th level, your martial arts unarmed attacks and attacks
You can spend 1 ki when you hit with an unarmed attack to with monk weapons improves. Increase the damage die of
knock the target prone and reduce their speed to 0 until the your unarmed attackes and the die used with monk weapons
end of their turn. one grade.
1d4 --> 1d6 --> 1d8 --> 1d10 --> 1d12/2d6 --> 1d6+1d8 -->
Warrior Monk 2d8 --> 1d8+1d10 --> 2d10 --> 1d10+1d12 --> 2d12 (max).
You gain 2 additional hit points for each monk level you
possess. Diamond Soul
At 14th level, your mastery of ki grants you proficiency in all
Unbound saving throws.
As an action you can expend 1 ki to overcome any sort of
physical barrier to your movement until your next turn. Your Timeless Body (15th level)
movement is unaffected by difficult terrain, and spells and At 15th level, your ki sustains you so that you suffer none of
other magical effects can neither reduce your speed nor the frailty of old age, and you can’t be aged magically. You can
cause you to be restrained. still die of old age, however. In addition, you no longer need
At 9th level, you can spend 2 ki to automatically escape food or water.
from nonmagical restraints, such as manacles, a creature
that has grappled you or end a paralysis effect. Likewise,
spending 1 ki while being underwater imposes no penalties Perfect Self
on your movement or attacks until the end of your turn. At 20th level, when you roll for initiative and have no ki points
remaining, you regain 4 ki points.
Deflect Blows
Starting at 3rd level, you can use your reaction to deflect or
block attacks when you are hit by a melee or ranged
weapon
attack. When you do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity modifier + your monk
level.
If you reduce the damage to 0 and the attack is a ranged
weapon attack, you can catch the missile if it is small enough
for you to hold in one hand and you have at least one hand
free. If you catch a missile in this way, you can spend 1 ki
point to make a ranged attack with the weapon or piece of
ammunition you just caught, as part of the same reaction.
You make
this attack with proficiency, regardless of your
weapon proficiencies, and the missile counts as a monk
weapon for the attack.
If you reduce the damage to 0 and the attack is a melee
weapon (or unarmed) attack, you counterstrike the attacker.
To counterstrike, you spend 1 ki point to make a melee
unarmed or melee weapon attack against the original
attacker.
Way of the Four Elements
Listed below are additional elemental disciplines you can
choose.
Death of Air (9th level). Your strikes paralyze opponents.
When you hit an opponent, you can expend 3 ki to cast Hold
Person on the target as a free action. You can use this ability
only once per round, regardless of the number of attacks you
make.
Fury of Flame (17th level). You gather sparks of heat into
flame and and a whirling shield of fire. As an action, you can
expend 5 ki to cast Fire Shield as a warm shield only.
Leap Of the Wind (13th level). In the blink of an eye, you
draw on your inner ki and run or leap to your destination,
faster than those around you can react. As an action, you can
expend 4 ki to use Dimension Door on yourself.
Ripples on the Lake (13th level). Your balance is so
focused you can walk on water. As an action, you can expend
4 ki to use Water Walk on yourself.
Stance of the Silent Wind (9th level). You gather the
quiet air around you, vanishing from sight. As an action, you
can expend 3 ki to use Invisibility on yourself.
Steps of the Unfettered Wind (19th level). By will or
inhuman speed, you instantly transport yourself to a
destination of your choice. As an action, you can expend 6 ki
to use Teleport on yourself. You can expend an additional ki
point for each additional willing being you wish to accompany
you, up to a maximum additional beings equal to your
Wisdom modifier.
Tongue of Fire (6th level). You draw into being a weapon
of fire. As a bonus action, you can expend 3 ki to cast Flame
Blade. The created weapon is treated as a monk weapon and
you are proficient with it.
Touch of Everlasting Stone (19th level). You use your
own ki to draw out the ki of your opponent, transforming
them to stone. When you hit an opponent with a melee
unarmed attack, you can expend 6 ki to use Flesh to Stone on
the target as a free action. You can use this ability only once
per round, regardless of the number of attacks you make.
Whirlwind of Blows (6th level). As an action, you expend
2 ki points and choose an unobstructed target within 30 feet
of you, who is no closer than 15 feet away. In a burst of
sudden speed you move adjacent to the foe and begin
whipping about the opponent, buffeting them with winds or
blows created by circling them rapidly, like a tornado. You
make an attack as if using Flurry of Blows. If a blow hits, the
target must make a Constitution saving throw. On a failure,
the target is knocked prone and stunned until the end of your
next turn. Regardless of the number of hits, the target only
makes one save.
Way of the Golden Path Enlightened strike
When you reach 3rd level, you augment your martial prowess At 10th level, you learn how to make your weapon strikes
with the ability to cast spells. See chapter 10 for the general undercut a creature's resistance to your spells.
rules of spellcasting and chapter 11 for the sorceror spell list. When you hit a creature with a weapon attack, that
Cantrips. You learn two cantrips of your choice from the creature has disadvantage on the next saving throw it makes
sorceror spell list. You learn an additional sorcerer cantrip of against a spell you cast before the end of your next turn.
your choice at 10th level. Arcane charge
Spell Slots. The Golden Path Spellcasting table shows At 15th level, instead of moving, you gain the ability to
how many spell slots you have to cast your spells of 1st level teleport to an unoccupied space you can see at the cost of 1
and higher. To cast one of these spells, you must expend a or ki points. You can travel up to 30 feet for each ki point you
slot of the spell's level or higher. You regain all expended spell expend.
slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have Improved war magic
a 1st-level and a 2nd-level spell slot available, you can cast Starting at 18th level, when you use your action to cast a
shield using either slot. spell. you can make one weapon attack as a bonus action.
Spells Known of 1st-Level and Higher. You know three
1st-level sorcerer spells of your choice, two of which you must Monk Cantrips Spells
choose from the abjuration and evocation spells on the Level Known Known 1st 2nd 3rd 4th 5th
sorcerer spell list. 3rd 2 3 2 – – – –
The Spells Known column of the Golden Path Spellcasting
table shows when you learn more sorcerer spells of 1st level 4th 2 4 3 – – – –
or higher. Each of these spells must be an abjuration, 5th-6th 2 5 3 2 – – –
enchantment, evocation or transmutation spell of your 7th-8th 2 6 4 2 – – –
choice, and must be of a level for which you have spell slots.
For instance, when you reach 5th level in this class, you can 9th-10th 2 7 4 2 2 – –
learn one new spell of 1st or 2nd level. 11th- 3 8 4 3 2 – –
The spells you learn at 5th, 9th, 13th and 17th level can 12th
come from any school of magic. 13th- 3 9 4 3 3 1 –
Whenever you gain a level in this class, you can replace one 14th
of the sorcerer spells you know with another spell of your
choice from the sorcerer spell list. The new spell must be of a 15th- 3 10 4 3 3 2 –
level for which you have spell slots, and it must be an 16th
abjuration, enchantment, evocation or transmutation spell, 17th- 3 11 4 3 3 3 1
unless you're replacing the spell you gained at 7th, 13th, or 18th
19th level. 19th- 3 12 4 3 3 3 2
Spellcasting Ability. Wisdom is your spellcasting ability for 20th
your sorcerer spells, since you learn your spells through
study and meditation. You use your Wisdom whenever a spell
refers to your spellcasting ability. In addition, you use your
Wisdom modifier
when setting the saving throw DC for a sorcerer spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom
modifier
Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Martial Magic
At 3rd level, you can expend your Ki points to cast a spell you
know instead of using a spell slot. You must expend a number
of Ki points equal to twice the spell level to cast the spell.
War magic
Beginning at 7th level, when you use the attack action, you
can replace one of your attacks with a cantrip. You cannot use
flurry of blows when using this ability.
Paladin Inquisitor
The inqusitor is a dogged figure who seeks out evil and
Fighting Style injustice and attempts to seek the repentance of wrong-doers
The following fighting styles are available, in addition to the or effect justice against those who bear no guilt for their
ones found in the PHB. crimes. The inquisitor is part investigator, part law officer and
part judge and to be effective must be able to discern the
Armored truth lest they find themselves held to their own strict
When wearing medium or heavy armor, as a reaction you morality.
gain damage resistance to bludgeoning, piercing or slashing Honesty. You must be someone others can trust your words
weapons against an attack that hit you. You can use this and actions.
ability a number of times equal to your proficiency modifier. Integrity. You must uphold the strictest moral standards.
You regain all uses after a short or long rest. Protection. Protect those who cannot protect themselves,
Clerical Adept both from physical and psychological threats.
You gain access to cantrips as if you were a Cleric of ½ level. Oath Spells
You gain your first cantrip at 2nd level. Paladin Level Spells
3rd Protection from Good and Evil, Shield
Defense (Replaces PHB)
You add half your proficiency bonus (rounded down) to your 5th Spiritual Weapon, Zone of Truth
AC. 9th Remove Curse, Speak with Dead
Interceptor 13th Banishment, Guardian of Faith
When a creature you can see hits a target that is within 5 feet 17th Dispel Evil and Good, Geas
of you with an attack, you can use your reaction to reduce the
damage the target takes by 1d10 + your proficiency bonus (to Channel Divinity - Soul Chains
a minimum of 0 damage). You must be wielding a shield or a At 3rd level you can use your Channel Divinity feature to tie
simple or martial weapon to use this reaction. down enemies with phantasmal bindings. As an action, you
expend your Channel Divinity and target a 20 foot sphere
Mounted within 120 feet. Enemies treat the area as difficult ground
When you are mounted and your mount moves at least 20 and if they start or end their turn in the area must make a
feet and you hit with your first weapon attack, it is treated as Wisdom saving throw against your spellcasting DC or they
a critical hit. are restrained. As an action, a restrained enemy can make
You also maintain a trained mount with a CR of ¼ your another Wisdom save to attempt to end the effect. The area
level or lower. While aback a trained mount, you treat it as an remains in effect for up to one minute.
independent mount, allowing it to move and attack as you
desire. However, unlike a normal independent mount, it acts Ranged Smite
on your initiative. At 3rd level, you can perform your smite attack with a ranged
If the mount is slain, you may retrieve a replacement after a weapon or ranged spell attack. In the case of a ranged spell
long rest when in friendly territory. attack, you must expend an additional, seperate spell slot to
empower the smite.
Protection (Replaces PHB)
When a creature you can see attacks a target other than you Aura of Fanaticism
that is within 5 feet of you. you can use your reaction to Starting at 7th level, you and friendly creatures within 10 feet
impose disadvantage on the attack roll. This protection lasts of you can't be charmed while you are conscious.
At 18th
against a number of attacks equal to your proficiency bonus. level, the range of this aura increases to 30 feet.
You must be wielding a shield.
Guarded Mind
Weapon Master Beginning at 15th level, you are always under the effects of a
Choose one weapon. When attacking with the weapon, you Protection from Evil and Good spell.
gain an additional bonus to hit equal to half your proficiency
bonus (rounded down) and deal extra damage equal to your Summon the Inquisition
Proficiency bonus. At 20th level, you can meet out justice to the most vile and
evil of beings with a word. As an action, you can target a
Weapon and Shield creature within 60 feet that you can see, who must make a
When you have a shield equipped, as a bonus action you can Wisdom saving throw. On a failure, the target is restrained
perform a shield bash attack. A shield bash attack is a martial and incapacitated in agony as it takes 4d6 radiant damage at
weapon attack using Strength that deals 1d4 + Strength the start of each of its turn. It is allowed to make a
modifier bludgeoning damage. subsequent saving throw at the end of each of its turns to
negate this effect. Once this ability is used, it cannot be used
again until you take a long rest.
Oath of the Chevalier You can't have more than one steed bonded by this spell at
a time. As an action, you can release the steed from its hand
The Oath of the Chevalier binds a paladin to ideals head and at any time, causing it to disappear.
shoulders above their peers. Astride an awe-inspiring steed,
they physically stand taller and look down upon the works of Charge
those around them and judge them according to their tenets. At 7th level, when you are astride your mount and move at
least 20 feet, the first weapon attack you make for the round
Bravery. Don’t cower before evil, and keep your word when has advantage and deals an extra 1d6 damage.
given.
Courage. Never fear to act, though caution is wise. Valkyrie
Protect. Protect those who cannot protect themselves, both Beginning at 10th level, you mount gains a Fly speed equal to
from both physical and psychological threats. its ground speed. If your mount already has a Fly speed,
Wisdom. Know right from wrong and help those around you increase it by 20 feet.
to understand their place in the world. Furthermore, anytime you are dismounted while flying, you
Oath Spells are automatically affected by a feather fall spell. The effect
You gain oath spells at the paladin levels listed. only affects you.
Paladin Level Spells Two as One
3rd Jump, Longstrider At 15th level, when you and your steed attack the same target,
you and your steed add double your proficiency bonus
5th Enlarge, Misty Step (instead of just your proficiency bonus) to the attack.
9th Blink, Fly
13th Dimension Door, Freedom of Movement Astral Traveler
At 20th level, when you are astride your steed, you and your
17th Contact Other Plane, Passwall mount can transition to the astral or ethereal plane as an
action. You can return to the material plane at any time as an
Channel Divinity action, reappearing at the point you left or up to 60 feet of
Sacred Weapon. As an action, you can imbue one weapon that point. Once you use this ability, you cannot reuse it until
that you are holding with positive energy, using your Channel you take a long rest.
Divinity. For 1 minute, you add your Charisma modifier to
attack rolls made with that weapon (with a minimum bonus
of +1). The weapon also emits bright light in a 20-foot radius
and dim light 20 feet beyond that. lithe weapon is not already
magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other
action. If you are no longer holding or carrying this weapon,
or if you fall unconscious, this effect ends
Summon Steed. You summon a spirit that assumes the
form of an unusually intelligent, strong, and loyal steed,
creating a long-lasting bond with it. Appearing in an
unoccupied space within range, the steed takes on a form
that you choose, such as a warhorse, a pony, a camel, an elk,
or a mastiff. (Your DM might allow other animals to be
summoned as steeds.) The steed has the statistics of the
chosen form, though it is a celestial, fey, or fiend (your choice)
instead of its normal type. Additionally, if your steed has an
Intelligence of 5 or less, its Intelligence becomes 6, and it
gains the ability to understand one language of your choice
that you speak.
Your steed serves you as a mount, both in combat and out,
and you have an instinctive bond with it that allows you to
fight as a seamless unit. While mounted on your steed, you
can make any spell you cast that targets only you also target
your steed.
When the steed drops to 0 hit points, it disappears, leaving
behind no physical form. You can also dismiss your steed at
any time as an action, causing it to disappear. In either case,
using this ability again summons the same steed, restored to
its hit point maximum.
While your steed is within 1 mile of you, you can
communicate with it telepathically.
Psion
Psion
Proficiency Cantrips Powers Psi Discipline Science
Level Bonus Features Known Known Points Max Max
1st +2 Meditation, Psionics 3 2 4 1st ─
2nd +2 Discipline 3 3 6 1st ─
3rd +2 3 4 14 2nd ─
4th +2 Ability Score Improvement 4 5 17 2nd ─
5th +3 4 6 25 3rd ─
6th +3 Discipline Feature 4 7 29 3rd ─
7th +3 5 8 34 4th ─
8th +3 Ability Score Improvement 5 9 39 4th ─
9th +4 Major Science (1) 5 10 44 4th 5th
10th +4 Discipline Feature 6 11 50 4th 5th
11th +4 Major Science (2) 6 12 50 4th 6th
12th +4 Ability Score Improvement 6 13 50 4th 6th
13th +5 Major Science (3) 6 14 50 4th 7th
14th +5 Discipline Feature 6 15 50 4th 7th
15th +5 Major Science (4) 6 16 50 4th 8th
16th +5 Ability Score Improvement 6 17 50 4th 8th
17th +6 Major Science (5) 6 18 50 4th 9th
18th +6 Psionic Mastery 6 19 56 4th 9th
19th +6 Ability Score Improvement, Major 6 20 63 4th 9th
Science (6)
20th +6 Empowered Manifestation 6 21 71 4th 9th

Mind over Matter You can make a psion quickly by following these suggestions.
First make your Intelligence your highest ability score,
Psions are those whose mental abilities are far superior than followed by Constitution or Dexterity. Then choose the Sage
the average person, allowing them to change reality with but background. Third, choose Contact, Empty Mind, and Mind
a thought. As a psion grows more powerful their Thrust as your Cantrips. Choose Ego Whip and Mental
strengthening mind finds it easier to bend reality even further Barrier as your 1st level powers.
and farther. A psion's power comes through a mix of powerful
intelligence and the force of personality to exert their will on CLASS FEATURES
the world and its surrounding inhabitants. They are known As a psion, you gain the following class features.
for great mental acuity, self-control and introspection.
Hit Points
Creating a Psion Hit Dice: 1d6 per psion level
Hit Points at 1st Level: 6 +
your Constitution modifier
Hit Points at Higher Levels: 1d6
As you create a psion, think of how your character taps into (or 4) your Constitution modifier per psion level after 1st
the internal forces that allow you to bend the world to your
will and how this knowledge came to you. Was it learned Proficiencies
through years of rigorous training and insight? Did some Armor: Light armor
emotional trauma or mental epiphinany bring your powers to Weapons: Daggers, darts, slings, quarterstaffs, light
the fore? Are there more like you or are you somehow crossbows
unique? Tools: None
Quick Build
Saving Throws: Intelligence, Wisdom
Skills: Choose two from History, lnsight, lnvestigation,
Medicine, Mentalism and Religion
Manifesting Powers Discipline
Cantrips At 2nd level, you begin to hone your knowledge and abilities,
At 1st level, you know two cantrips of your choice from the favoring a path of psychic development. You choose a
psion power list. You learn additional psion cantrips of your subclass based on your area of focus.
choice at higher levels, as shown in the Cantrips Known Your choice grants you features at 2nd level, and again at
column of the Psion table 6th, 10th and 14th level.
Known and Manifesting Discipline Ability Score Improvement
Powers When you reach 4th level, and again at 8th, 12th, 16th, and
The Psion table shows how many discipline power slots you 19th level, you can increase one ability score of your
choice
have to manifest powers of 1st level and higher. To manifest by 2. or you can increase two ability scores of your choice by
one of these powers, you must expend psi points of the 1. As normal, you can't increase an ability
score above 20
power's level or higher. The cost to manifest a power based using this feature.
on its level is shown on the table below. You regain all
expended psi points when you finish a long rest. Major Science
Psionic Power Cost Starting at 9th level, you gain access to powerful, singlar
Discipline Level Point Cost psionic powers. At 9th level, you gain a single power of 5th
1st 2 level, known as a Science.
At 9th level, you can use your known science once per day,
2nd 3 without expending psi points. Every two levels thereafter (at
3rd 4 11th, 13th, 15th, 17th and 19th), you gain one additional use
4th 5
of this ability. You may use your additional uses to manifest
the same or different powers, but may only use this ability
You know a limited number of powers from which you with the powers you learned as sciences and may not use it
manifest. You choose a number of psion powers from your with disciplines.
class list as shown on your class table. The powers must be Psionic Mastery
of a level equal to or less than the maximum discipline level.
Once you reach 9th level, you can also learn sciences, up to a At 18th level, you have achieved such mastery over certain
Science level you can manifest. powers that you can cast them without expending psi points.
For example. if you're a 3rd-level psion, you have 4 known Choose a 1st-level psion power and a 2nd-level psion power
disciplines of up to 2nd level. At 9th level, you would have 10 that you know. You can cast those spells at their lowest level
known disciplines, including possibly some 5th level without expending psi points. Ifyou want to manifest either
sciences. power at a higher level, you must expend a spell slot as
When you gain a level, you can change one discipline normal.
power you know, in addition to any that you might gain for When you gain a level, you can choose to change one of the
increasing your level. powers that you have mastered.
Manifesting Ability Empowered Manifestation
Intelligence is your manfesting ability for your psionic When you reach 20th level, you gain mastery over psionic
powers. Since you learn your powers through dedicated disciplines. When a power can manifested at a higher level,
study and memorization. You use your Intelligence whenever you can do so at any power level, up to 9th level. The cost to
a power refers to your spellcasting or manifesting ability. increase a power's level to 5th and beyond is shown on the
In addition, you use your Intelligence modifier when setting table below. Likewise, you can manifest psionic disciplines
the saving throw DC for a psionic power you manifest and using your Major Science ability uses.
when making an attack roll with one.
Power save DC a 8 + your proficiency bonus + your Psionic Power Cost
Intelligence modifier Discipline Level Point Cost
Power attack modifier = your proficiency bonus + your
Intelligence modifier 5th 6
6th 7
Meditation 7th 8
With a short rest, you are able to rejuvinate and regain a 8th 9
small amount of psychic power. Once per day, when you take
a short rest, you regain Psi points equal to half your psion 9th 10
level (rounded up).
Egoist Kineticist
A psion who specializes in psychometabolism is known as an Psions who specialize in psychokinesis are known as
egoist. This discipline consists of powers that alter the psion’s kineticists. They are the masters of powers that manipulate
psychobiology, or that of creatures near him. An egoist can and transform matter and energy. Kineticists can attack with
both heal and transform himself into a fearsome fighter. devastating blasts of energy.
Bonus Powers Bonus Powers
Level Power Level Power
2nd Body Armor, Body Weaponry 2nd Absorb Elements, Force Burst
3rd Alter Self, Enhance Ability 3rd Gust of Wind, Shatter
5th Fly, Haste 5th Mind Blast, Protection from Energy
7th Polymorph, Stoneskin 7th Otiluke's Resilient Sphere, Thunderbolt

Psychic Pocket Invisible Hand


Starting at 2nd level, as an action you can reshape a portion At 2nd level, you can add Helping Hand to your list of known
of your own body to hide a dagger-sized object or smaller powers. Further, when using Helping Hand, it has carrying
from detection. When you so will as a bonus action you can capacity as if it had a Strength equal to your Intelligence. It
reveal the item. You can hide a number of such objects on cannot be move swiftly or dextrously enough, however, to use
your person equal to your proficiency modifier. to attack with.
Cannabilize Telekinetic Shield
At 6th level, as an action you can consume a hit dice and At 6th level, you can erect a barrier of force to avoid harm to
regain the rolled number as psi points instead of hit points. yourself or others. As a reaction when you or an ally within
Once you use this ability, you cannot use it again until you 15 feet are attacked, you can add 5 to the target's AC against
take a long rest. the attack. You can do this a number of times per day equal to
your proficiency modifier. You regain all uses of this ability
Psychic Recovery after a long rest.
At 10th level, as an action you can heal up to 5 hit points per
psychic point you expend. Furthermore, as an action you can Telekinetic Strike
expend a psychic point to remove a condition from yourself. If At 10th level, you can imbue your attacks with powerful force.
you use the latter ability, you cannot use it again until you You add you spellcasting modifier to damage with your
take a long rest. powers and disciplines. Also, at this level, you have enough
control that your Helping Hand can be used to fight with, as if
Body Double it were a 3rd appendage.
At 14th level, you can cast Simulacrum on yourself without
expending psi points or needing material components. You Telekinetic Whirlwind
cannot use this ability again until you dispel the creation or it At 14th level, you can manifest a powerful whirlwind of
is slain, and no more frequently than once per long rest. mental energy. As an action, you can fly at your base
movement rate. Also, any creature or object within 30 feet of
you must make a Strength save. On a failure, the creature or
object is picked up, granting it either flying or being grappled
and whipped about and suffering 2d6 force damage (your
choice). Grappled creatures affected by this ability move with
you when you move. A creature may take an action to make a
subsequent Strength or Dexterity save to escape the effect.
This ability lasts for up to 10 minutes, and consumes your
focus. Once you use this ability, you cannot use it again until
you take a long rest.
Nomad Shaper
A psion who relies on psychoportation powers is known as a A psion specializing in metacreativity is known as a shaper.
nomad. Nomads can wield powers that propel or displace This discipline includes powers that draw ectoplasm or
objects in space or time. matter from the Astral Plane, creating semisolid and solid
items such as armor, weapons, or animated constructs to do
Bonus Powers battle at the shaper’s command.
Level Power
Bonus Powers
2nd Expedious Retreat, Jump
Level Power
3rd Blur, Misty Step
2nd Lesser Astral Construct, Unseen Servant
5th Fly, Slow
3rd Enlarge/Reduce, Lesser Creation
7th Dimension Door, Freedom of Movement
5th Astral Construct, Major Image
Athletic Mind 7th Fabricate, Stone Shape
At 2nd level, you gain proficiency in the Athletics skill, and
Expertise (gaining twice your proficiency modifier) to Fabrication
Athletics if you do. Furthermore, before or after you make a At 2nd level, you gain proficiency in one Artisan's tool of your
roll using this skill, you can treat the result as natural 20. choice.
Once you use this ability, you cannot use it again until you Furthermore, once per day you can fashion raw ectoplasm
take a short or long rest. into a single, object or creature of up to small size, so long as
you have the appropriate tool proficiency to craft the item or
Defensive Teleport have seen a similar creature in the past. The created item last
At 6th level, as a reaction to taking damage, you can teleport for a number of hours equal to your proficiency modifier or
to another spot within 30 feet that you can see. Once you use until destroyed. Once you use this ability, you cannot use it
this ability, you cannot use it again until you take a long rest. again until you take a long rest.
Far Mind Ectoplasmic Shield
At 10th level, when you use a power or ability that involves At 6th level, you can fabricate raw ectoplasm into a protective
movement, you can double the distance travelled. Once you shield. As a reaction when you are hit by an attack, you gain
use this ability, you cannot use it again until you take a long damage resistance to the attack. This effect is applied after
rest. any saving throws you make, but before damage is applied.
Once you use this ability, you cannot use it again until you
Door To Everywhere take a long rest.
At 14th level, you can create a portal to any place you know.
As an action, you create a free-standing two-way portal within Ectoplasmic Strike
30 feet of you that you or other creatures can enter. The other At 10th level, you can form raw ectoplasm into a shape you
end is affixed to a location that you are familiar with. While desire and use it to strike at your enemies. As an action, you
the portal is open, it may be passed through freely. Keeping can make a melee spell attack, or a ranged spell attack with a
the portal open consumes your concentration. The portal range of 90 feet. On a hit, you deal 4d6 force damage, and the
remains open for up to 1 minute. Once you use this ability, target's speed is reduced by half until the end of its next turn.
you cannot use it again until you take a long rest. Once you use this ability, you cannot use it again until you
take a long rest.
Ectoplasmic Transformation
At 14th level, you can surround and disguise yourself or a
nearby creature in ectoplasm, altering its appearance. As an
action, you can cast Polymorph without expending any
psionic points. Once you use this ability, you cannot use it
again until you take a long rest.
Seer Telepath
A psion who chooses clairsentience is known as a seer. Seers A psion who chooses the discipline of telepathy is known as a
can learn precognitive powers to aid their comrades in telepath. He is the master of powers that allow mental
combat, as well as powers that permit them to gather contact and control of other sentient creatures. A telepath
information in many different ways. can deceive or destroy the minds of his enemies with ease.
Bonus Powers Bonus Powers
Level Power Level Power
2nd Aim, Object Reading 2nd Charm Person, Empathy
3rd Locate Object, Mind Spike (X) 3rd Detect Thoughts, Suggestion
5th Clairvoyance, Tongues 5th Clairvoyance, Sending
7th Arcane Eye, Death Ward 7th Confusion, Tower of Iron Will

Psychic Insight Telepathy


At 2nd level, you gain proficiency with the Insight skill if you At 2nd level, you can communicate telepathically with a
do not already have it, and Expertise (gaining twice your creature you can see within 120 feet. The communication is
proficiency modifier) to Insight if you do. two way. If you choose to communicate with another
Furthermore, you can add your proficiency modifier to creature, the link to the first is broken. When you reach 5th
initiative rolls. level, you can telepathically communicate with up to two
creatures at once. At 11th level, you can communicate with
Danger Sense up to three creatures at once and at 16th level, you can
At 6th level, you cannot be surprised while active and communicate with up to four creatures at once.
concious. Furthermore, you gain advantage on Perception
rolls to notice a trap or enemy creature nearby. Expansive Mind
At 6th level, targets of your Enchantment or Divination
Advanced Awareness powers suffer disadvantage on their saving throws. Likewise,
At 10th level, as a bonus action or reaction you can give you gain advantage on your own saving throws against enemy
yourself or an ally with 30 feet of you advantage on a d20 roll. Enchantments.
You can use this ability a number of times per day equal to
your proficiency modifier. You regain all uses after a long rest. Indominatable
At 10th level, you are immune to charm and sleep spells or
The Sight powers. You also add double your proficiency modifier
At 14th level, you ability to see into the future is uncanny. At against any spell or ability requiring a Wisdom saving throw.
dawn, you gain three uses of this ability. At any time
thereafter, as a free action, you can use this ability to replace Mental Redirection
one 1d20 die roll for yourself or an ally within 60 feet of you at 14th level, when you are targeted by a Divination or
with a result of natural 20. Enchantment spell or ability, you can redirect the spell or
ability to instead target another being within 120 feet of you,
or to simply fail. Once you use this ability, you cannot use it
again until you take a long rest.
Note that this is primarily the Unearthed Arcana Revised
Ranger Ranger instead of the PHB Ranger.

