Professional Documents
Culture Documents
Preface
Light, fire, and divinity are some of the most well-established
magical motifs in the worlds of D&D. This supplement aims to
expand these options, adding new races, subclasses, and spells,
ON THE COVER among other things. If your dungeon master allows, these options
Rovina Cai illustrates a divine figure. can be used in any of your campaigns.
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behind them. While they tend to make their homes in places As an action, you can touch a willing creature, and select a skill
untraveled by other folk, they don’t actively avoid other races that you are proficient in. If the target isn’t already proficient in
when those folk happen upon their humble abodes, and in fact that skill, it becomes proficient in it for 24 hours or until you use
they often welcome their visitors inside and are eager to share this trait again.
their wisdom with individuals that would appreciate it. Once you use this trait, you can’t use it again until you finish a
One of the few relationships that an astran is willing to take on long rest.
with another race is that of a mentor-student relationship, where Natural Survivor. You have proficiency in the Survival skill.
the astran imparts its knowledge and skill upon a worthy student. Starlight Navigator. Your memory is exceptionally good when
Even these associations are often short-lived, however, as they it comes to the locations of all the stars that dot the night sky. As
seek to not become too attached to their pupils. long as you can see the night sky, you know which way is north,
and you have advantage on Wisdom (Survival) checks made to
Exploring the World avoid becoming lost.
Wielder of Light and Flame. As a child of the stars, you can
While most astrans tend to stay put when they can help it, there
call upon innate magic granted to you by your astral heritage.
are many points in their lives where they might take up
You know the light and control flames cantrips. When you reach
adventuring. Some astrans are compelled to adventure when they
3rd level, you can cast faerie fire with this trait, and starting at 5th
take up students, as they seek to train them in real-life situations.
level, you can also cast pyrotechnics with it as a 2nd level spell.
Others might become unintentionally involved in worldly
Once you cast a spell with this trait, you can’t cast it again until
conflicts, if those conflicts reach their homesteads. Their typical
you finish a long rest. Wisdom is your spellcasting ability for
kindness might make them protectors of refugees or escorts of
these spells.
travelers, where their involvement can easily rope them into
Languages. You can speak, read, and write Common and
greater adventures. Adventuring astrans tend to be the exception,
Astran. Astran is a language different from all other worldly
rather than the rule, and may learn to make lasting friendships
languages, and many of its words and common sounds are
with their comrades.
difficult for other races to pronounce. The different
Astran Names intonations used by this language often spill into
the other languages an astran knows, causing
An astran chooses their own name shortly after they emerge from them to often emphasize the wrong
their meteorite. Since astrans are genderless, there are no ‘male’ part of a word, or even order
or ‘female’ names for them. Their lack of true parents also means their sentences in a non-
they lack a family name. An astran’s real name, taken from the standard manner.
astran language, is often difficult for other races to pronounce.
Therefore, astrans tend to translate these names into common
when dealing with other races. A few of the common translations
are listed below.
Astran Names: Antlia, Aquila, Aries, Caelum, Cepheus,
Circinus, Crux, Dorado, Equuleus, Fornax, Horologium,
Hydrus, Leo, Libra, Monoceros, Orion, Pavo, Sculptor,
Serpens, Tucana, Virgo, Volans.
Astran Traits
Your otherworldly heritage manifests as a variety of traits that
you have in common with all other astrans.
Ability Score Increase. Your Wisdom score increases by 2, and
your Dexterity score increases by 1.
Age. Astrans emerge from their meteoritic egg with intellectual
capabilities similar to that of a 12-year-old human child, and they
grow to full size in less than 2 years. From this point on their
aging virtually stops, and they can live on, unchanging, for nearly
a thousand years.
Alignment. Most astrans are kind hearted, though occasionally
distant. Though they often live in solitude, they are welcoming of
visitors and eager to lend their aid to others. The typical astran
tends towards neither law nor chaos, instead opting for a more
neutral path. While this is their most common disposition, it isn’t
uncommon for an astran to be of any good or neutral alignment,
and even evil alignments aren’t completely out of the question.
Size. Astrans average about 7-8 feet tall, though they have
exceptionally wiry builds, and often weigh only about 150
pounds. Your size is Medium. Art by Ryan
Speed. Your base walking speed is 30 feet. Alexander Lee >>
Astral Resistance. You have resistance to fire damage and
radiant damage.
Mystical Mentor. With your touch, you can temporarily
transfer some of your skill and knowledge to another creature.
4
Guardrin when they are clearly outmatched. When it comes to their friends,
guardrins are selfless and willing to sacrifice their lives for them.
Strong and proud, guardrins are the descendants of guardinal and
human parents. They are touched by the divine power of elysium,
a beautiful plane of rolling hills and flowering meadows that the Wandering Warriors
mighty guardinals call home. Guardrins are not often born in this When they come of age, guardrins typically leave home and
plane, however. They are usually born on the material plane, as wander the world, searching for those that would need their help
the result of a guardinal traveling there during their missions to and companionship, and rooting out evil wherever they find it.
ward off evil. Once they come of age, guardrins are expected to Guardrins have a natural inclination towards adventuring, and are
take up the mantle of their celestial parent, and do their part in usually quite good at it. Their strong sense of justice oftens leads
smiting evil and protecting those weaker than them. They are a them to become heroes, celebrated far and wide for their great
noble race, as strong and graceful as the animals they resemble. deeds. They fight against oppression, dethrone tyrants, and
Animalistic Champions
become champions of moral causes.
A guardrin’s appearance takes after its guardinal parent, granting Guardrin Names
it an animalistic form similar to that of a true guardinal. Like their Guardrins typically grow up with their non-celestial parent, and
celestial parents, the degree of animalism in their appearance therefore use human naming conventions. They often have more
varies greatly. Some guardrins look like humans, but with a light atypical names, however, and might be given names themed
covering of fur over parts of their bodies, and a few distin- around the beast they share features with.
guishing features like horns, claws, or fangs. Other guardrins
more closely resemble animals, and look just like beasts that have Guardrin Traits
learned to walk on two legs and wear clothing.
Guardrins are typically tall and muscular, though their exact As a guardrin, you have a multitude of traits inherited through
height varies among their different varieties. More human-like your celestial lineage.
guardrins are usually beautiful to behold, and even the more Ability Score Increase. Your Strength score and Charisma
animalistic ones resemble only the most magnificent members of score each increase by 1.
their corresponding species. Even the most bestial members Age. Guardrins mature at a rate slightly slower than humans,
typically hold some resemblance to their human parent, such as a and reach adulthood around the age of 30. They live far longer
shared eye color, hair color, or other identifying feature. than ordinary humans, with many living for over three centuries.
Many die in battle before reaching old age, however.
Gentle Allies, Ruthless Enemies Alignment. Most guardrins are neutral good, though any good
alignment is common. They are kind and loyal almost as a rule,
Though guardrins are compassionate and gentle to their friends, and have no tolerance for evil acts. While it is possible for a
they are merciless to all that commit evil. Their disposition can guardrin to turn to evil, it is exceptionally improbable and is
change quickly as the situation commands it, with calm practically unheard of.
tranquility quickly transitioning to blind anger when evil rears its Size. Guardrins vary in size, though most are at least 6 feet tall,
ugly head. They have no qualms with killing those that have with some standing up to 8 feet tall. They usually weigh more
commited evil, especially those that have killed innocents. than a human of the same height, thanks to their muscular build.
When it comes to close friends and family, guardrins are fierce Your size is Medium.
protectors and loving companions. They value these close Speed. Your base walking speed is 30 feet.
connections above all else, and will fight to protect them even Animal Kinship. You have the ability to communicate in a
limited manner with beasts, and most beasts are naturally friendly
towards you. Beasts can understand the meaning of your words,
<< Art by James Ryman though you have no special ability to understand them in return.
You have advantage on all checks made to influence them, and
they are unlikely to attack you unless provoked.
Darkvision. Your bestial eyesight allows you to see in dim light
within 60 feet of you as if it were bright light, and in darkness as
if it were dim light. You can’t discern color in darkness, only
shades of grey.
Root Out All Evil. You can cast detect evil and good with this
trait, using Charisma as your spellcasting ability for it. Once you
do so, you can’t do so again until you finish a short or long rest.
Languages. You can speak, read, and write Common and
Celestial.
Subraces. Six subraces of guardrin exist, one for each of the
guardinal varieties. Choose one of them for your character, based
on the variety of guardinal you chose for your celestial parent.
Avoral Guardrin
Avoral guardrins resemble the cross between a majestic, golden
eagle and a human. Their faces are usually more human than
avian, but their hair resembles a feathery cowl, and their eyes are
bright and golden. They have feathered, wing-like arms, and their
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legs end in wickedly sharp talons. They are proud creatures, Ability Score Increase. Your Strength score increases by 1.
though more solitary than most other guardrins. Brave. You have advantage on saving throws against being
Ability Score Increase. Your Dexterity score increases by 1. frightened.
Far-sighted. Your normal eyesight remains effective for twice Claws. Your claws are natural weapons, which you can use to
the range of normal humanoids, allowing you to discern fine make unarmed strikes. Your unarmed strikes with your claws use
details as though you were looking at something half as far away. a d6 as their damage die, and deal slashing damage rather than the
Talons. The long, sharp talons on your feet make for an bludgeoning damage normal for an unarmed attack.
effective natural weapon, which you can use to make unarmed Roar. As a bonus action, you can release a mighty roar. Each
strikes. Your unarmed strikes with your talons use a d4 as their creature of your choice within 10 feet of you that can hear you
damage die, and deal slashing damage rather than the must succeed on a Wisdom saving throw with a DC of 8 + your
bludgeoning damage normal for an unarmed attack. proficiency bonus + your Charisma modifier or become deafened
Underdeveloped Wings. While you don’t have true wings, your and have disadvantage on attack rolls until the end of your next
feathered, winglike arms can help you glide and buffer your falls. turn. Once you use this trait, you can’t use it again until you finish
You take half as much damage from falling, and you take no a long rest.
damage from falls less than 30 feet. For every 2 feet you fall
vertically, you can also move 1 foot horizontally. Lupinal Guardrin
Wind Magic. You know the gust cantrip. Charisma is your Lupinal guardrins are half-man and half-wolf with lean, rangy
spellcasting ability for it. physiques and pronounced muzzles filled with canine teeth. Their
legs are bent like a wolf’s, and they are covered in silver-grey fur.
Cervidal Guardrin They are often mistaken for werewolves, but their well-groomed
Cervidal guardrins are the most peaceful of their kind, and resort visage and strict loyalty set them apart from most lycanthropes.
to violence far more rarely than their kin. They bear a striking Most of them are highly driven in their fight against evil, and
resemblance to satyrs, with goat-like horns and hooves for feet. become quickly bored by mundane tasks.
They are slim yet strong, and their thick skin is often at least Ability Score Increase. Your Wisdom score increases by 1.
partly covered by short fur in shades of red or brown. Perceptive. You have proficiency in the Perception skill.
Ability Score Increase. Your Charisma score increases by 1. Survivor. You have proficiency in the Survival skill.
Sure-footed. You have advantage on saving throws made to Tracker. If you know a creature’s scent, such as through having
avoid falling prone. one of their belongings or interacting with them, you can use your
Cervidal Resilience. You have advantage on saving throws action to sniff them out. If the creature is within 1,000 feet of you,
against poison, and you have resistance against poison damage. you know the distance to and general direction towards its
Revealer of Truth. If you touch your horns to an illusion, the location.
illusion is instantly dispelled. Illusions caused by spells of a level
greater than a third of your level (rounded up) are not dispelled. Ursinal Guardrin
Ursinal guardrins are hulking men and women with bearlike
Equinal Guardrin attributes. They stand approximately 8 feet tall and are covered
Equinal guardrins combine the features of a human and a stocky with golden, red, or brown fur. Their faces have pronounced
draft horse. They have broad chests and shoulders and their arms muzzles and high ear tufts—and, usually, a kindly expression.
end in thick fingers that are as hard as a hoof. Their legs are even Despite their intimidating looks, they are scholarly creatures that
more equine in form, with true horse-hooves for feet. A flowing often seek to avoid physical confrontations, though they are
mane runs from their neck to their back, and their faces are long capable combatants when push comes to shove.
and narrow. Their personalities are often boisterous, and many of Ability Score Increase. Your Intelligence score increases by 1.
them are fond of athletic contests and games of skill Powerful Build. You count as one size larger when determining
Ability Score Increase. Your Constitution score increases by 1. your carrying capacity and the weight you can push, drag, or lift.
Fleet of Foot. Your base walking speed increases by 10 feet. Scholarly. You gain proficiency in two skills and one tool of
Powerful Build. You count as one size larger when determining your choice.
your carrying capacity and the weight you
can push, drag, or lift.
<< Art by John Stanko
Leonal Guardrin
Leonal guardrins resemble proud, humanoid lions, with
impressive manes and golden fur. Their powerful arms
end in claws that are as strong and sharp as swords,
and perhaps more deadly. Their leonine visages are
both regal and terrifying, and they
have a presence that commands
respect and exudes bravery.
CHAPTER 1 | RACES
6
Volcanus Unbounded Determination
Volcani are a rare, ancient people, first born of primordial fire in
Kossuth made the volcani for a purpose. They were designed as
an age long past. They live in places seldom traveled to by other
his servants, driven to build to his specifications, fight for his
races—volcanic mountain ranges and island chains, too hot for
causes, and exist as an extension of his will. And to this end they
most other creatures to stand. But within these lands volcanus
served him well, for a time. Kossuth’s dealings on the material
society thrives, as they build impressive structures and fortresses
plane were short lived, however, and he eventually found himself
from igneous rock, with streams of lava flowing between and
without need of his volcani servants. So he left them to their own
around their settlements like rivers. Volcani are highly driven, and
devices, abandoned upon the material plane while he returned to
many can accomplish great feats during their short lives that
the Plane of Fire.
many of the longer lived races wouldn’t even consider.
Though their god had left them, the volcani lived on without
Molded from Flame him, transforming their drive to work for his purposes into a
desire to better themselves. While their physical appearance has
The primordial god of fire, Kossuth, forged the first volcani from mellowed over the centuries, the same cannot be said about their
the white-hot magma that flows within the outer edges of the determination. All volcani believe they were born for a reason,
Plane of Fire, which he molded and cooled into a humanoid shape and they are always searching for the purpose they believe they
that resembled his own divine image. Over many generations, the must fulfill. When a volcanus finds their purpose, they either
physical appearance of volcani has mellowed somewhat, and they complete it or die trying. For a volcanus, there is no such thing as
have become less elemental and more humanoid. They typically procrastination or giving up.
stand between 5 and 6 feet tall, though they are heavier than
humans of equivalent height. Their skin color ranges from a deep Vanishing Embers
black to a lighter red, but the most common shades are lighter
A volcanus’ soul is like a flickering flame—bright and full of life,
browns and greys, occasionally accented by streaks of red. Their
up until the moment it’s snuffed out. Moreso than any other race,
eyes are often brown or grey, though shades of red, orange, and
a volcanus’ lifespan is uncertain. After reaching adulthood, a
yellow are also common. Their hair, usually kept of medium
volcanus shows no more signs of aging, and can die a natural
length, tends to be of a similar shade to their skin color.
death at any point thereafter. Some might die as early as 20 years
A volcanus has a more elemental form that they can
old, while others might live to the age of 80. The volcani believe
temporarily manifest, however. For short periods of time, a
that their lifespan is tied to their innate purpose—when they
volcanus can unleash their inner elemental power, causing their
complete that purpose, death is surely just around the corner.
eyes to become motes of elemental fire, as their skin darkens
But for a volcanus, death isn’t truly the end. Death merely
and takes on a metallic sheen. According to legend, this
signals the beginning of the next generation. When a volcanus
form was the natural form of the first volcani, and it only
dies, their body burns to ash—colored a deep black for males and
became temporary after many generations.
a vibrant red for females. It is from this ash that a volcanus’
children are born. By taking some of the ash of an adult male
volcanus, combining it with some of the ash of an adult female
volcanus, and using fresh lava to set that mixture ablaze, a new
volcanus is born after the flames subside. A pair of two volcani
has enough ash to sire four children, but most couples only
sire two or three. The memories of a volcanus are in
part passed down to their children, who often see
the memories of their parents in vivid
dreams. These memories can also
give a volcanus a natural
aptitude in the skills
their parents knew.
<< Art by
Cynthia
Sheppard
7
Art by Johan Grenier >>
The unique reproductive system of volcani, combined with
their uncertain lifespans, makes it common for a volcanus to plan
for their death early in life. It is almost considered a coming of
age ceremony for a young adult volcanus to write their first will.
A volcanus’ will generally specifies what is to be done with their
material possessions, like the wills of other races, but more
importantly it specifies what should be done with their ashes.
Married volcani will typically create joint wills, stating potential
names for their future children, and how many children they wish
to have. Unmarried volcani are expected to donate their ashes
their community, so that they might be used for adoption
purposes. Another oddity of volcanus culture is the creation of a
personal urn, which a volcanus either commissions or forges Optional Feat
themself. These urns are heavily decorated with symbols telling If your DM allows the use of feats from chapter 6 of the
the life story the volcanus they were made for, and are used to Player’s Handbook, your volcanus character has access to the
hold and transport a volcanus’ ashes upon their death. following special feat. Adventuring volcani often use
familiars to notify their community of their death. When a
Tight-knit Societies volcanus dies in the field, their familiar is tasked with
returning to their community and notifying their companions,
Volcani live in small communities on the outskirts of active so that the volcanus’ will can be upheld.
volcanoes, where they construct impressive stone buildings and
complex roadways. The members of a volcanus community are Fiery Familiar
expected to help the other members of their community, Prerequisite: Volcanus
particularly in fulfilling their wills. Many volcani have jobs as
You have trained to better harness your innate magical
caretakers, where they are tasked with raising the children of past
capabilities, gaining the following benefits:
community members. Some volcani are “seekers,” a job where
they are tasked with finding and recovering the ashes of those that • Increase your Charisma score by 1, to a maximum of 20.
died in the field, so that those ashes can be brought back to the • You learn the find familiar spell and can cast it only as a
community and used as that volcanus’ will specified. There are ritual. When you cast this spell to create a beast familiar,
also many adventurers among the volcani, as the desire to find you can choose for that creature to be an elemental rather
their purpose leads many volcani to travel and perform great than a beast. When you do so, the familiar gains the
deeds, such as hunting down a deadly monster, fighting against following additional traits:
oppressive regimes, or otherwise helping those in need. Fire Immunity. Your familiar is immune to fire damage.
Fiery Body. When a creature within 5 feet of your
Volcanus Names familiar hits it with a melee attack, the attacking creature
takes 1d4 fire damage.
As volcani couples are forced to choose their child’s names Also, the familiar gains the following additional action:
before they can know their gender, volcani names are typically Ignite. The familiar touches an object that isn’t being
gender-neutral. They also lack true family names—a volcanus’ worn or carried, and ignites it.
last name is traditionally their father’s first name, followed by
their mother’s first name, separated by a dash.
can imbue you with skills inherited from your parents. Choose
Volcanus Names: Aldebrand, Azar, Cinaed, Fiamett, Fintan,
two skills, one that your mother was proficient in and one that
Flann, Hurik, Ignati, Phoenix, Pyrrhus, Shula, Uriah, Uriel your father was proficient in.
Volcanus Traits When you finish a long rest, you can choose one of these skills,
and gain proficiency in it until you use this trait again.
Your volcanus character has a number of traits in common with Ashen Resistance. You have resistance to fire damage.
all other volcani. Eruption of Power. Starting at 3rd level, You can use your
Ability Score Increase. Your Charisma score increases by 2, action to unleash the primordial energy within you. When you do
and another ability score of your choice increases by 1. so, you gain temporary hit points equal to 1d4 + your level. These
Age. Volcani mature quickly, often reaching adulthood by the temporary hit points last for up to 10 minutes, and as long as they
age of 10. After reaching adulthood, their remaining lifespan is last, you have immunity to fire damage.
highly variable, and completely unpredictable, as they show no Once you unleash this power, you can’t do so again until you
more signs of aging. A volcanus can die a natural death at the age finish a long rest.
of 20, though some can live to the age of 80. On average, they Lineal Visions. You can call upon your ancestral visions to
live less than 50 years. help you recall lore that your parents might have known about.
Alignment. Volcani are most often good, though many are of After you fail an Intelligence check made to recall lore, you can
neutral alignment. They seek to do good deeds, and generally choose to immediately spend 1 minute searching for a vision,
work well together. Their somewhat regimented society and allowing you to remake the Intelligence check. At the DM’s
adherence to tradition gives them a lawful bent. They are reliable discretion, you might be able to discover lore that you had no
allies, and ease into both leader and follower roles. chance of knowing, but your parents could have known.
Size. Volcani have similar builds to humans, and are generally Once you call upon a vision, you can’t do so again until you
between 5½ and 6½ feet tall. Their dense, stone-like bodies cause complete a long rest.
them to weigh more than a human of similar height. A volcanus Primordial Flames. You know the produce flame cantrip.
typically weighs over 200 pounds. Your size is Medium. Charisma is your spellcasting ability for it.
Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common
Ancestral Aptitude. When you rest, your dreams of the past and Primordial.
CHAPTER 1 | RACES
8
Chapter 2: Subclasses Barbarians who draw on the power of the sun are versatile
fighters, capable of clearing groups of enemies with ease. In a
display of their reverence, these barbarians typically adorn
HIS CHAPTER PRESENTS TWENTY-FIVE themselves with tattoos and markings that represent the sun, and
new subclasses to supplement those in the often adorn their clothing with these symbols as well.
Player’s Handbook: one or more for each class.
These new options are available when you make a Sunlit Fury
character, provided that your DM allows them in Starting when you choose this path at 3rd level, the burning rage
your Campaign. in your heart manifests as white-hot fire and dazzling radiance.
While you rage, you can enhance the first attack you make each
For subclasses that use the spells featured in this turn with either fire or radiance. The weapon’s damage type for
companion, those spells are denoted by BDPC. the attack becomes fire or radiant, respectively, and it gains a
Primal Paths
secondary effect, outlined below:
Fire. Upon hitting your primary target, you can choose up to
two secondary targets that are also within your weapon’s reach. If
At 3rd level, a barbarian gains the Primal Path feature. The
the attack roll you made against the primary target would also hit
following additional options are available to a barbarian: the Path
a secondary target, the arcing flames cause that target to take fire
of the Blazing Sun and the Path of the Celestial Avatar.
damage. This fire damage equals 1d6 + half your Barbarian level
Path of the Blazing Sun if you chose a single secondary target, or 1d4 + a third of your
Barbarian level if you chose two secondary targets.
There are many cultures, particularly in the harsh outlands that Radiance. Your reach for this attack is increased by 15 feet.
many barbarians call home, that revere the power of the sun. Immediately after you declare your attack’s target, you teleport to
Barbarians who follow the Path of the Blazing Sun take this an unoccupied space within 5 feet of the target in a flash of light,
reverence a step further, and learn to how to transform and and complete the attack. If there is no space available within 5
harness this power. These barbarians transform their rage into a feet of the target, you remain at your original location and the
dazzling display of magic, where powerful flames leap from their attack fails. In order to select this option, your speed can’t be 0.
weapons and their movement becomes impossible to track as they
disappear in a flash of light only to reappear moments later, ready Aspect of the Sun
to strike down their foes with radiant energy. Beginning at 6th level, the warm touch of the sun can invigorate
you. When you take a short rest and spend the entire rest in
sunlight, you regain an additional 1d6 hit points if you spent at
least one hit die during the rest, and you regain 1 additional hit
point for every hit die you spend. Also, you are provided with
enough nourishment to sustain yourself for one day.
Also, you gain both the control flames cantrip and the light
cantrip if you don’t already have them. Your spellcasting ability
for these spells is Constitution.
9
Radiant Steed Celestial Blessing
At 10th level, you learn to form the radiance and fire of your soul At 6th level, you gain resistance to radiant and necrotic damage.
into a separate entity—a mighty steed. You can cast the phantom Additionally, once per rage you can use your bonus action to
steed spell at-will, without expending a spell slot. For you, this become momentarily incorporeal, as your body and all of your
spell summons a semi-transparent steed made from light and fire. equipment appears to transform into brilliant starlight. For the
The steed sheds bright light in a 10-foot radius, and dim light 10 next 10 feet of movement you make on your turn, you can move
feet beyond that. through other creatures and objects as if they weren’t there, and
your movement doesn’t provoke opportunity attacks. If this
Blazing Retribution movement ends and you’re still inside an object or creature, you
At 14th level, when a creature within your weapon’s reach hits are transported to the nearest unoccupied space outside of it, and
you with an attack while you’re raging, you can use your reaction take 2d6 force damage.
to cause magical energy to streak towards your attacker. Choose
fire or radiance. The creature must make a Constitution saving Divine Guidance
throw with a DC of 8 + your proficiency bonus + your At 10th level, you can cast the divination spell, but only as a
Constitution modifier. It then suffers one of the following effects: ritual. The entity you are put in contact with for this spell is the
Fire. The creature takes 3d8 fire damage on a failed save, or celestial guide you chose when you selected this subclass.
half as much damage on a successful one.
Radiance. On a failed save, the creature is blinded until the Avatar of Light
start of its next turn. Starting at 14th level, you can cause your rage to give off divine
light. For the duration of your rage, bright light extends 15 feet
Path of the Celestial Avatar from you in every direction, and dim light extends 15 feet beyond
that. Creatures of your choice within the bright light gain
Some barbarians revere the celestial spirits that roam the lands resistance to radiant damage, necrotic damage, and one other
and skies, and seek them out to be their guides and personal damage type of your choice that isn’t bludgeoning, piercing, or
connection to the divine. A few barbarian clans have slashing damage. You choose the damage type whenever you
pre-established connections to celestial spirits, and for activate your rage.
those clans taking this path is merely proving yourself
worthy of that creature’s power. For many barbarians,
however, taking this path requires them to search far
and wide for a celestial creature willing to let them Art by Will Murai >>
become an avatar.
Most any celestial creature is capable of granting
a barbarian this path. The most common among these
are unicorns, couatls, and low-ranking angels, who
accept righteous barbarians as their avatars—extensions
of their power that help them carry out their divine will.
For some barbarians that take this path, their rage
becomes reminiscent of divine possession—in rage,
their personality can take on some of the attributes of
their celestial guide’s personality.
Avatar of Might
When you adopt this path at 3rd level, you gain a celestial
guide that you will serve as its avatar. In return for your
service, the guide bestows upon you the ability to channel
divine magic through your rage. You gain access to the following
spells: compelled duel, divine favor, and heroism. Wisdom is your
spellcasting ability for all the spells granted by this feature.
As part of the bonus action used to start your rage, you can cast
one of the spells you gained with this feature without expending a
spell slot or using material components. The spell is cast at 1st
level, doesn’t require concentration if it normally does, and lasts
for the duration of rage rather than the spell’s normal duration.
At 10th level, you cast all the spells you gain with this feature
at 2nd level, and you gain access to the following additional
spells: silence, spiritual weapon, and warding bond.
At 14th level, you cast all the spells you gain with this feature
at 3rd level, and you gain access to the following additional
spells: beacon of hope, crusader’s mantle, and elemental weapon.
After your spellcasting improves at 10th and 14th levels, if you
would cast a spell with this feature that doesn’t benefit from being
cast at a higher level, you gain 5 temporary hit points for each slot
level above the spell’s base level. These temporary hit points last
for the duration of your rage.
10
Bard Colleges Merciful Inspiration
At 3rd level, a bard gains the Bard College feature. When a bard At 3rd level, the magic laced into your voice can bring your
gains this feature, the following additional option is available to comrades back from the brink of death.
them: the College of Benevolence. When a creature within 60 feet of you is reduced to 0 hit points
but not killed outright, you can use your reaction to expend one
College of Benevolence use of Bardic Inspiration, rolling the Bardic Inspiration die and
causing the creature’s hit point value to equal the number rolled,
Bards of the College of Benevolence honed their craft in the rather than 0.
upper planes, or at least through the tutelage of a creature native Once you use this feature on a creature, that creature can’t
to the upper planes. These bards often learn their magic from benefit from this feature again until it finishes a short or long rest.
celestial creatures, such as lesser angels, couatls, ki-rin, and
unicorns. Others might be tutored by humanoids that have visited Celestial Protection
or taken residence in the upper planes, and gained enough At 6th level, you learn the sanctuary spell. This spell counts as a
knowledge of the celestial workings of the world to pass on that bard spell for you, but doesn’t count against the number of bard
knowledge to others. spells you know.
Regardless of their tutor, these bards learn to be master Also, the celestial magic within you alerts you to danger, and
physicians and therapists, adept at healing both magically and protects your allies from harm. You can’t be surprised, have
nonmagically, and capable of putting others at ease with just a advantage on initiative rolls, and any creature of your choice
few choice words or a calming melody. While bards of this within 30 feet of you that is surprised gains the effect of the
college aren’t usually true pacifists, they typically seek out sanctuary spell. This effect ends at the start of the creature’s next
non-violent solutions whenever they can. They often attempt to turn after it recovers from surprise.
persuade or reason with their foes, and can also use a variety of
powerful magics to end conflicts before they start. Calming Presence
Bards of this college often travel through the lands and planes Starting at 14th level, your magical presence can cause hostilities
of the world, acting as both traveling doctors and traveling to cease before they even begin.
musicians. They heal the sick and injured, resolve conflicts, and When you roll initiative, you can use your reaction to
bring joy and merriment to all settlements they pass through. immediately cast calm emotions, without expending a spell slot.
When you cast calm emotions in this way, you can choose to
Bonus Proficiency target any number of creatures that you can see within 120 feet of
When you join the College of Benevolence at 3rd level, you gain you, rather than just targeting a 20-foot sphere, and the creatures
proficiency with the Medicine skill. Also, you can attempt to you target don’t need to be humanoid. Additionally, creatures
stabilize a creature as a bonus action, rather than needing to use make their save against this spell with disadvantage.
your action. Once you use this feature, you can’t use it again until you
finish a long rest.
11
Cleric Domains Channel Divinity: Deluge of Creativity
At 1st level, a cleric gains the Divine Domain feature. When a Beginning at 2nd level, you can use your Channel Divinity to fill
cleric gains this feature, the following additional options are a creature’s mind with music and color, drowning out reality.
available to them: the Artistry Domain, Courage Domain, Hunt As an action, you present your holy symbol, and a creature you
Domain, Justice Domain, and Transcendence Domain. can see within 30 feet of you must make a Wisdom saving throw.
On a failed save, the creature is blinded and deafened until the
Artistry Domain end of your next turn or until it takes any damage, as vibrant
colors fill its vision and beautiful music drowns out all other
Gods of artistry—such as Denier, Milil, Branchala, and Apollo— noise. On a successful save, the creature is not blinded nor
promote creativity and imagination above all. These gods value deafened, but it still has disadvantage on attack rolls until the end
all of the arts, including music, painting, sculpting, and other of your next turn or until it takes any damage.
skilled crafts, though they often specialize in one craft above the Regardless of whether the creature succeeded or failed its save,
others. Clerics of a god of artistry are creative souls infused with if it takes any damage before the end of your next turn, it is dealt
the desire to create and share their emotions with others, whether additional psychic damage equal to 1d4 + half your cleric level.
through song, artwork, or other means.
Channel Divinity: Bring to Life
Artistry Domain Spells At 6th level, you can use your Channel Divinity to create real
Cleric Level Spells creatures and objects from artwork.
1st heroism, silent image As an action, you touch your holy symbol to a piece of artwork
and cause a single object or creature depicted within that piece to
3rd calm emotions, enthrall
be conjured at an unoccupied location within 30 feet of you, in a
5th hypnotic pattern, major image
perfectly realistic form. To be an eligible target, the real version
7th fabricate, phantasmal theatre
of a selected creature or object must fit within a 10-foot cube. If
9th creation, dream the target is a creature, it must either be a beast of CR 1/4 or
below or a CR 0 creature of any creature type. A conjured
Bonus Proficiencies creature is friendly to you and obeys your commands. Any
creature or object conjured by this feature lasts for 1 hour or until
When you choose this domain at 1st level, you gain proficiency in
it is destroyed or dismissed as a bonus action on your turn.
the Performance skill, and one of the following artisan’s tools:
The maximum CR of any beast you conjure with this feature
calligrapher’s supplies, glassblower’s tools, jeweler’s tools,
increases to 1 at 11th level and 2 at 17th level.
painter’s supplies, potter’s tools, or woodcarver’s tools. Also, you
gain proficiency in a musical instrument of your choice. Potent Spellcasting
Artistic Compositions Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Also at 1st level, you can conjure magical pieces of artwork that
you design in your mind. Over a long rest, you can create musical Aura of Artistry
compositions, paintings, and sculptures. You can create a number Starting at 17th level, certain spells you cast will create auras of
of these objects equal to your Wisdom modifier (a minimum of divine magic. Whenever you cast an enchantment or illusion
1), and they can last until you complete your next long rest. You spell, you can cause magical energy to radiate from you in an aura
can create a single option multiple times, or create a variety of with a 10-foot radius. For 1 minute or until you use this feature
different options. The options are described below: again, the aura moves with you, centered on you. The effects of
Musical Composition. You write a musical composition upon a the aura depend on the spell’s school of magic:
few conjured pages. As an action, you can cause the music to Enchantment. The aura is filled with
magically play within the mind of a creature you can see within inspiring music. A friendly creature
15 feet of you. That creature must succeed on a Wisdom saving that starts its turn within the aura
throw or be charmed by you until the start of your next turn. A gains 2d6 temporary hit points that
creature charmed this way can’t willingly move away from you. last until it leaves the aura.