The Ranger
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — — —
2nd +2 Fighting Style, Spellcasting 3 2 2 — — — —
3rd +2 Primeval Awareness, Ranger Conclave 3 3 3 — — — —
4th +2 Ability Score Improvement, Fleet of Foot 3 3 3 — — — —
5th +3 Ranger Conclave Feature 3 4 4 2 — — —
6th +3 Greater Favored Enemy 3 4 4 2 — — —
7th +3 Ranger Conclave Feature 4 5 4 3 — — —
8th +3 Ability Score Improvement, Fleet of Foot 4 5 4 3 — — —
9th +4 - 4 6 4 3 2 — —
10th +4 Hide in Plain Sight 5 6 4 3 2 — —
11th +4 Ranger Conclave Feature 5 7 4 3 3 — —
12th +4 Ability Score Improvement 5 7 4 3 3 — —
13th +5 - 6 8 4 3 3 1 —
14th +5 Vanish 7 8 4 3 3 1 —
15th +5 Ranger Conclave Feature 8 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 9 4 3 3 2 —
17th +6 ─ 10 10 4 3 3 3 1
18th +6 Feral Senses 11 10 4 3 3 3 1
19th +6 Ability Score Improvement 12 11 4 3 3 3 2
20th +6 Foe Slyer 12 11 4 3 3 3 2

Favored Enemy
Hit Points
Hit Dice: 1d10 per ranger level Beginning at 1st level, you have significant experience
Hit Points at 1st Level: 10+ your Constitution modifier studying, tracking, hunting, and even talking to a certain type
Hit Points at Higher Levels: 1d10 (or 6) + your of enemy commonly encountered in the wilds.
Constitution modifier per ranger level after 1st Choose a type of favored enemy: Abberations, beasts,
constructs, dragons, fey, giants, humanoids, monstrosities, or
Proficiencies undead.
Armor: Light armor,medium armor, shields You gain a bonus to damage rolls equal to your proficiency
Weapons: Simple weapons, martial weapons modifier with weapon attacks against creatures of the chosen
Tools: None type. Additionally, you have advantage on Wisdom (Survival)
Saving Throws: Strength, Dexterity checks to track your favored enemies, as well as on
Skills: Choose three from Animal Handling, Athletics, Intelligence checks to recall information about them.
Insight, Investigation, Nature, Perception, Stealth, and When you gain this feature, you also learn one language of
Survival your choice, typically one spoken by your favored enemy or
creatures associated with it. However, you are free to pick any
Equipment language you wish to learn.
You start with the following equipment, in addition to the
equipment granted by your background:•
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
A longbow and a quiver of 20 arrows
Natural Explorer Grappler
You are a master of navigating the natural world, and you When you start a grapple, you deal 1d4 bludgeoning damage
react with swift and decisive action when attacked. This to the target. Each round you maintain the grapple, you
grants you the following benefits: automatically deal damage equal to your proficiency modifier
on the start of your turn.
You ignore difficult terrain.
You have advantage on initiative rolls. Great Weapon Fighting (Replaces PHB)
On your first turn during combat, you have advantage on When using a two-handed or versatile weapon with two
attack rolls against creatures that have not yet acted. hands, you add your proficiency bonus to damage.
You gain the following benefits when traveling for an hour Mobility
or more: When not using Medium or Heavy armor and not employing
Difficult terrain doesn’t slow your group’s travel. a shield, you add half your proficiency modifier to your AC
You add a bonus to Survival (Wisdom) checks equal to and can take the Dodge or Dash action as a bonus action.
your proficiency modifier to navigate across terrain. Mounted
Even when you are engaged in another activity while When you are mounted and your mount moves at least 20
traveling (such as foraging, navigating, or tracking), you feet and you hit with your first weapon attack, it is treated as
remain alert to danger. a critical hit.
If you are traveling alone, you can increase your pace by You maintain a trained mount with a CR of ¼ your level or
one level and abide by the effect of the lower level. lower. This mount does not count as a Ranger’s companion.
When you forage, you find twice as much food as you While aback a trained mount, you treat it as an independent
normally would. mount, allowing it to move and as you desire. However, unlike
While tracking other creatures, you also learn their exact a normal independent mount, it acts on your initiative.
number, their sizes, and how long ago they passed If the mount is slain, you may retrieve a replacement after a
through the area. long rest when in friendly territory.
Fighting Style
Pack Hunter
The following are additional fighting styles a ranger can When an ally attacks and hits an opponent within 5 feet of
choose from at 2nd level. you, as a reaction, you can make a melee weapon attack
against the same opponent.
Archer (Replaces PHB)
You do not suffer disadvantage for attacking with bows or Thrown Weapon Fighting
crossbow when within 5 feet of an opponent, and do not You can draw a weapon that has the thrown property as part
suffer disadvantage when firing into a melee combat. of the attack you make with the weapon. You also double the
range you can throw a weapon.
Brawler
Your unarmed attacks deal 1d4 bludgeoning damage and are Two-Weapon Fighting (Replaces PHB)
considered light weapons. This increases to 1d6 bludgeoning When wielding two weapons, you can make an extra attack
damage at 6th level, 1d8 bludgeoning damage at 11th level with your off-hand weapon as part of the attack action instead
and 1d10 bludgeoning damage at 15th level. of as a bonus action. Furthermore, when you attack with two
weapons, you add your strength modifier (or dexterity
Druidic Adept modifier for finesse weapons) to damage to both weapons
You gain access to cantrips as if you were a Druid of ½ level. instead of only one.
You gain your first cantrips at 2nd level.
Weapon Master
Defense (Replaces PHB) Choose one weapon. When attacking with the weapon, you
You add half your proficiency bonus (rounded down) to your gain an additional bonus to hit equal to half your proficiency
AC. bonus (rounded down) and deal extra damage equal to your
Proficiency bonus.
Dueling (Replaces PHB)
When you are wielding a melee weapon in one hand and no Weapon and Shield
other weapons, at the start of your turn you may split your When you have a shield equipped, as a bonus action you can
proficiency bonus between attack rolls and AC as you see fit perform a shield bash attack. A shield bash attack is a martial
(this replaces the normal rule that you apply your proficiency weapon attack using Strength that deals 1d4 + Strength
bonus to hit only). Once you have set your bonus, you cannot modifier bludgeoning damage.
change it until your next turn. For example, at 1st level, you
could split your proficiency bonus to give you +1 to hit and +1
to AC, +2 to hit and no bonus to AC or no bonus to hit and +2
to AC.
Spellcasting This feature reveals which of your favored enemies are
present, their numbers, and the creatures’ general direction
By the time you reach 2nd level, you have learned to use the and distance (in miles) from you. If there are multiple groups
magical essence of nature to cast spells, much as a druid of your favored enemies within range, you learn this
does. See chapter 10 for the general rules of spellcasting and information for each group.
chapter 11 for the ranger spell list.
Ranger Conclave
Spell Slots At 3rd level, you choose to emulate the ideals and training of
The Ranger table shows how many spell slots you have to a ranger conclave: the Beast Conclave, the Hunter Conclave,
cast your spells of 1st level and higher. To cast one of these or the Stalker Conclave, all detailed at the end of the class
spells, you must expend a slot of the spell’s level or higher. description.
You regain all expended spell slots when you finish a long Your choice grants you features at 3rd level and again at
rest. 5th, 7th, 11th, and 15th level.
For example, if you know the 1st-level spell animal
friendshipand have a 1st-level and a 2nd-level spell slot
available, you can cast animal friendship using either slot. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Spells Known of 1st Level and Higher 19th level, you can increase one ability score of your choice
You know two 1st-level spells of your choice from the ranger by 2, or you can increase two ability scores of your choice by
spell list.The Spells Known column of the Ranger table 1. As normal, you can’t increase an ability score above 20
shows when you learn more ranger spells of your choice. using this feature.
Each of these spells must be of a level for which you have
spell slots. For instance, when you reach 5th level in this Greater Favored Enemy
class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class,you can At 6th level, you are ready to hunt even deadlier game.
choose one of the ranger spells you know and replace it with Choose a type of greater favored enemy: aberrations,
another spell from the ranger spell list, which also must be of celestials, constructs, dragons, elementals, fiends, or giants.
a level for which you have spell slots. You gain all the benefits against this chosen enemy that you
normally gain against your favored enemy, including an
Spellcasting Ability additional language.
Wisdom is your spellcasting ability for your ranger spells, Additionally, you have advantage on saving throws against
since your magic draws on your attunement to nature. You the spells and abilities used by a greater favored enemy.
use your Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier when Fleet of Foot
setting the saving throw DC for a ranger spell you cast and Beginning at 8th level, you can use the Dash action as a
when making an attack roll with one. bonus action on your turn.
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier Hide in Plain Sight
Spell attack modifier = your proficiency bonus + your
Wisdom modifier Starting at 10th level, you can remain perfectly still for long
periods of time to set up ambushes.When you attempt to hide
Primeval Awareness on your turn, you can opt to not move on that turn. If you
Beginning at 3rd level, your mastery of ranger lore allows you avoid moving, creatures that attempt to detect you take a −10
to establish a powerful link to beasts and to the land around penalty to their Wisdom (Perception) checks until the start of
you. your next turn. You lose this benefit if you moveor fall prone,
You have an innate ability to communicate with beasts, and either voluntarily or because of some external effect.You are
they recognize you as a kindred spirit. Through sounds and still automatically detected if any effect or action causes you
gestures, you can communicate simple ideas to a beast as an to no longer be hidden.
action, and can read its basic mood and intent. If you are still hidden on your next turn, you can continue
You learn its emotional state, whether it is affected by to remain motionless and gain this benefit until you are
magic of any sort, its short-term needs (such as food or detected.
safety), and actions you can take (if any) to persuade it to not Vanish
attack.
You cannot use this ability against a creature that you have Starting at 14th level, you can use the Hide action as a bonus
attacked within the past 10 minutes. action on your turn. Also, you can’t be tracked by nonmagical
Additionally, you can attune your senses to determine if any means, unless you choose to leave a trail.
of your favored enemies lurk nearby. By spending 1
uninterrupted minute in concentration (as if you were
concentrating on a spell), you can sense whether any of your
favored enemies are present within 5 miles of you.
Feral Senses
At 18th level, you gain preternatural senses that help you fight
creatures you can’t see. When you attack a creature you can’t
see, your inability to see it doesn’t impose disadvantage on
your attack rolls against it. You are also aware of the location
of any invisible creature within 30 feet of you, provided that
the creature isn’t hidden from you and you aren’t blinded or
deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter. Once on
each of your turns, you can add your Wisdom modifier to the
attack roll and add 2d6 to the subsequent damage roll of an
attack you make. You can choose to use this feature before or
after the roll, but before any effects of the roll are applied.
Beast Conclave (Revised) Monstrous Companion
The Beast Master archetype embodies a friendship between Beginning at 7th level, you may change one of your beast
the civilized races and the beasts of the world.
United in companions to a monstrosity of the same CR or lower.
focus, beast and ranger work as one to fight the monstrous Exceptional training
foes that threaten civilization and the wilderness alike. Beginning at 10th level, it does not take an action to
Emulating the Beast Master archetype means committing command your beast(s) or fey companion.
yourself to this ideal, working in partnership with an animal
as its companion and friend. Fey Companion
Beginning at 10th level, you may change one of your beast
Ranger's companion companions to a fey creature of the same CR or lower.
At 3rd level, you gain a beast companion that accompanies
you on your adventures and is trained to fight alongside you. Bestial fury
Choose a beast that is no larger than Medium and that has a Starting at 11th level, if you have one beast, monstrosity or
challenge rating of 1/4 or lower (appendix D of the PHB fey companion it can make two attacks when you command it
presents statistics for the hawk, mastiff, and panther as to use the Attack action.
examples). Add your proficiency bonus to the beast's AC, If you have two beast companions (or a beast and a fey or
attack rolls, and damage rolls, as well as to any saving throws monstrosity companion) and they attack the same target, they
and skills it is proficient in. Its hit point maximum equals its gain advantage on their attack rolls.
normal maximum or five times your ranger level, whichever is
higher.
As you advance in level, you can choose to replace your
companion with another single beast, or may add as second
beast of the listed CR as shown on the table below.
Level Size CR Size 2 Beasts
3rd – 4th Medium ¼ Small 1/8
5th – 6th Medium ½ Small ¼
7th – 8th Large 1 Medium ½
9th – 10th Large 2 Medium 1
11th - 12th Large 3 Medium 1
13th – 15th Large 4 Large 2
16th – 17th Huge 5 Large 2
18th-19th Huge 6 Large 3
20th Huge 7 Huge 4

The beast(s) obeys your commands as best as it can. It


takes its turn on your initiative, though it doesn't take an
action unless you command it to. On your turn, you can
verbally command up to both beasts where to move (no
action required by you). You can use your bonus action to
verbally command it to take the Attack, Dash, Disengage,
Dodge, or Help action.
While traveling through your favored terrain with only the
beast, you can move stealthily at a normal pace.
If the beast
dies, you can obtain another one by spending 8 hours
magically bonding with another beast that isn't hostile to you,
either the same type of beast as before or a different one.
Share spells
Beginning at 5th level, when you cast a spell targeting
yourself, you can also affect your beast companion with the
spell if the beast is within 15 feet of you.
Companion Evasion
Beginning at 7th level, if your companion is subjected to an
effect that allows it to make a Dexterity saving throw to take
only half damage, if it succeeds on the saving throw it takes
no damage, and only half damage if it fails.
Deepwood Sniper Conclave Greenwood Conclave
The deepwood sniper is a master of the bow and the unseen Greenwood Rangers live deep in the forest or jungle, far from
shot. They are masters of stealth and misdirection, placing urban centers. Greenwood Ranger tend to shun others in
themselves in advantageous positions to elimitate their foes. favor of seeking areas of dense forest, foilage or overgrown
They are patient and driven and can track and observe foes gardens. They are gentle-natured, thoughtful souls to whom
for days before unleashing a single attack that leaves their all life is precious. A Greenwood Ranger will mourn the loss
opponent dead and the surviving enemy unaware of where of a favorite shade tree as much as the passing of a human
the attack came from - or when the next one will target them. companion. To the Greenwood Ranger, the wilderness is a
glorious, sacred place. If necessary, he will risk his life to
Sniper's Shot preserve it.
Starting at 3rd level, once per turn when you make a ranged
attack with a bow and do not have disadvantage, you can add Photosynthesis
1d6 piercing damage on a hit. This increases as you level as Starting at 3rd level, you skin hardens and covers with bark
shown on the table below. and leaves replace any hair you possess. You no longer need
Level Sniper Shot
to eat as long as you gain at least one uninterrupted hour of
sunlight. You still need to drink and sleep as normal.
3rd-5th 1d6 Furthermore, your base AC becomes 14.
6th-9th 2d6
Multilimbed
10th-12th 3d6 At 5th level, as a ritual that takes 10 minutes to complete, you
13th-15th 4d6 can grow an additional third arm, which materializes out of
16th-18th 5d6
your chest. This third arm works like a normal limb for all
purposes, and can be used to wield weapons or a shield in
19th-20th 6d6 combat. You cannot benefit from more than one shield at
time however. When used to attack with a weapon, when you
Also, at 7th level you do not suffer disadvantage for long take the attack action you can make one additional attack (if
range attacks with your bow. using one extra limb) or two additional attacks (if using both
extra limbs) as a bonus action. You can only add your
Skirmisher Strength or Dexterity modifier (as appropriate) to one of the
At 5th level, as a bonus action you can teleport 30 feet to weapon attacks. The extra arm remains until you dismiss it
another location that you can see. Once you use this ability, or your take a long rest.
you cannot use it again until you take a short or long rest.
Rooted
Magic Arrow At 7th level, as a ritual that takes 10 minutes, you can root
At 7th level, you gain the ability to infuse arrows with magic. yourself into fertile soil. After one hour, you gain the benefits
Whenever you fire a nonmagical arrow from a bow or of a long rest. Once you use this ability, you cannot use it
crossbow, you can make it magical for the purpose of again the next dawn.
overcoming resistance and immunity to nonmagical attacks
and damage. The magic fades from the arrow immediately Moss Nodes
after it hits or misses its target. At 11th level, nodules of green moss begin to cover your body.
Your base AC increases to 16. Furthermore, you can use the
Undetectable moss nodes to store and retrieve spells. You can cast a
At 11th level, as a bonus action, you can become invisible Ranger spell you know into the moss node to activate at a
until the start of your next turn. later time. Activating a spell stored in a moss node is a bonus
action that does not consume concentration. Cantrips cannot
Unavoidable Shot be stored in moss nodes. Once you use this ability, you cannot
At 15th level, your arrows can find the target, no matter use it again until you take a long rest.
where they may be. As an action you can make a single bow
attack against a target in range that you are aware of. You do Forest Ward
not need to be able to see the target, and you ignore any cover At 15th level, you can quickly heal your wounds. You can
or concealment in the way. The arrow strikes automatically, activate this healing as a bonus action. Thereafter, for the
though the target is allowed a Dexterity saving throw. On a next minute, at the start of your turn, you regenerate 5 hit
success, the target takes half damage. points as long as you have 1 hit point. You cannot regenerate
damage caused by fire. Once you have used this ability, you
must take a long rest to use it once again.
You can also regrow a single lost limb after a long rest.
Hunter Conclave Uncanny Dodge. When an attacker that you can see hits
you with an attack, you can use your reaction to
halve the
Emulating the Hunter archetype means accepting your place attack's damage against you.
as a bulwark between civilization and the terrors
of the
wilderness. As you walk the Hunter's path, you learn
specialized techniques for fighting the threats
you face, from
rampaging ogres and hordes of ores to towering giants and
terrifying dragons.
Hunter's Prey
At 3rd level, you gain one of the following features of your
choice.
Colossus Slayer. Your tenacity can wear down the most
potent foes. When you hit a creature with a
weapon attack,
the creature takes an extra 1d8 damage if it's below its hit
point maximum. You can deal this
extra damage only once
per turn.
Giant Killer. When a Large or larger creature within 5 feet
of you hits or misses you with an attack, you can
use your
reaction to attack that creature immediately after its attack,
provided that you can see the creature.
Horde Breaker. Once on each of your turns when you
make a weapon attack, you can make another attack with the
same weapon against a different creature that is within 5 feet
of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your
choice.
Escape the Horde. Opportunity attacks against you are
made with disadvantage.
Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against
being frightened.
Multiattack
At 11th level, you gain one of the following features of your
choice.
Volley. You can use your action to make a ranged attack
against any number of creatures within 10 feet
of a point you
can see within your weapon's range. You must have
ammunition for each target, as normal, and
you make a
separate attack roll for each target.
Whirlwind Attack. You can use your action to make a
melee attack against any number of creatures within 5
feet of
you, with a separate attack roll for each target.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your
choice.
Evasion. You can nimbly dodge out of the way of certain
area effects, such as a red dragon's fiery breath
or a lightning
bolt spell. When you are subjected to an effect that allows you
to make a Dexterity saving throw
to take only half damage,
you instead take no damage if you succeed on the saving
throw, and only half
damage if you fail.
Stand Against the Tide. When a hostile creature misses
you with a melee attack, you can use your reaction
to force
that creature to repeat the same attack against another
creature (other than itself) of your choice that is within range
of the original attacker's attack.
Naturalist Conclave Skybound Conclave
Trained in the druidic arts, members of the naturalist Rangers of the skybound conclave travel far and wide as
conclave are often called on as wardens or protectors of messengers and scouts. They tend to prefer wide open areas
natural areas. They dispense nature's justice against those with open vistas of the clear blue sky above. They are friends
who would defile wilderness areas or destroy sacred wildlife. of birds and other flying creatures, as well as respectfully and
Most naturalists work in tandem with a druidic circle, but friendly towards elemental air spirits and beings.
there are those who work independantly - either by oath or
who have appointed themselves protectors of areas of natural Skyfriend
beauty. Starting at 3rd level, you gain proficiency with the Auran
language. As an action, you can use the language to speak to
Natural Caster local birds or spirits of the air to request aid or gain
Starting at 3rd level, when you select known spells, you can knowledge. In the former case, you gain use of the Unseen
choose them from the Druid or Ranger list. Your known Servant spell, as if you had cast it. In the latter case, it allows
spells also increases by 2. you to gain the answer to a number of yes/no questions equal
to your Wisdom modifier. When answering questions, the
Nature’s Strike validity and knowledge is based on what is known to the local
At 5th level, when you hit with a melee or ranged weapon avian wildlife or elemental air spirits in the area.
attack, you can expend a single spell slot to add poison Once you use this ability, you cannot use it again until you
damage to the attack. For each spell level of the spell take a long rest.
expended, you add 1d6 poison damage.
Zephyr Strike
Nature’s Recovery At 5th level, you can unleash a flurry of strikes against
At 7th level, when you take a short rest, you can choose enemies. When you take the attack action, you can make a
expended spell slots to recover. The spell slots can have a number of attacks equal to your proficiency modifier. These
combined level that is equal to or less than one quarter your attacks may be melee or ranged weapon attacks or any
ranger level (rounded up), and none of the slots can be 4th combination of the two. This can be combined with extra
level or higher. Once you use this ability, you cannot use it attack and two-weapon fighting.
again until you take a long rest. Once you use this ability, you cannot use it again until you
take a short or long rest.
Nature’s Complement
At 11th level, when you take an attack action, you can cast a Skybound Companion
cantrip or 1st level spell as a bonus action. Likewise, if you At 7th level, you gain an elemental spirit of air as a
are forced to make a Concentration check, you have companion. This spirit can take the form of any beast of CR
advantage on the roll. 1/2 or less. The creature gains wings, allowing it to fly at a
rate of 40 feet. The companion obeys your telepathic
Nature’s Ward commands as long as it remains within one mile of you.
At 15th level, you can’t be charmed or frightened by If the companion is lost or dismissed, you may regain the
elementals or fey and you are immune to poison and disease. companion after a long rest.
Wind's Breath
At 11th level, when you take an attack action, you can cast a
cantrip or 1st level spell as a bonus action. Likewise, if you
are forced to make a Concentration check, you have
advantage on the roll.
Wind Wall
At 15th level, you can summon a chaotic wind to disrupt your
foes. As an action you create a turbulent cone of air 60 feet
long and 30 feet wide at the end. Any creature in the affected
area must make a Strength saving throw versus your
spellcasting DC or be knocked prone and flung 15 feet along
the cone away from you. Ranged attacks that pass through
the area suffer disadvantage to hit if fired crosswind or
upwind, and double range if fired downwind. Cone-based
attacks grant advantage to saving throws of those upwind and
disadvantage to saving throw if downwind. The blast of wind
can be maintained as a bonus action that consumes your
concentration.
Once this ability is used, you must take a long rest before
using it again.
Stone Conclave Earth's Movement
Rangers of the Stone Conclave tend to be stern and stoic At 11th level, as a bonus action you can cause the terrain
beings who are in touch with mountains, caves and other around you to shift and move. The ground within 30 feet of
natural edifices of rock or stone. They are in tune with those you becomes difficult terrain. Furthermore, if an enemy starts
creatures that burrow beneath their feet and the spirits of the it turn in the affected area, they must make a Strength ability
earth. They are the methodical and implacible foes of those check against your spellcasting DC or they are restrained.
who seek to do harm while openly scoffing the laws of This effect moves with you and lasts for 1 minute or until you
righteousness and nature. choose to dismiss it.
You can perform this ability a number of times equal to
your Wisdom modifier. After a long rest you regain all uses of
Stone Sense this ability.
Starting at 3rd level, you gain blindsight to a range of 30 feet.
Also, you can take an action to sense the presence of other Earthen Reach
creatures that are within 1,000 feet of you, as long as they are At 15th level, you can cast spells and use your Earth's
in contact with the earth. You can sense their approximate Movement ability originating from your Stone Companion's
size, direction, distance and number. location. Furthermore, enemies who start their turn in the
You must be in contact with the ground for this ability to area of your Earth's Movement suffer disadvantage to their
work. saving throw to avoid being restrained.
Earth's Strike
At 5th level, when you hit with a melee or ranged weapon
attack, you can expend a single spell slot to add magical
bludgeoning damage to the attack. For each spell level of the
spell expended, you add 1d6 magical bludgeoning damage.
Nature’s Recovery
At 7th level, you gain an elemental spirit of earth as a
companion. This spirit has the stats listed below. If the
companion is slain or dismissed, you can summon a
replacement after a long rest.