As you use this action, the pages disintegrate into nothingness. Illusion. The aura is filled with
Painting. You conjure a painting of your design that fits within illusory images and sounds that
a rectangular area no larger than 3 feet on a side, and no smaller distract opponents. Hostile creatures
than half a foot on a side. As an action, you can enter into the within the aura have disadvantage on
painting if you are within 5 feet of it. You, along with anything attack rolls.
you’re wearing or carrying, disappears before appearing at a
location of your choice within the painting. You can remain
within the painting for up to 10 minutes, though you are also
forced out if the painting takes any damage. While within the Art by Anna Steinbauer >>
painting, you can see, hear, and smell as normal.
Once you leave the painting, it disintegrates into nothingness.
Sculpture. You conjure a tiny sculpture of yourself. While you
are within 30 feet of the sculpture, you can use your bonus action
to teleport to its location. If there is insufficient room at the
sculpture’s location, you teleport to the location nearest to the
sculpture that has sufficient room for you.
Once you teleport, the sculpture disintegrates into nothingness.
12
Courage Domain You can use this feature a number of times equal to your Wisdom
The Courage domain focuses on personal heroics, and acts of modifier (a minimum of once). You regain all expended uses
valor and self-sacrifice. While the Courage domain bears many when you finish a long rest.
similarities to the War domain, it is more individualistic and isn’t Channel Divinity: Force of Will
directly connected to war. Clerics of this domain often take part in Starting at 2nd level, you can use your Channel Divinity to
smaller conflicts, and focus on personal battles over grandois unleash a wave of divine energy that invigorates your allies and
wars. Many war-like deities can claim influence over this domain, enervates your foes.
however, including Torm, Heironeous, Kiri-Jolith, Dol Arrah. As an action, you present your holy symbol and invoke the
Gods of endurance and loss, such as Ilmater and Shar, can claim name of your deity. Each friendly creature within 30 feet of you
some influence over this domain as well, as they promote courage gains temporary hit points equal to 1d10 + half your cleric level,
in the face of hardship. Regardless of their patron deity, clerics of and each hostile creature within 30 feet of you takes force damage
this domain make for heroic warriors, eager to face their fears and equal to 1d10 + half your cleric level. A creature that has total
fight against the odds to achieve their goals. cover from you is not affected.
13
Hunt Domain Channel Divinity: Prized Quarry
The gods of the hunt value skill above all else—whether it be Beginning at 2nd level, you can magically reward a creature for
skill as a tracker of cunning prey, a slayer of mighty beasts, or a its successful kill. When a creature you can see within 300 feet of
marksman of unparalleled accuracy—it does not matter. Deities you is reduced to 0 hit points, you can use your reaction and
of this domain include Malar, Balinor, Sekolah, Artemis, and expend a use of your Channel Divinity to reward the creature that
Uller. While rangers are often the most common servants of these reduced it to 0 hit points. That creature regains a number of hit
deities, most of gods of the hunt employ clerics as well. The points equal to your Wisdom modifier + your Cleric level, and
clerics of a hunting god often take a more active role in advancing can immediately use its reaction to move up to its speed without
their god’s interests, compared to rangers. Followers of this provoking opportunity attacks. An undead or construct cannot be
domain might defend sacred groves and shrines to their god from healed by this feature.
the assault of evil monstrosities or hunt down the enemies of
whatever deity they follow. Seeker’s Mark
Starting at 6th level, your weapon attacks begin to hit unerringly,
and can mark their targets for your fellow hunters. If you miss
Hunt Domain Spells
with a weapon attack roll on your turn, you can use your bonus
Cleric Level Spells action to reroll the attack and take the new roll. Alternatively, if
1st hunter’s mark, snareXGE you hit with a weapon attack on your turn, you can use your
3rd cordon of arrows, locate animals or plants bonus action to surround the target with divine light, causing it to
5th conjure barrage, lightning arrow shed dim light in a 10-foot radius until the end of your next turn.
7th
9th
freedom of movement, locate creature
conjure volley, scrying
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
with the divine energy of the hunt. Once on each of your turns
Bonus Proficiencies when you hit a creature with a weapon attack, you can cause the
When you choose this domain at 1st level, you gain proficiency attack to deal an extra 1d8 damage of the same type dealt by the
with martial weapons and either the Survival skill or the Stealth weapon to the target. When you reach 14th level, the extra
skill (your choice). damage increases to 2d8.
Hunter’s Guidance Master of the Hunt
Also at 1st level, you can channel the divine power of the hunt At 17th level, your divine skill with weaponry has reached its
into your weapon attacks. Once per turn when you hit a creature peak. You gain advantage on the first weapon attack roll you
with a weapon attack, you can use this feature to apply a make each turn. Additionally, whenever you make a weapon
secondary effect to your attack. The secondary effect depends on attack with advantage and hit, if the lower of the two rolls would
whether the triggering attack was a melee or ranged attack. also hit then the attack deals an additional 1d8 damage and pushes
Ranged Weapon Attack. The target of your attack takes 1d4 its target up to 10 feet away from you.
bonus damage and has their speed halved until
the start of your next turn.
Melee Weapon Attack. The target of your attack takes 1d4
bonus damage. Your speed is increased by 10 feet until the end of
your turn, and for that duration your movement doesn’t provoke << Art by Chris Rahn
opportunity attacks from the target of your attack.
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.
14
Justice Domain any way, and you gain advantage on the next attack roll you make
against the creature that damaged the target, as long as you make
Gods of justice and law—including Tyr, Pholtus, Trithereon, the attack before the end of your next turn. On a hit, the attack
Aureon, Anubis, and Forseti—exemplify order and lawfulness, deals 1d4 bonus radiant damage.
and the pursuit of just reparations and retributions. Some of these You can use this feature a number of times equal to your
gods are ruthless in their pursuit of justice, and are quick to enact Wisdom modifier (a minimum of once). You regain all
retribution when crimes are committed, while others are more expended uses when you finish a long rest.
forgiving and open to punishments other than death. Clerics of
this domain often act as judges, lawyers, and investigators, and Channel Divinity: Reveal Injustice
are well respected by their compatriots and hated by their Starting at 2nd level, you can use your Channel Divinity to assist
opponents and detractors. They use their divine powers to find you in investigating deaths.
truth, root out evil, and bring justice to criminals. By performing a minute-long ritual on the remains of a creature
that has been dead for no more than 7 days and hasn’t been
Justice Domain Spells targeted by this feature before, you can learn its cause of death. If
the creature was killed by another creature, you can also learn
Cleric Level Spells
details about the creature’s killer by making a Wisdom (Insight)
1st detect evil and good, detect poison and disease check with a DC equal to the killer’s passive Charisma
3rd branding smite, zone of truth (Deception) score. You automatically fail this check if the killer
5th clairvoyance, speak with dead is protected from divination magic, such as through the
7th arcane eye, locate creature nondetection spell. On a successful check, you learn the killer’s
9th commune, dispel evil and good creature type, and the distance and direction to its location as of
the completion of the ritual. On a failed check, the killer knows
Bonus Proficiencies that divination magic was attempted on it, but it doesn’t know
its source.
When you choose this domain at 1st level, you gain proficiency
The DM might allow you to use this feature to investigate
with martial weapons, heavy armor, and the Investigation skill.
events other than deaths. For example, scenes of a recent robbery
Divine Retribution or evidence of an assault might be viable targets for this Channel
Also at 1st level, you can use your divine power to defend your Divinity, at your DM’s discretion. In these cases, you would
allies and rebuke your enemies. When a creature you can see discover information about the main perpetrator of that event,
within 30 feet of you takes damage from another creature, you rather than a “killer.”
can use your reaction to halve the damage taken by the target.
You take an equal amount of damage, which can’t be reduced in
Channel Divinity: Chains of Reckoning
At 6th level, you can use your Channel Divinity to restrain a
creature with divine chains.
As an action, you present your holy symbol, causing chains of
light to emerge from the ground and attempt to restrain a creature
you can see within 60 feet of you. That creature must make a
Strength saving throw. On a failed save, it takes radiant damage
equal to 2d6 + your cleric level, and is restrained until the end of
your next turn. On a successful save, it takes half as much
damage and its speed is halved until the end of your next turn.
If you target a creature that has failed the check imposed by
your Reveal Injustice feature, that creature makes this save at
disadvantage, and it is paralysed until the end of your next turn on
a failed save, rather than restrained. Once you use this bonus
effect on a creature, you can’t use it on that creature again until
you succeed on another check imposed by your Reveal Injustice
feature against that creature.
Divine Strike
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
creature with a weapon attack, you can cause the attack to deal an
extra 1d8 radiant damage to the target. When you reach 14th
level, the extra damage increases to 2d8.
Seeker of Truth
At 17th level, your senses can see through lies. You know when
you hear a lie, and you gain truesight with a range of 60 feet.
Your ability to detect lies allows you to know when something
explicitly untruthful is said; it does not detect misleading yet
literally true statements.
15
<< Art by Howard Lyon
Transcendence Domain
As a bonus action, you present your holy symbol and then
Clerics of the Transcendence domain strive for the ideal of immediately use the Dodge action or any two of the Dash,
constant self-improvement in both body and mind. Deities of this Disengage, Help, Hide, or Search actions.
domain include Bahamut, Lathander, and Athena, though a great
many gods teach their followers to strive for perfection and are Channel Divinity: Shared Perfection
therefore connected to this domain. These clerics often worship Starting at 6th level, you can use your Channel Divinity to allow
alongside monks, who strive for similar ideals of asceticism and another creature to transcend as you do.
personal perfection. They make it their mission to improve As a bonus action, you present your holy symbol and choose
themselves and then lead others down the same path. one creature you can see within 30 feet of you. That creature can
use its reaction to immediately use the Dodge action or any two
Transcendence Domain Spells of the Dash, Disengage, Help, Hide, or Search actions.
Cleric Level Spells
Bestowed Personage
1st heroism, longstrider
Also at 6th level, your spells can augment the bodies or minds of
3rd alter self, enhance ability others. When you use your Exalted Personage feature, you can
5th fly, haste choose to grant its effect to a creature you can see within 30 feet
7th aura of purity, freedom of movement of you, rather than yourself.
9th ambrosiaBDPC, skill empowermentXGE
Divine Strike
Bonus Proficiency At 8th level, you can infuse your weapon strikes with divine
energy. Once on each of your turns when you hit a creature with a
When you choose this domain at 1st level, you gain proficiency
weapon attack, you can cause the attack to deal an extra 1d8
with martial weapons and a skill of your choice.
damage of the same type dealt by the weapon to the target. When
Exalted Personage you reach 14th level, the extra damage increases to 2d8.
Also at 1st level, you can use remnants of the magic within your Transcendent Tutor
divine spells to augment your body or mind. When you cast a
At 17th level, you grow powerful enough to push a multitude of
cleric spell of 1st level or higher using a spell slot, you can
creatures beyond their normal limits at once.
choose one of the six ability scores. You gain advantage on saving
You can target up to four creatures, instead of one, when you
throws using the chosen ability.
use Shared Perfection. You can choose yourself as one of the
If the spell you cast requires concentration, this effect lasts for
targets, in which case you don’t need to use your reaction.
the spell’s duration. Otherwise, it lasts for 1 minute or until you
Also, when you use your Exalted Personage feature, you can
lose your concentration (as if you were concentrating on a spell).
grant its effect to up to four creatures you can see within 30 feet
Channel Divinity: Self-Perfection of you. You can choose the same or different ability scores for
Starting at 2nd level, you can use your Channel Divinity to each creature targeted. In order for you to gain the feature’s
momentarily transcend beyond your normal limits, allowing you effect, you must target yourself as one of the four creatures.
to act with supernatural speed.
CHAPTER 2 | SUBCLASSES
16
Druid Circles Avian Spells
At 2nd level, a druid gains the Druid Circle feature. When a druid Druid Level Spells Example Beasts
gains this feature, the following additional options are available to 2nd zephyr strikeXGE axe beak, bat, blood hawk,
them: the Circle of Divinity and the Circle of the Sun. 3rd gust of wind eagle, giant bat, giant eagle,
5th thunder stepXGE giant owl, giant vulture,
Circle of Divinity 7th freedom of movement
hawk, owl, raven, stirge,
vulture
Druids who are members of the Circle of Divinity hail from 9th control winds
regions within or with ties to the upper planes. Many deities and
celestials act as guardians of the natural world, and druids of this Caniform Spells
sect act as their divine hands. Granted power by the celestials
Druid Level Spells Example Beasts
they’ve allied themselves with, the bestial forms of these druids
take a divine appearance and abilities to match. Capable of 2nd hunter’s mark badger, black bear, brown
3rd mind spikeXGE bear, cave bear, dire wolf,
casting spells even while wild shaped, these druids use their
5th haste giant badger, giant hyena,
divine powers to guard the most sacred lands of the world.
giant weasel, hyena, jackal,
7th locate creature
Celestial Blessing 9th far stepXGE
mastiff, polar bear, weasel,
wolf
When you choose this circle at 2nd level, you learn how to speak,
read, and write Celestial, and you learn one cantrip from the cleric
spell list. Feline, Primate, and Rodent Spells
Divine Emissary Druid Level
2nd
Spells
hex
Example Beasts
ape, baboon, cat, giant rat,
Also at 2nd level, you gain the ability to use Wild Shape on your lion, panther, rat, saber-
3rd suggestion
turn as a bonus action, rather than as an action. When you use toothed tiger, tiger
5th bestow curse
your Wild shape, you can have the beast you transform into take
on some celestial traits, as described below: 7th dominate beast
9th enervationXGE
• Your type becomes celestial, rather than beast.
• You can speak, but only in Celestial.
• The form’s hit points are increased by 3 for each level you Insect and Arachnid Spells
have in this class. Druid Level Spells Example Beasts
• You can cast any cantrips you know. 2nd ray of sickness beetle, giant centipede,
• You can cast certain spells based on the form you choose. See 3rd blindness/deafness giant spider, giant wasp,
your Divine Emissary Spells feature for details. Until the end giant wolf spider, scorpion,
5th stinking cloud
of your next long rest after using this feature, you can only spider
7th blight
gain the benefits of this bullet point again if you transform into
9th insect plague
a beast of the same category as before.
These benefits last for the duration of your Wild Shape.
Marine and Amphibian Spells
Divine Emissary Spells Druid Level Spells Example Beasts
Your Divine Emissary feature allows you to cast certain spells 2nd fog cloud crab, frog, giant crab, giant
based on the form you choose. When you transform, note which frog, giant octopus, giant
3rd misty step
of the categories shown in the tables on the right best fit the beast sea horse, giant toad,
5th wall of waterXGE
you transformed into. A large number of examples for each hunter shark, octopus,
category are shown for your convenience. 7th watery sphereXGE
quipper, reef shark, sea
You can cast any spell listed in that table if you have reached 9th maelstromXGE
horse
the required druid level for it. Until you gain the Beast Spells
feature at 18th level, these are the only spells you can cast while Reptile and Dinosaur Spells
wild shaped. If you gain access to a spell that isn’t on the druid
Druid Level Spells Example Beasts
spell list, the spell is nonetheless a druid spell for you.
2nd burning hands allosaurus, constrictor
3rd dragon’s breathXGE snake, crocodile, flying
5th lightning bolt snake, giant constrictor
snake, giant lizard, giant
7th fire shield
Art by Sam Burley >> poisonous snake, lizard,
9th cone of cold
plesiosaurus, poisonous
snake, pteranodon
Ungulate Spells
Druid Level Spells Example Beasts
2nd healing word boar, camel, deer, draft
3rd lesser restoration horse, elk, giant boar, giant
5th mass healing word elk, giant goat, goat, mule,
pony, rhinoceros, riding
7th aura of life
horse, warhorse
9th greater restoration
17
can summon up to two spirits in unoccupied spaces that you can
Heavenly Bond see within 30 feet of you. Each spirit takes the form of a Tiny CR
At 6th level, you learn an additional cantrip from the cleric spell 0 beast without a flying or swimming speed, and it lasts for the
list. Also, your connection to the divine grants you protection duration of this feature. A spirit has the same statistics as the beast
against unholy creatures. You can’t be charmed, frightened, or it resembles, but its type is celestial or elemental (your choice), it
possessed by fiends or undead. cannot take actions other than the Dodge, Dash, Disengage, and
Many-Faced Hide actions, it’s visibly magical, and it gives off dim light to a
range of 5 feet. You can dismiss a spirit at any time (no action
Beginning at 10th level, you can gain the full benefits of your required). You can have no more than six spirits active at once, to
Divine Emissary feature whenever you use your Wild Shape, even summon more you must first choose spirits to dismiss.
if you transform into a beast of a different category.
The spirits act on your turn, and move and take actions as you
Archon of Nature telepathically command them (no action required). This telepathy
At 14th level, you can use your Wild Shape to transform into a has a maximum range of 120 feet. Additionally, as an action, you
beast with a challenge rating as high as 2, allowing you to go can see through a spirit’s eyes and hear what it hears until the start
beyond the Max CR stated in the Beast Shapes table. Also, you of your next turn, gaining the benefits of any special senses that
have advantage on any Constitution saving throws you make to the spirit has. During this time, you are deaf and blind with regard
maintain concentration on a spell while Wild Shaped. to your own senses.
Lastly, you can cast druid spells as though you were in the
Circle of the Sun space of any spirit you can telepathically communicate with. If
you cast a druid spell with a range of self, you can have the spell
The Circle of the Sun is an ancient offshoot of the Circle of the treat the spirit as if it were you for as long as the spirit remains.
Shepherd that looks beyond the material plane, and seeks to draw For example, if you cast spirit guardians on one of your spirits,
upon and defend the entire multiverse. Both of these circles the area would follow the spirit. If the spirit disappears before the
commune with the spirits of nature, but the Circle of the Sun spell ends, the area would follow you for the remaining duration.
generally calls upon elemental and celestial spirits, rather than the Starting at 4th level, your spirits can take forms with swimming
spirits of beasts and fey. speeds, and at 8th level, they can take forms with flying speeds.
These elemental and celestial spirits are drawn directly from
the Elemental Plane of Fire and from the upper planes, Protective Spirits
respectively, and willingly ally themselves with these druids in Starting at 6th level, whenever a creature within 5 feet of one of
order to achieve the common goal of ridding the multiverse of the spirits conjured by your Spiritcaller feature takes damage, you
evil. Members of this circle tend to be more proactive than other can use your reaction to have the spirit protect that creature. The
druids—they aren't afraid to leave the wilderness they call home spirit is dismissed, and you take that damage, instead of that
and go on vast journeys to achieve their goals. creature taking it. This feature doesn't transfer any other effects
that might accompany the damage, and this damage can't be
Circle Spells reduced in any way.
Your connections to various elemental and celestial spirits grant Additionally, you can use a bonus action on each of your turns
you access to certain spells. At 2nd level, you learn the word of to allow one of your spirits to take the Help action.
radiance cantrip. At 2nd, 3rd, 5th, 7th, and 9th level you gain
access to the spells listed for that level in the Circle of the Transient Light
Spiritcaller Spells table. Starting at 10th level, you can use your action to transform your
Once you gain access to one of these spells, you always have it body into a mote of sunlight until the end of the turn. While
prepared, and it doesn't count against the number of spells you you’re in this form, you gain a flying speed equal to twice your
can prepare each day. If you gain access to a spell that isn’t on the walking speed, and your movement doesn’t provoke opportunity
druid spell list, the spell is nonetheless a druid spell for you. attacks. If your Spiritcaller feature is active, you can allow any
number of your conjured spirits to fly up to 30 feet without
Circle of the Sun Spells provoking opportunity attacks as part of the same action.
Druid Level Spells Primordial Body
2nd burning hands, hand of heliosBDPC At 14th level, your body becomes imbued with magic, and your
3rd aganazzar’s scorcher, flame blade senses are enhanced. You gain resistance to radiant damage and
5th beacon of hope, spirit guardians fire damage, and you gain the ability to cast detect evil
7th aura of life, aura of purity and good at-will, without expending a spell slot.
9th circle of power, destructive wave
18
Martial Archetypes Devout
At 3rd level, a fighter gains the Martial Archetype feature. When An archetypical Devout bears a distinct resemblance to paladins
a fighter gains this feature, the following additional options are and clerics, particularly in the way they present themselves.
available to them: the Devout, and the Ember Knight. While they lack the divine magic offered by these classes, their
divine fervor is far from lacking. A Devout fights for their deity,
commonly acting as crusaders or, less commonly, inquisitors of
the faith. These fighters come from all walks of life, united by
their zealotry and unbreakable faith. In their training, they
become capable combatants, devoted friends, and learned
scholars of their faith. A Devout’s way of life is arduous—they
are always fighting for something, whether it be for their god,
their companions, or simply for a moral cause.
Bonus Proficiency
At 3rd level, you gain proficiency in the Religion skill. If you
already have this proficiency, you instead gain proficiency in
another skill of your choice.
Zealot’s Devotion
At 3rd level, you can devote yourself to a cause. This devotion is
represented by your zealotry die, which starts as a d6 and
increases in size as you level. It becomes a d8 at 7th level, a d10
at 10th level, and a d12 at 15th level. Starting at 18th level, you
roll your zealotry die twice and take the higher of the two rolls.
As a bonus action, you can devote yourself towards either
defender of kin or slayer of foes, which are described below. Both
choices use your zealotry die as part of their effects, and your
choice lasts until you choose a different one or are incapacitated.
Defender of Kin. You devote yourself towards defending your
allies. While this feature lasts, you can use your bonus action to
rally a creature other than you that is within 5 feet of you. You
roll your zealotry die, and the targeted creature gains temporary
hit points equal to the number rolled. These temporary hit points
last until the start of your next turn.
Slayer of Foes. You devote yourself towards slaying your
enemies. If you hit a creature with an attack while this feature
lasts, you can use your bonus action to empower that attack. You
roll your zealotry die, and add it to the attack’s damage roll.
Scholar of Evil and Good
The creatures of evil and good—aberrations, celestials,
elementals, fey, fiends, and undead—are intricately connected
with the dealings of the gods. By 7th level, you have learned
much about these creatures, granting you advantage on any
Charisma checks you make while interacting with them, and
allowing you to add your proficiency bonus to any Wisdom,
Charisma, or Intelligence save imposed by one of these creatures
if you don’t add your proficiency to that save already.
Surge of Faith
Starting at 10th level, using your Action surge also allows you to
take an additional bonus action on your turn, and increases your
speed by 15 feet until the end of the turn.
Endless Fervor
Beginning at 15th level, your Zealot’s Devotion feature is
improved. You gain a +1 bonus to your AC while defender of kin
is active, and a +1 bonus to your weapon attack rolls while slayer
of foes is active.
Deus Ex Machina
By 18th level, the gods have noticed your ceaseless devotion, and
have taken interest in your fate. You have advantage on death
^^ Art by Noah Bradley saving throws, and you roll a d6 every time you finish a long rest.
A roll of 6 means that your deity visited you in your dreams and
truthfully answered one yes or no question of your choice.
CHAPTER 2 | SUBCLASSES
19
Ember Knight
An ember knight employs martial techniques
combined with potent fire magic. While ember
knights are often mistaken for the more common
eldritch knights at first glance, the source of an
ember knight’s magic comes from within, rather than
from the study of magic. In this way they are comparable
to sorcerers. While the potential to become an ember knight might
be within someone from birth, this potential typically doesn’t
manifest until that person has a few battles under
their belt. This event is generally referred to as an ember
knight’s “kindling,” where they first begin to wield their
fiery powers.
Once an ember knight “kindles,” their skills become a
desired commodity. Their presence can inspire fear in their
opponents, and awe in their onlookers, as their fiery weapons and
arrays of burning embers sow death and destruction. Many
become mercenaries, or even leaders of mercenary groups, and
their services are often highly sought after. Anyone that employs
an ember knight finds them to be worth their price.
Flameborn
Starting at 3rd level, you can use a bonus action to imbue fire
magic into a weapon you wield. Until the weapon leaves your
possession or you end this feature using another bonus action, the
weapon’s damage type becomes fire damage and it sheds bright
light in a 10-foot radius and dim light 10 feet beyond that.
Also, you gain darkvision out to a range of 60 feet. If you
already have darkvision, its range instead increases by 60 feet.
Your darkvision is unusual: everything you see in darkness is in a
shade of red.
Ember Magic
Art by Lie Setiawan >>
Also at 3rd level, you can use a bonus action to allow fiery power
to swell within you. When you activate this feature, and at the
start of each of your turns for the next minute, you roll a d8. This
die increases to a d10 at 10th level and a d12 at 18th level. You Improved Ember Magic
conjure a number of embers equal to the number rolled. These
At 10th level, the three abilities associated with your
embers float around you until they are spent or until they vanish
Ember Magic feature improve as follows:
at the start of your next turn
Ember Strike. You can cause another creature of your choice
You have two uses of this feature, and you regain all expended
within 5 feet of the target to also take 1 fire damage for every
uses of it when you finish a long rest. You gain an additional use
ember spent.
at 7th level and one more at 15th level.
Propelling Blasts. This flight doesn’t provoke opportunity
The embers conjured by this feature can be spent to fuel the
attacks.
following abilities:
Smoke Pillars. In the radius of your darkvision, you can see
Ember Strike. When you hit a creature with an attack, you can
through the smoke pillars as if they were only lightly obscured.
cause any number of your conjured embers to fly at the attack’s
target. The target takes 1 fire damage for each ember you spend. Fiery Surge
Propelling Blasts. On your turn, you can spend any number of Starting at 15th level, your Action Surge becomes imbued with
your conjured embers to propel yourself with blasts of fire (no fire magic. When you use your Action Surge, your speed
action required). You can fly up to 5 feet for every ember spent. increases by 10 feet until the end of the turn. While this speed
Smoke Pillars. On your turn, you can spend any number of increase lasts, your movement doesn’t provoke opportunity
your conjured embers to create pillars of smoke (no action attacks, and you can choose to leave behind a trail of fire where
required). For each ember spent, you create a cloud of thick you step. The trail is 5 feet wide, follows your movement, and
smoke that fills a 5-foot diameter, 10 foot high cylinder centered lasts until the start of your next turn. A creature other than you
on a point you can see within 30 feet of you. The smoke heavily that enters the trail for the first time on a turn or ends its turn there
obscures its area, and lasts until the start of your next turn. takes fire damage equal to your fighter level.
Swift Spark Pyromancer Adept
At 7th level, the fire within you energizes your spirit. Your speed At 18th level, you gain resistance to fire damage, and the
increases by 10 feet, and you gain proficiency in Dexterity saving minimum number of embers you can gain on a turn from your
throws. If you already have this proficiency, you instead gain Ember Magic feature equals your Constitution modifier.
proficiency in another saving throw of your choice.
CHAPTER 2 | SUBCLASSES
20
Monastic Traditions Enduring Body
At 3rd level, a monk gains the Monastic Tradition feature. When At 11th level, the positive energy that runs through your body
a monk gains this feature, the following additional option is causes you to age more slowly. For every 10 years that pass, your
available to them: the Way of the Eternal Spirit body only ages 1 year.
You can also harness this energy to help your body brush off
Way of the Eternal Spirit attacks. As a bonus action, you can spend up to 3 ki points to
increase the effectiveness of your unarmored defense. For the
Monks of the Way of the Eternal Spirit learn to channel the next minute, your AC equals 10 + your Dexterity modifier + your
energy of the positive plane, using the powers that it grants to Wisdom modifier + the number of ki points spent, as long as you
defend their allies and come to the aid of those that need it most. are wearing no armor and not wielding a shield.
Unlike the monks of most monastic traditions, monks of the way
of the eternal spirit don’t typically live in monasteries or cloisters. Spiritual Defender
Monks that follow this tradition are wanderers that travel through At 17th level, you gain the ability to commune with those you
the lands, and sometimes even across planes, as they train and meet, and come to their defense in their time of need. You can, for
lend their aid to those they encounter. It is common for these 1 minute, touch your palm to the chest of a willing creature that
monks to travel in small groups, where a single master leads and speaks at least one language to grant them your protection. As
teaches one to three students. long as that creature is under your protection, you know the
Monks of this tradition are often easily identifiable by the distance and direction to its location, and you can sense its current
intricate, magical tattoos that they adorn their bodies with. These emotional state and whenever it takes any damage. You can have
tattoos are thought to improve their connection to the positive up to six creatures under your protection at any one time, and a
plane, so that they can more easily channel its energy. When a creature remains under your protection until you choose to end it
monk of this tradition harnesses their ki, their tattoos can change (no action required), or until the creature is ever on a different
color or even begin to glow. plane of existence than you.
Bonus Proficiencies As an action, you can spend 10 ki points to teleport yourself
and up to eight willing creatures of your choice within 10 feet of
When you choose this tradition at 3rd level, you gain proficiency you to the location of one of the creatures under your protection.
in the Medicine skill if you don’t already have it. You also gain You and the creatures you transport with you appear in
proficiency in the herbalism kit if you don’t already have it. unoccupied locations within 60 feet of the targeted creature.
Radiant Guardian Once you teleport in this way, you can’t teleport to a target
Also at 3rd level, you can manipulate your ki to come to the more than 5 miles away from you until you finish a long rest.
defense of your allies. You gain the following options:
• As a bonus action, you can cause a creature you can see within Art by Ekaterina Burmak
30 feet of you to gain temporary hit points equal to a roll of
your Martial Arts die. When you use this option, you can
choose to spend up to 2 ki to increase the number of temporary
hit points gained by one Martial Arts die per ki point spent.
These temporary hit points last until the end of your next turn.
• When another creature within 30 feet of you takes damage,
you can use your reaction and spend 1 ki point to disappear in
a flash of light. You teleport to an unoccupied location within 5
feet of that creature, and grant it resistance to the triggering
instance of damage. When you do so, you take damage
equal to the damage that creature takes.
When you use this option, you can choose to spend 2
ki points, rather than 1. If you do so, you don’t take
damage equal to the damage the creature takes.
If you are within 5 feet of your target when you use this
option, you can choose to not teleport. In that case, the
total ki cost for this option decreases by 1, to a
minimum of 0.
Restoring Spirit
Beginning at 6th level, tapping into the magic of
ki mends your wounds. Whenever you spend ki,
you regain hit points equal to the number of ki
points you spend.
When you regain hit points in this way, you
can choose to regain additional hit points
equal to half your monk level. Once you
do so, you can't do so again until you
finish a long rest.
CHAPTER 2 | SUBCLASSES
21
Sacred Oaths Aura of Rebirth
At 3rd level, a paladin gains the Sacred Oath feature. When a Starting at 7th level, you emanate an aura that helps others return
paladin gains this feature, the following additional options are from the brink of death. Friendly creatures within 10 feet of you
available to them: the Oath of Fervor, and the Oath of Radiance. gain advantage on death saving throws while you are conscious.
Additionally, corpses and other remains within 10 feet of you
Oath of Fervor are protected from decay and can’t become undead while you are
conscious. This also effectively extends the time limit on raising
The Oath of Fervor calls to paladins that are driven by fiery ideals creatures from the dead, since time spent within the aura doesn’t
from which they would never back down. Sometimes called red count against the time limit of spells such as raise dead.
knights, phoenix knights, or simply zealots, these paladins hold At 18th level, the range of this aura increases to 30 feet.
no one set of goals—their oath dictates the way that they strive
towards their goals, rather prescribing what those goals should be. Inner Flame
As such, the paladins of this oath may be of any alignment, and At 15th level, the fiery spirit within you refuses to go out. You
could hold many opposing ideals. Their consistency is in their gain resistance to fire damage, advantage on death saving throws,
impulsiveness, which hurts them as often as it helps. and any spell that has the sole effect of restoring you to life (but
Tenets of Fervor not undeath) doesn’t need material components to be cast on you.
The tenets of the Oath of Fervor inspire a paladin to always take Zealous Champion
action and never back down. Starting at 20th level, you can use your action to invigorate
Aggression. Hesitation is weakness. Act quickly and with yourself, granting you the following benefits for 1 minute:
purpose, for many opportunities last but a moment.
Passion. Do not give up on the things you are passionate about, • Your speed is increased by 10 feet.
no matter what stands in your way. • You regain 5 hit points at the start of each of your turns.
Rebirth. Do not fear death, for fate is on your side. Trust that • When you use your Divine Smite, you can choose for it to deal
your companions will bring you back from the dead, and promise fire or lightning damage, rather than radiant damage. If you
to do the same for them. choose fire, the damage dice of the smite become d12s, rather
than d8s. If you choose lightning, a bolt jumps to another target
Oath Spells you can see within 15 feet of the creature you smited. That
You gain oath spells at the paladin levels listed. creature must make a Dexterity saving throw, taking the full
smite damage on a failed save, or half as much damage on a
Oath of Fervor Spells successful one. If you choose radiant, you gain 2d4 temporary
hit points, plus 1d4 temporary hit points for each slot level of
Paladin Level Spells
the smite above 1st.
3rd burning hands, heroism
5th flaming sphere, heat metal
Once you use this feature, you can’t use it again until you
9th crusader’s mantle, revivify
finish a long rest.
13th aura of purity, fire shield
17th circle of power, reincarnate Art by Randy Vargas >>
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Cleansing Flame. As an action, you present your holy symbol
and speak a prayer against fiends and undead, using your Channel
Divinity. Each fiend or undead that can see or hear you within 30
feet of you must make a Constitution saving throw. A target takes
fire damage equal to your paladin level on a failed save, or half
as much damage on a successful one. This damage ignores fire
resistance. Also on a failed save, a target becomes incapacitated
by a burning pain for 1 minute. The incapacitated creature can
repeat this saving throw at the end of each of its turns, ending the
effect on itself on a success.