Stone Companion
Medium elemental (earth), unaligned

Armor Class 18
Hit Points 9 times your Ranger level
Speed 25 ft., burrow 40 ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 19 (+5) 10 (+0) 11 (+0) 8 (-1)

Resistances Poison
Condition Immunities poisoned, prone
Senses Blindsight 30 ft., passive Perception 10
Languages Terran, understands the languages you
speak
Challenge - Proficiency Bonus (PB) equals your
bonus

Regenerate. At the start of its turn, the Stone


Companion regains 5 hit points if it has at least 1
hit point. It does not regenerate damage dealt to it
by magic

Actions
Slam. Melee Weapon Attack: your melee attack
modifier to hit, reach 5 ft., one target. Hit 1d10 + 2
bludgeoning damage
Warden Conclave
Wardens are stern defenders of a person, place or thing. They Warded Manifestation
are bold and forthwrite, staunch and bold in their protection. Medium construct, unaligned
They are implacable foes to those who would seek to do
harm to that which they defend, but are equally trustworthy Armor Class 14 + PB (natural armor)
allies and guardians of those they protect. Hit Points 5 + 5 times your ranger level (the
manifestation has hit dice [d8s] equal to your
ranger level
Understanding Speed 30 ft.
At 3rd level, you choose a race, organization, place or
mystical object as the object of your defense. When you make
skill checks regarding recalling information about or STR DEX CON INT WIS CHA
interacting with the source of your protection, you gain 15 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 11 (+0)
advantage. Furthermore, if there is a language associated
with the object of your protection, you gain proficiency in it.
Saving Throws Str 2 + PB, Con 1 + PB
Resistances bludgeoning, piercing and slashing non-
Defensive Stance magical weapons
Also at 3rd level, you gain the protection fighting style, Senses passive Perception 9
without needing a shield to use the style. Furthermore, if the Languages understands the languages you speak
target your protect is the object of your defense, even on a hit
you can reduce the damage the target takes by 1d10 + your
proficiency modifier. You can use this latter ability only once Actions
per turn, regardless of the number of times the target is hit. Slam. Melee Weapon Attack: +2 plus PB to hit, reach
5 ft., one target. Hit: 1d10 + 2 slashing damage.
Warding Spirit
At 5th level, you can draw on a mystical bond between you Searing Gaze. Ranged Weapon Attack: +1 plus PB to
and the object of your protection. This bond manifests as a hit, range 120, one target. Hit: 1d8 +1 radiant
damage.
phantasmal manifestation on your protected object, which
can provide aid and assistance. The manifestation takes on a
ghostly appearance of your choice, with the following stats.
The manifestion appears in a 5-foot-square within 60 feet of Warden Strike
you and acts on your initiative, according to your telepathic At 11 level, As an action, you can exhale a 30-foot cone of
commands. The manifestation lasts for up to 1 minute. Once thunderous denial or cause your warded manifestation to
you use this ability, you cannot use it again until you take a exhale it. Choose acid, cold, fire, lightning, or poison damage.
short or long rest. Each creature in the cone must make a Dexterity saving
throw against your spell save DC, taking 6d6 damage on a
Protective Ward failed save, or half as much damage on a successful one.
At 7th level, you can manifest a protective ward to absorb This damage increases to 8d6 when you reach 15th level in
damage. As a bonus action, you weave a magical ward that this class.
engulfs your square in a shimmering field that provides you Once you use this feature, you can’t do so again until you
and your allies cover against any enemy attack that draws finish a long rest, unless you expend a spell slot of 3rd level
line of sight through your space. Furthermore, the ward or higher to use it again.
provides resistance to all damage against any attack that
draws line of sight to or through your square. This protection Ultimate Bond
lasts for 1 minute. Once you use this ability, you cannot use it Your bond to your warded manifestation reaches the pinnacle
again until you take a short or long rest. of its power. While your warded manifestation is summoned,
you and the warded manifestation gain the following benefits:
The warded manifestation grows to Large size.
The warded manifestation’s slam attack deals an extra
1d10 damage, for a total of 2d10 + 2 slashing damage.
When either you or the warded manifestation takes
damage while you’re within 30 feet of each other, you can
use your reaction to give yourself or the warded
manifestation resistance to that instance of damage.
  Dilettante
The dilettante is a dabble in wide variety of talents and skills.
Rogue Rarely does a dilettante allow a single profession or hobby
Rogues are a tricky bunch who live in discomfort with hold their interest long before they dash on to conquer some
expected mores of the society around them. They are new problem or learn a new skill. As their repitoire of skills,
criminals, rebels and free-thinkers willing to thumb the hobbies and knowledge grows, so does their ability to
expectations of others to do as they feel or think. conquer aspects of themselves that few people even knew
Listed below are new subclasses for these exceptional could exist.
beings.
Dabbler
Sneak Attack At 3rd level, you gain proficiency in the Deception, Intimidate
At 3rd level, when you acquire you archtype, you also gain or Persuasion skill. If you already have proficiency in the skill
insight to customize your sneak attack. When you make a you choose, you gain expertise in the skill, effectively using
sneak attack, you may choose to reduce your damage by one double your proficiency bonus when using the skill. You also
or more dice (up to your proficiency modifier) to apply gain proficiency in one tool of your choice.
additional effects to your sneak attack. These additional
effects are described in the Combat Options of this Skilled
document. Also at 3rd level, whenever you make a skill check in a skill
You may spend one dice apiece to add one of each of the you are proficient in, as a bonus action you can grant yourself
following effect(s), without the cost of an action: advantage. You may choose instead as a reaction to use the
Help action to aid an ally within 30 feet, if the ally can see or
Blind hear you.
Deafen
Hound Reknown
Grapple At 9th level, your reputation precedes you. As an action you
Pin can force a humanoid within 30 feet of you to make a
Push Wisdom saving throw versus a DC of 8 + your proficiency
Stun modifier + your Charisma modifier. On a failure, the target is
Trip charmed or frightened for one minute. If the target failed the
initial save, it may make an additional save at the end of each
of its turns.
Retaliate
At 13th level, when you use your uncanny dodge you can also
make a single weapon attack against the creature that
attacked you.
Just as Planned
At 17th level, You can substitute a skill check for a saving
throw. The skill check must be keyed off the same ability
score as the saving throw. Once you use this ability, you must
take a short rest to use it again.
Slayer
The slayer is a vigilante who has devoted themselves to the
destruction of an individual, organization or even a creature.
Gifted with a knack for finding and dispatching foes, they are
feared for their reputed abilities to get past any defense or
barrier to locate and dispatch their target.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit and the poisoner’s kit.
Find And Dispatch
Starting at 3rd level, you gain access to a small group of
spells. You can use one of the two spells of each spell level
once per long rest. Your spellcasting ability for these spells is
Intelligence and the DC is 8 + your Proficiency Modifier +
your Intelligence modifier.
Level Spell
3rd Disguise Self, Expedious Retreat (self only)
5th Invisibility (self only), Silence
7th Gaseous Form (self only), Nondetection (self only)
9th Arcane Eye, Locate Creature
11th Mislead, Passwall
13th Eyebite, True Seeing (self only)
15th Project Image, Teleport (self only)

Slayer's Strike
At 3rd level, you can use your bonus action to give yourself
advantage on your next attack.
You also have advantage on attack rolls against any
creature that hasn’t taken a turn in the combat yet. In
addition, any hit you score against a creature that is surprised
is a critical hit.
Lingering Strike
At 9th level, when you hit an opponent with an attack, at the
start of their turn they must make a Constitution saving
throw (DC of 8 + your proficiency modifier + Dexterity
modifier). On a failure, they take damage equal to your
proficiency modifier. On a success, this effect ends. A
creature may only be affected by one lingering strike at a
time, regardless of the number of times it has been hit.
Death Strike
Starting at 13th level, you become a master of instant death.
When you attack and hit a creature that is surprised, it must
make a Constitution saving throw (DC 8 + your Dexterity
modifier + your proficiency bonus). On a failed save, double
the damage of your attack against the creature.
Nothing is Invincible
At 17th level, as a bonus action, when you attack you can
negate a target's damage resistances and treat the target's
damage immunities as damage resistances. You can do this a
number of times equal to your proficiency modifier. You
regain all uses of this ability after a long rest.
  Abberant Taint (Ancestry)
As you gain levels, you add the following spells to your list
Sorcerer of spells known. These spells do not count against your
The following information is an alternate approach to the normal limit of known spells.
sorcerer from that found in the PHB. A Sorcerer can be built Level Spell
using the existing subclasses or be built using the Ancestry
and subclasses found below. Ancestries and the subclasses 1st Arms of Hadar, Dissonant Whispers
here cannot be combined with those in the PHB, Xanathar's 3rd Calm Emotions, Detect Thoughts
or Tasha's tomes, and in many ways meant to replace those
subclasses found there. 5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Polymorph
Ancestry 9th Contact Other Plane, Modify Memory
Ancestry for sorcerer defines the source of a sorcerer's
magic. You choose an ancestry at 1st level, which adds to the Telepathy
list of spells that you know without taking up a spell known At 1st level, you can form a telepathic bond with another
slot. Following are a list of ancestries available to sorcerers. individual. As a bonus action, choose a creature within 30
feet of you. You and the chosen creature can speak
Subclass telepathically to one another while you remain within 1 mile
At 3rd level, you choose a subclass. You gain its abilities at the of the target. This connection lasts for a number of minutes
levels listed under the subclass. equal to your sorcerer level. It ends early if you are
incapacitated, choose to end the connection or create a new
Metamagic connection to another creature.
The following additional metamagic abilties are available to Faceless
sorcerers. Additionally, at 1st level as an action, you can use 2 sorcery
points to cast alter self without verbal or somatic
Augment Spell components.
When you cast a spell that has an improved effect at higher
levels, you can spend sorcery points to increase the spell
level, up to the maximum spell level you can normally cast.
For example, if you were 17th level level and cast a 2nd level
spell, you could use up to 7 sorcery points to cast the spell as
if it were a 9th level spell.
Sculpt Spell
When you cast a spell that creates takes the shape of a cone,
sphere or line, you can change its shape.
If a spell is a cone, you can change it to instead be a
sphere of 1/2 the cone's original length.
If a spell is a sphere, you can change it to instead be a
cone twice as long as the sphere's radius and as wide as
the sphere's diameter.
If a spell is a line, you can bend the spell at any one point
up to 90 degrees.
Celestial Bloodline (Ancestry) Clockwork (Ancestry)
Your innate magic comes from divine magic from the upper One of your ancestors was a powerful being of law or was
planes. Most often, sorcerers with this origin trace their strongly aligned to the cause of law and order. In some rare
ancestry back to saints or other individuals that had contact cases, you or your ancestors had a strong affinity to sentient
(if perhaps brief) with divine or semi-divine ancestors. mechanical beings and you have derived supernatural powers
As you gain levels, you add the following spells to your list from this association.
of spells known. These spells do not count against your As you gain levels, you add the following spells to your list
normal limit of known spells. of spells known. These spells do not count against your
Level Spell
normal limit of known spells.
1st Bless, Cure Wounds Level Spell

3rd Aid, Prayer of Healing 1st Alarm, Protection from Evil and Good

5th Beacon of Hope, Mass Healing Word 3rd Aid, Cloud of Daggers

7th Divination, Guardian of Faith 5th Dispel Magic, Protection from Energy

9th Commune, Greater Restoration 7th Aura of Purity, Freedom of Movement


9th Greater Restoration, Wall of Force
You can also speak, read and write Celestial.
Restore Balance
Angelic Countenance At 1st level, when a creature you see within 60 feet would
Starting at 1st level, if you fail a saving throw or miss with an gain advantage or disadvantage, you can use your reaction to
attack roll, you can roll 2d4 and add it to the total, possibly negate the advantage or disadvantage. You can use this ability
changing the outcome. Once you use this feature, you can’t a number of times equal to your Charisma modifer, and you
use it again until you finish a short or long rest gain all expended uses after a long rest.
Protector Protective Ward
Additionally, you can spend a sorcery point to cast Protection Also at 1st level, as action you can spend one or more sorcery
from Good/Evil without the need for material components. points (up to your proficieny modifier) to create a magical
ward that protects one creature within 60 feet of you. The
target gains a number of d8's equal to the number of sorcery
points used and when the target would take damage, they
deduct it from the ward before applying any leftover damage
to their hit points. The ward remains in effect until the d8's
are expended or one hour passes. A target cannot be
protected by more than one protective ward at a time.
Draconic Bloodline (Ancestry) Fey Bloodline (Ancestry)
A draconic bloodline can come from a variety of sources - One of your ancestors was a fey creature of significant power,
ranging from having a (polymorphed) dragon parent, or or you were otherwise blessed by such a being with their
perhaps granted draconic abilities for a life time of service or powerful glamour magic.
even as an ancient dragonslayer who gained power from the As you gain levels, you add the following spells to your list
blood of a long ago foe. of spells known. These spells do not count against your
As you gain levels, you add the following spells to your list normal limit of known spells.
of spells known. These spells do not count against your Level Spell
normal limit of known spells.
1st Disguise Self, Goodberry
Level Spell
3rd Calm Emotions, Enthrall
1st Burning Hands, Detect Magic
5th Lightning Bolt, Plant Growth
3rd Darkvision, Locate Object
7th Confusion, Conjure Woodland Beasts
5th Fear, Fly
9th Conjure Elemental, Tree Stride
7th Dominate Beast, Polymorph
9th Cloudkill, Cone of Cold Friend of Nature
At 1st level, you gain proficiency in two of the four skills
Dragon Damage Breath Type Animal Handling, Deception, Nature or Persuasion skill.
Black Acid 30 ft. line
Blink of an Eye
Blue Lightning 30 ft. line Also starting at 1st level, you can spend a sorcery point to
Brass Fire 15 ft. cone teleport 30 feet in place of using your speed. You can spend
Bronze Lightning 30 ft. line multiple sorcery points (up to your proficiency modifier) to
stack the distance you can move when teleporting. You must
Copper Acid 30 ft. line be able to see your destination point to teleport.
Gold Fire 30 ft. cone
Green Poison 15 ft. cube
Red Fire 15 ft. cone
Silver Cold 15 ft. cone
White Cold 15 ft. cone

Draconic Resilience
At 1st level, choose a dragon subtype. As magic flows through
your body, it causes physical traits of your dragon ancestors
to emerge. At 1st level, your hit point maximum increases by
2 and increases by 2 again whenever you gain a level in this
class. You also gain resistance to your dragon's damage type
as listed above.
Dragon Breath
Additionally, starting at 1st level, as a bonus action you can
spend one or more sorcery points, up to your proficiency
modifier, to unleash a breath weapon that affects an area as
listed above. Targets in the area of effect must make a
Dexterity saving throw against your spellcasting DC. On a
failure the target takes 1d8 points of damage of your dragon's
damage type per point of sorcery expended. On a successful
save, the target takes half damage.
Genie Bloodline (Ancestry) Giant Bloodline (Ancestry)
While powerful spirits of elemental power and magic, genies There are many who hold ancient ties to the primordial
often interact with other races and their powers can be magic of giants, either by close association and friendship or
acquired as gifts, through relations, bestowed by pact or actual blood relations to these near-human beings. Frost and
contract or even in some cases, stolen and possibly passed stone giants are the most common source of these abilities,
down to descendants. but gaint powers from other types do exist.
As you gain levels, you add the following spells to your list As you gain levels, you add the following spells to your list
of spells known. These spells do not count against your of spells known. These spells do not count against your
normal limit of known spells. normal limit of known spells.
Level Spell Level Spell
1st Bless, Detect Magic 1st False Life, Longstrider
3rd Augury, Enhance Ability 3rd Enhance Ability, Enlarge
5th Bestow Curse, Magic Circle 5th Protection from Energy, Slow
7th Banishment, Divination 7th Confusion, Stoneskin
9th Planar Binding, Scrying 9th Antilife Shell, Conjure Elemental

Genie Affinity Element Titan's Strength


Djinn Air Thunder At 1st level, your carrying capacity is determined by your
Charisma score, instead of your Strength score. Likewise
Dao Earth Bludgeoning when you make a melee weapon attack, you can use your
Efreet Fire Fire Charisma modifier instead of your Strength modifier to hit
Marid Water Cold and damage.
Jann Smoke Poison Pummeling
Also at 1st level, as an action you can make an unarmed
Genie Traits melee attack using your spellcasting modifier to hit. As a
At 1st level, choose a genie subtype. You gain resistance to bonus action, you can spend one or more sorcery points (up
elemental (or in the Dao's case, weapon attacks) damage to your proficiency modifier) to magically charge your
based on your genie bloodline. You also gain proficiency in unarmed fists. On a hit, you deal 1d6 bludgeoning damage,
two tools of your choice. plus an additional 1d6 bludgeoning damage per sorcery point
spent. Your attacks are considered magical for the purposes
Elemental Sorcery of damage resistance. This magical charge lasts for one
Also, starting at 1st level, you gain an additional number of minute, or until you choose to dispel the effect or are
sorcery points equal to your proficiency modifier that may be rendered unconsious.
used for metamagic or casting spells associated aligned with
your element or on your bonus spell list. You regain these
extra sorcery points when you take a long rest.
Goblin's Blood (Ancestry) Ghostbound (Ancestry)
Feral creatures of chaos, shadows and treachery, this This bloodline is almost impossible to acheive through actual
bloodline often comes from fell blood relations with these blood relations, but more often is the result of former ghostly
creatures or, in rarer cases as secrets passed down from possession or a supernatural power passed down from a
relatives that were allies or collaborators of these creatures. ghostly ancestor (or rival) as a blessing or curse.
In extremely rare cases, surviving sacrifices or former slaves As you gain levels, you add the following spells to your list
of goblinkind sometimes slink away with the dark magical of spells known. These spells do not count against your
secrets of these creatures, or cursed with goblin magic normal limit of known spells.
inscribed into their skin and soul. Level Spell
As you gain levels, you add the following spells to your list
of spells known. These spells do not count against your 1st Bane, Sanctuary
normal limit of known spells. 3rd Crown of Madness, Invisibility
Level Spell 5th Fly, Nondetection
1st Bane, Sleep 7th Freedom of Movement, Death Ward
3rd Blindness/Deafness, Invisiblity 9th Seeming, Telekinesis
5th Bestow Curse, Fear
7th Compulsion, Confusion Paranormal Knowledge
At 1st level, you gain proficiency in two intelligence-based
9th Dominate Person, Mislead skills or artisan's tools of your choice. Also, once per short or
long rest you can access the knowledge of your ghostly
Goblin Cunning ancestor, giving you advantage on your next skill check.
At 1st level, you gain proficiency in two of the four skills
Deception, Intimidation, Sleight of Hand, or Stealth. Ghostly Form
Furthermore, all Insight skill checks made against you suffer Starting at 1st level, as an action you can spend one or more
disadvantage. sorcery points (up to your proficiency modifier) to take on a
ghostly quality. You become translucent and can pass through
Predatory Darkness solid materials, though if you end your turn in a solid
At 1st level, as an action you can spend one or more sorcery structure or being you take 2d10 force damage. You also gain
points (up to your proficiency modifier) to create a 5 foot area damage resistance to bludgeoning, piercing and slashing non-
of shadowy gloom. While you are in the area of shadows, your magical weapons. This ability lasts for 1 round per sorcery
melee and ranged attacks deal an extra 1d6 cold damage per point you expend. You must take a short or long rest between
sorcery point you used. Furthermore, while in the area of uses of this ability.
shadow, you gain a bonus to skill checks equal to the number
of sorcery points spent. The shadowy area does not hinder
vision, but is noticable to all those nearby. The area of
shadows lasts for 1 minute, or until you choose to dispel it or
are rendered unconsious.
Hagborn (Ancestry) Infernal Bloodline (Ancestry)
Hags are manipulative and powerful beings that often meddle Those with infernal bloodlines are either the offspring of
with the fiber of those around them - willingly or demonic or devilish entities or benefit from an ancestor's past
unwillingingly. You are either the offspring of a hag's union or dealing with such creatures. In rare cases, the power may
have been manipulated by their weird and controlling magics. actually be the curse of an infernal being laid upon those who
In extremely rare cases, either you or one of your ancestors interfered with the being's schemes or plans.
may have stolen the power of a hag's coven and passed its As you gain levels, you add the following spells to your list
power along to you. of spells known. These spells do not count against your
As you gain levels, you add the following spells to your list normal limit of known spells.
of spells known. These spells do not count against your Level Spell
normal limit of known spells.
1st Bane, Inflict Wounds
Level Spell
3rd Blindness/Deafness, Protection from Poison
1st Charm Person, Fog Cloud
5th Bestow Curse, Elemental Weapon
3rd Alter Self, Hold Person
7th Banishment, Blight
5th Bestow Curse, Meld Into Stone
9th Contact Other Plane, Dominate Person
7th Arcane Eye, Blight
9th Conjure Elemental, Dominate Person Gaze of the Pit
At 1st level, as a bonus action you can lock eyes with a target
Hag's Will that you can see and that can see you that is within 30 feet.
Starting at 1st level, you have advantage on saving throws The target must make a Wisdom saving throw, and on a
against being charmed and magic can't put you to sleep. failure the target is frightened of you until the start of your
next turn. If the target succeeds the saving throw against this
Hag's Hide ability, you cannot use against them for one hour. You can use
At 1st level, as a reaction when you are attacked you can this ability a number of times equal to your Charisma
expend one or more sorcery points (up to your proficiency modifier before you need a short or long rest to regain this
modifier) to reduce the damage you take from the attack by 5 ability.
points per sorcery point expended. You may use this ability
after any saving throws have been made. Hellish Fury
At 1st level, as a reaction you can cast hellish rebuke by
expending one or more sorcery points (up to your proficiency
modifier). The hellish rebuke is cast at a level equal to the
number of sorcery points you spend.
Living Spell (Ancestry) Lycanthrope Bloodline (Ancestry)
You don't so much cast spells, as are one. Minor magic spews Whether a mystic connection to the raw primal magic of life
off your nature, creating effects you desire. But when pressed, or the actual descendant of a family of lycanthropes, those
you reveal yourself as the raw magic you truly are. with this ability can tap into the raw power of beasts and their
Level Spell
fury.
1st Magic Missile, Shield Level Spell

3rd Alter Self, Blur 1st Animal Friendship, Wrathful Smite

5th Counterspell, Dispel Magic 3rd Alter Self, Magic Weapon

7th Arcane Eye, Dimension Door 5th Conjure Animals, Haste

9th Creation, Seeming 7th Dominate Beast, Stoneskin


9th Antilife Shell, Hold Monster
Reek of Magic
At 1st level, you add the prestidigitation spell to your list of Lycanthrope Affinity
known spells and can cast it as a bonus action. Likewise, At 1st level, you choose a lycanthrope affinity.
instead of keeping up two effects from this spell, you can keep Beast
up a number of effects equal to your proficiency modifier. Affinity form Example Beasts
Absorb Magic Jackalwere Jackal Coyote, Hyena, Jackal
Starting at 1st level, when you make a successful save against Werewolf Wolf Blink Dog, Death Dog, Mastiff, Wolf,
an opponent's spell, or negate or cancel a spell you did not Dire Wolf, Warg, Winter Wolf
cast, you recover a number of sorcery points equal to half the Werebear Black Black Bear, Cave Bear, Polar Bear,
spell's level (rounded down). Once you use this ability, you Bear Owlbear
cannot use it again until you take a long rest.
Weretiger Tiger Cats, Chimera, Displacer beast, Panther,
Lion, Sphinx, Tiger
Wererat Giant Rat, Giant Rat
Rat
Werebat Giant Bat, Giant Bat
Bat
Wereboar Boar Boar