Fervent Blade. As a bonus action, you imbue a melee weapon
you’re holding with magical energy, using your Channel Divinity.
For 1 minute, the weapon’s damage type becomes fire, lightning,
or radiant (your choice), and it emits bright light in a 10-foot
radius and dim light 10 feet beyond that.
Whenever you hit a creature with this weapon, that creature
suffers an effect based on the damage type you chose. If you
chose fire, you can roll your damage roll twice and take the
higher of the two rolls. If you chose lightning, the target can’t
take reactions until the start of your next turn. If you chose
radiant, the target sheds dim light in a 5-foot radius and can’t
benefit from invisibility until the start of your next turn.
22
Oath of Truth Aura of Insight
The Oath of Truth is sworn to the ideals of knowledge, integrity, Starting at 7th level, a magical aura begins to lie upon you,
and sincerity. Sometimes called seekers, paladins who swear this divining information about surrounding creatures. If a creature is
oath are often scholars that devote themselves to the pursuit of within 10 feet of you, you learn of any damage resistances and/or
knowledge. These paladins are not content with merely knowing immunities that the creature possesses. Also, the DM tells you if
the truth, however—they also devote themselves to upholding it. the creature is your equal, superior, or inferior in regard to the
They refuse to utter lies or deceptions, and make it their duty to following characteristics:
correct any falsehoods they come across. • Armor Class
Paladins that follow the Oath of Truth often adorn their armor • Current hit points
and clothing with angelic images, including wings and halos, as • Total class levels (if any)
they idealize the angelic ability to perfectly tell truth from lie. • Paladin class levels (if any)
Images of eyes are also common, whether incorporated into their
coat of arms or even tattooed upon their body. At 18th level, the range of this aura increases to 30 feet.
CHAPTER 2 | SUBCLASSES
23
Ranger Archetypes Heavy. The target and each creature of your choice within 5
At 3rd level, a ranger gains the Ranger Archetype feature. When a feet of it must each make Strength saving throws. On a failed
ranger gains this feature, the following additional option is save, a creature falls prone.
available to them: the Lightcaller. Melee. Until the start of your next turn, attacks made against
you are made with disadvantage.
Lightcaller Ranged. The target must succeed on a Constitution saving
throw. On a failed save, it is blinded until the end of your next
Rangers that walk the path of the Lightcaller draw their power turn, and its speed is halved for the same duration.
from the positive plane, and use that power to defend the Reach. Each creature in a 30-foot long, 5-foot wide line
wildlands and hunt down the evils that dwell there. These rangers extending away from the target, not including the target, must
wield their radiant weapons like extensions of their body, and make a Dexterity saving throw. With a 1st level slot, a creature
learn combat techniques that make them highly varied in their takes 2d6 radiant damage on a failed save, or half as much
combat styles. To them, every weapon holds a distinct purpose damage on a successful one. With a higher level spell slot, the
when hunting down prey. Fiends and undead are often these damage increases by 1d6 for each spell level higher than 1st.
ranger’s favored enemies, and many of them ally with celestials. Thrown. The target must make a Strength saving throw. On a
Radiant Armaments failed save, it is pulled up to 15 feet closer to you, and is
restrained until the end of your next turn.
Starting at 3rd level, you learn to draw from the radiant energy of
the positive plane, and craft that energy into weaponry. Dawnlight Distortion
Immediately before you would make a weapon attack, you can At 7th level, you can magically distort the light around you,
choose to conjure a radiant weapon to attack with. The weapon making your exact location difficult to pinpoint from a distance.
appears in your free hand, lasts until you attack with it, and takes You gain a +3 bonus to AC against attacks originating more than
the form of any weapon that you’re proficient with. It is identical 15 feet away from you. An attacker is immune to this effect if it
to a normal weapon, except its damage type is radiant. If the doesn't rely on sight, as with blindsight.
weapon requires ammunition, radiant ammunition that lasts until
you attack with it is conjured alongside the weapon itself. Twin Suns
Starting at 11th level, you can use your Dawnstriker feature twice
Dawnstriker per turn, instead of only once per turn, and the damage dice of
Also at 3rd level, your strikes become imbued with the power of that feature turn into d8s.
the dawn. Once per turn when you hit a creature with a weapon Also, weapons conjured by your Radiant Armaments feature
attack, you can cause the target to take 1d6 bonus radiant damage. gain a +1 bonus to attack and damage rolls
When you use this feature, you can expend a spell slot to
increase its power. The attack gains an additional effect based on Luminescent Armor
the properties of the weapon used for the attack, and if the spell At 15th level, whenever you finish a short or long rest, a
slot used is of 2nd level or higher, the bonus radiant damage is shimmering aura begins to surround you, granting you temporary
increased by 1d6 for each spell level higher than 1st. hit points equal to your Ranger level. When you lose all
The effects are described below, with the associated property in these temporary hit points, the aura dissipates in a
bold. You can only choose one of the additional effects, even if final burst of light. Each creature of your choice
the weapon has multiple applicable properties. If an effect within 10 feet of you must succeed on a
requires a saving throw, the DC equals your ranger spell save DC. Constitution saving throw against your
Finesse. After the attack, you can choose to teleport up to 15 ranger spell save DC or be blinded
feet to an unoccupied space that you can see. You then gain until the end of your next turn.
advantage on attack rolls until the end of your next turn.
24
Roguish Archetypes Swift Judge
At 3rd level, a rogue gains the Roguish Archetype feature. When Starting at 9th level, whenever you mark a foe with your
a rogue gains this feature, the following additional option is Judgment feature, you can use one the actions granted by your
available to them: the Divine Hand Cunning Action as part of the same bonus action.
CHAPTER 2 | SUBCLASSES
25
Sorcerous Origins Enkindled Body
At 1st level, a sorcerer gains the Sorcerous Origin feature. When
At 14th level, you become one with your inner flame. You gain
a sorcerer gains this feature, the following additional options are
resistance to fire damage, and your Cinder Mage feature is
available to them: Flametouched and Heroic Ancestry.
improved. When you activate that feature, you can either create
Flametouched two clouds at once—one centered on you and one centered on the
spell’s target—or create a single, 15-foot radius cloud centered on
Your magic stems from the primordial energy of elemental fire. you. Additionally, the distance you can teleport within these
Many sorcerers with this power can trace their ancestry to the clouds is increased to 30 feet. This teleportation also no longer
creatures of the Plane of Elemental fire, particularly the Efreeti. restricts your spellcasting, and can be used when your speed is 0.
This origin is not always ancestral, however. Your powers might
have manifested after a near-death experience with a creature of Ascendant Flame
fire, like the legendary phoenix, or simply through constant Starting at 18th level, you can use your bonus action and spend 2
exposure to fire. In rare cases, those that live near volcanoes can sorcery points to transform yourself into a fiery form for 10
spontaneously gain these powers, especially if they’ve lived near minutes. While this feature lasts, you are immune to fire damage,
one since childhood. Regardless of how this magic manifested, it have a flying speed equal to your walking speed, and a 15-foot
causes flames to permeate your soul and define your magic. radius cloud of magical cinders, like those created by your Cinder
Mage feature, is conjured and follows you for the duration.
Fire Within Also, you can choose to activate this feature without spending
Your inner flame grants you aptitude in all forms of pyromancy. sorcery points. If you do so, it requires your concentration (as if
When your Spellcasting feature lets you learn or replace a you were concentrating on a spell).
sorcerer cantrip or a sorcerer spell of 1st level or higher, you can
choose the new spell from any spell list if the chosen spell can
deal fire damage. You must otherwise obey all the restrictions for Variant: Flametouched Spell List
selecting the spell, and it becomes a sorcerer spell for you. Spells In Tasha’s Cauldron of Everything, sorcerer subclasses were
Art by Anna Steinbauer >>
that don’t deal fire damage must still be chosen from the sorcerer given additional spells known. If you like that design
spell list, as normal. decision, replace the Fire Within feature with the following:
26
Heroic Ancestry
Your innate magic comes from your connection to an ancient Most of these bloodlines are well-established, and deeply
hero—an ancestor of yours that defeated mighty foes and reached connected to royal or noble blood. Some of these bloodlines have
the peak of physical ability. In the years beyond their death, your been obscured by time, however, and many sorcerers of this
ancestor’s deeds have been immortalized by history, and their origin have no knowledge of their history. Not all members of a
bloodline has been blessed by the gods. Through your blessed heroic bloodline awaken this magic, so it can remain hidden for
blood, you can channel the abilities of your ancestor, mimicking generations and slowly forgotten before suddenly re-emerging.
their unmatched strength and prowess.
Heir to Heroics
You have inherited some of your ancestor’s skills with armor and
Variant: Heroic Ancestry Spell List weaponry. At 1st level, you gain proficiency with light armor,
In Tasha’s Cauldron of Everything, sorcerer subclasses were simple weapons, and melee martial weapons.
given additional spells known. If you like that design
decision, add the following feature to the subclass. Ancestral Avatar
Also at 1st level, you can call upon the strength of your ancestor
Ancestral Magic to aid you. As a bonus action, you can temporarily augment your
You learn additional spells when you reach certain levels in musculature and harden your body against attack. For 1 minute,
this class, as shown on the Heroic Spells table. Each of these you gain the following benefits:
spells counts as a sorcerer spell for you, but it doesn't count
• You gain temporary hit points equal to your sorcerer level.
against the number of sorcerer spells you know.
• You can use your Charisma for anything that would normally
Heroic Spells require Strength. This includes, but is not limited to: Strength-
Sorcerer Level Spells based attacks, carrying capacity, Strength (Athletics) checks,
1st heroism, thunderous smite
and other Strength-based checks or saves.
• When you activate this feature, and as a bonus action on each
3rd branding smite, find steed
of your turns thereafter, you can attempt to shove or grapple a
5th beacon of hope, crusader’s mantle
creature within 5 feet of you.
7th freedom of movement, zealous smiteBDPC
• Creatures you are grappling have disadvantage on attacks
9th legend lore, skill empowermentXGE made against you.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
<< Art by Daniel
Ljunggrens
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Ancestral Champion
By 6th level, your connection with your ancestor has improved,
allowing you call upon their strength more often. Even if you
have no uses of Ancestral Avatar remaining, you can activate the
feature by spending 2 sorcery points.
Inspiring Presence
At 14th level, you become an inspiring beacon like your ancestor
before you. You are immune to the frightened condition, and
friendly creatures within 30 feet of you have advantage on saving
throws against being frightened.
Additionally, whenever a friendly creature other than you
within 30 feet of you misses an attack, you can use your reaction
to roll a d4 and add the result to its attack roll, potentially causing
the attack to hit. If the attack still misses, you can spend 2 sorcery
points to add an additional d4.
Hero of Legend
By 18th level, you have reached your full potential, and can
become just as much of a heroic figure as your ancestor. When
you activate your Ancestral Avatar feature, you can spend
additional sorcery points to further improve the feature. For every
2 sorcery points you spend, you can gain one of the following
benefits for the duration of the feature:
• You can attack three times, instead of twice, whenever you
take the Attack action on your turn.
• You gain resistance resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons.
• You gain a flying speed equal to your current walking speed.
27
Art by Daarken >>
Once you use this feature on a creature, you can't use it on the
Otherworldly Patrons same creature again until you finish a short or long rest. The
reaction's effects are described below.
At 1st level, a warlock gains the Otherworldly Patron feature. Death. Red flames leap from the target towards another creature
When a warlock gains this feature, the following additional of your choice that you can see within 30 feet of the target. That
options are available to them: The Firebird and The Elder Sphinx. creature must make a Dexterity saving throw against your warlock
The Firebird spell save DC, taking 1d6 + your warlock level in fire damage on
a failed save, or half as much damage on a successful one.
Your patron is a mighty phoenix, a creature of the elemental plane Rebirth. White flames imbue the target with life, causing it to
of fire. While ordinary phoenixes do not have the intelligence to regain hit points equal to 1d4 + half your warlock level.
make such a pact, particularly powerful ones, known as firebirds,
can bestow great elemental power to a warlock. The aims of a
Wings of the Firebird
firebird are far from complex—they seek destruction, and use Starting at 6th level, you can conjure fiery wings and take flight.
their warlocks to further that goal. They pay no great heed to how As a bonus action, you give yourself a flying speed equal to your
a warlock uses the powers they grant them, however, instead walking speed. This flying speed lasts for 10 minutes, or until you
tending to assume that those fiery powers would naturally be used lose your concentration (as if you were concentrating on a spell).
to incite chaos and destruction. While warlocks of this pact are When the feature ends, the wings disappear in a burst of flame,
often driven to burn and destroy as their patrons do, some manage causing each creature of your choice within 10 feet of you to take
to use their abilities for good, utilizing their magic in their fight fire damage equal to your warlock level.
against evil. Once you use this feature, you can’t use it again until you finish
a short or long rest.
Expanded Spells
The Firebird lets you choose from an expanded list of spells when
Ashen Soul
you learn a warlock spell. The following spells are added to the Starting at 10th level, you gain resistance to fire damage and
warlock spell list for you. advantage on death saving throws. Also, if you die, your body
burns away into ash, and you are put under the effect of the gentle
repose spell for 10 days. A spell that has the sole effect of
Firebird Expanded Spells restoring you to life (but not undeath) can be cast on your ashes
Spell Level Spells without needing to use material components. You can be restored
1st burning hands, cure wounds to life even from only a small portion of your ashes.
2nd lesser restoration, pyrotechnics
3rd boilBDPC, fireball
Searing Inferno
4th fire shield, wall of fire Beginning at 14th level, when you deal fire damage to a creature,
5th destructive impactBDPC, greater restoration
you can use this feature to further increase the potency of your
flame and then transform it into healing energy. The creature takes
5d10 fire damage, and you regain 5d10 hit points as the
Blessing of the Phoenix flame’s embers magically return to you.
At 1st level, whenever a creature you can see within 60 feet of Once you use this feature, you can’t use it again until
you is reduced to 0 hit points, you can use your reaction to you finish a long rest.
conjure magical phoenix-fire and choose either death or rebirth.
CHAPTER 2 | SUBCLASSES
28
The Elder Sphinx Loremaster
You have made a pact with an ancient sphinx born in a bygone At 1st level, you gain proficiency in one of the following skills of
age, a being made manifest through the power of devout prayer or your choice: Arcana, History, or Religion.
the direct intervention of the gods. Such beings are tasked with Also, you can call upon your patron to grant you knowledge
guarding the secrets and treasures of the gods, and revealing those about a creature you designate. As a bonus action, choose one
secrets to those that pass their trials and show their worth. One creature you can see within 30 feet of you. For 1 minute, you are
such treasure that a sphinx can impart is the power of magic. granted foreknowledge about that creature’s intentions, allowing
Through your completion of a Sphinx’s trial, you have gained you to better engage it both socially and in combat. This effect
access to powerful magic that augments your mind and body. ends early if the target dies, you die, or if you are incapacitated.
Until the effect ends, you gain the following benefits:
Expanded Spells • When the target hits you with an attack, you can use your
The Elder Sphinx lets you choose from an expanded list of spells reaction to add your proficiency bonus to your AC for that
when you learn a warlock spell. The following spells are added to attack, potentially causing the attack to miss you.
the warlock spell list for you. • When you fail a saving throw imposed by the target, you can
use your reaction to add your proficiency bonus to that saving
Elder Sphinx Expanded Spells throw, potentially causing the saving throw to succeed.
Spell Level Spells • You can add your Intelligence modifier to the result of any
1st detect evil and good, detect magic Charisma check or Wisdom (Insight) check you make when
2nd lesser restoration, zone of truth interacting with the target.
3rd clairvoyance, create food and water • When you use this feature on a target, you can specify some
4th divination, freedom of movement small tidbit of knowledge you wish to gain from the creature. If
5th greater restoration, legend lore the target dies during the duration and is capable of providing
this knowledge, you are granted it in the form of a few cryptic
sentences or a riddle. This knowledge is based on what that
Alternate Spellcasting Ability creature knew in life, and could therefore be false if that
When you choose this patron at 1st level, you can choose to use creature was misinformed or left unanswered if the creature
Intelligence rather than Charisma as your warlock spellcasting didn’t have that knowledge.
ability. If you choose to do so, Eldritch Invocations you take also Once you use this feature, you can’t use it again until you
use Intelligence rather than Charisma when applicable. This
finish a short or long rest. Beginning at 10th level, you can use
choice is permanent.
this feature twice between rests, and regain all expended uses
when you finish a short or long rest.
Sphinx’s Displacement
Starting at 6th level, you can channel the abilities of your patron
to allow you to teleport, as you briefly make mental contact with
your patron. As a bonus action, you can teleport up to 60 feet to
an unoccupied space you can see. Your patron then grants you
some of its divine foreknowledge, giving you advantage on attack
rolls until the end of the turn.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Inscrutable Mind
At 10th level, your mind becomes as inscrutable as a sphinx’s.