Animal Affinity
You gain twice your Charisma bonus (minimum 2) when
using the Animal Handling skill to interact with beasts or
monstrosities with an Intelligence no greater than 6 that are
related to your lycanthrope affinity.
Likewise, through sounds and gestures, you can conduct
rudimentary conversations with animals related to your
lycanthropic affinity.
Wild Claws
Starting at 1st level, as a bonus action, you can spend one or
more sorcery points (up to your proficiency modifier) to
transform your hands into deadly claws. They deal 1d4
slashing damage per sorcery point and are considered light
and finesse weapons. The claws remain for one hour or until
you choose to dispel them or you are rendered unconscious.
Mutant (Ancestry) Undead Bloodline (Ancestry)
Due to a quick in you or an ancestor's makeup, you can You are the descendant of a powerful undead being or whose
naturally and easily tap into supernatural powers that others ancestor survived a close brush with one of the fell creatures
can only dream of. While this is often simply an accident of of the night.
birth, sometimes mutation can be sparked or triggered by a Level Spell
terrifying accident or meddling with raw magic sources or
powers. 1st False Life, Sleep
Level Spell 3rd Suggestion, Hold Person
1st False Life, Witch Bolt 5th Animate Dead, Gaseous Form
3rd Hold Person, Invisibility 7th Blight, Death Ward
5th Fly, Haste 9th Cloudkill, Dominate Person
7th Fabricate, Polymorph
Strength of the Dead
9th Animate Objects, Scrying Starting at 1st level, when you make a saving throw, you can
choose to make it a Charisma saving throw instead. Once you
Unnatural Ability do this, you cannot use this ability again until you take a short
At 1st level, you add 1 to two ability scores of your choice. rest.
Additionally, when casting spells using sorcery points, you
ignore verbal, somatic and material components (worth less Life Leech
than 1 gp). Additionally, starting at 1st level, if you cast a spell and it hits
or at least one target fails the save against the spell, you can
Heart of Magic expend a sorcery point to heal hit points equal to half the
Also at 1st level, you can add spells to your list of known level of the spell (rounded down).
spells from any spell list, as long as they are of a level that you
can cast. You can also cast these spells using sorcery points,
using the normal rules for casting spells via sorcery points.
Spelleater (Ancestry and Subclass) Undeniable Spell
The spelleater is a parasite - lacking their own ability to At 14th level, when you use one or more sorcery points on a
manifest magic they instead steal their power from other spell you cast you can add your proficiency modifier to the
existing sources to power their unending desire for magical damage dealt to all targets of the spell or choose one target to
ability. make the spell save with disadvantage.
Level Spell Unbridled Feeding
1st two spells from any spell list of 1st level
At 18th level, you can feed off the power of permanent
magical areas or items. As an action, you can tap into a
3rd two spells from any spell list of 2nd level permanently enchanted area or powerful magic item such as
5th two spells from any spell list of 3rd level a legendary magic item, artifact or relic. If you feed from an
area, the magic in that area ceases working in a 15 foot
7th two spells from any spell list of 4th level radius for five hours. If the magic comes from an item, it
9th two spells from any spell list of 5th level ceases working for five hours. In return, you gain 5 sorcery
points. If you do not use the sorcery points within 5 hours,
Stolen Spells they are lost.
Starting at 1st level, the spells that you know are stolen. You
start with your regular allotment of known spells and add
new spells normally as you gain levels, but you cannot swap
out spells you know between levels.
Devoid of Magic
At 1st level, as an action you can consume a friendly spell cast
on you or subsume an enemy spell you successfully made a
save against.
When you consume a spell, you may either replace a known
spell of the same level with the consumed spell or regain a
number of sorcery points equal to half the spell's level. After
you do either, you cannot perform this feat again until you
take a short or long rest.
Spell Eating
Additionally at 1st level, you can consume and destroy any
magic item in your possession as an action. Doing so grants
you one sorcery point if it is a common magic item, 2 sorcery
points if it is an uncommon magic item, 3 sorcery points if it
is a rare magic item and 5 sorcery points if it is a very rare
magic item. You cannot consume legendary magic items,
artifacts or relics. These sorcery points are not limited by the
maximum number of sorcery points for your level, however if
they are not used in one hour per level of rarity, the sorcery
points are lost.
Lack of Magic
At 3rd level, you do not gain a sorcerer subclass.
Spell Shaping
At 6th level, when a creature within 60 feet of you makes an
attack roll, saving throw or ability check as a reaction you can
spend a sorcery point to add or subtract 1d4 from the roll
(your choice). You can modify the roll before or after the roll is
made, but it must be done before any effects of the roll occur.
Incarnate (Subclass) Soul Magic Mastery
At 18th level, others can use Soul magic items that you
Incarnates are sorcerers who use the untapped potential life create. Furthermore, you can imbue your items with spells of
force of creatures yet to be born. This soul power grants 6th level or lower.
them the powers of creatures yet unformed and some control
over living souls. Mentalist (Subclass)
Soul Tap A mentalist is a sorcerer that taps into the powers of the
At 3rd level, you can tap into the well of unborn souls to fuel mind to manifest supernatural abilities.
your magic. As an action, you can transform a number of your
unused hit dice into sorcery points, up to a number of hit dice With A Thought
equal to your proficiency modifier. At 3rd level, when you cast a spell using sorcery points it does
Once you use this ability, you cannot do so again until you not require verbal, somatic or material components (of less
take a long rest. than 1 gp value).
Soul Magic Psychic Defense
At 6th level, you can perform a ritual that transforms a single At 6th level, you gain resistance to psychic damage, and you
spell you know with a range of self or touch into a bonded have advantage on saving throws against being charmed or
magical item. The ritual takes 10 minutes and the spell frightened.
affected must be 2nd level or lower. While worn or carried,
the spell is constantly active upon you if it has a duration of Psychic Force
one minute or more, and counts as an attuned item that you At 14th level, when you cast a spell you can spend a sorcery
are attuned to. point to choose to change the damage it causes to psychic
If the spell has a duration of instantaneous, it has a number and change the saving throw to use Wisdom instead of the
of uses per long rest equal to your proficiency modifier. normal ability score associated with the spell.
While the spell is an item, you lose the spell from your
known spell list and uses your concentration (though your Mind Blast
concentration on the item cannot be broken). The item At 18th level, as an action you can unleash a powerful psychic
remains active until you doff the item or take a long rest, force in a 30 foot cone. Any enemy creature within the cone
upon which the spell returns to your list of known spells. must make a Wisdom saving throw. On a failure, the target
takes 14d6 psychic damage and is incapacitated. A successful
Improved Soul Magic save halves the damage and the target is not incapacitated. At
At 14th level, the use of your Soul Magic ability no longer the end of its turn, an incapacitated target can make another
consumes concentration, allowing you to create multiple saving throw to end the condition. Once you use this ability,
magical items from your spells. Also, the maximum spell level you cannot use it again until you take a long rest.
you can imbue an item with increases to 4th level or lower.
Furthermore, you can use sorcery points to create Soul
Magic items for yourself. The DM has final say on what Soul
items can be created through the use of this ability. Items
created from sorcery points do not remove spells from your
spells known and cannot be consumable items. You cannot
recover the sorcery points imbued into an item by any means
until the item is doffed or otherwise destroyed. If an item
created with sorcery points is doffed, it vanishes. Otherwise,
the item exists, and follows the normal rules for the item until
you take a long rest.
Sorcery Points Magic Item Type
2 Common - Armor, Weapons, Clothing
3 Common - Jewelry, Wands
4 Uncommon - Armor, Weapons, Clothing
5 Uncommon - Jewelry, Wands
6 Uncommon - Miscellaneous Objects
6 Rare - Armor, Weapons, Clothing
7 Rare - Jewelry, Wands
8 Rare - Miscellaneous Objects
8 Very Rare - Armor, Weapons, Clothing
9 Very Rare - Jewelry, Wands
10 Very Rare - Miscellaneous Objects
Necroincarate (Subclass) Skindancer (Subclass)
A necroincarnate is a sorcerer that taps into the ebbing life of A skindancer's body is not their own. They are a patchwork of
creatures and the dead. They steal the abilities of their foes other beings bound into one flesh and can easily flit between
and impose wasting sickness into those they contact. the captured components of their body.
Life Leech Minor Essence
At 3rd level, as an action you can make a melee spell attack At 3rd level, select a 1st level abjuration, divination,
using your spellcasting modifier. On a hit, you deal 1d8 transmutation or enchantment spell with a range of self or
necrotic damage and if the target is reduced to 0 hit points, a touch from the Wizard spell list. You can use that spell, cast
portion of its life essence coalesces in your palm into a single as a 1st level spell, a number of times equal to your Charisma
blackish-red crystal known as a necrocyte. You can only modifier without need for somatic or material components.
create necrocytes from living creatures, and no more than Furthermore, you add Disguise Self to your list of known
one per target. spells and can cast Disguise Self on yourself using 1 Sorcery
You can thereafter use an action to turn one or more point.
necrocytes into a spell you know, as if you had spent an equal
number of sorcery points. You cannot use necrocytes for Moderate Essence
metamagic effects. At 6th level, select a 1st or 2nd level abjuration, divination,
You can only retain a number of necrocytes equal to half transmutation or enchantment spell with a range of self or
your level (rounded up) at any one time. Otherwise, a touch from the Wizard spell list. You can use that spell, cast
necrocyte exists until used or one hour passes. as a 2nd level spell, a number of times equal to your
Charisma modifier without need for somatic or material
Leeching Ray components.
At 6th level, your life leech ability can be used as ranged spell Furthermore, you add Alter Self to your list of known spells
attack with a range of 60 feet. Likewise, damage is increased and can cast Alter Self on yourself using 2 Sorcery points.
to 2d8 necrotic damage.
Major Essense
Drain Essense At 14th level, select a 1st, 2nd or 3rd level abjuration,
At 14th level, you can drain and copy the target's abilities. As divination, transmutation or enchantment spell with a range
a bonus action, when you hit a living target with your Life of self or touch from the Wizard spell list. You can use that
Leech or Leeching Ray ability and the target is below half hit spell, cast as a 3rd level spell, a number of times equal to your
points, you can copy one damage resistance, damage Charisma modifier without need for somatic or material
immunity, special ability, reaction or non-weapon attack from components.
the target creature. Furthermore, you add Polymorph to your list of known
Furthermore, the target must make a Constitution saving spells and can cast Polymorph on yourself using 5 Sorcery
throw against your spellcasting DC or lose access to the points.
copied ability for one minute.
You can mantain one ability at 14th level, two at 16th level Legion's Essense
and three at 18th level and above. If you copy another ability At 18th level, choose a number of non-unique creatures with
while at maximum, you lose the oldest ability copied. Copied a CR of 9 or less equal to your Charisma modifier. Once per
abilities are retained for one minute or until dismissed. long rest, you can use True Polymorph on yourself to
transform into any one of the chosen shapes. You can use an
Absorb Essence action to shift shape between the forms you have chosen, but
At 18th level, if you slay an opponent with your Life Leech any damage you have suffered carries between forms when
ability, you can thereafter within the hour summon a shade of this is done. The shapechange cannot become permanent.
the victim to do as you command. As an action, you summon
a copy of the slain creature with full hit points (minimum 1),
to a point within 60 feet of you. The copied victim uses
nonmagical versions of the gear it had in life, acting on its
own initiative, but obeying your orders without question. If
the copy is slain or an hour passes, it disappears.
Once you use this ability, you cannot use it again until you
take a long rest.
Soulbinder (Subclass) Soul Guardian
At 14th level, if you are reduced below half your maximum hit
Where most sorcerers gain their power from the blood points, as a reaction you can consume your bound soul
flowing through their veins, the soulbinder is a theif who has manifestation to heal 4 hit points per sorcerer level you
captured or otherwise imprisoned supernatural beings within possess. If you have already manifested your bound soul, you
themselves to power their own magical abilities. heal only 2 points per sorcerer level you possess. Once you
use this ability, you cannot use it again until you take a long
Soul Pact rest.
At 3rd level, you can tap into the trapped soul within you. You
may choose one Eldritch evocation from the Warlock class Soul Replenishment
whose qualifications you meet. When you gain a sorcerer At 18th level, you can spend 1 minute meditating to replenish
level, you can switch out the chosen evocation to another one your magical abilties. At the end of the meditation, you regain
whose prequisites you meet. a number of sorcery points equal to twice your proficiency
modifier. Once you use this ability, you cannot use it again
Unleash Inner Soul until you take a long rest.
At 6th level, you can manifest the bound soul within you. As
an action, a translucent, incorporeal projection of the trapped
soul appears within 30 feet of you. While manifested, the
bound soul acts on your initiative, but has its own actions.
However, as an action if the bound soul is within 120 feet you
can automatically dominate the bound soul, allowing you to
see through its eyes and cast spells using the bound soul as
the point of origin. This ability lasts for 1 minute, and you
must take a long rest before using it again.

Bound Soul
Medium , unaligned

Armor Class 12
Hit Points 4 hit points per Sorcerer level
Speed Fly 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 12 (+1) 10 (+0) * * *
The bound soul uses your Int, Wis and Cha

Damage Resistances acid, fire, lightning, thunder;


bludgeoning, piercing, and slashing from non
magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Can understand but not speak any
language the sorcerer knows
Challenge -

Incorporeal Movement. The bound soul can move


through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Spell Sharing. Any spells affecting the sorcerer affect
the bound soul as well and vice versa.

Actions
Soul Drain. Uses your spellcasting modifier to hit,
Range 60 ft., one target. Hit: 1d8 + your Charisma
modifier necrotic damage.
Wild Mage (Subclass)
Your magic is as creative as it is wild. Strange, incoherant
effects manifest when you cast your magic and sometimes
the results of your spells are not what you intend.
Wild Magic Surge
Starting when you choose this subclass at 3rd level, your
spellcasting can unleash surges of untamed magic.
Immediately after you cast a sorcerer spell of 1st level or
higher, the DM can have you roll a d20. If you roll a 1, roll on
the Wild Magic Surge table to create a random magical
effect. You can also choose to purposely inflict a Wild Surge
upon casting a spell of 1st level or higher. You can do the
latter a number of times equal to your proficiency modifier.
Once you take long rest, you regain all uses of your ability to
provoke wild surges.
Tides Of Chaos
Starting at 3rd level, you can manipulate the forces of chance
and chaos to gain advantage on one attack roll, ability check,
or saving throw. Once you do so. you must finish a long rest
before you can use this feature again. Any time before you
regain the use of this feature, the DM can have you roll on the
Wild Magic Surge table immediately after you cast a sorcerer
spell of 1st level or higher. You then regain the use of this
feature.
Bend Luck
Starting at 6th level, you have the ability to twist fate using
your wild magic. When another creature you can see makes
an attack roll, an ability check, or a saving throw. you can use
your reaction and spend 2 sorcery points to roll 1d4 and
apply the number rolled as a bonus or penalty (your choice)
to the creature's roll. You can do so after the creature rolls but
before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges
of your wild magic. Whenever you roll on the Wild Magic
Surge table, you can roll twice and use either number.
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells
intensifies. When you roll damage for a spell and roll the
lowest number possible on any of the dice, roll it again and
add that roll to the damage. You do not get to roll another
time if minimum damage is rolled on the subsequent roll. You
can use the feature only once per turn.
Warlock
This section introduces new Pacts, Pact of the Cage, Pact of
the Key and Acolyte of the skin. These may be selected as
your Pact Boon at 3rd level.
Pact of the Cage
You learn the unseen servant spell and can cast it as a ritual.
The spell doesn't count against your number of spells known.
When you activate the servant, you can choose to make it
visible, with an appearance of your choosing. As a bonus
action, the unseen servant can switch between being visible
or invisible.
As part of your action, you can use your unseen servant as
the origin point for your warlock abilities and spells. Also,
when you cast a spell or use a warlock invocation you can
choose to have it affect the unseen servant as well.
Pact of the Key
You gain a feat of your choice, ignoring any non-level
requirements. The feat is granted to you by the mystical key
that you possess and you can use the feat as long as it is in
your possession. This mystical key also acts as your spell
focus. At 6th level, you can lend the key to others, passing the
feat's non-ability score increase abilities to the individual
bearing the key for as long as they hold it. If the key is lost,
stolen, or out of your possession for an hour or more, you can
recall it to your hand as an action.
Acolyte of the Skin
You can use your action to transform your teeth or fingernails
into a deadly weapon for up to 5 minutes.
Thusly, you gain a natural weapon attack that deals 1d6
slashing damage. You are proficient with the attack and use
your spellcasting modifier to hit. This attack counts as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
At 6th level, you can attack twice instead of once, when you
use your natural attacks. At 11th level, you can attack thrice
instead of once, when you use your natural attacks.
When you transform, you assume the beast’s hit points
Patrons and Hit Dice. When you revert to your normal form, you
The following patrons are additional patrons that are return to the number of hit points you had before you
available in addition to those found in other sourcebooks. transformed. However, if you revert as a result of dropping
to 0 hit points, any excess damage carries over to your
Animal Lord normal form. For example, if you take 10 damage in
animal form and have only 1 hit point left, you revert and
The animal lords are primordial exemplars of wild beasts. take 9 damage. As long as the excess damage doesn’t
They encompass such beings as The Cat Lord, Ursus the reduce your normal form to 0 hit points, you aren’t
Great Bear, and Coyote. knocked unconscious.
Expanded Spell List You can’t cast spells, and your ability to speak or take any
Level Spell action that requires hands is limited to the capabilities of
your beast form. Transforming doesn’t break your
1st Animal Friendship,Speak With Animals concentration on a spell you’ve already cast, however, or
2nd Animal Messenger,Beast Sense prevent you from taking actions that are part of a spell,
3rd Conjure Animals, Protection from Energy (Fire)
such as call lightning, that you’ve already cast.
4th Dominate Beast, Polymorph You retain the benefit of any features from your class,
race, or other source and can use them if the new form is
5th Awaken (Beasts), Commune With Nature physically capable of doing so. However, you can’t use any
of your special senses, such as darkvision, unless your
Wildshape new form also has that sense.
At 1st level, you can use your action to magically assume the
shape of a beast that you have seen before. You can use this You choose whether your equipment falls to the ground in
feature twice. You regain expended uses when you finish a your space, merges into your new form, or is worn by it.
short or long rest. Worn equipment functions as normal, but the DM decides
Your warlock level determines the beasts you can whether it is practical for the new form to wear a piece of
transform into, as shown in the Beast Shapes table. At 2nd equipment, based on the creature’s shape and size. Your
level, for example, you can transform into any beast that has a equipment doesn’t change size or shape to match the new
challenge rating of 1/4 or lower that doesn’t have a flying or form, and any equipment that the new form can’t wear
swimming speed. must either fall to the ground or merge with it. Equipment
that merges with the form has no effect until you leave the
Beast Shapes form.
Max
Level CR Limitations Example
Wereshape
1st 1/8 No flying or swimming speed, Rat At 6th level, you can assume a hybrid shape when you use
small size your wildshape ability. The hybrid is humanoid, though of the
2nd 1/4 No flying or swimming speed Wolf same size as the original beast. You can fool others into
4th 1/2 No flying speed Crocodile
believing you are actually a beast with a successful Deception
(Cha) skill check against the target's Insight (Wis) skill check.
8th 1 — Giant However, while in hybrid form you can cast away the disguise
eagle to cast spells, speak, use your hands or unmerge and use
equipment.
You can stay in a beast shape for a number of hours equal
to half your warlock level (rounded down). You then revert to Beast Protector
your normal form unless you expend another use of this At 10th level, as a reaction to a hit, you summon a spectral
feature. You can revert to your normal form earlier by using a beast that intercepts the attack. You reduce the damage you
bonus action on your turn. You automatically revert if you fall take from the attack by 1d10 + your Warlock level.
unconscious, drop to 0 hit points, or die. Furthermore, the spectral beast then harrasses the attacker,
While you are transformed, the following rules apply: rendering them flanked until the end of your next action.
Your game statistics are replaced by the statistics of the Once you use this ability, you cannot reuse it until you take
beast, but you retain your alignment, personality, and a short or long rest.
Intelligence, Wisdom, and Charisma scores. You also
retain all of your skill and saving throw proficiencies, in
addition to gaining those of the creature. If the creature
has the same proficiency as you and the bonus in its stat
block is higher than yours, use the creature’s bonus
instead of yours. If the creature has any legendary or lair
actions, you can’t use them.
Packlord The Burning One
At 14th level, you can summon a pack of wild beasts to tear This is an ancient being that brought the gift of controlling
apart your foes. As an action, you affect an area 30 feet fire to the mortal world. This gifting grants secret knowledge
around you, which moves with you. Each opponent in the and affinity for fire. Patrons include the Titan Prometheus,
area of effect is considered flanked. You make a melee spell Loki and Ko Kassa of Amberos.
attack against each opponent in range. On a hit, you deal 4d6
piercing or slashing damage to the target, and they must
make a Strength saving throw against your spellcasting DC Expanded Spell List
Level Spell
or be knocked prone or restrained (your choice). A restrained
target can make a subsequent Strength or Dexterity saving 1st Faerie Fire,Burning Hands
throw to end the condition. The pack remains for up to one 2nd Continual Flame,Flaming Sphere
minute.
Once you use this ability, you cannot use it again until you 3rd Fireball, Protection from Energy (Fire)
take a long rest. 4th Fire Shield, Wall of Fire
5th Conjure Elemental (Fire), Creation

Flameheal
At 1st level, allies in the area of effect of your fire spells do not
take damage and instead heal half the damage they would
have sustained. Once you use this ability, you cannot use it
again until you take a long rest.
Flamepurge
At 6th level, you can remove conditions on allies in the area of
effect of your fire spells. You can affect a number of
conditions in total equal to your proficiency modifier, and can
specify which ones are negated. Once you use this ability, you
cannot use it again until you take a long rest.
Flamescry
At 10th level, you can gaze into a campfire or larger source of
flame and see what is occuring elsewhere. When you use
your action to scry into a fire, you can see and hear through
another fire as if you were there. You can scry for up to 10
minutes this way, or until either fire is extinguished. While
you are scrying, your eyes can been seen in the remote fire by
those who are observant with a successful Perception check
against your spellcasting DC.
Once you use this ability, you cannot reuse it until you take
a long rest.
Alight the World
At 14th level, as an action you can target every creature
within 60 feet. Willing creatures are affected automatically
and opponents must make a Dexterity saving throw to avoid
the effect. Affected targets have a torch-like flame appear over
their head that shines light to a distance of 10 feet.
Opponents suffer 2d8 fire damage each round at the start of
their turn, while allies gain 2d8 temporary hit points at the
start of their turn. This effect lasts for 1 minute. Once you use
this ability, you cannot reuse it until you take a long rest.
The Creator Once you use this ability, you cannot use it again until you
take a long rest. With subsequent uses of this ability, you can
A creator patron is generally an extraplanar being with an choose to revisit a demiplane you have created in the past, or
interest in creation and the well-being of creatures, such as create a new one.
Primus, Talasid and Dis. These beings often take on
apprentices who have a creative bent or similar pursuits.
Expanded Spell List
Level Spell
1st Bless, Sanctuary
2nd Aid, Calm Emotions
3rd Beacon of Hope, Mass Healing Word
4th Fabricate, Polymorph
5th Creation, Mass Cure Wound

Cureall
At 1st level, you have the ability to heal the wounds of yourself
or others. You have a pool of healing power that replenishes
when you take a long rest. With that pool, you can restore a
total number of hit points equal to your warlock level x 5. As
an action, you can touch a creature and draw power from the
pool to restore a number of hit points to that creature, up to
the maximum amount remaining in your pool.
This ability has no effect on undead or constructs.
Rectify
At 6th level, you have the ability to remove harmful effects
from yourself or others. As an action, you affect yourself or
one creature you touch and immediately end a negative
condition of your choice. Once you use this ability, you cannot
use it again until you take a long rest.
Deconstruct
At 10th level, you can disassemble creatures and objects with
a word. As an action, you target a creature or unattended
object (up to 10 ft. X 10 ft.) within 60 feet that you can see. If
you target a creature, it makes a Wisdom saving throw;
objects are considered to automatically fail the saving throw.
On a failure, the target take 6d10 damage. On a success, the
target takes half damage. If the target is reduced to 0 hit
points it is destroyed and reduced to ash.
Once you use this ability, you cannot reuse it until you take
a short or long rest.
Demiplane
At 14th level, you can summon into an existance a mystical
realm of your own design. After spending 10 minutes
concentrating, you create a magical portal within 15 feet of
you that leads to an extra-planar realm of your own design.
The demiplane is 50 feet in diameter and can be decorated
as you desire, and can be populated with up to 10 harmless
creatures of CR 1/2 or less of your choice.
The demiplane can only be accessed by its single
connection to the material plane and lasts for up to four
hours.
Anything removed from the demiplane ceases to exist upon
exiting the demiplane. Objects or creatures brought to this
demiplane are expelled harmlessly when the demiplane
ceases to exist.
Dragon King Dead God
Only the mightiest of dragons ascend to such power that they Drifting amid the Astral plane or buried in inaccessable areas
become like gods, fewer even bend to notice the mortal of forgotten realms dream the dead gods. Stiffened as a
beings who plead to share their power, such as Ashadarlon corpse, their names forgotten and robbed of worshippers,
the Red and Borys of Ur Draxa. they are still storehouses of powerful magic to those who
know how to unlock the secrets of their ancient powers.
Expanded Spell List
Level Spell Expanded Spell List
1st Command, Thunderwave Level Spell

2nd Suggestion, See Invisibility 1st Bane, Inflict Wounds

3rd Bestow Curse, Lightning Bolt 2nd Augury, Hold Person

4th Polymorph, Stoneskin 3rd Animate Dead, Bestow Curse

5th Cloudkill, Scrying 4th Death Ward, Divination


5th Bigby's Hand, Contact Other Plane
Fearsome Presence
At 1st level, the dread presence of your patron lingers about Join the Dead
you like a fearsome cloak. As an action, you cause all foes Starting at 1st level, when you reduce a hostile creature to 0
within 15 feet of you to make a Wisdom save versus your hit points, you gain temporary hit points equal to your
Warlock spell DC. On a failure, the creature is frightened of Charisma modifier + your warlock level (minimum of 1).
you. Each round at the end of its turn, the creature can make
another save to negate the effect. Stone Dead
Once you use this ability, you cannot use it again until you At 6th level, as a reaction, you can momentarily turn your
take a short or long rest. body to a stone-like corpse. This gives and AC of 20 and you
gain damage resistance to all forms of damage until your next
Cloak of the Dragon turn. You can instead use this ability to end any one of the
At 6th level, you surround yourself in the shimmering following conditions you may suffer from - charmed,
manifestation of the dragon lord, its wings protectively exhausted (1 level), frightened, paralyzed, petrified, or
enveloping you as it shields you with its body. As a reaction, poisoned.
you can roll 1d10 and either add the result to a saving throw Once you use this ability, it cannot be reused until you take
or reduce the damage from an attack by the result's amount. a short or long rest.
Once you use this ability, you cannot use it again until you
take a short or long rest. Undying
At 10th level, as an action you begin regenerating lost health.
Dragonhide For the next minute, you regenerate your Constitution
Starting at 10th level, you can choose one damage type when modifier (minimum 1) in hit points per round. This
you finish a short or long rest. You gain resistance to that regeneration stops if you are reduced to 0 hit points. Once
damage type until you choose a different one with this you use this ability, you cannot reuse it until you take a short
feature. Damage from magical weapons or silver weapons or long rest.
ignores this resistance.
Realm of the Dead God
Fury of the Dragon Lord At 14th level, you become infused with the unholy power of
Starting at 14th level, when you hit a creature with an attack, your patron. The landscape about you (in a 30 foot sphere)
you can use this feature to cause your patron to momentarily twists to resemble the realm of your dead patron, shaping it
materialize and devour the target. The creature disappears harmlessly as you see fit. Likewise, whenever you use your
and is trapped in the otherworldly bowels of your patron. At warlock abilties, the target of your abilities takes an addition
the end of your next turn, the target returns to the space it 1d6 psychic damage. This ability lasts for one minute, after
previously occupied, or the nearest unoccupied space. The which the terrain returns to its former appearance.
target takes 10d10 acid damage as it reels from its horrific You must finish a short or long rest before using this
experience. Once you use this feature, you can't use it again feature again.
until you finish a long rest.
The Dread Lord Drowned God
First of its kind, the dread lord created a pact with death to The drowned god is an ancient, primordial creature that
return to the land of the living. They bear the mighty names predates the arrival of most humanoid surface-dwelling
of Strahd von Zoravich, Vecna the Unliving and Anhktepot races. Confined to the darkest depths of the seas, it seeks to
the Immortal. Warlocks tap into this ancient pact, drawing on expand its ability upon the surface world through its various
the powers of the first undead to give themselves power agents. The drowned god encompasses such primordial
beyond the ken of life. beings as Dagon, ancient krakens, Olhydra or Nazgaduum of
Amberos.
Expanded Spell List
Level Spell Expanded Spell List
1st Bane, Inflict Wounds Level Spell