You are immune to any effect that would sense your emotions or
read your thoughts, and any Wisdom (Insight) checks made to
ascertain your intentions or sincerity have disadvantage.
Roar of the Sphinx
Starting at 14th level, you can unleash a terrifying roar that
echoes around you. As an action, you can force each creature of
your choice within 60 feet of you that can hear you to make
Constitution saving throws against your warlock spell save DC.
On a failed save, a creature takes 6d10 thunder damage, falls
prone, and is frightened of you until the end of your next turn. On
a successful save, a creature takes half as much damage and
suffers no other effects.
Once you use this feature, you can’t use it again until you
finish a long rest.
29
Pact Boon Scepter of Arcane Might
Prerequisite: Pact of the Scepter feature
At 3rd level, the warlock gains the following additional choice of
pact boon, if the DM allows it. You can now summon a new scepter every short or long rest,
allowing you to cast spells from the scepter more often.
Pact of the Scepter Also, the scepter gives you an alternative way to cast spells at a
Upon completing a long rest, you can summon a pact scepter in higher level. Whenever you would cast a spell using a warlock
your empty hand. This scepter counts as an arcane focus, and it spell slot of a higher level than the spell, you can choose to gain 5
lasts until you summon a new one. When you summon the temporary hit points for each slot level above the spell’s base
scepter, you also choose two spells on the warlock spell list of a level. This is decreased to 3 temporary hit points per level if the
level you have warlock spell slots for, and imbue them into the spell has a casting time of 1 bonus action or 1 reaction. These
scepter. While you hold the scepter, you can cast each of the temporary hit points last for up to 1 hour. If the spell already
imbued spells using your warlock spell slots. You can summon a benefits from being cast at a higher level, you can choose to gain
new scepter every long rest, and can imbue the same spells or the temporary hit points, gain the spell’s regular benefits, or gain a
different ones each time you do so. combination of the two choices.
For example, if you are a 9th level warlock and cast shatter
Eldritch Invocations using one of your 5th level warlock spell slots, you can choose to
gain 15 temporary hit points and have the spell deal 3d8 damage.
At 2nd level, a warlock gains the Eldritch Invocations feature. You can also choose to gain no temporary hit points and have the
The following new options are available for that feature. spell deal 6d8 damage, or gain 5 or 10 temporary hit points and
If an eldritch invocation has a prerequisite, you must meet it to have the spell deal 5d8 or 4d8 damage, respectively.
learn the invocation. You can learn the invocation at the same
time that you meet its prerequisite. A level prerequisite refers to Sunblade
your level in this class. Prerequisite: 9th level, Pact of the Blade feature
Bond of the Chain Master When you conjure your pact weapon, you can choose to imbue it
Prerequisite: Pact of the Chain feature with radiant energy. The weapon’s damage type becomes radiant,
and once per turn when you hit a creature with the weapon, that
Whenever you cast a warlock spell that targets you or has a range creature begins to glow until the start of your next turn or until it is
of self, you can have the spell also target your familiar if it is hit by another attack. The glowing creature gives off dim light out
within 100 feet of you. Additionally, you can cast warding bond to a 10-foot radius, and attacks made against the creature are made
once on your familiar without expending a spell slot. You regain with advantage.
the ability to do so when you finish a long rest.
Tome of the Anima
Bound Combatant Prerequisite: 7th level, Pact of the Tome feature
Prerequisite: 5th level, Pact of the Chain feature, and the eldritch
blast cantrip. Your book of shadows becomes a sentient object with an
Intelligence score of 15 + your proficiency bonus, a Wisdom score
When you cast eldritch blast, you can have the cantrip create one of 12 + your Proficiency bonus, and a Charisma score of 14 + your
less beam to allow your familiar to make an attack using its Proficiency bonus. Also, it is imbued with some of the knowledge
reaction. Also, your familiar adds your proficiency bonus to its of your patron, and shares its alignment. It is also proficient in two
attack rolls, AC, and saving throws. skills from the following list: Arcana, History, Insight,
Gaze of the Witch Investigation, Nature, Perception, and Religion. While it is capable
of seeing and hearing its surroundings, it is not capable of speech
You can cast detect evil and good once without expending a spell
nor moving on its own. It communicates
slot. You regain the ability to do so when you finish a short or
by writing within the book’s pages, and through
long rest.
its writing it can make or help with
Gift of the Undying Warden mental ability checks.
Prerequisite: 15th level For example, the book could make
an Intelligence (History) check to
You are always under the effects of a protection from evil and recall lore, and then write down
good spell. whatever it recalls.
King’s Sovereignty
Prerequisite: 18th level, Pact of the Scepter feature
You can cast dominate person at will, without expending a spell
slot. You must finish a long rest before you can use this
invocation on the same creature again.
Lordly Scepter
Prerequisite: 9th level, Pact of the Scepter feature
You can cast command at will, without
expending a spell slot.
CHAPTER 2 | SUBCLASSES
30
Arcane Traditions
At 2nd level, a wizard gains the Arcane Tradition feature. The For you, light has a casting time of 1 bonus action, a casting
following additional options are available to a wizard: the Hall of range of 120 feet, and the spell no longer ends if you cast it again.
Heliomancy and the Hall of Pyromancy. Instead, you can have a number of lights equal to your
Intelligence modifier (a minimum of 1) active at once. If you cast
Hall of Heliomancy light when you already have the maximum number of lights
active, you choose one of the lights to dismiss. You can also
As a heliomancer, you focus your studies on the magical energy dismiss a light using your bonus action.
of the sun, and use it to create powerful bursts of radiance and Lastly, when you cast a spell that targets a creature within an
dazzling displays of light. Though much of your magic is area of bright light created by one of your light spells, the spell’s
normally considered divine, you have managed to emulate these damage type becomes radiant if it isn’t already.
same spells and effects through rigorous study and careful
experimentation. Some heliomancers learn their magic with the Lightcaster
company of clerics, and become respected members of a temple Starting at 6th level, for the duration of light you can cast spells
or shrine. Others learn their magic in academic institutions— as though you were in the space of the object that light was cast
though most institutions only focus on the regular schools of on. You must use your own senses for the casting.
magic, some teach rarer traditions such as this one. If you cast a spell of 1st level or higher in this way, you can
Heliomancy Savant choose to telekinetically move the object that light was cast on up
to 20 feet in a direction of your choice if you cast a 1st level spell,
Beginning when you select this school at 2nd level, the gold and plus 10 feet for each slot level above 1st. The object must weigh
time you must spend to copy a spell that deals radiant damage no more than than double your Wizard level in pounds, and it
into your spellbook is halved. must not be worn or carried. You can choose to move the object
Also, all spells that deal radiant damage or create light are before or after the spell is cast.
considered to be on the wizard spell list for you, unless the spell
can also restore hit points. These spells are considered wizard Arcane Splendor
spells for you and can be added to your spellbook, but other Starting at 10th level, when you roll a 1 or 2 on a damage die for
wizards can’t copy these spells from your spellbook into their a spell that deals radiant damage, you can reroll the die and must
own spellbooks. use the new roll, even if the new roll is a 1 or a 2. Also, when you
Improved Light deal radiant damage to a creature, that creature begins to shed dim
light in a 5-foot radius until the end of your next turn. For this
When you choose this school at 2nd level, you learn the light duration, the creature can’t benefit from being invisible.
cantrip. If you already know this cantrip, you learn a different
wizard cantrip of your choice. The cantrip doesn’t count against Exposing Radiance
your number of cantrips known. At 14th level, the light you conjure begins to expose weaknesses
of creatures within it. When a creature within an area of bright
light that you’ve created would make a saving throw against one
of your spells, you can choose to impose disadvantage on that
saving throw. Once you impose disadvantage on a saving throw in
this way, you can’t impose it against the same creature again until
you finish a short or long rest.
31
Hall of Pyromancy Sparkmage
Starting at 6th level, your cantrips can create sparks as well. You
As a member of the Hall of Pyromancy, you have honed your can use your Scintillating Sparks feature whenever you cast a
ability to harness the destructive power of elemental fire. Though cantrip, rather than only when you cast spells of 1st level or
this school is often considered a sub-branch of the School of higher. When you use the feature in this way, you can choose up to
Evocation, it also employs the use of transmutation magic that two 5-foot squares on the ground if the cantrip deals fire damage,
controls fire, and is overall more specialized than an evoker. or one 5-foot square for other cantrips.
Called pyromancers, members of this hall are often in high
demand in times of war, where their offensive power can be used Toxic Smoke
to redefine the battlefield and turn the tides of war. While many of Beginning at 10th level, when you cast a spell of 1st level or
the most famous pyromancers are those employed in a state’s higher than deals fire damage, you can cause the spell to leave
military, many others are self-employed, working as adventurers, behind thick, black smoke. If the spell effects specific targets, a
mercenaries, or even simple bandits. 5-foot radius of smoke extends from each target. If the spell
While many people unfamiliar with the hall think of effects an area, the smoke fills the same area as the spell.
pyromancers as unhinged pyromaniacs, these wizards think of The smoke lasts until the start of your next turn, and its area is
combat in a very tactical manner. The flames and smoke they heavily obscured for the duration. A creature that enters the smoke
conjure are used to manipulate the battlefield, giving the for the first time on a turn or ends its turn there must make a
pyromancer and their allies tactical advantages. Constitution saving throw against your wizard spell save DC. On a
failed save, the creature is poisoned until the end of its next turn.
Pyromancy Savant A creature that doesn’t need to breathe automatically succeeds on
Beginning when you select this school at 2nd level, the gold and this saving throw.
time you must spend to copy a spell that deals fire damage into
your spellbook is halved. Protective Flames
Also, all spells that deal fire damage are considered to be on the Starting at 14th level, the fires created with your Scintillating
wizard spell list for you, unless the spell can also restore hit Sparks feature can be used to protect your allies.
points. These spells are considered wizard spells for you and can When a friendly creature enters a fire’s area, you can choose to
be added to your spellbook, but other wizards can’t copy these have the fire not deal damage to the creature. Instead, as the fire
spells from your spellbook into their own spellbooks. dissipates it grants that creature temporary hit points equal to half
your wizard level. These temporary hit points last until the end of
Scintillating Sparks that creature’s next turn. Also, the creature gains an additional
At 2nd level, you can manifest fire-starting sparks when you cast benefits based on the fire’s color, described below:
spells. Once per turn when you cast a spell of 1st level or higher, Green. The creature has advantage on the next Dexterity or
you can choose a number of unoccupied 5-foot squares on the Wisdom saving throw it makes before the start of its next turn.
ground that you can see within 30 feet of you. The maximum Violet. The creature has advantage on the next Intelligence or
number of squares you can choose equals half the spell’s level, Strength saving throw it makes before the start of its next turn.
rounded up. If the spell deals fire damage, you can choose twice White. The creature has advantage on the next Charisma or
as many squares at maximum. Magical sparks fly towards each of Constitution saving throw it makes before the start of its next turn.
the areas you choose, lighting fires that fill 5-foot cubes extending
from those squares. When you light a fire in this way, you also
<< Art by Chris Rallis
choose the fire’s color: green, violet, or white.
Each fire lasts until the start of your next turn, or until a
creature enters the fire’s area. When a creature enters a fire’s area,
the fire dissipates as that creature takes 1d4 fire damage and
suffers another effect based on the fire’s color, described below:
Green. The creature must make a Wisdom saving throw against
your wizard spell save DC. On a failed save, it takes necrotic
damage equal to half your wizard level, and it has disadvantage
on the next Dexterity saving throw it makes before the start of its
next turn.
Violet. The creature must make an Intelligence saving throw
against your wizard spell save DC. On a failed save, it takes
psychic damage equal to half your wizard level, and it has
disadvantage on the next Strength saving throw it makes before
the start of its next turn.
White. The creature must make a Charisma saving throw
against your wizard spell save DC. On a failed save, it takes
radiant damage equal to half your wizard level, and it has
disadvantage on the next Constitution saving throw it
makes before the start of its next turn.
32
Artificer Specialists damage or lightning damage to its target (you choose when you
activate the gauntlets). However, when you do so, each of your
At 3rd level, an artificer gains the Artificer Specialist feature. gauntlets become heated until the end of the turn. If you choose to
When an artificer gains this feature, the following additional deal this bonus damage while your gauntlets are heated, they
options are available to them: Firescrapper and Lightsmith. become overheated. This causes the target to take 3d8 additional
fire or lightning damage, rather than 1d8, and each creature in a
Firescrapper 15-foot cone behind the target must make a Dexterity saving
throw against your artificer spell save DC, as heat is expelled
As the name implies, firescrappers specialize in the use of from your gauntlets in a blast of energy. A creature takes 3d8 fire
pyromantic magic. They are quite unlike wizardly pyromancers, or lightning damage on a failed save, or half as much damage on
however, as they use this magic to become powerful front-line a successful one. After your gauntlets overheat, they deactivate
fighters rather than back-line mages. In the Last War, efforts of and cannot be activated again for the next minute
firescrappers turned the tides of many a battle, and they were
highly valued assets of many different armies. Since the war’s Extra Attack
conclusion, the demand for these artificers has decreased Starting at 5th level, you can attack twice, rather than once,
dramatically, but there are still many that learn and pass on the whenever you take the Attack action on your turn.
techniques of this specialization.
Enhanced Weaponry
Tool Proficiency By 9th level, you have incorporated a multitude of improvements
When you adopt this specialization at 3rd level, you gain into your arcane gauntlets:
proficiency with smith's tools. If you already have this
proficiency, you gain proficiency with one other type of artisan's • Your gauntlets use d10s, rather than d8s, for all of their
tools of your choice. damage rolls. This includes their weapon damage dice, as well
as the damage dice used for their activated effects.
Firescrapper Spells • While you wield your gauntlets in both hands, you gain a +1
Starting at 3rd level, you always have certain spells prepared after bonus to your AC.
you reach particular levels in this class, as shown in the • When you deal fire or lightning damage with your gauntlets,
Firescrapper Spells table. These spells count as artificer spells for you can choose to push damaged targets up to 10 feet away
you, but they don't count against the number of artificer spells from you.
you prepare.
Charged Defense
Starting at 15th level, you can channel the energy within your
Firescrapper Spells contraptions into arcane armor. When you hit a creature with a
Artificer Level Spells weapon attack, you can use this feature to gain 4d6 temporary hit
3rd absorb elements, shield points that last until the start of your next turn. If any of these
5th flaming sphere, heat metal temporary hit points remain at the end of their duration, a burst of
9th fireball, lightning bolt flame or lightning is expelled from you. Each creature within 5
13th elemental bane, fire shield feet of you takes fire damage or lightning damage (your choice)
17th dawn, immolation equal to the remaining temporary hit points.
You can use this energy a number of times equal to your
Intelligence modifier (minimum of once), but you can do
Arcane Gauntlets so no more than once on a turn. You regain all expended
At 3rd level, you learn how to craft magical, technologically uses when you finish a long rest.
enhanced gauntlets that make for brutally effective weapons.
Creating a pair of these magical gauntlets takes an hour of Art by Zack
uninterrupted work, which can coincide with a short or long rest, Stella >>
and requires the use of smith's tools and 30 gp of materials.
Creating your first pair of gauntlets is free. The gauntlets are
specially designed for your body, and are ineffective when used
by other creatures. They are considered martial melee weapons
with which you are proficient. They deal 1d8 bludgeoning
damage on a hit, have the light property, and you use your
Intelligence modifier for their attack and damage rolls. Also,
when you engage in two-weapon fighting with these gauntlets,
you can add this modifier to the damage of the secondary attack.
Though the gauntlets are magical, they can still be infused.
While wielding these gauntlets, you can activate them as a
bonus action. Once you do so, you can't do so again until you
finish a long rest. You can also expend a spell slot of 1st level or
higher as an alternative way to activate them. If you spend a slot
of 2nd level or higher, the first time you hit a creature with the
activated gauntlets you deal an additional 1d8 fire or lightning
damage (your choice) to the target for each slot level above 1st.