2nd Misty Step, Suggestion 1st Disguise Self, Sleep

3rd Fear, Gaseous Form 2nd Blur, Crown of Madness

4th Death Ward, Phantasmal Killer 3rd Fear, Bestow Curse

5th Cloudkill, Dominate Person 4th Evard's Black Tentacles,Control Water


5th Cone of Cold, Dream
Gaze of the Vampire
At 1st level, as an action you can target a creature within 30 Putrifying Touch
feet of you that you can see and that can see you. If the target At 1st level, your touch putrifies or clarifies water. At will, as
fails a Wisdom save against Warlock spell DC, it becomes an action you can turn up to one gallon of water into poison,
charmed. At the end of each of its turn, the target can make or remove any toxins from a gallon of water. The poison must
another saving throw to negate the condition. be injested or come in contact with bare skin to be effective,
Once you use this ability, you cannot use it again until you and those who fail a Constitution saving throw (with
take a short or long rest. advantage if splashed) against your Warlock spellcasting DC
become poisoned. Once a minute, the target can repeat the
Strength of the Grave saving throw to negate the condition.
At 6th level, When you are struck by an attack, as a reaction
you can reduce the damage you take by twice your Charisma Mollskin
modifier (minimum 2). Once you use this ability, you can't use At 6th level, your skin becomes rubbery and translucent, like
it again until you take a short or long rest. that of a jellyfish. You gain resistance to bludgeoning, piercing
and slashing damage from non-magical weapons. You lose
Undead Thralls this ability if you do not dampen your skin at least once an
At 10th level you can touch one or more dead humanoids or hour.
beasts (up to CR 2) and return it as a zombie under your
control. You can animate and control up to four such zombies From the Depths
at a time. You can give commands to the zombies if they are At 10th level, you can cast summon elemental to summon a
within 60 feet of you and you retain control over them until water elemental. Once you use this ability, you cannot use it
they drop to 0 hit points or you are no longer on the same again until you take a long rest.
plane with them. Zombies no longer under your control
collapse to the ground as a simple corpse. If you use this Drown
ability to create zombies, you cannot use it again until you At 14th level, as an action you target a creature within 30 feet
take a long rest. that you can see. If the target fails a Constitution saving
throw against your Warlock spellcasting DC it is lifted into
Vampiric Feeding the air an engulfed in putrid water. The target is
At 14th level, as an action you grow wicked fangs and gain a incapacitated, cannot breath and takes 3d10 acid damage per
natural melee bite, using your spellcasting modifier to hit. round at the start of its turn. At the end of its turn, it can
The fangs remain for one minute or until you hit a target. If make another saving throw to end the condition. This
you hit a living, corporeal creature with a circulatory system, condition lasts until the target succeeds a save or you choose
you deal 10d10 necrotic damage to the target and can heal to end the ability.
yourself up to half the damage you inflicted. Once you use this Once you use this ability, you cannot use it again until you
ability, you cannot use it again until you take a long rest. take a short or long rest.
The Frozen One Harbinger
The frozen one is an ancient power entombed in immovable The harbinger is a personification of death. By binding itself
ice. It lends powers to those outside its prison confines, with mortal servants, it seeks to bring an end to the living,
seeking to influence the mortal world. The frozen one whether indiscriminately or by targeting those its servants
encompasses such beings as Levistus, Ymir and the Orb of deem worthy of death. The patron is known by psuedonyms
Seasons of Amberos. such as the Grim Reaper, The Childe or Lady Death.
Expanded Spell List Expanded Spell List
Level Spell Level Spell
1st Absorb Elements(X),Ice Knife(X) 1st Ray of Sickness, Sleep
2nd Snilloc's Snowball Swarm,y 2nd Blindness/Deafness, Cloud of Daggers
3rd Protection from Energy (Cold), Sleet Storm 3rd Fear, Stinking Cloud
4th Elemental Bane (Cold), Ice Storm 4th Blight, Evard's Black Tentacles
5th Antilife Shell, Cone of Cold 5th Dream, Passwall

Frozen Touch Reaping


At 1st level, your touch freezes liquids solid. At will, as an At 1st level, you can steal the life force of a dying creature to
action you can touch a liquid and freeze up to one cubic foot invigorate yourself. When you reduce an living enemy to 0 hit
(7 gallons) per warlock level. The liquid remains frozen until points, you can use a bonus action to kill the target and gain
it thaws normally. 2d4 temporary hit points. This increases to 3d4 at 5th level,
In combat, you can use this touch as if you were using the 4d4 at 9th level, 5d4 at 13th level and 6d4 at 17th level. Once
chill touch cantrip, though its range is touch. you use this ability, you must take a short or long rest to use it
again.
Tomb of Ice
At 6th level, as a reaction when you are hit by an attack, you Doomed
can encase yourself in a block of solid ice until the start of At 6th level, as a reaction when you are hit by an attack, you
your turn. You take no damage from the attack, and gain can inflict your attacker with disadvantage to saving throws
resistance to non-fire damage until the start of your turn. until the end of your next turn. You likewise gain advantage to
However, your speed is also reduced to 0, you gain attack rolls and skill checks against the affected target. Once
vulnurability to fire damage and you are incapacitated until you use this ability, you cannot use it again until you take a
the start of your turn. Once you use this ability, you cannot short or long rest.
use it again until you take a long rest.
Wicked Premonitions
Prisoner of Ice At 10th level you can unleash destructive spirits against your
At 10th level you can encase your foes in a block of ice. As an foes. As an action, you can cast Spirit Guardians, and the
action, you select an opponent within 90 feet, who must make summoned spirits take on the appearance of black-eyed,
a Dexterity saving throw. On a failure, the target gains the gaunt children bearing a silver knife (if good) or red-eyed,
frozen condition for one minute. At the end of each of its robed skeletons bearing wicked scythes (if evil). Once you use
turns, it can make a Constitution saving throw against your this ability, you cannot use it again until you take a long rest.
spell DC to end the condition. Once you use this ability, you
cannot use it again until you take a long rest. Everyone Dies
At 14th level, you can summon an avatar of death incarnate to
Frozenscape reap the souls of your enemies. As an action, all hostile
At 14th level, you plunge an area into a wintry freeze. As an creatures in 30 feet must make a Wisdom saving throw. You
action, you cause whipping, freezing snow to blanket an area can expend an unused hit dice to force a target to save with
30 feet around you, covering it in knee-deep snow. Your speed disadvantage. On a failure, the target takes 12d6 necrotic
is reduced to 0, the area becomes obscured and difficult damage and is stunned. On a success, the target takes half
terrain. Your own vision is unaffected. The effect lasts for one damage. Stunned creatures can attempt another save at the
minute, after which the wind dies away and the snow quickly end of their turn to end the condition. Once you use this
melts to nothing. ability, you cannot use it again until you take a long rest.
Creatures entering the active area must make a Dexterity
saving throw. On a failure, they gain the frozen condition and
take 2d8 cold damage at the start of each of their turns for as
long as the area lasts. A frozen creature can make a
subsequent Constitution saving throw at the end of each of its
turn to end the effect.
Once you use this ability, you cannot use it again until you
take a long rest.
Hearthstone Lords The Jotun
The hearthstone lords are a collection of powerful spirits or The jotun is an ancient, powerful and revered giant of
demigods that collectively grant divine powers to those who legendary nature, such as Snurre Iron Belly, Grungur Icevein,
respect their protective and conservative ways. These and King Hekaton. These giants are not just lords among
powerful elemental spirits prefer to remain anonymous, their own kind, but command fealty and respect from other
though they openly rappor with those who know the secrets giants races and lesser beings, granting them great power
to locate and appease them. that they can dole out to mortal servants.
Expanded Spell List Expanded Spell List
Level Spell Level Spell
1st Bless, Healing Word 1st False Life, Heroism
2nd Aid, Enhance Ability 2nd Enhance Ability, Enlarge
3rd Beacon of Hope, Magic Circle 3rd Protection from Energy, Spirit Guardians
4th Death Ward, Guardian of Faith 4th Conjure Minor Elementals,
5th Dispel Evil and Good, Mass Cure Wounds 5th Dominate Person, Hold Monster

Advisor Spirits Gigantism


Starting at 1st level, you can commune with the spirits you At 1st level, your height, weight and carrying capacity
rever, who will answer your questions to the best of their increase by 25%. Furthermore, your unarmed attacks deal
ability. If you take one minute to converse with these spirits, 1d4 damage and strength-based attacks you make deal an
they will truthfully answer one question you pose related to additional 2 points of damage. At 9th level, your carrying
the area around you. The DM determines the actual answer capacity increase by 50%, and at 15th level, you double your
recieved, but the spirits generally know information as if they carrying capacity.
had been an observer living in the area for years. Once you
use this ability, you cannot use it again until you take a short Giant's Resilience
or long rest. At 6th level, as a reaction when you are hit by an attack, you
can roll 1d10 + your level and subtract the result from the
Protective Ward damage you take. Once you use this ability, you cannot use it
At 6th level, the spirits you honor lend you some protection in again until you take a short or long rest.
combat. As a reaction when you or an ally within 30 feet are
hit, you can reduce the damage taken by 1d10 + half your Summon Giant
Warlock level. Once you use this ability, you cannot use it At 10th level, you can summon a hill giant to aid you. As an
again until you take a short or long rest. action, you call the name of a hill giant slave your patron has
given you access to. The giant appears in an empty space
Elemental Resistance within 30 feet of you, and follows your verbal commands to
At 10th level, choose one of the following elements - acid, fire, the best of its abilities. The hill giant remains for up to one
ice, lightning or thunder. You gain resistance to the chosen hour or until slain or dismissed. Once you use this ability, you
element. You can change the element you gain resistance to cannot use it again until you take a long rest.
after a short or long rest. At 14th level, you can summon a stone giant instead. At
16th level, you can instead summon a frost giant. At 18th
Unassailable Dome level, the summoned giant may be a fire or cloud giant.
At 14th level, you can summon friendly spirits to protect you
and your companions from harm. As an action, you reduce Thunderous Hammer
your speed to 0, but create a 10-foot diameter dome around At 14th level, you gain the ability to unleash thunderous
you that gives you and those within the dome immunity to all destruction with your patron's strength. As an action, you
damage from non-weapon attacks, damage immunity to smash your fist into the ground, forcing all enemies within 60
bludgeoning, peircing and slashing damage from non-magical feet to make a Dexterity saving throw. On a failure, the target
weapons and advantage on all saving throws against other takes 6d6 lightning and 6d6 thunder damage, is knocked
effects. Furthermore, those within the dome cannot be prone and their speed is reduced by 10 feet for 1 minute. On
charmed, dominated or possessed. A Dispel Magic or similar a success, the target takes half damage. Once you use this
effect can bring down the dome, though it is treated as a spell ability, you cannot use it again until you take a long rest.
of the highest level you can cast. Maintaining the dome
requires concentration, and remains in effect for up to 1
minute. Once you use this ability, you cannot use it again until
you take a long rest.
The Legendary Mansion The Legion
This ancient and arcane building was built and enchanted Warlocks with this unusual patron are actually a
with great magics. It is equally a base of operations as well as conglomoration of lost souls that manifest within a single
a storehouse of great magical power. At some point, the body. Each such trapped soul slightly alters the outward
mansion grew semi-sentient, at least to the point to grant appearance and personality of the warlock when it manifests.
arcane power to those who call it home. Example patrons In rare cases, memories may even be compartmentalized and
include Shadowborn Manor, White Hall of the Miskatonic the manifestation of certain personalities may be beyond the
University and Mordenkainen's Greyhawk Mansion. concious control of the afflicted.
Expanded Spell List Expanded Spell List
Level Spell Level Spell
1st Sanctuary, Unseen Servant 1st Disguise Self, False Life
2nd Arcane Lock, Locate Object 2nd Alter Self, Mirror Image
3rd Spirit Guardians, Tiny Servant 3rd Meld into Stone, Gaseous Form
4th Dimension Door, Mordenkainen's Private Sanctum 4th Banishment, Polymorph
5th Animate Objects, Contact Other Plane
House of Knowledge
At 1st level, you can mystically drawn upon the tomes and Ten Voices
librams stored at the mansion to remember or know At 1st level, as an action you can make yourself proficient in
information. You gain proficiency in two Intelligence-based understanding or speaking a language that you have heard.
skills of your choice. Your proficiency lasts until you use this ability to switch to
Furthermore, once per long rest you can focus your mind another language or you take a long rest.
on a single question and enter a trance-like state of Furthermore, as a ritual that takes 10 minutes, you can
introspection. After an uninterrupted minute, you snap out of make yourself proficient in one skill of your choice. You
the trance with the answer to your question - if such an cannot apply this ability to a skill you already are proficient
answer could be found in a book or tome, as determined by in. The proficiency lasts until you use this ability to switch
the DM. skill proficiency or you take a long rest.
Walled Wards Hidden Power
At 6th level, you can draw on the mystical protections of your At 6th level, for each invocation slot you possess, choose two
patron manor, protecting yourself. As a reaction to being hit invocations. At dawn each day, choose which invocations are
by an attack, you gain resistance to the attack's damage type active. As a ritual that takes 10 minutes, you can swap one
until the start of your next turn. You can do this a number of active invocation for another invocation you know that is not
times equal to your proficieny modifier. After a long rest, you currently active.
regain all uses of this ability.
A Hundred Minds
Foundation's Strike At 10th level, you are immune to being charmed and gain
At 10th level, you can draw on the arcane magic of the resistance to psychic damage.
house's secrets to strike down your enemies. When you hit an
enemy with your Eldritch Blast, the target cannot use any The Horde Unfurled
reaction ability in response to the attack. At 14th level, you can manifest your multiple psyches to
Furthermore, when you hit a target with one of your devastate your foes. As an action, all enemies within 60 feet
attacks, you can choose to attempt to restrain one target. The of you must make a Wisdom saving throw against your
target makes a Wisdom saving throw. On a failure, it is spellcasting DC. On a failure, the target takes 7d6 psychic
restrained. As an action, the target can make a Athletics (Str) damage and is beguiled by you. While beguiled, you can take
or Acrobatics (Dex) skill check to end the condition. Once you a bonus action to telepathically order each beguiled target
use this latter ability, you cannot use it again until you take a within 60 feet to perform an action of your choice or you can
short or long rest. choose to incapacitate the target and deal an additional 2d6
psychic damage to the target. You can command one or more
Guardian of the Grounds targets to act while choosing to incapacitate others. At the
At 14th level, you can call on the arcane wards of your patron end of each of its turn, the target can make another Wisdom
to deal with a foe. As an action, choose a number of targets saving throw to attempt to negate the beguilement. After one
equal to your Charisma modifier within 120 feet (min 1), who minute, any creatures still beguiled by this ability are freed of
must make a Wisdom saving throw. On a failure, the target the effect.
takes 10d6 force damage and is incapacitated. On a success, Once you use this ability, you cannot use it again until you
the target takes half damage. At the end of each of its turns, take a long rest.
the target can make a subsequent Wisdom saving throw to
end the condition. Once you use this ability, you cannot use it
again until you take a long rest.
The Maelstrom Furthermore, as a bonus action you can call down a bolt of
lightning against any target in the whirlpool's area who has
The maelstrom is an intelligent, malignant creature of not been consumed by the maw. The target must make a
elemental water with an unending hunger. It manifests as a Dexterity saving throw. On a failure, the target takes 2d8
devouring, storm-shrouded whirlpool at sea. However, over lightning damage.
the ages creatures have contacted and made pacts of power The whirlpool lasts for up to one minute. Once you use this
with the entity, granting power in return for sacrifices of flesh ability, you cannot use it again until you take a long rest.
and blood to feed its unending hunger. Examples of
maelstrom powers are Charybdis, the Kraken and M'kree
Malka of the Amberos pantheon.
Expanded Spell List
Level Spell
1st Entangle, Fog Cloud
2nd Gust of Wind, Phantasmal Force
3rd Call Lightning, Protection from Energy
4th Conjure Minor Elemental (Water), Control Water

Eternal Hunger
At 1st level, you can siphon part of the damage you cause to
heal yourself. As a bonus action when you hit with an attack,
you heal a number of hit points equal to your proficiency
modifier.
Churn the Waters
At 6th level, you can call on the maelstrom to create a
mystical, churning whirlpool in the air that disrupts an
enemy's attack. As a reaction, you can impose disadvantage
on an opponent's attack rolls. If the attacker misses, you can
immediately make a melee spell attack against the target. On
a hit, you deal 3d10 + your spellcasting modifier necrotic
damage. Once you use this ability, you cannot use it again
until you take a short or long rest.
Storm Resistance
At 10th level, you gain damage resistance to lightning.
Furthermore, when you are struck by lightning, you can use
your reaction to charge yourself with lightning. On your next
turn, you can unleash the lightning charge in a 30 foot line, 5
feet wide. Creatures in the path of the lightning must make a
Dexterity saving throw. On a failure, they take 4d10 lightning
damage, half that on a successful save. Once you use this
latter ability, you cannot use it again until you take a short or
long rest.
Stormbringer
Starting at 14th level, you can summon powerful, devouring
tempests. As an action, you can cause a 30 foot diameter area
to flood with churning, ankle-deep water, making it difficult
terrain. After a round, the churning water develops into a
whirlpool.
Any creature starting or entering the whirlpool's area must
make a Strength saving throw. On a failure, the target is
drawn into the devouring maw at the center and consumed.
While consumed, the target is removed to an
extradimensional pocket and restrained. At the start of each
turn, they are battered for 4d6 magical bludgeoning damage.
The Primordial Unleash the Titan
Your patron is an ancient promordial being, often referred to At 14th level, as an action you can summon an Empyrean to
as a titan. Through this pact, you gain its primal and chaotic an empty space within 30 feet of you. The Empyrean follows
elemental powers. Well-known primordial patrons include your mental orders, acting on its own initiative count. The
beings such as Ogremoch, Sunnis, Yan-C-Bin, Chan, Imix Empyrean cannot use its innate spellcasting, legendary
Zaaman Rul and Cryonax. resistances or legendary actions while summoned this way,
and its bolt attack must use the same damage type selected
as your Primordial protection (or force). The Empyrean
Expanded Spell List remains for a number of rounds equal to your Charisma
Level Spell
modifier (minimum 1) or until destroyed.
1st Color Spray, Thunderwave Once you use this ability, you cannot use it again until you
2nd Alter Self, Blur take a long rest.
3rd Fireball, Lightning Bolt
4th Fire Shield, Ice Storm
5th Cone of Cold, Wall of Stone

Attunement Damage type


Air Lightning or Thunder
Earth Acid or Bludgeoning
Fire Fire
Ice Ice

Elemental Attunement
At 1st level, you select an attunement from the table above.
When you cast a spell that causes acid, fire, ice, lightning or
thunder damage, you can change it to one of the damage
types based on your attunement.
Primordial Protection
At 6th level, choose a damage type of acid, fire, ice, lightning,
poison, or thunder. You gain damage resistance to the
selected damage type. At 11th level, you can select a second
damage type for which you also gain damage resistance.
Elemental Strength
At 10th level, when you successfully save against a damage
type from your primordial protection, as a reaction you can
absorb the damage to redirect or heal youself. You take no
damage, and instead heal for half the amount of damage you
would have taken or gain a number of d6's equal to your
proficiency modifier. Thereafter, when you hit with an attack,
you may expend one or more of the d6's to damage, with the
same damage type as you absorbed.
Once you use this ability, you can't use it again until you
take a short or long rest.
Eldritch Armor
Warlock Subclasses At 10th level, your hex grows more powerful. If the target
The following is a list of additional warlock subclasses. cursed by your Eldritch Curse hits you with an
attack roll, you
can use your reaction to roll a d6. On a 4 or higher, the attack
instead misses you, regardless
of its roll.
Witch Blade Master Of Curses
Starting at 14th level, you can spread your Eldritch Curse
Expanded Spell List from a slain creature to another creature. When the creature
Level Spell cursed by your Eldritch Curse dies, you can apply the curse
1st Shield, Wrathful Smite to a different creature you can see within 30 feet of you,
provided you aren’t incapacitated. When you apply the curse
2nd Blur, Branding Smite in this way, you don’t regain hit points from the death of the
3rd Blink, Elemental Weapon previously cursed creature.
4th Phantasmal Killer, Staggering Smite
5th Banishing Smite, Cone of Cold

Eldritch Curse
Starting at lst level, you gain the ability to place a baleful
curse on someone. As a bonus action, choose one creature
you can see within 30 feet of you. The target is cursed for 1
minute. The curse ends early if the target dies, you die, or you
are incapacitated. Until the curse ends, you gain the following
benefits:
You gain a bonus to damage rolls against the cursed
target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a
critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to
your warlock level + your Charisma modifier (minimum of
1 hit point).
You can’t use this feature again until you finish a short or
long rest.
Eldritch Warrior
At lst level, you acquire the training necessary to effectively
arm yourself for battle. You gain proficiency with medium
armor, shields, and martial weapons.
The influence of your patron also allows you to mystically
channel your will through a particular weapon.
Whenever you
finish a long rest, you can touch one weapon that you are
proficient with. When you attack with that
weapon, you can
use your Charisma modifier, instead of Strength or Dexterity,
for the attack and damage rolls.
This benefit lasts until you
finish a long rest. If you later gain the Pact of the Blade
feature, this benefit extends
to every pact weapon you conjure
with that feature, no matter the weapon’s type.
Fighting Style
At 3rd level, you adopt a particular style of fighting as your
specialty. Choose one of the fighting style options available to
Fighters. You can't take a Fighting Style option more than
once, even if you later get to choose again.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach
12th level in this class.
Eldritch Invocations Grasping Chains
Prerequisite: 7th level, Pact of the Chain
Agility of Andromalius You can cast Evard's black tentacles once using a warlock
You can cast expedious retreat at will targeting yourself, spell slot. You can't do so again until you finish a long rest.
without expending a spell slot.
Hellmote
Binding Manacles Prerequisite: 3rd level
Prerequisite: Pact of the the Chain You can cast flaming sphere once using a warlock spell
You can cast entangle at will affecting a single 5 foot slot. You can't do so again until you finish a long rest.
square without using a warlock spell slot. If you invoke this
ability again while another binding manacles is active, the Hellscape
first area vanishes and the new area takes effect. Prerequisite: 7th level
You can cast hallucinatory terrain once using a warlock
Chariot of Zhandmara spell slot. Creatures who enter the area of effect gain the
You can cast Tenser's floating disk at will, without expending distracted condition due to the unsettling visages within.
a spell slot. Once you use this ability, you can't do so again until you finish
a long rest.
Craft of the Fair Folk
Prerequisite: 7th level, Archfey patron Hungry Blade
You can cast fabricate once, using a warlock spell slot. You Prerequisite: 12th level, Pact of the Blade
can't cast it again until you take a long rest. You can attack with your pact weapon thrice, instead of
once, whenever you take the Attack action on your turn.
Dark Descent
You can cast feather fall at will on yourself, without Iron Skin
expending a spell slot. Prerequisite: Acolyte of the Skin
While unarmored, your Armor Class is 14 + your
Dreamspeaker Constitution modifier. Furthermore, as a reaction you can
Prerequisite: 12th level reduce the amount of damage you take from an attack by
You can cast Dream once using a warlock spell slot. twice your Charisma modifier (minimum 2). Once you use
Furthermore, if you are the messenger for the spell, when the this latter ability, you must take a short rest to use it again.
target awakens you can choose to teleport to an unoccupied
spot within 15 feet of the dreaming target. Once you use this Life Anew
ability, you cannot use it again until you take a long rest. Prerequisite: 9th level, Archfey patron
You can cast reincarate once using a warlock spell slot
Eldritch Seeking without expensive components. The reincarnated being owes
Prerequisite: Eldritch Blast you a debt or service for one day, which it is compelled to
You can make all your Eldritch blasts automatically hit honor. Once you use this ability you cannot reuse it until you
their target. Once you use this ability, you can't use it again finish a long rest.
until you take a short rest.
Nether Twin
Eternal Flame of Phlegethos Prerequisite: 13th level, Frozen One patron
Prerequisite: 5th level You can cast simulacrum as your 7th level Mytic Arcanum
You can cast continual flame once without the need for without expensive components. You cannot cast it again until
components. Once you use this ability, you can't use it again the simulacrum's destruction and no more than once per long
until you take a long rest. rest.
Eye of Ghuadrin Prison of Kalibos
Prerequisite: 5th level Prerequisite: 9th level, Pact of the Cage
You can cast meld into stone once using a warlock spell You add banishment to your list of known spells, and it
slot. You can't do so again until you finish a long rest. does not count against the number of spells you know nor do
you need to use material components. While a celestial,
Fiendish Insight elemental or fiendish target is banished by this ability, as an
You gain proficiency in Deception, Insight and Persuasion. action you may use one of the trapped creature's immunities,
Once per long rest when you use this skill you can treat the resistances or one special ability it possesses. The activated
result of a skill check with one of these skills as if you rolled a ability lasts until you switch to another ability with a bonus
natural 20. action or the creature is no longer banished.
Glare of the Pit Poltergeist
Prerequisite: 5th level, Acolyte of the Skin Prerequisite: 3rd level
You can cast scorching ray once using a warlock spell slot. You can cast phantasmal force once using a warlock spell
You can't do so again until you finish a long rest. slot. You can't do so again until you finish a long rest.
Possession
Prerequisite: 11th level, Fiend Patron or Acolyte of the Skin
You can cast magic jar once as your 6th level Mystic
Arcanum. You can't do so again until you finish a long rest.
Shadowforge
Prerequisite: 9th level
You can cast creation once using a warlock spell slot. You
can't do so again until you take a long rest.
Skin Adaption
Prerequisite: 10th level, Acolyte of the Skin
You can cast Protection from Energy on yourself at will
without using a spell slot or requiring concentation. If you
invoke this ability on yourself while a previous casting is still
active, the previous version ends and the new casting
becomes active.
Skuttling Steps
Prerequisite: 9th level
You can cast spider climb on yourself at will, without
expending a spell slot.
Spectres of Hades
Prerequisite: 9th level
You can cast phantasmal killer once using a warlock spell
slot. You can't do so again until you finish a long rest.
Spire of Cania
Prerequisite: 11th level, Frozen One or Fiend patron
You can cast wall of ice once using a warlock spell slot. As
an option when casting this spell, you can form the wall into
an icicle-like three-story tower 10 feet in diameter at the base,
with a pointed, closed roof (and windows, if you so desire).
Once you use this ability, you can't do so again until you finish
a long rest.
Tear of Ghaudrin
Prerequisite: 17th level
You can cast time stop once using your 9th level Mystic
Arcanum slot. You can't do so again until you finish a long
rest.
Teclis's Forbidden Knowledge
You gain proficiency in Arcana, Nature and Religion. Once
per long rest when you use this skill you can treat the result
of a skill check with one of these skills as if you rolled a
natural 20.
Uncaged Strength
Prerequisite: Pact of the Cage
Your unseen servant uses your strength score and can take
the attack action.
Whim of Lhotar
Prerequisite: 9th level
You can cast suggestion at will without using a warlock
spell slot.
  Spellbook Casting
You can attempt to cast spells directly from spellbooks.
Wizard If the spellbook was written by you, there is no check
Potions, Scrolls and Wands required to cast the spell. You can cast any spell from your
own spellbook directly as if it had the ritual tag. However,
Three new subclasses specialize in the creation of scrolls, there is a 50% chance (or 10 in 20 chance) + 5% chance (or 1
potions and wands. This does not prevent others from in 20 chance) x the spell's level that casting the spell in this
creating these items, but gives these subclasses advantages manner wipes the spell from the spellbook.
to create these items. In both cases, the items created by You can attempt to cast spells from spellbooks you have not
these subclasses do not count against such items that are written yourself. However, you must make an Arcana
purchased from other sources, gifts or acquired through (Intelligence) check against a DC of 15 + the spell's level. The
adventuring. spell must be cast as if it had the ritual tag. When cast in this
The table below lists the cost and time for a spellcaster to manner, there is a 50% chance (or 10 in 20 chance) + 10%
create various potions, scroll or wands, based on the level of chance (or 2 in 20 chance) x the spell's level that casting the
the spell contained in the item. spell in this manner wipes the spell from the spellbook. If the
Potion/Scroll/Wand Level Time Cost spell is of a level higher than you can normally cast, double
the chance the spell is wiped from the spellbook.
Cantrip 1 day 15 gp In either case, each time the same spell is cast from the
1st 1 day 25 gp spellbook before you take a long rest, the chance that the
spell is wiped from the spellbook increases by 15% (or 3 in
2nd 3 days 250 gp 20).
3rd 1 workweek 500 gp For Example: Casting a 5th level spell from your own
4th 2 workweeks 2,500 gp spellbook takes 10 minutes, but there is no check required.
Once cast, there is a 75% chance (50% + 25% for the spell's
5th 4 workweeks 5,000 gp level) the spell vanishes from the spellbook. If the same spell
6th 8 workweeks 15,000 gp were cast from a captured spellcaster's spellbook, you would
need to make a Arcana (Intelligence) check with a DC of 20
7th 16 workweeks 25,000 gp to successfully do so, and 10 minutes to complete the spell.
8th 32 workweeks 50,000 gp Upon casting, there is a 100% chance the spell will be wiped
9th 48 workweeks 250,000 gp from the spellbook.
Aeromancer
Aeromancers are the masters of elemental air and wind
magic. Spells of aeromancy deal with wind, flight, creatures
of the plane of elemental air and sound-based effects.
Bonus Spells
Starting at 2nd level, you gain bonus spells that are
automatically scribed to your spellbook. At the levels
indicated below, you gain the following known spells.
Wizard Level Bonus Spells
2nd Feather Fall, Thunderwave
3rd Cloud of Daggers, Gust of Wind
5th Fly,Gaseous Form
7th Dimension Door, Polymorph
9th Control Winds, Telekinesis

Aeromancy Savant
Beginning when you take this school at 2nd level, the gold
and time you must spend to copy a wind, thunder-based or
alteration spell into your spellbook is halved.
Also, when you cast a thunder-based cantrip, you add your
Intelligence modifier to the total damage. When you cast any
thunder-based spell of 1st level or higher and the target fails
its save, you deafen the target for 1 minute.
Aerobatics
At 6th level, when you cast an air or sonic based spell,
opponents have disadvantage on their saving throws, and if
they fail their saving throw are pushed 5 x your proficiency
modifier in feet away from you, in addition to any movement
caused by the spell.
Biting Wind
At 10th level, you have gained a certain mastery of air spells.
As an action, you can target up to a 20 foot area within 120
feet of you. That area is filled with howling wind, becoming
difficult terrain and obscured. Any object or creature that
starts its turn or passes into the area must make a Dexterity
saving throw. On a failure, it takes 2d8 sonic damage. The
area remains for up to one minute. Once you use this ability,
you must take a long rest to use it again.
Windborn
at 14th level, you gain mastery over air. As a reaction, you
gain a bonus equal to your Intelligence modifier to your AC
and can fly up to 40 feet until the end of your next turn. You
can use this ability a number of times per day equal to your
proficiency modifier.
Alchemist Philosopher’s Stone
Alchemists are wizards specialing in the creation and At 10th level, you can fashion a magical stone from a
transformation of elements. They have a special talent for the concentrated elixir known as a philosopher’s stone. Once per
creation of magical elixirs and potions, culminating in the long rest, when you touch this stone to an object, you can
creation of a transformative object known as a philosopher's transform the material it is made of to another non-magical
stone. material of your choice. This change lasts for one hour per
Wizard level you possess, then the object returns to normal.
The elixir affects up to 1 cubic foot of material at 10th level,
Brew Potion 2 cubic feet at 14th level, and up to 3 cubic feet at 18th level
Beginning when you select this school at 2nd level, you can and above. At 20th level, the change of material is permanent.
brew potions from certain spells that you know. You may only have one philosopher’s stone in existence at a
Brewing a potion takes time and gold to infuse. The time, and it exists until you dismiss it or destroy it.
associated time and gold piece cost (not including expensive
spell components) is shown on the table below, which is 75% Elixir of Life
of normal cost. Creating a potion expends a spell slot of the At 14th level, you have uncovered the secret of creating a
same level, as if you had cast the spell. You cannot combine magical elixir that greatly extends life and makes you hale
spell effects into a single potion. and hearty.
Generally, you can brew a potion that replicates any spell When creating a personal elixir, you can have it duplicate
that has a range of self or touch. The target of the potion is the effects of a Greater Restoration spell.
generally the imbiber. The DM has final adjucation on what Furthermore, allies of your choice can benefit from the use
spells can be brewed into a potion. of your personal elixir.
Potions that you create remain in existence until they are
consumed or otherwise destroyed. You cannot brew a potion
as a ritual and cannot have in existence more created potions
than you have Wizard levels.
You also gain proficiency with Alchemist’s supplies.
Potion Level Time Cost
Cantrip 8 hours 10 gp
1st 1 day 18 gp
2nd 3 days 187 gp
3rd 1 workweek 375 gp
4th 2 workweeks 1,875 gp
5th 4 workweeks 3,750 gp
6th 8 workweeks 11,250 gp
7th 16 workweeks 18,750 gp
8th 32 workweeks 37,500 gp
9th 48 workweeks 187,500 gp

Personal Elixir
At 2nd level, you can use one of your spells to brew a magical
concoction that works only as use. If you take 10 minutes to
brew this concoction (which requires access to Alchemist’s
supplies), you enchant the brew with a 1st level spell that you
know. Upon imbibing the brew as a bonus action, you can
unleash its effects, as if you had cast the spell the brew
contains.
You may only have one personal elixir in existence at a
time. Once you create your personal elixir, you cannot create
another until you take a long rest.
Improved Elixir
At 6th level, when creating your personal elixir, you may
imbue it with a 1st or 2nd level spell, and can imbibe the
elixir as a free action.
Cryomancer Geomancer
Cryomancers are masters of cold spells and summoned Geomancers are wizards of the earth, drawing their power
spirits or creatures of ice. from natural formations or by inscribing lines and whorls of
power into the earth.
Bonus Spells
Starting at 2nd level, you gain bonus spells that are Bonus Spells
automatically scribed to your spellbook. At the levels Starting at 2nd level, you gain bonus spells that are
indicated below, you gain the following known spells. automatically scribed to your spellbook. At the levels
Wizard Level Bonus Spells
indicated below, you gain the following known spells.
2nd Ice knife(X), Silent Image Wizard Level Bonus Spells

3rd Blur, Snilloc's Snowball Swarm 2nd Earth Tremor(X),Mage Armor


5th Protection from Energy(Fire,Ice), Sleet Storm 3rd Arcane Lock, Maximilian's Earthen Grasp(X)
7th Greater Invisibility, Ice Storm 5th Erupting Earth(X), Glyph of Warding
9th Cone of Cold, Conjure Elemental (Fire) 7th Stoneskin, Stone Shape
9th Conjure Elemental (Earth), Wall of Stone
Cyromancy Savant
Beginning when you take this school at 2nd level, the gold Geomancer Savant
and time you must spend to copy a ice-based or illusion spell Beginning when you take this school at 2nd level, the gold
into your spellbook is halved. and time you must spend to copy an earth-based or
Also, when you cast a ice-based cantrip, you add your abjuration spell into your spellbook is halved.
Intelligence modifier to the total damage. When you cast any Also, when you cast a earth or stone-based cantrip, you add
ice-based spell of 1st level or higher and the target fails its your Intelligence modifier to the total damage. When you cast
save, you may reduce the target's speed by 5 feet x your any earth or stone-based spell of 1st level or higher, you
proficiency modifier for the duration of the spell (minimum 1 double the area of effect.
round), in addition to any speed reduction caused by the spell
itself. Geomancy
At 6th level, when you cast a earth or stone-based spell,
Ice Tomb opponents have disadvantage on their saving throws, and if
At 6th level, when you cast an ice-based spell, opponents have they fail their saving throw are disarmed.
disadvantage on their saving throws. Furthermore, if you
reduce the target's speed to 0 when they fail the save, they Geomantic Infusion
are entombed in ice. An entombed target gains the frozen At 10th level, you have gained a certain mastery of earth
condition, though they make a Strength save at the end of spells. As an action, you can target up to a 20 foot area within
each round to end the condition. 120 feet of you. That area erupts in jagged rocks, making it
difficult terrain. Any object or creature that starts its turn or
Cyromancy passes into the area must make a Dexterity saving throw. On
At 10th level, you have gained a certain mastery of ice spells. a failure, it takes 2d8 piercing damage and is immobilized
As an action, you can target up to a 20 foot area within 120 until it makes a Strength saving throw to free itself. The area
feet of you. That area freezes over, becoming difficult terrain. remains up to one minute. Once you use this ability, you
Any object or creature that starts its turn or passes into the cannot use it again until you take a long rest.
area must make a Dexterity saving throw. On a failure, it
takes 2d8 ice damage. The area remains for up to one Earthborn
minute. Once you use this ability, you must take a long rest to at 14th level, you gain mastery over the very earth around
use it again. you. As a reaction, as long as your are in contact with with
the ground, you gain damage immunity to non-psychic
Iceborn damage until the start of your turn. You can use this ability a
at 14th level, you gain mastery over ice. As a reaction, you number of times per day equal to your proficiency modifier.
gain damage immunity to ice until the end of your turn, and
treat patches of ice as clear terrain. You can use this ability a
number of times per day equal to your proficiency modifier.
Pyromancer Runecaster
You focus on the destructive and potent forces of fire. Your The runecaster is a powerful ritual caster who inscribes
magic is bold and powerful, only barely held in control by powerful magic into indelible surfaces to power their magic.
your own will. Sometimes that will erupts from you into
control of the fire that burns within others, taking control of Inscribe
their emotions, if not their very limbs. This magic appeals to Beginning when you select this school at 2nd level, you can
many tieflings and dragonborn, who seek to stoke the fires inscribe a select number of your spells into special items
that rage within themselves. called runestones. The inscribed spell must be a ritual spell,
but it thereafter gives you immediate access to the spell
Bonus Spells without the normal time requirements to cast a ritual spell.
Starting at 2nd level, you gain bonus spells that are You can retain a number of runestones equal to your
automatically scribed to your spellbook. At the levels proficiency modifier, and can change the content of your
indicated below, you gain the following known spells. runestones when you level. If you lose your runestones, you
Wizard Level Bonus Spells
can fashion new ones after a long rest.
2nd Burning hands, Charm Person Runic Augmentation
3rd Continual Flame, Scorching Ray At 2nd level, you can inscribe magical runes into objects or
trace a magical rune onto a creature to enchant it. You can
5th Fireball, Protection from Energy(Fire,Ice) inscribe an Abjuration, Enchantment or Transmutation spell
7th Fire shield, Wall of Fire with a range of touch, self or that targets one creature/object
9th Conjure Elemental (Fire), Dominate Person
into the object or upon the creature, if it is a valid target. In
the case of an item, the bearer of the item gains the benefit of
the spell.
Pyromancy Savant This rune is readily apparent to any individual that
Beginning when you take this school at 2nd level, the gold observes or interacts with the enchanted person or object.
and time you must spend to copy a fire-based or enchantment The process takes one hour, expends a spell slot of the
spell into your spellbook is halved. appropriate level and remains until the item is destroyed, or a
Also, when you cast a fire-based cantrip, you add your creatures takes a long rest, or the rune is successfully
Intelligence modifier to the total damage. When you cast any dispelled with dispel magic.
fire-based spell of 1st level or higher, you add your Wizard You can maintain a number of enruned items or individuals
level to the total damage. equal to your Charisma modifier (min 1).
Pyrotechnics Runic Defense
At 6th level, when you cast a fire-based spell, opponents have At 6th level, you inscribe yourself with a mystic rune. This
disadvantage on their saving throws and can catch fire - rune grants you a bonus to AC equal to your proficiency
gaining the Aflame condition - if they fail their save. The save modifier and gives you resistance to one damage type
to end the Aflame condition is equal to your spell save DC. (bludgeoning, slashing, piercing, acid, cold, fire, lightning,
necrotic, psychic, or thunder).
Pyromaniac
At 10th level, you have gained a certain mastery of fire spells. Thuerstone
As an action, you can target up to a 20 foot area within 120 At 10th level, you can fashion small runic stones that
feet of you. That area bursts into flames. Any object or detonate when broken or crushed. The thuerstone is a ranged
creature that starts its turn or passes into the area must weapon attack (Range 30/90) that uses your Intelligence to
make a Dexterity saving throw. On a failure, it takes 2d8 fire hit. Upon impact, targets in a 5 foot square must make a
damage. The area remains for up to one minute. Once you Dexterity saving throw. On a failure it causes 4d8 acid, cold,
use this ability, you cannot use it again until you take a long fire, lightning, thunder and stuns the target for 1 round.
rest. It takes 10 minutes to fashion a single thuerstone and you
can create a number of thuerstones equal to your proficiency
Fireborn modifier per long rest. When you fashion the thuerstone, you
at 14th level, you gain mastery over fire. As a reaction, you select the type of damage or effect it will have.
gain damage immunity to fire until the end of your turn and For every two Runecaster levels past 10th, the stone deals
treat patches of fire as clear terrain. You can use this ability a an additional 1d8 elemental damage.
number of times per day equal to your proficiency modifier.
Rune of Power
At 14th level, as an action you can inscribe a magical rune
into the ground that covers 5 feet. Any creature in the
protective rune is immune to charm, gains advantage on
saving throws against spells and gains damage resistance to
all forms of damage. The rune remains in effect for 1 minute.
Once you use this ability, you cannot use it again until you
take a long rest.
Scriptor Protection Scroll
The scriptor is a wizard whose magical power derives from At 6th level, you can scribe a special scroll known as a scroll
the written words of magic. Whether utilizing scrolls, glyphs, of protection. A scroll of protection is considered a 3rd level
symbols or physical rune stones, the power of words is spell and is treated as a magic circle spell, but can be keyed to
unmatched by this wizard. any one creature type (abberation, beast, celestial, construct,
dragon, elemental, fey, fiend, giant, humanoid, monstrosity,
ooze, plant, or undead) and is useable by any creature that
Scribe Scroll can read. The creation of this scroll counts against your
Beginning when you select this school at 2nd level, you can allotment of scribed scrolls you can have in existance at any
create spell scrolls from certain spells that you know. one given time. A scroll of protection cannot be combined
Scribing a spell scroll takes time and gold to infuse. The with a spell scroll.
associated time and gold piece cost (not including expensive
spell components) is shown on the table below, which is 75% Scroll Savant
of normal cost. Creating a spell scroll expends a spell slot of Also at 6th level, when you copy a spell from a spell scroll, you
the same level, as if you had cast the spell. You can create a do not need to make an ability check to successfully copy the
spell scroll containing several spells inscribed on it, the costs spell. Likewise, you do not need to make an ability check
of which are cumulative. A single spell scroll can have a when casting a spell from a scroll that is higher level than you
number of spells scribed on it no greater than your can normally cast.
proficiency modifier.
The DM has final adjucation on what spells can be scribed Master of Scrolls
as a spell scroll. Beginning at 10th level, when you cast a spell from a scroll,
Spell scrolls that you create remain in existence until the you treat it as being cast at the highest level spell you can
spells on them are cast or otherwise destroyed. You cannot utilize (5th level spell at 10th, 6th level spell at 11th, 7th level
scribe a spell scroll as a ritual and cannot have in existence spell at 13th, 8th level spell at 15th and 9th level spell at
more created spell scrolls than you have Wizard levels. 17th) if the spell is of a lower level on the scroll. Likewise, you
You also gain proficiency with Calligrapher's supplies. may use your own spellcasting modifier and save DC for
Scroll Level Time Cost spells you cast from a scroll instead of the fixed save DC and
Cantrip 8 hours 10 gp
attack bonus normally tied to a cast spell scroll.
1st 1 day 18 gp Archmage of Words
2nd 3 days 187 gp At 14th level, you can use spell scrolls from any class, not just
your own. You cannot attempt to scribe spells from scrolls
3rd 1 workweek 375 gp whose spells are not on your spell list until you reach 18th
4th 2 workweeks 1,875 gp level or higher.
5th 4 workweeks 3,750 gp
6th 8 workweeks 11,250 gp
7th 16 workweeks 18,750 gp
8th 32 workweeks 37,500 gp
9th 48 workweeks 187,500 gp

Runestone
At 2nd level, you can forge one of your known spells into a
special palm-sized stone. Creation of this stone has the same
cost and time constraints as creating a scroll. However, once
this spell is fashioned into a runestone, you can cast it as a
ritual spell.
You can only have one runestone in your possesion at a
time. When you gain a level, you can choose to unbind your
current runestone and replace it with a new runestone from
any spell you currently know, heeding the time and cost
requirements as above.
Spelltheif Truenamer
A spellthief is a very unusual sort of wizard. Rather than Every object has a secret and "true" name. These special
maintaining and poring over ancient tomes they have the names envelope the unique and complete nature of the object
unusual ability to acquire magic by observing others, and in or creature, derived and divining the essence of its existance.
some cases stealing magical power from other casters or By learning and manipulating these true names, you gain
beings to use for themselves. insight and power over that object, allowing you to change its
essence or gain control over its thoughts and actions.
Spell Focus
At 1st level, you acquire an object in which you store your Truename Savant
spell power. Traditionally, this is usually a special dagger Beginning when you select this school at 2nd level, the gold
known as an atheme, but it can be any object that you have a and time you must spend to copy an abjuration or
strong attachment to. If the object is lost or destroyed, you enchantment spell into your spellbook is halved.
can reforge this item by performing an hour long ritual after a Additionally, when you concentrate on an individual or
long rest. It otherwise acts as a spellbook. object you can see and is within 30 feet of you for 1 minute,
you can discern their real name and identity, even if
Spell Resistance disguised, polymorphed, shapechanged or using a false name
At 2nd level, when you make a saving throw against a spell, or identity.
you are treated as proficient, regardless what ability you use.
Truename Ward
Spell Theft At 2nd level, as an action, you can create a magical ward
At 6th level, you gain the ability to consume and cast other against a creature that you can see that you name. For up to 1
spells. As an action, you can add a spell to your list of spells minute, if the creature wishes to do you harm, it must make a
know if it is of a level you can cast by touching a willing successful Wisdom save against your spellcasting DC to
target. The spell does not need to be on the list of spells you target you. Even if it is able to target you, it suffers
can normally prepare or cast, as long as it is a of a level you disadvantage on attack rolls and you gain advantage on
can cast. For example, at 6th level, you could consume a spell saving throws against the creature. Once you use this ability,
of 1st - 3rd level, but not a 4th level or higher spell. you cannot use it again until you take a short or long rest.
Also, when an enemy spellcaster that you can see casts a
spell within 60 feet of you, as a reaction you can attempt to Lesser Truename
consume the spell. The spell must be a spell of a level you can At 6th level, you ability to discern the true name of creatures
cast. You make an Arcana (Intelligence) skill check against you encounter gives you some measure of control over them.
the enemy spellcaster's DC. On a success, the enemy's spell Whenever you cast an enchantment or illusion spell that
has no effect and you can add the spell to the list of spells you affects a target, they suffer a penalty on their saving throw
have prepared until you take a long rest or consume another equal to your proficiency modifier.
spell. Once you use this ability, you cannot use it again until
you take a short or long rest. Truename Magic
At 10th level, your knowledge of your own true name grants
Spell Turning you great power. Any attempts to counter or dispel a spell you
At 10th level, when you consume an enemy spell as part of have cast has disadvantage. Also, when enemies cast
your reaction you can immediately cast the same spell back Counterspell against you, the counter is not automatic
at the original caster, as if you had cast the spell yourself. against your 1st-3rd level spells and the counterer must make
Once you use this ability, you cannot use it again until you an ability check to counter the spell (with disadvantage).
take a long rest.
Truename Mastery
Spell Consumption At 14th level, you have mastered your true name and are
At 14th level, as an action you can target a spellcaster within fluent with the true names of many magical effects. When you
120 feet. If they fail a Constitution saving throw you can cast a spell it automatically hits or the target automatically
perform one of two actions. You may either consume one of fails the saving throw against it. If the spell can affect
their unused spell slots, adding it to your unused spell slots multiple targets, you can only affect one target this way. If you
or you may remove a known spell from their repitoire and use this on a spell of 4th level or lower, once you use this
add it to your own. In either case, you retain the stolen magic ability you cannot use this ability until you take a short rest. If
until you take a long rest. Once you use this ability, you you use this on a spell of 5th level or higher, you cannot use
cannot use it again until you take a long rest. this ability again until you take a long rest.
Wand Caster Dual Wand
At 10th level, when you cast a spell from a wand and are
Create Wand holding a wand in both hands, as a bonus action you can
Beginning when you select this school at 2nd level, you can activate the wand in your off hand.
create wands from certain spells that you know.
Fashioning a wand takes time and gold to infuse. The Wand Mastery
associated time and gold piece cost (not including expensive At 14th level, when you use a wand to cast a spell that
spell components) is shown on the table below, which is 75% requires concentration, it does not prevent you from casting a
of normal cost. Creating a wand expends a spell slot of the spell from your available spell slots that requires
same level, as if you had cast the spell. A wand can contain concentration. This allows you to have up to two
only one spell at a time and has a number of charges equal to concentration spells active at once. If you are required to
2 + your proficiency modifier. Wands are activated with a make a concentration check for any reason, you make each
command word (verbal component) and take an action, but concentration check independantly.
do not require somatic or material components. A wand
regains 1d6+1 charges daily at dawn. If you expend the Staff Maker
wand's last charge, roll a d20. On a 1, the wand crumbles into Also at 14th level, you can fashion magical staves. A magical
dust and is destroyed. staff is treated as a quarterstaff with a +1 bonus to hit and
If you create a wand that utilizes an expensive spell damage. You can fashion up to three spells into a magic staff,
component, you must include the cost of the expensive obeying the time and cost requirements given above for
component for each charge the wand possesses. For wands for each spell infused into the staff. The staff has a
example, a wand of chromatic orb with 5 charges would number of charges equal to 2 + your proficiency modifier, and
require 250 gp in diamonds in addition to the normal each use of one of the stored spells in the staff uses up a
creation cost). single charge. The staff requires attunement to use, and can
The DM has final adjucation on what spells can be only be utilized by wizards.
fashioned into a wand. The staff regains 1d6 charges per day at dawn. The DM
Wands that you create remain in existence until destroyed. has final say about which spells can be imbued into a magical
You cannot fashion a wand as a ritual and cannot have in staff. Any staff you create counts as a created wand for the
existence more created wands than half your Wizard level, limit of created items you may have in existance at one time.
rounded up.
You also gain proficiency with Woodcarver's tools. Rod Maker
Wand Level Time Cost At 16th level, you can fashion magical rods. A rod is treated
as a magical mace with a +1 bonus to hit and damage. You
Cantrip 8 hours 10 gp are treated as proficient with any rod you create. You can
1st 1 day 18 gp fashion up to five spells into a magic rod, obeying the time
2nd 3 days 187 gp
and cost requirements given above for wands for each spell
infused into the rod. The rod has a number of charges equal
3rd 1 workweek 375 gp to 2 + your proficiency modifier, and each use of one of the
4th 2 workweeks 1,875 gp stored spells in the rod uses up a singe charge. The rod
requires attunement to use, and at creation you must
5th 4 workweeks 3,750 gp designate up to two spell-using classes that can utilize the
6th 8 workweeks 11,250 gp rod.
7th 16 workweeks 18,750 gp
The rod regains 1d6 charges per day at dawn. The DM has
final say about which spells can imbued into a magical rod.
8th 32 workweeks 37,500 gp Any rod you create counts as a created wand for the limit of
9th 48 workweeks 187,500 gp created items you may have in existance at one time.