The gauntlets remain activated for up to 1 minute. When
you hit a creature with one of your activated gauntlets, you
can choose to have the gauntlet deal an additional 1d8 fire
CHAPTER 2 | SUBCLASSES
33
Lightslinger
A Lightslinger learns how to harness magical, radiant energy and Lightsmith Weapons
put it to use in their weaponry. These artificers create complex Weapon Damage Properties
machines that channel and focus light, turning that energy into Aurum Blaster 1d8 radiant Ranged (60/240), recharge (4)
powerful beams that can sear their foes. These machines come in
Bolt Shooter 1d12 radiant Ranged (300/1200), recharge (2),
multiple varieties, each with a distinct purpose and common two-handed
name. The aurum blaster is the generalist weapon, and also the
Lux Cannon 1d8 radiant Special, recharge (2), two-handed
most defensive weapon, considering its common pairing with a
shield. The bolt shooter is a long range weapon, capable of The lux cannon’s special property is described below:
outranging longbows and taking out targets with powerful, Special. You do not make attack rolls with this weapon. Instead,
focused blasts. The lux cannon is a short ranged weapon, capable your attacks with it shoot blasts of radiant energy that fill a line
of hitting multiple foes at once. 5-feet wide and 10-feet long extending from you. Each creature in
Though lightslingers were relatively uncommon in the time of the area must succeed on a Dexterity saving throw against your
the Last War, those that did exist made versatile combatants that Artificer spell save DC or take the damage of this weapon.
were an asset to any army. Capable both as front-line soldiers and
back-line artillery, these artificers are well respected warriors. Empowered Ammunition
Also at 3rd level, you can temporarily empower the shots of your
Tool Proficiency Lightsmith weapons. When you recharge one of these weapons,
When you adopt this specialization at 3rd level, you gain you can use this feature by expending a spell slot of 1st level or
proficiency with glassblower's tools. If you already have this higher. Also, once per long rest you can use this feature without
proficiency, you gain proficiency with one other type of artisan's expending a spell slot, and gain the same effects as if you had used
tools of your choice. a 1st level spell slot. When you use this feature, the weapon gains
one of the following enhanced effects (based on the weapon’s
Lightslinger Spells type) until it is next recharged:
Starting at 3rd level, you always have certain spells prepared after Aurum Blaster. Attacks made with the weapon deal bonus
you reach particular levels in this class, as shown in the radiant damage on a hit: 2d4 for a 1st level slot, plus 1d4 for each
Lightslinger Spells table. These spells count as artificer spells for spell level higher than 1st. You can deal this bonus damage only
you, but they don't count against the number of artificer spells once per turn.
you prepare. Bolt Shooter. Attacks made with the weapon explode in a burst
of light. Hit or miss, the target and each creature within 5 feet of it
Lightslinger Spells must succeed on a Dexterity saving throw against your artificer
Artificer Level Spells spell save DC or take 2d6 radiant damage for a 1st level slot, plus
3rd faerie fire, guiding bolt 1d6 for each spell level higher than 1st.
5th branding smite, moonbeam
Lux Cannon. The area of effect of attacks made with the
weapon become cones, rather than lines, and any creature that fails
9th crusader’s mantle, daylight
its save against this weapon is pushed up to 5 feet away from you,
13th guardian of faith, sickening radiance
knocked prone, and dealt 1d4 additional radiant damage. The
17th dawn, wall of light
cone’s size is equal to the line’s length. If you use a slot of 2nd
level or higher, the additional damage is increased by 2d4 for each
Lightsmith spell level higher than 1st.
Beginning at 3rd level, whenever you finish a short or
long rest, you can magically construct one of the
following weapons: an aurum blaster, a lux cannon,
or a bolt shooter. If you already have a weapon
constructed, you must transform that weapon into
a new type rather than constructing a new one.
After you gain this subclass, the first weapon you
construct is free. If you lose your weapon, however,
replacing it requires 50 gp of materials. Transforming
your weapon is always free. You are proficient with
these weapons, and you use your Intelligence modifier
for their attack and damage rolls. They function by
channelling your inner magic, and thus cannot be
wielded by other creatures. Each of these weapons
have the following special property:
Recharge (X). Only X attacks can be made with
a weapon that has the recharge property before it
needs to be recharged. A weapon can be recharged
as a bonus action (even if it still has charges left),
but it cannot be recharged on the same turn it
is used to make an attack.
The weapons’ other properties are detailed
in the following table:
Artificer Infusions
At 2nd level, an artificer gains the Artificer Infusions feature.
When an artificer gains this feature, the following additional
infusions are available to them.
The description of each of the following infusions details the
type of item that can receive it, along with whether the resulting
magic item requires attunement.
Some infusions specify a minimum artificer level. You can't
learn such an infusion until you are at least that level.
Unless an infusion's description says otherwise, you can't learn
Art by Käri Christensen >>
an infusion more than once.
Elemental Focus
Prerequisite: 6th-level artificer
Item: a rod, staff, or wand (requires attunement)
When you infuse this item, choose one of the following damage
types: acid, cold, fire, lightning, or thunder. While holding this
item, a creature’s spells ignore resistance to damage of the chosen
type. Also, the creature gains a +1 bonus to the damage rolls of
spells it casts that deal the chosen damage type.
CHAPTER 2 | SUBCLASSES
35
Chapter 3: Spells Phantasmal theatre (illusion)
Soothing hot spring (conjuration)
HIS CHAPTER PRESENTS NEW SPELLS TO 5th Level
to supplement those in the Player’s Handbook. Jono’s fiery portal (conjuration)
These new spells allow your character to better
harness divine magic, fire magic, and light magic.
6th Level
Your DM might allow access to these spells at Moonsilver (transmutation)
character creation, or they might be discovered in Sheltering light (evocation)
Cleric Spells
ancient tomes or taught by powerful celestials.
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36
1st Level 5th Level
Endurance (transmutation) Ambrosia (conjuration)
Silverflame torch (evocation) Halo (evocation)
Sunmotes (conjuration) Sundisk (transmutation)
Touch of dawn (evocation)
2nd Level Sorcerer Spells
Mend wounds (evocation) Cantrips (0 level)
Soulstrike (transmutation)
Lightshape (transmutation)
Spirit tracks (divination)
Radiant blast (evocation)
3rd Level Sensory transfer (transmutation)
Boil (transmutation) Thermal burst (transmutation)
Circle of smothering (transmutation) 1st Level
Flaming serpent (conjuration)
Hand of helios (evocation)
Holy rain (conjuration)
Jono’s secret campfire (illusion)
4th Level Nobility/peasantry (enchantment)
Seeking sunfire (evocation) Silverflame torch (evocation)
Soothing hot spring (conjuration) Sunmotes (conjuration)
5th Level Touch of dawn (evocation)
Destructive impact (evocation) 2nd Level
Navigator’s map (divination, ritual) Cauterize (evocation)
6th Level Fire bombs (conjuration)
Sheltering light (evocation) Incandescent chain (conjuration)
Soulstrike (transmutation)
7th Level Wall of smoke (evocation)
Encroaching lava (conjuration) 3rd Level
Restoration (transmutation)
Boil (transmutation)
8th Level Bonds of light (conjuration)
Druidic avatar (transmutation) Flaming serpent (conjuration)
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37
3rd Level 3rd Level
Bonds of light (conjuration) Boil (transmutation)
Flaming serpent (conjuration) Circle of smothering (transmutation)
4th Level Flaming serpent (conjuration)
Mindfire (evocation) 4th Level
Radiant deathflare (evocation) Aegis (transmutation)
Sunwhip (conjuration) Mindfire (evocation)
5th Level Radiant deathflare (evocation)
Seeking sunfire (evocation)
Magma burst (conjuration)
Sunwhip (conjuration)
6th Level
5th Level
Lava coils (conjuration)
Destructive impact (evocation)
7th Level Jono’s fiery portal (conjuration)
Arsenal of flame (conjuration) Magma burst (conjuration)
9th Level Navigator’s map (divination, ritual)
Petrifying light (transmutation) 6th Level
Wizard Spells
Conflagration (evocation)
Lava coils (conjuration)
Moonsilver (transmutation)
Cantrips (0 level)
7th Level
Lightshape (transmutation)
Radiant blast (evocation) Arsenal of flame (conjuration)
Sensory transfer (transmutation) Encroaching lava (conjuration)
Thermal burst (transmutation) Restoration (transmutation)
1st Level 8th Level
Crystalline eye (divination) Fireworks (evocation)
Jono’s secret campfire (illusion) 9th Level
Nobility/peasantry (enchantment) Shooting star (evocation)
2nd Level
Charm of protection (abjuration)
Fire bombs (conjuration)
Wall of smoke (evocation)
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Spell Descriptions
The spells are presented in alphabetical order. Also, the spell lists << Art by Denman Rooke
for each spell appear in parentheses next to the spell’s school.
Aegis
4th-level transmutation (artificer, cleric, paladin, wizard)
Casting Time: 1 bonus action
Range: Touch
Components: V, S Consistently drinking ambrosia can confer longevity upon
Duration: Concentration, up to 8 hours those that consume it. A creature that drinks ambrosia every day
for 30 days begins to reap this benefit. As long as the creature
You touch a nonmagical suit of armor. Until the spell ends, that continues to drink ambrosia every day, it ages at half the normal
suit of armor becomes a magical suit of armor that grants a +1 rate. If the creature ever misses a day, it must drink for another 30
bonus to its wearer’s AC. Also, for the duration the wearer has days before its aging begins to slow down again.
resistance to damage from spells. At Higher Levels. When you cast this spell using a spell slot of
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, 1 additional bottles-worth of ambrosia is
6th level or higher, the AC bonus increases to +2. When you use a conjured for each slot level above 5th. Additional glass bottles
spell slot of 8th level or higher, the AC bonus increases to +3. must be provided for each additional bottles-worth of ambrosia.
Ambrosia Angel Wings
5th-level conjuration (cleric, paladin) 4th-level conjuration (cleric)
Casting Time: 1 minute Casting Time: 1 reaction, which you take when a creature within
Range: Touch 90 feet of you that you can see would be reduced to 0 hit points
Components: V, S, M (three fine glass bottles, worth at least 10 but not killed outright.
gp each) Range: 90 feet
Duration: 8 hours Components: V, S
You spend the casting time speaking a prayer, and then touch the Duration: Instantaneous
three glass bottles used as this spell’s material components. Each You point your finger, and the creature that would’ve been
bottle becomes filled with a sweet, aromatic liquid that glows reduced to 0 hit points instead drops to 1 hit point, and then
with divine magic. When the spell ends, this liquid instantly regains additional hit points equal to 1d8 + your spellcasting
evaporates if it was not consumed. ability modifier (minimum 1). The creature is also bestowed with
As an action, a creature can drink a bottle of ambrosia or large, angelic wings that allow it to immediately use its reaction
administer it to another creature. The creature is cured of any to fly up to 30 feet without provoking opportunity attacks. The
disease or poison afflicting it, and for the next hour it is rendered wings disappear at the end of the turn, causing the creature to fall
immune to disease, poison damage, and the poisoned condition, if it ended the turn in the air.
For the same duration, it has advantage on Constitution saving At Higher Levels. When you cast this spell using a spell slot of
throws. Also, the ambrosia provides enough nourishment (both 6th level or higher, the healing increases by 1d8 for each slot level
food and drink) to sustain a creature for 1 day. above 5th.
CHAPTER 3 | SPELLS
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Arsenal of Flame You touch the piece of jewelry that serves as the material
7th-level conjuration (sorcerer, warlock, wizard) component for this spell to a creature that has died within the last
hour. If the creature’s soul is willing, it becomes bound to that
Casting Time: 1 action
piece of jewelry for the duration.
Range: 120 feet
While the soul is bound in this way, it can telepathically
Components: V, S
communicate with any creature that wears the jewelry it is bound
Duration: Concentration, up to 10 minutes
to, and that creature can telepathically communicate to it as well.
You cause an array of flaming, spectral weaponry to spark into The spell ends early if the jewelry is destroyed, if the bound
existence, and begin to assault your foes. Choose up to six creature is returned to life, or if this spell is cast on the same
creatures you can see within range. For each creature you target, creature again and it chooses to leave to the new of jewelry.
you conjure a flaming weapon in an unoccupied space within 5
feet of the target. Each weapon then makes a melee spell attack Boil
against its target using your spell attack modifier to hit, dealing 3rd-level transmutation (druid, sorcerer, wizard)
6d6 fire damage on a hit. Casting Time: 1 action
At the start of each of your turns, each weapon attempts to Range: 90 feet
move up to 30 feet closer to its target if the target is outside of its Components: V, S
5-foot reach, is within 120 feet of you, and is seen by you. If the Duration: Concentration, up to 1 minute
weapon reaches its target, it repeats its attack against it. Also, if
you see a weapon’s target leave the weapon’s 5-foot reach, you You cause the area of a 30-foot cube within range to instantly
can use your reaction to have the weapon make an opportunity increase in temperature. This temperature increase lasts for the
attack against the target, following the normal rules for duration. When the area appears, each creature in it must make a
opportunity attacks. Constitution saving throw. A creature takes 3d6 fire damage on a
If a weapon’s target dies, that weapon dissipates into ash. failed save, or half as much damage on a successful one. A
At Higher Levels. When you cast this spell using a spell slot of creature must also make this saving throw when it enters the
8th level or higher, you can target two additional creatures for spell's area for the first time on a turn or ends its turn there.
each slot level above 7th. This spell has additional effects when overlapping with areas of
water. Being underwater does not confer resistance against the
Bind Spirit fire damage dealt by this spell. Also, any underwater areas within
2nd-level necromancy (cleric) the spell’s area start bubbling furiously, turning those areas into
difficult terrain and causing them to be heavily obscured.
Casting Time: 1 action
Above water, however, this spell can be difficult to see. A
Range: Touch
creature that starts its turn within 60 feet of the area and can see
Components: V, S, M (a golden ring, bracelet, or necklace inlaid
the area must make a Wisdom (Perception) check to notice the
with a ruby, worth at least 200 gp in total)
heat haze caused by this spell, and therefore notice the spell’s
Duration: 10 days
effect. The DC for this check equals your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, the damage increases by 1d6 for each slot
level above 3rd.
40
Bonds of Light
3rd-level conjuration (artificer, sorcerer, ranger, warlock)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a cord of light, and throw it at a creature you can see
within range. The target must make a Strength saving throw. On a
failed save, the target takes 3d6 radiant damage and is restrained
for the spell’s duration as the cord ensnares it. On a successful
save, the cord of light falls to the ground below the target’s space.
On a subsequent turn during the duration, you can use your action
to pick up the fallen cord if you are within 5 feet of it, and you
can start carrying it or throw the cord again at a target within 60
feet of you as part of the same action.
If you are within 60 feet of the restrained target, you can
use your action to move it up to 30 feet in a direction of your
choice, stopping early if it impacts against a solid surface or
would move to be more than 60 feet away from you. If the target
weighs more than 500 pounds, it can only be moved up to 15 feet,
and it cannot be moved upwards or suspended in the air. If the
target would impact against a creature, that creature must make a
Dexterity saving throw. On a failed save, the target strikes the
other creature and stops moving. When the target strikes
something, the target and what it strikes each take 2d6
Art by
bludgeoning damage and 1d6 radiant damage.
Mark Behm >>
To break out, the restrained target can use its action to make a
Strength check against your spell save DC. On a success, the
target escapes and the cord falls to the ground, where it can be
picked up and thrown again as described earlier.
Also, the bonds shed bright light in a 10-foot radius and dim Charm of Protection
light 10 feet beyond that. 2nd-level abjuration (artificer, cleric, ranger, wizard)
Cauterize Casting Time: 1 minute
2nd-level evocation (sorcerer) Range: Touch
Casting Time: 1 action Components: V, S, M (a golden ring, bracelet, or necklace worth
Range: Touch at least 50 gp in total)
Components: V, S Duration: 24 hours
Duration: 1 round You touch the piece of jewelry that serves as the material
You touch a creature’s wound, causing the creature to regain a component for this spell, bestowing magical energy into it. This
number of hit points equal to 2d8 + your spellcasting ability magic activates when certain conditions are met. By default, it
modifier, while inflicting an excruciating burning sensation. activates when an aberration, celestial, elemental, fey, fiend, or
During its next turn, the creature’s speed is halved and it is undead moves within 30 feet of the jewelry. This trigger can be
incapacitated by pain. This spell does not restore hit points to nor refined to only activate for a subset of those creature types, and
incapacitate constructs or undead. you can choose to exclude specific creatures of your choice from
If you attempt to target an unwilling creature, that creature triggering the activation.
must succeed on a Dexterity saving throw to avoid the spell. When the magic activates, the jewelry begins to glow, emitting
At Higher Levels. When you cast this spell using a spell slot of bright light in a 10-foot radius and dim light 10 feet beyond that.
3rd level or higher, the healing increases by 1d8 for each slot The color of this light depends on the creature type of the creature
level above 2nd. that activated this magic: purple for aberrations, white for
celestials, blue for elementals, yellow for fey, red for fiends, and
Ceremony (Bonus Rite) green for undead. Also, the jewelry creates a magical ward. Roll
When you cast the ceremony spell, the following rite is available 4d4. The ward has hit points equal to the number rolled.
to cast alongside the other options presented in Xanathar’s Guide Whenever the jewelry’s wearer would take damage from an
to Everything. aberration, celestial, elemental, fey, fiend, or undead, the ward
Sibling of the Faith. You touch one humanoid that has been takes the damage instead. If the ward is reduced to 0 hit points,
dedicated to your god’s service for at least one year. A symbol of the wearer takes any remaining damage,
your god is inscribed somewhere on the target’s body, most The magic remains activated for 10 minutes, or until the ward
commonly upon a hand or on the forehead. This symbol is is reduced to 0 hit points. Then the spell ends.
invisible to other creatures, with the exception of other At Higher Levels. When you cast this spell using a spell slot of
humanoids that bear the same symbol. A creature with truesight 3rd level or higher, the ward’s hit points increase by 2d4 for each
can also see the symbol. slot level above 2nd.