Wand Caster
At 2nd level, you can use any wand in your possession as your
spellcasting focus, replacing the need for material
components that cost 1 gp or less.
Wand Savant
At 6th level, you can recharge a wand by sacrificing your spell
slots. As an action, you can replenish a wand's charges by
sacrificing an unused spell slot. The wand regains a number
of charges equal to the spell slot you sacrifice, up to it's
normal maximum. Once you use this ability, you cannot use it
again until you take a long rest.
Backgrounds
d6 Bond
Apprentice
1 I am on a quest to retrieve a powerful item for my
Skill Proficiencies: and one tool proficiency of your choice. master
Languages:
Equipment: A spellbook or other arcane tome, 12 candles, 2 I will avenge the insult perpetruated against my master
by their greatest enemy
a signet ring with your master's symbol, a set of ritual robes
and a belt pouch with 15 gp. 3 I owe my life to my master and intend to prove I am
worthy of the effort in me
Feature: Master 4 Everything I do is for the common people
You have spent your life in service to an arcane spellcaster of
some note. You have at this point recieved enough training 5 I will do anything to protect my master from harm
that your master has decided that practical experience in the 6 I seek to locate and return a powerful item to those it
wider world would be beneficial to you. was stolen from
Choose an arcane spellcaster - an eldritch warrior,
sorcerer, warlock, wizard or being with natural spellcasting d6 Flaw
abilties as your master. Work with your DM to develop this 1 I judge others harshly, and myself even more
patron. Your patron can provide advise and a place for you to
stay between adventures, and in most cases can provide 2 I put too much trust in my master's reputation
minor gear or perform tasks for your efforts so long as they 3 My arcane power sometimes is beyond my ability to
do not strain or inconviencance your patron. control
4 I am suspicious of my master's past and doubt their
Suggested Characteristics true intentions
d8 Personality Trait
5 I am still haunted by the death of a close relative or
1 I idolize my master and talk about them whenever the friend
opportunity presents
6 I will allow nothing to deter me from achieving my
2 I am curious about everything and everyone and seek goal
to understand the world around and my place in it
3 The dark secrets I have learned make me nervous and
uncomfortable - there are shadows everywhere and
only I can see them
4 I am ready to go forth and show my skills, and nothing
will shake my faith in myself
5 My understanding of the arcane is flawed, and attribute
magic to even mundane events
6 I am tolerant (or intolerant) of those lacking magical
skill and see them as needing protection (or enslaved)
7 I have enjoyed the commodities afforded to me by my
master and dislike rough living away from such
luxuries
8 I've lived a sheltered life with my master and have little
understanding of the harsh realities away from my
master's edifice

d6 Ideal
1 Tradition. The ancient traditions and arcane rights must
be observed and continued (Lawful)
2 Benevolence. I must use my abilities for the good of
myself and others (Good)
3 Freedom. I have to power to bend reality to my will,
and the will to do (Chaotic)
4 Power. I hope to one day rule over all I see (Lawful)
5 Curiosity. I have abilities other can only dream of and I
will push the boundries of those abilities (Chaotic)
6 Respect. I have abilities of great power, and I must use
them sparingly and wisely (Good)
d6 Ideal
Bandit
1 Honest I never target those who have less than I
You make - or made - your life robbing other people - the (Lawful)
wealthier, the better. You know the roadways and back
country like the back of your hand and you can size up an 2 Charity I distribute what I take to those who need it
more (Good)
individual with but a glance.
This isn't the sort of work you generally do alone, and while 3 Independance No one gets to tell me what to do
you'd never trust your comrades enough to turn your back on (Chaotic)
them, they're as close to a family as you'll likely ever come. 4 Aspiration I'll make something of myself one day
Skill Proficiencies: Deception, Insight
Tool Proficiencies: One type of gaming set. 5 Revenge I'll take from others what was taken from me
Equipment: A set of common clothes, a cloak, a small 6 Friendship Goods come and go, but brotherhood lasts
chest and a belt pouch with 15 gp. forever

Feature: Banditry d6 Bond


You are - or were - a part of a band of raiders or brigands. 1 All that was once dear to me was taken by someone
Work with your DM to determine the nature of the band you else, I'll make sure that doesn't happen to those I care
have associated yourself with, as well as their goals and about
current activity. 2 A bad decision ruined my life, and now I'm trying to
You can attempt to call on your brethren for a place to stay climb out of this pit I've made
or for a share of the spoils you have helped them accumilate.
If the DM has no specific information about the band's 3 A friend saved me from capture, and I owe them my
life
activities, assume that such spoils are worth 1d4 gp x your
level per month. 4 I do this so my family will have a better life
Likewise, your brethren may call on you for your assistance 5 I came from a noble family, and one day I'll be able to
in their latest venture, generally no more than once per return to that life
month. Though you may refuse to assist them, you cannot
claim spoils from their efforts in those months you do not 6 I killed an innocent I robbed, and now I'm attempting
to atone for that deed
participate in a requested raid. If you ever betray your
brethren, you lose access to assistance or spoils until you d6 Flaw
rectify the condition or join/organize a new group.
If the DM has no specific activity for a month, you may roll 1 I spend my take on decadant luxuries
on the table below to determine the group's activity for a 2 I'm too greedy for my own good and can't pass up an
month. A successful raid you actively participate in generally opportunity to make some money
results in a treasure horde with value equal to its CR (as per 3 I'm convinced I'm too smart to ever get caught
the treasure table in the DMG, p 136-137) If a Reprisal attack
is rolled and you do not choose to intervene, subtract 1 from 4 I put too much faith in my brigand associates and their
all future rolls and you cannot claim a share of spoils until motives
you actively participate in a raid. 5 At the heart of it all, I'm a coward and if things look
too bad, I'll sell everyone out to save my own hide
d6 Random Monthly Activity
6 I can't resist preying on those who are more powerful
1-2 No request this month than me
3 Easy raid (CR = your 1/2 level)
4 Moderate raid (CR = your level)
5 Risky raid (CR = your level + 2)
6 Reprisal attack by law officials - (CR = your level)

Suggested Characteristics
d8 Personality Trait
1 I am embittered by the harsh life I've led
2 It's just a job to make a living, no hard feelings
3 I'm owed the good life, and I intend to take it
4 I am slow to trust, everyone's got something to hide
5 I blow up at the slightest insult
6 Not a word, just a glare
7 I'd rather make a friend than an enemy
8 It's all a rush to see how much you get away with
Burner Suggested Characteristics
d8 Personality Trait
Burners are an ancient order of mystical police from
Amberos past. You are an inheritor of that legacy, granting 1 I didn't ask for this responsibility, but I'm stuck with it.
you access to one of the famed weapons of that ancient order. 2 I prefer to resolve most problems peacefully, but I can
Though your fate is your own, there exists within you a call to back my words up with action.
action to oppose and face the agents of evil and injustice. 3 I have no time for fools and their arrogance.
Prequisite: Human, Elf or Half-elf only.
Note: All Burners have gemstone in their name - either as 4 My weapon speaks to me and urges me into action.
a first, middle or last name. 5 If a job is worth doing, its worth doing right.
Skill Proficiencies: Arcana, Insight
Languages: 6 With a little more training, my weapon and I will be
unstoppable.
Equipment: A set of fine clothes and a mystic weapon.
7 I envy an ancient forebearer of my weapon and wish to
Feature: Mystic Weapon emulate their actions.
A mystic weapon is a major legacy magical item, with at least 8
one offensive mode of attack. Work with your DM to devise
the exact nature and abilities of the item. d6 Ideal
If you lose or are otherwise seperated from your mystic
weapon, you can perform a ritual that takes 10 minutes of 1 Resposibility. I was fated to this duty and must uphold
its ancient traditions (Lawful)
concentration. At the end of the ritual, the mystic weapon
returns to within your reach, unharmed and unblemished. 2 Sacrifice. I can use my abiltities to help others,
regardless of personal cost (Good)
3 Power. I have the power to make things right and I
intend to do so, by whatever means necessary
(Chaotic)
4 Change. With this weapon, I can make the world a
better place (Chaotic)
5 Tradition. Those who made this weapon knew what
they were doing, and I must respect that (Lawful)
6 Secrecy. No one must know the true nature of the
weapon I wield.

d6 Bond
1 An ancient evil stirs that I must hunt down and destroy
2 I will seek the individual who slew the former
possessor of my weapon
3 I owe my life to the former bearer who passed this
weapon on to me
4 I do this to protect a goup of others dear to me
5 I seek out others like me, so I can combine my power
with theirs
6 I will protect this weapon from others who intend to
use it for evil

d6 Flaw
1 Once, my weapon unleashed a power beyond my
control. I'll never let that happen again
2 I secretly wonder if I'm up to the greater task put
before me
3 I am suspicious of strangers and think the worst of
them
4 I am sometimes too trusting and expect the best in
everyone
5 I put too much trust in the ancient traditions and tales
of prior weapon bearers
6 I don't quite know how this weapon really works or
what it is truly capable of
Commoner Suggested Characteristics
d8 Personality Trait
You are salt of the earth, and though you may aspire to better
things one day, you will never forget where you came from. 1 I like loud noises, boisterous parties and strong drink
Skill Proficiencies: Animal Handling, Nature 2 I know a lot about everything, and I'm not afraid to
Tool Proficiencies: Farm tools, Vehicle (choose one) share that knowledge
Equipment: A set of common clothes, a knife and 15 gp in 3 I'm clueless how things are done away from my small
a belt pouch. world at home

Feature: Ordinary Life 4 I'm down-to-earth and eager to help wherever I'm
needed
When you are not adventuring, you have a rather oridinary
life you can return to, providing you with a place to stay and a 5 I'm easily impressed by things I've never seen before
meal to eat. Work with your DM to establish the homestead and eager to learn more about them
(and community) from where you come, possibly including 6 I love and miss the comforts of home, and can't stop
any family members or notable neighbors you might know. thinking about them
7 I've had a hard life and know complaining won't help
anything
8 I want to do everything. Now!

d6 Ideal
1 Responsible. Those who work hard will reap the
benefits of that hard work (Lawful)
2 Guardian. I have to stand up and protect those who
can't defend themselves** (Good)
3 Free Spirit. Anything is better than tilling fields and
dealing with neighbors (Chaotic)
4 Adventurous. I want to see what lies beyond the green
fields and hills
5 Protector. I have to keep the monsters of the world
away from my home
6 Veteran. I've seen a lot in my lifetime, and thought I'd
finally gotten away from it

d6 Bond
1 I fight to proect my family and friends
2 A terrible evil lies just beyond our lands
3 I owe my life to others who protected me and my
family
4 A dear friend vanished abroad and I must discover
their fate
5 I seek to make allies to defend against the outside
world
6 I want to see what's over the next hill

d6 Flaw
1 I fear those who are not like me
2 I don't think I'm skilled enough for the task ahead
3 I make friends too easily and trust too much
4 I'm secretly afraid of the outside world
5 I tend to make fun of strange customs and people
6 I seek praise for each and every action I take
Fated Suggested Characteristics
d8 Personality Trait
Has a prophesy or destiny to fulfill
Feature: Destiny 1
Skill Proficiencies: 2
Languages: 3
Equipment:
4
Feature: Destiny 5
After a long rest you can cache a d20 die result of 20 or 1, at
your choice. At any point in the future, you can replace one 6
d20 roll with this result. This changed result represents a 7
fated move towards your ultimate destiny, and should be 8
incorporated into the narrative thusly. After a short or long
rest, you can again cache another d20 die result. d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1
2
3
4
5
6
Fence Suggested Characteristics
d8 Personality Trait
Feature: Black market
Skill Proficiencies: 1
Languages: 2
Equipment: 3
Feature: Black Market 4
You can sell items of dubious or illegal quality for a small 5
profit. Whenever you sell items you have acquired through
adventuring, you can recieve an extra 25% of the normal 6
value. Likewise, you can covertly sell items that normally 7
would be unsellable due to stigma or illegal to do so for their 8
full value.
Also, when in an appropriate area, you can make contact
with criminals or other seedy organizations in an area to d6 Ideal
trade for goods, services or information. Such negotiations 1 (Lawful)
are tricky, but as long as your reputation is untarnished, you 2 (Good)
can generally expect others of your kind to begrudgingly deal
with you in a fair manner, as befits their kind. 3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1
2
3
4
5
6
Former Slave Suggested Characteristics
d8 Personality Trait
Feature: From Nothing
Skill Proficiencies: Athletics, Insight 1
Equipment: A set of common clothes, a trinket from your 2
time as a slave (a broken manacle, a key, a letter from your 3
liberators, etc.) and 15 gp.
4
Feature: From Nothing 5
You have a knack for making do with inferior materials or a
lack of proper equipment, and a determination to get things 6
done at any cost. Once per short rest, when making a skill 7
check in which you are not proficient or lack the proper tools, 8
you add your proficiency bonus to the total. You may do this
before or after the roll, but before the result is applied. d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1
2
3
4
5
6
Harrowed Suggested Characteristics
d8 Personality Trait
Skill Proficiencies: Religion
Equipment: A set of common clothes, a trinket tied to your 1
brush with death and a belt pouch with 15 gp. 2
3
Feature: Back From the Dead
Your brush with death has given you some of the qualities of 4
the dead. Choose one of the following: 5
You do not need to breathe 6
You do not need to sleep 7
You do not need to eat or drink
You can can ignore one level of exhaustion 8
As an action, you can sense the presence of undead within
120 feet of you d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1
2
3
4
5
6
Law Officer Suggested Characteristics
d8 Personality Trait
Town guard, sheriff, deputy
Feature: Uphold the Law 1
Skill Proficiencies: 2
Languages: 3
Equipment:
4
Feature: Uphold the Law 5
You have been given the authority to act as an officer of the
law. This allows you to conduct searches of non-noble 6
households, question witnesses or suspects to a crime and to 7
make legal arrests. Work with the DM to define the extent of 8
your ability to perform these functions, whether it be at a
ward, community, county, country or national level or possibly
even planar level. d6 Ideal
If you abuse your authority, it can be reduced, suspended 1 The law is the law, and it must be obeyed no matter
temporarily or permantly stripped from you and you may what (Lawful)
suffer other, more serious repercussions. 2 Laws are in place to protect and aid its citizens (Good)
3 Justice may be blind, but I am not (Chaotic)
4
5
6

d6 Bond
1 This world is messed up, and I intend to straighten it
out
2 Those who break the law must be hunted down and
brought to justice
3 I do my job to protect the innocent
4
5
6 Once, I let someone get away with crime, only for
them to hurt someone else - never again!

d6 Flaw
1 Sometimes I get a little too carried away with trivial
offences
2 Others don't understand the pressure I'm under to
make a good impression
3 Sometimes I use the law to get what I want
4 I feel no empathy towards those who break the law
5 Some people just can't obey the law - I can tell who
they are by looking at them
6 I'm not sure I'm worthy judging someone else's
behavior
Mercenary Suggested Characteristics
d8 Personality Trait
Feature: Sword for Hire
Skill Proficiencies: Athletics, Insight 1 I may be just a kid, but I'm really a killer
Equipment: A set of good clothes, a spare dagger hidden 2 It's just business, nothing personal
on your person and a belt pouch with 15 gp. 3 Never trust someone whose too squemish to do a job
themselves
Feature: Sword for Hire
When you are in a civilized area that is not hostile towards 4 I don't do anything without payment first
you, you have no problem finding odd jobs for a bit of coin. 5 Time to find some skulls to crack!
During your downtime, you can spend 1d4 hours working as
hired muscle to pay for your day's food and lodging. 6 Talking is for those too timid to act
Furthermore, when dealing with others to gain 7 I take even the slightest insult personally
employment, learn more about a job or haggle prices, you 8 I'm a killer at heart, but why not get paid for doing it?
gain advantage on any Persuasion (Cha) skill checks.
d6 Ideal
1 A contract is a contract (Lawful)
2 I use my skills to protect the good and innocent
(Good)
3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1 I can't believe anyone is more skill than I am at what I
do
2 I'm not really who I claim to be - I'm just riding their
name
3
4
5
6
Merchant Suggested Characteristics
d8 Personality Trait
Skill Proficiencies: Deception, Insight
Tool Proficiencies:
A set of Artisan's tools or Vehicle of your choice
Languages: 1
One of your choice 2
Equipment: a set of merchant's clothes, a merchant's 3
scale, a letter of trade and 15 gp in a belt pouch.
4
Feature: Trader 5
You are very knowledgable about the general worth of an
object and can judge the inherit value of an object at a glance. 6
You can haggle prices with others effectively, generally 7
discounting the price of an object you purchase by 25% or 8
selling it for 25% more than its normal value. However, when
dealing with exceptional individuals over price, the DM may
require you to make a check (generally opposed Insight) to d6 Ideal
get a better deal 1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1
2
3
4
5
6
Patriot Suggested Characteristics
d8 Personality Trait
Loyalty to a country
Skill Proficiencies: Performance, Persuasion 1
Languages: 2
Equipment: a set of common clothes, a small badge or 3
heraldry wore prominantly showing your loyalty, a belt pouch
with 15 gp. 4
5
Feature: For Country!
6
7
8

d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1
2
3
4
5
6
Prophet Suggested Characteristics
d8 Personality Trait
Feature: Divination
Skill Proficiencies: 1
Languages: 2
Equipment: 3
Feature: Divination 4
5
6
7
8

d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1
2
3
4
5
6
Touched Suggested Characteristics
d8 Personality Trait
blessed/cursed by divine/infernal power
Skill Proficiencies: 1
Languages: 2
Equipment: 3
Feature: Supernatural Influence 4
5
6
7
8

d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1
2
3
4
5
6
Wanderer Suggested Characteristics
d8 Personality Trait
Skill Proficiencies:
Languages: 1
Equipment: 2
3
Feature: Travails of the Trails
4
5
6
7
8

d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6

d6 Bond
1
2
3
4
5
6

d6 Flaw
1
2
3
4
5
6

Equipment
Advanced Armor
Advanced Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Light Armor
- Padded 5 gp 11 + Dex modifier – Disadvantage 8 lb. –
- Leather 10 gp 11 + Dex modifier – – 10 lbs. –
- Studded 25 gp 12 + Dex modifier – – 13 lbs. –
- Brigandine 65 gp 13 + Dex modifier Str 10 – 15 lbs. –
Medium Armor
- Hide 10 gp 12 + Dex modifier (max 2) – – 12 lb. –
- Banded Mail 45 gp 13 + Dex modifier (max 2) Str 10 Disadvantage 15 lbs. –
- Chain Shirt 50 gp 13 + Dex modifier (max 2) Str 10 20 lbs. –
- Scale Mail 50 gp 14 + Dex modifier (max 2) Str 12 Disadvantage 45 lbs. –
- Breastplate 400 gp 14 + Dex modifier (max 2) Str 10 20 lbs. –
- Plate & Mail 750 gp 15 + Dex modifier (max 2) Str 12 Disadvantage 40 lbs. –
Heavy Armor
- Ring Mail 60 gp 14 + 1/2 Dex modifier (max 2) Str 12 Disadvantage 40 lbs. –
- Chain Mail 75 gp 16 + 1/2 Dex modifier (max 2) Str 13 Disadvantage 60 lbs. –
- Splint 200 gp 17 + 1/2 Dex modifier (max 2) Str 14 Disadvantage 60 lbs. –
- Plate 1,500 gp 18 + 1/2 Dex modifier (max 2) Str 14 Disadvantage 65 lbs. –
- Full Plate 4,000 gp 19 + 1/2 Dex modifier (max 2) Str 15 Disadvantage 80 lbs. –
Shield
- Buckler 5gp +1 – 2 lbs.
- Small 10 gp +2 Str 10 6 lbs.
- Large 20 gp +3 Str 11 9 lbs.
- Body 35 gp +4 Str 12 Disadvantage 15 lbs.
Advanced Weapons
Advanced Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Brass Knuckles 7 sp 1d3 bludgeoning 1 lbs. Light, guard
Club 2 sp 1d6 bludgeoning 4 lbs.
Greatclub 7 sp 1d12 bludgeoning 10 lbs. Heavy, Two-handed
Heavy Club 4 sp 1d8 bludgeoning 6 lbs Versatile (1d10)
Knife 1 sp 1d3 slashing 1/2 lb. Finesse, light
Light Club 1 sp 1d4 bludgeoning 2 lbs. Light, Thrown (range 10/30)
Mace 5 gp 1d6+1 bludgeoning 4 lbs. Finesse
Machete 15 gp 1d6+1 slashing 2 lbs. Light
Pitchfork 5 sp 2d3 piercing 2 lbs. Versatile (2d4)
Sap 1 gp 1 bludgeoning 1 lb. Stun
Spear 1 gp 1d6 piercing 3 lbs. Versatile (1d8), 1Hand: Thrown (Range 30/120), 2Hand:Reach
Simple Ranged Weapons
Blowpipe 2 sp 1 piercing 1/2 lb. Light, loading, poison, ranged (10/30)
Martial Melee Weapons
Bastard Sword 35 gp 2d4 slashing 5 lb. Versatile (1d10+1)
Chain Whip 10 gp 1d6 bludgeoning 5 lbs. Reach
Chakram 5 gp 1d4 slashing 1 lb. Light, Thrown (30/120)
Cutlass 15 gp 1d8 slashing 3 lbs. Finesse, guard
Foil 10 gp 1d4+1 piercing 2 lbs. Finesse
Garrot 5 gp 1d3 slashing - Strangle, Two-handed
Gauntlet 1 gp 1d3 bludgeoning 1 lb. Guard, light
Great Scimitar 65 gp 2d6 slashing 5 lbs. Finesse, heavy, two-handed
Harpoon 5 gp 1d8 piercing 3 lb. Grapple, return, thrown (range 30/90), versatile (1d10)
Iron Claws 3 gp 1d3 slashing 1 lb. Light, finesse, guard
Khopesh 10 gp 2d4 slashing 3 lbs. Finesse, versatile (1d10)
Kukri 5 gp 1d4+1 slashing 2 lbs. Light
Longspear 3 gp 1d8 piercing 5 lbs. Reach, Versatile (1d10)
Partisan 5 gp 1d10 piercing 8 lbs. Heavy, reach, two-handed
Pike 10 gp 1d8 piercing 18 lbs. Heavy, reach 15 ft., two-handed
Punch Dagger 15 gp 1d6 slashing 2 lbs. Light, finesse, guard
Scythe 50 gp 3d4 slashing 6 lbs. Heavy, two-handed
Spetum 25 gp 1d12 piercing 12 lbs. Heavy, reach, two-handed
Tonfa 5 sp 1d4 bludgeoning 1 lb. Block, finesse, light
Trident 5 gp 3d3 piercing 4 lbs. Grapple, Thrown (range 20/60), versatile (3d4)
Tulwar 40 gp 1d10 slashing 4 lbs. Finesse, versatile (1d12)
Martial Ranged Weapons
Blowgun 1 gp 1 piercing 2 lbs. Loading, poison, two-handed, ammunition (30/90)
Bola 1 gp 1d4 bludgeoning 2 lbs. Entangle, thrown (range 20/60)
Boomerang 5 sp 1d4 bludgeoning 1 lb. Return, thrown (range 60/180)
Net 1 gp – 3 lbs. Entangle, thrown (range 5/15)
Block Strangle
When you are targeted by a melee weapon attack, you can If the attacker scores a critical hit on a target that is the same
use your reaction to gain a bonus to AC equal to your size or smaller and that is unaware of the attacker's presence,
proficiency modifier against the attack. it is grappled and cannot breath. At the start of each of the
attacker's following turns, they may deal automatic critical
Entangle damage if they are still grappling the opponent with the
When a target is hit by this weapon, it must make a Dexterity weapon. Each round, as an action, the target can make an
saving throw. The DC of the saving throw is 8 + attacker's Athletics (Strength) or Acrobatics (Dexterity) skill check to
Dexterity modifier + attacker's proficiency bonus. On a end both conditions. The DC of the saving throw is 8 +
failure, the target is restrained. On subsequent rounds, as an attacker's Strength modifier + attacker's proficiency bonus.
action, the target can attempt an Athletics (Strength) or Stun
Acrobatics (Dexterity) skill check against the DC to escape.
If the attacker scores a critical hit on a target that is the same
Grapple size or smaller, the target must make a Constitution saving
If you score a hit on the target, you may choose to grapple the throw or be incapacitated for a round. The DC of the saving
target as a free action. As an action, the target can use its throw is 8 + attacker's Strength modifier + attacker's
action to make an opposed Athletics (Strength) check against proficiency bonus. If the target is also unaware of the attack,
you. On a success, the grapple ends. You can choose to end on a failed saving throw it is knocked unconsious if its hit
the grapple as a free action. You may end the grapple as a point total is 5x the attacker's level or less.
free action at any time.
Guard
An opponent suffers disadvantage when attempting to disarm
you. The guard ability can be added to any non-thrown
weapon that does not already have the quality by doubling its
cost.
Poison
The weapon is normally treated with a poison substance.
Typical poisons are noted below; stronger poisons are
available at the DM's discresion. Note: characters with
proficiency in poisoner's tools can purchase poisons for other
weapons.
Lethal. The target takes poison damage as indicated on
the poison table below
Sleep. The target must make a Constitution save, based
on the Poison's DC. On a failure, the target gains one level
of Exhaustion and must save again on its next turn. If the
target fails an additional two saving throws, it is rendered
unconsious for 10 minutes. After unconsiousness or a
successful save, the level of exhaustion fades away after
the target's next turn. Sleep poison costs x10 normal.
Sickness. The target must make a Constituion save,
based on the Poison's DC. On a failure, the target gains
the Poisoned condition for 1 minute.
Advanced Poisons
Damage DC Cost
1d4 11 10 gp/10 uses
1d8 12 25 gp/10 uses
2d8 13 75 gp/10 uses
3d8 14 150 gp/10 uses
4d8 15 350 gp/10 uses

Feats
Beast Form Blood Drain
Whether by curse, magical charm or innate talent, you can Prerequisite: Returned only, 4th level or higher
assume the shape of a beast. When you take this feat, select
one beast shape of CR 1/2 or less. You can take this feat You drain the life of others to sustain your own unlife.
multiple times and choose the same or different shape each Increase your Strength score by 1, to a maximum of 20.
time. As bonus action, you can make a melee bite attack that
You can remain in the beast form for 1 hour. You can deals 1d6 piercing + Strength modifier damage, plus 1d6
revert to your normal form earlier by using a bonus action necrotic damage. You gain temporary hit points equal to
on your turn. You automatically revert if you fall half the damage you deal. At 10th level, you deal an
unconscious, drop to 0 hit points, or die. additional 1d6 necrotic damage on a hit.
Your game statistics are replaced by the statistics of the Crafter
beast, but you retain your alignment, personality, and
Intelligence, Wisdom, and Charisma scores. You also You have skill in crafting mundane items from raw materials.
retain all of your skill and saving throw proficiencies, in Increase your Strength, Dexterity or Intelligence by 1, to a
addition to gaining those of the creature. If the creature maximum of 20.
has the same proficiency as you and the bonus in its stat You gain proficiency in a set of Artisan's tools of your
block is higher than yours, use the creature's bonus choice.
instead of yours. You can craft mundane items. Under normal
When you transform, you assume the beast's hit points circumstances, you do not need to make a check to
and Hit Dice. When you revert to your normal form, you succeed at this endeavor. In extraordinary cases, the DM
return to the number of hit points you had before you may require you to make one or more ability checks to
transformed. However, if you revert as a result of dropping complete items under duress or to fashion complex or
to 0 hit points, any excess damage carries over to your unusual items. It takes approximately 1 hour per gold
normal form. For example, if you take 10 damage in piece value of an object to craft an item. Your work to
animal form and have only 1 hit point left, you revert and create the item consumes raw materials equal to half the
take 9 damage. As long as the excess damage doesn't gold piece value of the final object.
reduce your normal form to 0 hit points, you aren't You can sell objects you create for the full value.
knocked unconscious.
You can't cast spells, and your ability to speak or take any Celestial Heritage
action that requires hands is limited to the capabilities of
your beast form. Transforming doesn't break your Prerequisite: Hellchilde only, Celestial language proficiency
concentration on a spell you've already cast, however, or You manifest elements of your celestial ancestry.
prevent you from taking actions that are part of a spell, Increase your Wisdom by 1, to a maximum of 20.
such as call lightning, that you've already cast. You do not suffer Light Sesitivity when you use your
You retain the benefit of any features from your class, transformation ability.
race, or other source and can use them if the new form is When you cast a spell, you gain a flight speed of 40 feet for
physically capable of doing so. However, you can't use any a number of rounds equal to the level of the spell you cast.
of your special senses, such as darkvision, unless your Once you use this ability, you cannot use it again until you
new form also has that sense. take a short or long rest.
You choose whether your equipment falls to the ground in At 10th level, the duration of your flight increases to 1
your space, merges into your new form, or is worn by it. minute per level of the spell cast.
Worn equipment functions as normal, but the DM decides
whether it is practical for the new form to wear a piece of Charming Gaze
equipment, based on the creature's shape and size. Your
equipment doesn't change size or shape to match the new Prerequisite: Returned only
form, and any equipment that the new form can't wear You can enrapture others with a simple look.
must either fall to the ground or merge with it. Equipment Increase your Charisma score by 1, to a maximum of 20.
that merges with the form has no
effect until you leave the As an action, you can target one non-hostile humanoid you
form. can see within 30 feet. If the target can see you, it must
succeed on a Wisdom save equal to DC 8 + your
proficiency modifier + Charisma modifier. On a failure, the
target is charmed and will treat you as a trusted friend to
be heeded and protected. If you or an ally harm the target,
it is allowed a new saving throw to negate the effects.
Otherwise, the effects last for 1 hour.
Dragon Damage Type Breath Weapon
Chillborn
Black Acid 5 by 30 ft. line (Dex. Save)
Prerequisite: Titanborn only
The cold never bothers you. Blue Lightning 5 by 30 ft. line (Dex. Save)

You gain resistance to cold damage. Brass Fire 5 by 30 ft. line (Dex. Save)
You are unaffected by hypothermia or frostbite related Bronze Lightning 5 by 30 ft. line (Dex. Save)
effects. Copper Acid 5 by 30 ft. line (Dex. Save)
Your movement rate is not slowed by heavy snow or ice.
Gold Fire 15 ft. cone(Dex. Save)
Combat Drill Green Poison 15 ft. cone(Con. Save)
You have practiced and drilled at combat until you can strike Red Fire 15 ft. cone(Dex. Save)
and block without thought.
Silver Cold 15 ft. cone(Con. Save)
Increase your Constitution by 1, up to a maximum of 20. White Cold 15 ft. cone(Con. Save)
You may replace both your proficiency and attribute bonus
to hit on the roll with twice your proficiency bonus. You can consume a spell slot to expel a breath weapon.
If you have advantage and your attack hits, if both dice Using this ability takes an action, and affects an area as
rolled the same value, your attack becomes a critical hit. indicated in the table above. Creatures in the area of effect
Whenever you roll a natural 1 on any attack roll, you can must make a saving throw (DC 8 + your proficiency
reroll it, but must keep the result of the reroll. modifier + your Charisma modifier). On a failure, each
Deathless target suffers 2d6 damage, plus 1d6 damage per level of
the expended spell slot, of the damage type indicated
Prerequisite: Returned only above. A sucessful saving throw halves the damage. Once
You are extremely difficult to kill. you use this ability, you cannot use it again until you take a
Increase your Constitution score by 1, to a maximum of short or long rest.
20. You gain resistance to the damage type indicated above.
You gain proficiency in Constitution saving throws. At 5th level or higher, when you use your Transformation
If you are reduced to 0 hit points, make a Constitution ability, you grow a pair of bat-like wings from your back
save (DC 8 + ½ the damage taken). On a success, you and gain a fly speed of 30 feet. This ability lasts for as long
instead remain at 1 hit point. Once you use this ability, it as you remain transformed.
cannot be reused until you take a long rest. Eyes of Fire
Dirty Fighting Prerequisite: Titanborn only
You fight to win, not to be honorable. Your eyes glow with flickering, magical flame but they give
you incredible insight into the world around you.
You gain proficiency in the Deception skill, if you do not You gain proficiency in Wisdom saving throws and gain
already have it. advantage when making any Wisdom ability check.
As a bonus action, you can force one opponent within 5 You can use detect magic a number of times equal to your
feet of you to make a Wisdom save. The DC is 8 + your Wisdom modifier (minimum 1) per long rest.
Deception skill bonus. On a failure, the next attack against You can use identify without the need for material
the target gains advantage. components once per long rest.
Once per turn, when you have advantage on an attack and
score a hit against an enemy, you deal an additional 1d6 Extra Arms
damage, or may perform a combat option (see combat
chapter) that takes a bonus action for free. Prerequisite: Animalfolk (Arachnid or Insect), or Titanborn
Only
Draconic Heritage You were born with extra arms.
Prerequisite: Hellchilde only, Draconic language proficiency. You gain two extra arms, which you can use normally to
You manifest elements of your draconic ancestry. perform tasks with. If you use them to fight with multiple
When you take this feat, select a dragon heritage. weapons in combat, you can make up to four attacks (two-
Draconic Heritage
handed weapons still take up two arms). Two of your arms
are considered “off-hand”, which can only be used with
light or finesse weapons. You only add your Strength
modifier to one attack. When you gain the Extra Attack
ability, you do not gain extra attacks with these limbs.
You cannot mix wielding ranged and melee weapons with
the same attack action when attacking with your extra
arms.
Wielding extra shields beyond the first only grants you a
+1 bonus to your AC beyond the first shield you use.
Fast Hands Great Weapon Master (Replaces
You have unusual dexterity in your hands. PHB)
Increase your Dexterity by 1, up to a maximum of 20. You’ve learned to put the weight of a weapon to your
You gain proficiency in the Sleight of Hand Skill. advantage, letting its momentum empower your strikes.
You
You treat any one-handed weapon as if it had the Finesse gain the following benefits:
property. On your turn, when you score a critical hit with a melee
weapon or reduce a creature to 0 hit points with one, you
Fireborn can make one melee weapon attack as a bonus action.
Prerequisite: Titanborn only Before you make a melee attack with a heavy weapon that
You thrive in hot situations you are proficient with, you can choose to lose your
proficiency bonus for the attack roll to add double your
You gain resistance to fire damage. proficiency to the damage roll. (-2/+4, -3/+6, -4/+8, -5/+10,
You are immune to heatstroke and overheating effects. -6/+12)
You add your proficiency modifier to fire spell damage or
other fire damage effects you use. Healer (Replaces PHB)
Flourishing Fighter You are an able physician, allowing you to mend wounds
quickly and get your allies back in the fight. You gain the
You strike at an opponent's weak spots with pananche. following benefits:
Increase your Charisma by 1, up to a maximum of 20. When you use a healer’s kit to stabilize a dying creature,
You can use Charisma instead of Dexterity with Finesse that creature also regains hit points equal to your
weapons. proficiency bonus.
If you have the Unarmored Defense ability, you add your As an action, you can spend one use of a healer’s kit to
Charisma modifier and Dexterity to your AC instead of tend to a creature and restore 1d6 + 4 hit points to it, plus
any other ability score. additional hit points equal to your level + proficiency
bonus. The creature can’t regain hit points from this feat
Grave Touch again until it finishes a short or long rest
Prerequisite: Returned only
You touch carries the chill of the grave. Heavy Armor Master
Increase your Charisma score by 1, to a maximum of 20. Prerequisite: Proficiency with heavy armor
You can use your
As a bonus action, you can make a single melee attack. On armor to deflect strikes that would kill others. You gain the
a hit, the target must make a Constitution saving throw of following benefits:
DC 8 + your proficiency modifier + your Charisma Increase your Strength or Constitution score by 1, to a
modifier. On a failure, the target takes 1d4 cold damage maximum of 20.
and their Speed is halved until the end of their next turn. While you are wearing heavy armor, bludgeoning, piercing,
and slashing damage that you take from nonmagical
Genie Heritage weapons is reduced by an amount equal to your
Prerequisite: Hellchilde or Titanborn only, Aurun, Terran, proficiency bonus.
Ignan or Aquan language proficiency
You manifest a small portion of your genie heritage. Intelligent Fighter
Select a heritage when you choose this feat. You observe your opponent and strike where they are
Genie Heritage
weakest.
Genie Affinity Element Increase your Intelligence by 1, up to a maximum of 20.
Djinn Air Thunder You can use Intelligence instead of Dexterity with Finesse
weapons.
Dao Earth Bludgeoning If you have the Unarmored Defense ability, you add your
Efreet Fire Fire Intelligence modifier and Dexterity to your AC instead of
Marid Water Cold
any other ability score.
Jann Smoke Poison

Increase your Charisma score by 1, to a maximum of 20.


You gain resistance to the element associated with your
genie heritage.
Also, when you cast spells that deal damage based on your
chosen element, you add your proficiency modifier to the
damage dealt.
Incorporeal Skilled (replaces PHB)
Prerequisite: Returned only, 8th level or higher You have a natural knack for a skill or have been trained in
Your body can melt into shadow, allowing you to pass its use.
through solid objects.
You gain proficiency in any combination of three skills or
As an action, you can become incorporeal, allowing you to tools of your choice.
move through other creatures and objects as if they were You may choose a skill or tool you are already proficient in
difficult terrain, and gain resistance to bludgeoning, to instead gain expertise in it.
piercing and slashing non-magical weapons. If you end
your turn inside an object or creature, you take 1d10 force Sharpshooter
damage. You can maintain this form for up to 1 minute You have mastered ranged weapons and can make shots that
and dismiss it as a free action. Once you use this ability, others find impossible. You gain the following benefits:
you cannot reuse it until you take a short or long rest.
Attacking at long range doesn’t impose disadvantage on
Infernal Heritage your ranged weapon attack rolls.
Prerequisite: Hellchilde only, Infernal language proficiency Your ranged weapon attacks ignore half cover and three-
You manifest abilities tied to your infernal heritage. quarters cover.
Before you make an attack with a ranged weapon that you
Increase your Charisma score by 1, to a maximum of 20. are proficient with, you can choose to lose your
When you use your transformation ability, you gain proficiency bonus for the attack roll to add double your
resistance to fire and poison. proficiency to the damage roll. (-2/+4, -3/+6, -4/+8, -5/+10,
Also, while transformed, your natural attacks are treated -6/+12)
as magical weapons.
Spell Strike
Light Fighting You have mastered combining martial attacks with magical
You are skilled at weilding small, quick weapons. force.
Increase your Dexterity by 1, up to a maximum of 20. Once per turn, when you make a weapon attack, as part of
As a bonus action, you can make a single attack with a the attack you can cast a spell that normally takes an
weapon that has the light property. action or a bonus action. On a hit, your target becomes the
target of the spell. If the spell requires a saving throw, the
Many Legs target is treated as having failed the save.
Prerequisite: AnimalFolk, Titanborn Only If you make multiple attacks, you may replace one of the
You were born with extra legs, manifesting as a centaur- attacks with a cantrip instead.
like appearance.
Strength of Earth
You gain two extra legs, which increases your land Prerequisite: Titanborn
Movement rate by 10 feet. You have uncanny strength and resilience.
You double your carrying capacity.
You gain advantage against attempts to knock you prone. Increase you Strength score by 1, to a maximum of 20.
You gain proficiency in Strength saves, and when making
Precise Fighter Strength-based ability checks you gain advantage.
You instinctively seek out an opponent's weak points. Your carrying capacity is doubled.
Once per short rest, as a bonus action you gain double
Increase your Wisdom by 1, up to a maximum of 20. your level as temporary hit points. These hit points last
You can use Wisdom instead of Dexterity with Finesse until lost or 1 minute passes.
weapons.
If you have the Unarmored Defense ability, you add your Stormborn
Wisdom modifier and Dexterity to your AC instead of any Prerequisite: Titanborn only
other ability score. You are home amid areas of arcing electricity.
Savage Attacker (replaces PHB) You gain resistance to lightning damage.
You have learned to harness your savagery to keep your foes You cannot be targeted by natural lightning effects, such
off-balance. You gain the following benefits: as from a natural thunderstorm, unless you choose to be.
You add your proficiency modifier to lightning spell
Increase your Strength score by 1, to a maximum of 20. damage or other lightning damage effects you use.
Once per turn, you may reroll an attack roll after you have
missed or you may reroll the damage roll from an attack
you hit with.
Swarm Form Watery Limbs
Prerequisite: Returned or Titanborn only, 8th level or higher Prerequisite: Titanborn only
Your form collapses into a horde of tiny animals, allowing You can manipulate your body as if you were boneless.
you to move where you normally could not.
Increase your Dexterity score by 1, to a maximum of 20. You increase your Dexterity by 1, to a maximum of 20.
As an action, you transform yourself and your worn or When making Dexterity saves, Dexterity ability checks or
carried possessions into a swarm of tiny creatures, such Dexterity-based skill checks, you gain advantage.
as rats (form subject to DM’s approval). You can squeeze through openings as small as 2 inches x
While in this form, you move at your normal speed but can 12 inches, such as under a door, through a prison bar cell
move into or through other creature’s spaces without or the like.
provoking an attack of opportunity. You gain resistance to Wings
bludgeoning, piercing and slashing damage in this form.
While in this form, as an action you can make a melee Prerequisite: Animalfolk, Dragonfolk, Hellchilde or
attack against a creature whose space you share. On a Titanborn only
successful hit, you deal 2d6 piercing damage. Your supernatural nature has granted you wings.
You cannot cast spells or use weapons while in swarm You gain a fly movement rate of 30 ft.
form, but active spells on you or a Concentration spell you
are maintaining is unaffected.
The transformation lasts for up to 1 minute, and can be
dismissed as a free action. Once you use this ability, you
cannot reuse it until you take a short or long rest.
At 10th level, you can assume the form of tiny flying
creatures, giving you a Fly speed of 30 feet.
Swift Reactions
Your reactions are lightning-quick.
Increase your Dexterity by 1, to a maximum of 20.
You can take two reactions instead of being limited to one.
You cannot take both reactions in response to the same
triggering event.
Thick Hide
Prerequisite: Animalfolk, Titanborn or Dragonfolk only
Your skin hardens or is covered in protective fur, feathers
or other such growth. If you wear no armor, your base AC is
14.
Trapper
You are skilled at trapping and skinning the pelts of animals
for sale.
Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
You gain proficiency in the Nature skill and tool
proficiency with two animal traps (such as a small cage or
bear trap). You can also identify a creature by the tracks it
made with a Nature skill check; the difficulty is equal to
10 + the creature's CR.
Traps set by you impose disadvantage on the target's
saving throw or gain advantage on attack rolls made to
strike the target.
When you encounter a dead beast or monstrosity, you can
spend 10 minutes skinning it for the pelt. The resultant
pelt is worth 10 gp per CR, though the DM may rule that
certain pelts are worth more (such as from ermine or
other rare creatures).
Combat
Deafen
Combat Options You deliver a blow that leaves the enemy's ears ringing.
During their turn, any character, with the DM's approval, can As a bonus action against an opponent you just hit, you can
attempt any one of the following stunts as a bonus action or force them to make a Constitution saving throw against a DC
reaction, as indicated by the ability. To qualify for an action of 8 + your attack bonus. On a failure, the target is deafened
that activates on an attack, you must have made a melee until the end of its next turn.
weapon, melee spell, ranged weapon or ranged spell attack.
Spells that have an effect on a failed save cannot be used with Fluster
combat options that require an attack to be used.
DMs and players are encouraged to create their own You make a snide remark designed to unbalance your
additional combat options to further spice up combats and opponent.
cover unusual or one-shot actions that might occur in the As a reaction you choose an opponent that can hear you
combat - such as interacting with furniture or obstacles, within 30 feet. The opponent must make a Wisdom saving
targeting specific opponents or performing unusual tactics. throw against a DC of 8 + your Intimidate (Cha) skill. On a
failure, the target's next attack has disadvantage.
Avenge
You swear to wreck vengenance on an opponent who felled Focus
an ally. You steady your resolve.
As a reaction when an opponent drops an ally to 0 hit As a bonus action, you ready yourself for action. Until your
points, you can move half your speed and make a single next action, when you are required to make a saving throw or
weapon attack or a single cantrip attack. concentration check, as a reaction you can gain advantage on
the roll.
Avoid
You give ground to avoid an opponent's attack. Frighten
As a reaction when an opponent misses you with an attack, You strike fear into your foe, diminishing their resolve.
you can disengage up to half your speed away. As a reaction when you have more than half your hit points
and an opponent targeting you has less than half their hit
Blind point total, you can force them to make a Wisdom saving
throw with a DC of 8 + your Intimidate (Cha) skill. On a
You take a moment to render your opponent unable to see. failure, the target is frightened of you until the end of its next
As a bonus action against an opponent you just hit, you can turn.
force them to make a Dexterity saving throw against a DC of
8 + your attack bonus. On a failure, the target is blinded until Guard
the end of its next turn.
You protect an ally from harm.
Brace When an opponent attacks an ally within 5 feet of you, as a
reaction you can force the opponent to make their next attack
You prepare for an opponent's approach. with disadvantage.
You convert your bonus action into an extra reaction that
triggers the original bonus action when an opponent moves Hound
into your reach.
You prevent an enemy from easily escaping.
Cleave As a bonus action, you can select an enemy within melee
range of you. If the selected opponent attempts to move away,
Your attack continues through a fallen enemy. even by means of disengaging, as a reaction you can make an
When you reduce a foe to 0 hit points with a melee or attack of opportunity against them or move half your
ranged weapon attack, as a bonus action you can choose an movement rate to follow them.
adjacent opponent with the same or worse AC. Any damage
you did in excess to the original target hit points is applied to Interact
the secondary target.
You use a piece of furniture or other item to your advantage.
Cower You gain one of the following, but you cannot use both in the
same turn. After interacting with an item, the DM should
You make yourself look unworthy of being harmed. adjucate if it can be used again or is destroyed or expended
As a reaction, if you have not attacked an opponent who is by the interaction.
about to attack you, you can force the opponent to make a
Wisdom saving throw against a DC of 8 + your Persuasion As a bonus action you gain advantage on your next attack.
(Cha) skill. On a failure, the opponent chooses another target As a reaction, you inflict disadvantage on your opponent's
in range to attack, if able. next attack.
Limber Tumble
You prepare yourself for physical activity. As a bonus action, if you are in light armor or no armor, your
As a bonus action, you give yourself advantage on the next have an AC of 10 + your Acrobatics (Dex) skill when
Athletics (Str) or Acrobatics (Dex) skill check you make opponents make an opportunity attack when you attempt to
during your turn. If you climb or jump, you increase the move out of their reach.
distance you cover by 50%.
Goad
You bully your opponent into attacking you.
As a reaction you choose an opponent that can hear you
within 30 feet. The opponent must make a Wisdom saving
throw against a DC of 8 + your Intimidate (Cha) skill. On a
failure, the target must target you for its next attack.
Grapple
You grab your opponent.
As a bonus action against an opponent no more than one
size category larger than you that you hit with a melee
weapon or unarmed attack, you can force the target to make
a Strength saving throw against a DC of 8 + your Athletics
(Str) skill. On a failure, the target is grappled.
Pin
You nail your opponent in place, preventing them from
moving.
As a bonus action against an opponent you just hit, you can
force the target to make a Strength saving throw against a
DC of 8 + your Athletics (Str) skill. On a failure, the target is
restrained until the end of its next turn.
Push
You shove an opponent.
As a bonus action against an opponent you just hit, you can
force the target to make a Strength saving throw against a
DC of 8 + your Athletics (Str) skill. On a failure, you can move
the target up to 5 feet x your Strength modifier.
Stun
You knock your opponent senseless.
As a bonus action against an opponent that you score a
critical hit against, you can force the target to make a
Constitution saving throw against a DC of 8 + your attack
bonus. On a failure, the target is incapacitated until the end of
its next turn.
Target
You set your sights on a single opponent.
As a bonus action, you can choose an opponent that you
can see. When you make your first attack roll against the
target in the same turn, you gain advantage on the attack roll.
Trip
You knock your opponent to the ground.
As a bonus action against an opponent no more than one
size category larger than you that you hit, you can force the
target to make a Dexterity saving throw against a DC of 8 +
your Athletics (Str) skill. On a failure, the target is knocked
prone.
New Conditions
Aflame Frozen
An aflame creature takes fire damage at the end of its A frozen creature takes ice damage at the end of its turn.
turn. Unless otherwise specified, this is 1d4 fire damage. Unless otherwise specified, this is 1d4 ice damage. A
An aflame creature suffers disadvantage on Skill checks frozen creature that drops to 0 hit points does not make
and Attack rolls. death saves until the condition ends.
As an action, an aflame creature can make a Dexterity A frozen creature's speed is 0, it is unaware of its
saving throw to end the condition. The DC is equal to the surroundings and it cannot take actions, reactions or
original save that caused this effect. A creature can go concentrate on a spell.
prone as part of this action to gain advantage on ending
the condition. Insane
An insane creature suffers disadvantage on Wisdom
Confused saving throws and Insight skill checks.
A confused creature suffers disadvantage on Skill checks When an insane creature wishes to take an action, it must
and Wisdom saving throws. make a Wisdom saving throw. Unless otherwise specified,
A confused creature suffers disadvantage on Initiative the DC is 10. On a failure, the creature acts in a contrary
checks and loses all ties to act first. manner, as decided by the DM.
When it comes time for a confused creature to take an
action, roll on the table below. Restrained (replaces PHB)
An immobilized creature's speed is reduced to 0, and it
roll_d10 Behavior can't benefit from any bonus to its speed
1 The creature uses all its movement to move in a Attack rolls against the creature have advantage, and
random direction. To determine the direction, attack rolls made by the creature suffer disadvantage
roll a d8 and assign a direction to each die face. The creature has disadvantage on Dexterity saving throws
The creature doesn't take an action this turn. If the immobilized creature attempts to cast a spell with a
2 - 6 The creature doesn't move or take actions this Somatic component, it must success a concentration
turn check to succeed. The DC is 15 if not otherwise specified.
7 - 8 If threatened, the creature uses its action to Sleeping
make a melee attack against a randomly
determined creature within its reach. If there is
The creature is unconsious, can't move or speak, and is
no creature within its reach, the creature does unaware of its surroundings. However, unless stated
nothing this turn. If not threatened, the creature otherwise, shaking or striking the creature will awaken it,
takes no action as will loud noises (such as combat) within 30 feet.
9 - 10 The creature moves and acts normally
The creature drops whatever it is holding, and falls prone
The creature automatically fails Strength and Dexterity
saving throws
Cursed The creature has disadvantage on Wisdom saving throws
A cursed creature suffer disadvantage on Skill checks and Attack rolls against the creature has advantage
saving throws associated with one ability score (denoted Any attack that hits the creature is a critical hit if the
when the curse is laid). attacker is within 5 feet of the creature.
Attacks made against the cursed creature have advantage.
Diseased
A diseased creature has disadvantage on Strength,
Dexterity and Charisma ability checks and Constitution
saving throws.
Distracted
A distracted creature suffers disadvantage on Skill checks
and Wisdom saving throws.
Doomed
A doomed creature gains no temporary hit points nor
regains hit points from spells or abilities
A doomed creature cannot expend hit dice to heal

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