The symbol lasts until it is dispelled.
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Cindervines
Conjuration cantrip (druid) Art by Mark Behm >>
Casting Time: 1 action
Range: 15 feet
Components: V, S
Duration: Instantaneous
You conjure two cords of fire and ash, and cause them to lash at
one or two creatures within range. If you choose two creatures,
those creatures must be within 15 feet of each other, and you
make one melee spell attack against each of them. If you choose
one creature, you make two melee spell attacks against that
creature. On each hit, a target takes 1d4 fire damage. If an effect
would allow you to add bonus damage to these attacks, you only
add the bonus damage to the first attack that hits.
If you attack two separate targets and both of your attacks hit,
then each target is pulled up to 5 feet closer to the other.
If you attack a single target and both of your attacks hit, that
target is pulled up to 5 feet closer to you.
This spell’s damage increases by 1d4 when you reach 5th level
(2d4), 11th level (3d4), and 17th level (4d4) burning for the duration.
Circle of Smothering At the end of each of its
turns, the target repeats
3rd-level transmutation (bard, druid, wizard) the saving throw. On a
Casting Time: 1 action failed save, roll the same
Range: 60 feet number of d12s as the last
Components: V, S, M (a small piece of a woolen blanket) time you dealt damage with this
Duration: Concentration, up to 1 hour spell. On a successful save, roll one less d12. When no d12s
remain, the spell ends early. The target takes damage equal to the
You significantly reduce the oxygen content of the air in a 30-foot
number rolled. For example, a creature that succeeds on its saving
radius area centered on a point you can see within range. Due to
throw each turn would take 2d12 damage from the initial save,
the lack of oxygen, any fires within the area near instantly go out,
1d12 from the next save, and the spell would end after the third
and creatures within the area have resistance to fire damage.
save is made.
The area is also dangerous for breathing creatures. When a
If the target dies before the spell ends, its body is reduced to
creature ends its turn in the area without holding its breath or if it
ash and the flames that enveloped it lash out to strike at nearby
stops holding its breath in the area for the first time in a round,
foes. Each creature of your choice within a 20-foot radius
roll 6d6. For each round that the creature has consecutively
centered on the target must make a Dexterity saving throw, taking
remained in the area without holding its breath, add a +10 bonus
6d12 fire damage on a failed saving throw or half as much
to this roll. If the creature’s current hit points are lower than the
damage on a successful one. Then, the spell ends.
total, the creature falls unconscious until it damaged or shaken
At Higher Levels. When you cast this spell using a spell slot of
awake. Creatures that don't need to breathe are unaffected by this
7th level or higher, the initial damage dealt and area damage dealt
part of the spell.
when the target dies each increase by 1d12 for each slot level
When the spell is cast, a creature within the area can use its
above 6th.
reaction to begin holding its breath before the air becomes too
dangerous to breathe. A creature can also hold its breath before Crystalline Eye
entering the area, as normal, but it is impossible for a creature to 1st-level divination (bard, cleric, warlock, wizard)
start holding its breath inside the area, and it is especially difficult
for a creature to hold its breath in the area for long periods. A Casting Time: 1 action
creature that holds its breath while in the area must maintain its Range: Touch
concentration on doing so, as if it were concentrating on a spell. Components: V, S, M (a synthetic eye made from glass or
At Higher Levels. When you cast this spell using a spell slot of crystal, worth at least 50 gp)
4th level or higher, the roll increases by 1d6 and the radius of the Duration: 1 hour
area increases by 10 feet for each slot level above 3rd. You touch the eye used as this spell’s material component, and
Conflagration imbue it with magical power. As long as you are within 100 feet
of the eye, you can use your action to see out of it until the start of
6th-level evocation (sorcerer, wizard) your next turn, becoming blinded to your own senses. You can see
Casting Time: 1 action from it in any direction.
Range: 150 feet The eye can be manipulated as normal. It can be thrown, rolled
Components: V, S across the floor, or subjected to similar effects without damaging
Duration: Concentration, up to 1 minute it or ending the spell. The eye has 5 hit points and an AC of 13. If
the eye is reduced to 0 hit points, the spell ends and the material
You cause one creature you can see within range to become
component is rendered unusable for future castings.
enveloped in fire. The target must make a Constitution saving
At Higher Levels. When you cast this spell using a spell slot of
throw. It takes 3d12 fire damage on a failed saving throw, or 2d12
2nd level or higher, the distance threshold for seeing from the eye
fire damage on a successful one. Either way, the target continues
increases by 100 feet for each slot level above 1st.
CHAPTER 3 | SPELLS
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Destructive Impact Divine Armament
5th-level evocation (druid, sorcerer, wizard) 3rd-level conjuration (cleric, paladin)
Casting Time: 1 action Casting Time: 1 bonus action
Range: 300 feet Range: Self
Components: V, S Components: V, S
Duration: 1 round Duration: Concentration, up to 1 minute
You cause an orb of fire and molten rock to come crashing down You draw energy from the positive plane, and shape it into
from the sky, targeting a point on the ground you can see within solidified light that forms one of the following sets of equipment:
range. You must be outdoors to cast this spell. When you cast this Axes. You form two battleaxes, one in each of your hands.
spell, the fiery orb materializes as an easily visible point in the Each axe deals 2d6 radiant damage on a hit, and has the light and
sky that casts a 5-foot radius shadow centered on the point you thrown properties (range 20/60). If you hit a single target with
targeted. At the start of your next turn, the orb lands at that point both axes on the same turn, that target’s speed is reduced to 0
and explodes. Each creature in a 40-foot radius sphere centered until the start of your next turn.
on that point must make a Dexterity saving throw. The sphere Bow. You form a longbow in your hands. The bow magically
spreads around corners. A creature within a 10-foot radius of the forms ammunition when you pull back the string, and it deals
point of impact takes 7d8 fire damage and 3d8 bludgeoning 2d10 radiant damage on a hit. It has the ammunition (range
damage on a failed save, or half as much damage on a successful 150/600) and two-handed properties. Any effect that normally
one. Creatures within the remaining area only take the fire only applies to melee weapon attacks can also apply to ranged
damage component of the blast, rather than taking both fire and attacks made with this weapon.
bludgeoning damage. Hammer. You form a maul in your hands. The maul deals 3d8
This spell deals twice that amount of damage to objects and radiant damage on a hit, and has the two-handed property. When
structures within the area, and ignites flammable objects that you hit a creature with the maul, you can push that creature up to
aren’t being worn or carried. 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of Spear. You form a long spear in your hands. The spear deals
6th level or higher, the fire damage increases by 1d8 for each slot 3d8 radiant damage on a hit, has the two-handed property, and
level above 5th. adds 10 feet to your reach when you attack with it.
Sword and Shield. You form a sword in one of your hands and
a shield in the other. The sword deals 2d8 radiant damage on a hit,
<< Art by and has the finesse property. The shield provides the same bonus
Eytan Zana as a normal shield, but also causes ranged attacks to have
disadvantage against you.
Whip. You form a whip in one of your hands. The whip deals
3d6 radiant damage on a hit, and has the finesse and reach
properties. Whenever you hit a creature with the whip, you can
pull the target up to 5 feet closer to you.
Anything conjured by this spell lasts for the duration, and you
are considered proficient in wielding any conjured equipment.
Also, the equipment sheds bright light in a 10-foot radius and dim
light 10 feet beyond that. If you were holding any objects in your
hands when you cast this spell, you can choose to shunt some or
all of those objects to a temporary demiplane for the duration.
When the spell ends, those objects return to your hands.
If you drop a piece of equipment or throw it, it dissipates at the
end of the turn. Thereafter, while the spell persists, you can use a
bonus action to cause any of the dissipated equipment to reappear
in your hands.
43
Divine Insight
7th-level divination (ritual) (cleric) Earth. The earth trembles beneath your feet before it
animates and ensnares the creatures around you. Each creature
Casting Time: 1 minute
that fails its save is restrained until the start of your next turn.
Range: Self
Fire. Flames course around you. Each creature that fails its
Components: V, S, M (incense, a drop of your blood, and a vial
save takes 4d8 fire damage.
of holy or unholy water)
Water. Tendrils of water grasp at the creatures around you.
Duration: 1 minute
Each creature that fails its save takes 2d8 bludgeoning damage
You contact your deity or a divine proxy, and ask for a reminder, and is pulled up to 10 feet closer to you.
advice, or an omen. These three options are described below:
While the spell lasts, your form cannot be changed, whether
Reminder. You are given information regarding the past. The
through Wild Shape, polymorph, enlarge/reduce, or other such
divine being you are put in contact with reminds you of the most
magic. When the spell ends, you gain a level of exhaustion.
important piece of information that it thinks you may have
At Higher Levels. When you
forgotten or overlooked.
cast this spell with a 9th level
Advice. You are given information regarding the present. The
spell slot, you gain 75
divine being you are put in contact with gives you advice on how
temporary hit points,
to best complete your current task.
rather than 50.
Omen. You are given information regarding the future. The
divine being you are put in contact with tells you about a
significant event that is likely to occur in the near future.
Regardless of the option you choose, the answer will consist of
at most a few sentences. Art by
When you choose one of these options, the divine being you Chase Stone >>
are put in contact with could ask you to choose a different option,
as the being might not have any information to offer you of the
type you sought.
If you cast the spell two or more times before finishing your
next long rest, there is a cumulative 25 percent chance for each
casting after the first that you get no answer.
Druidic Avatar
8th-level transmutation (druid)
Casting Time: 1 action
Range: Self
Components: V, S, M (three twigs, each from a different species
of tree.)
Duration: 1 minute
You call upon powerful magic of the Old Faith, and transform
yourself into an avatar of nature. For the duration, you gain the
following benefits as you sprout treant-esque limbs and attune
yourself to the elements.
• Your size becomes Huge, and your weight is multiplied by 30.
If there isn’t enough space for your new form, the spell fails.
• You gain 50 temporary hit points. If any of these remain when
the spell ends, they are lost.
• You gain a +1 bonus to your AC.
• You have advantage on Strength saving throws, Constitution
saving throws, and Strength checks.
• Your limbs become natural weapons with a 2d8 damage die
and a 10-foot reach. You are proficient in attacking with them,
and you use your spellcasting ability modifier for their attack
and damage rolls.
• You can attack twice, instead of once, when you take the
Attack action on your turn. You ignore this benefit if you
already have a feature that gives you extra attacks.
• As a bonus action, you can release a burst of elemental energy.
Choose earth, air, fire, or water. Each creature within 15 feet of
you, other than you, must make a Dexterity saving throw. The
effect of this action depends on the element chosen:
Air. The air around you bursts outwards, forcing other
creatures away from you. Each creature that fails its save is
pushed 30 feet away from you and knocked prone.
44
Encroaching Lava Fire Bombs
7th-level conjuration (druid, sorcerer, warlock, wizard) 2nd-level conjuration (artificer, sorcerer, wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 60 feet
Components: V, S Components: V, S, M (chunks of coal)
Duration: Concentration, up to 1 minute Duration: 1 minute
Molten lava begins to burst out of a point on the ground that you You conjure three fist-sized fiery orbs and hurl them at targets
can see within range, creating a 1-foot thick layer of lava on the within range. You can hurl them at one target or several. For each
ground that fills a 30-foot radius area centered on that point. The orb hurled at a creature, that creature can make a Dexterity saving
lava spreads around corners, and is difficult terrain. throw to avoid the orb. On a failed save, the orb sticks to that
When a creature enters the spell's area for the first time on a creature for the duration. On a successful save, the orb falls,
turn or starts its turn there, that creature must make a Dexterity sticking to the ground in that creature’s space for the duration. As
saving throw. On a failed save, a creature takes 10d6 fire damage, an action, a creature can remove an orb from itself and let it fall to
and is ignited for the duration. On a successful save, a creature the ground. Each orb sheds dim light in a 5-foot radius.
takes half as much damage and is not ignited. The lava also As a bonus action during the duration, you can cause one of the
damages objects in its area, and ignites flammable objects that unexploded orbs to explode. Each creature within 10 feet of the
aren’t being worn or carried. orb must make a Dexterity saving throw, taking 2d4 fire damage
An ignited creature suffers no additional effect while it remains on a failed save or half as much damage on a successful one. A
in the lava. However, if an ignited creature starts its turn outside creature stuck by the orb automatically fails this saving throw.
of the lava, it takes 2d6 fire damage as it continues to burn. The At Higher Levels. When you cast this spell using a spell slot of
effect ends after 1 minute, or if the ignited creature or another 3rd level or higher, you conjure and throw an additional orb for
creature within 5 feet of it uses an action to douse the flames. each slot level above 2nd. If you use a spell of 4th level or higher,
At the start of each of your turns, the lava spreads out further, you can explode 2 orbs with a single bonus action. This increases
increasing the radius of the area by 10 feet. The lava spreading to 3 with a 6th level slot, and 4 with an 8th level slot.
into a creature’s space does not damage that creature until it starts
its turn in the lava. Fireworks
At Higher Levels. When you cast this spell using a spell slot of 8th-level evocation (sorcerer, wizard)
8th level or higher, the damage increases by 1d6 for each slot Casting Time: 1 action
level above 7th. Range: 300 feet
Endurance Components: V, S, M (a pinch of sulfur, and various powdered
metals)
1st-level transmutation (artificer, bard, cleric, druid, ranger) Duration: Concentration, up to 1 minute
Casting Time: 1 minute
The ground in a 150-foot-square centered on a point within range
Range: Touch cracks and churns, turning the ground in that area into difficult
Components: V, S, M (two days worth of rations, worth at least terrain until cleared. Each 5-foot-square portion of the area
1 gp in total, which the spell consumes) requires at least 1 minute to clear by hand.
Duration: 8 hours When you cast this spell and at the start of each of your turns
You touch a creature, granting it supernatural endurance. For the for as long as this spell lasts, choose up to four 5-foot-square
duration, the creature ignores the effects of extreme heat, extreme portions of this difficult terrain. From each square chosen, a
cold, frigid water, and high altitude. Also, it can hold its breath for 5-foot-wide, 300-foot-long line of fire is expelled vertically from
twice as long as normal. Lastly, the creature has advantage on any the ground. Each creature within a line must make a Dexterity
saving throws made to avoid or recover from exhaustion. saving throw. A creature takes 7d10 fire damage on a failed save,
At Higher Levels. When you cast this spell using a spell slot of or half as much damage on a successful one. If a creature would
2nd level or higher, you can touch an additional creature during be in the area of multiple lines, it only makes one saving throw.
the cast time for each slot level above 1st. Each creature you The damage roll of that saving throw is increased by 1d10 for
touch is granted this spell’s effect. each line the creature is in beyond the first.
Each of these lines then become filled with dark, toxic smoke
until the start of your next turn, heavily obscuring the areas. A
creature that enters the smoke for the first time on a turn or ends
its turn there must succeed on a Constitution saving throw or
become poisoned until the end of its next turn.
Any line of fire that goes its full distance without stopping on a
solid surface explodes in a blast of scintillating colors. These
blasts emit thunderous booms audible out to 1000 feet.
45
Flaming Serpent Hand of Helios
3rd-level conjuration (druid, sorcerer, warlock, wizard) 1st-level evocation (bard, cleric, sorcerer)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 20 feet
Components: V, S, M (the ashes of a snakeskin) Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You meld elemental fire into the form of a semi-solid floating You form radiant energy into a vaguely hand-shaped form that
serpent that circles around a Large or smaller creature you can see sweeps forward along a 5-foot-wide line that is up to 20 feet long.
within range, sharing its space. For the duration, the serpent sheds The line emanates from you in a direction you choose. Each
bright light in a 10-foot radius and dim light for an additional 10 creature in the line must make a Dexterity saving throw. A
feet. When you cast this spell, and as an action on each of your creature takes 2d6 radiant damage on a failed save, or half as
turns until the spell ends, you can choose one of the following much damage on a successful one. One creature within the line
actions for the serpent to perform if it is within 60 feet of you: must also make a Strength saving throw, as the hand attempts to
Constrict. The serpent attempts to constrict the creature its grasp and throw it rather than merely passing through it. On a
circling. That creature must make a Strength saving throw. On a failed save, it takes 1d6 radiant damage and is thrown up to 10
failed save, it takes 3d8 fire damage and has disadvantage on feet in a horizontal direction of your choice.
attack rolls until the end of your next turn. On a successful save, it At Higher Levels. When you cast this spell using a spell slot of
takes half as much damage and suffers no other effect. 2nd level or higher, the damage dealt on a failed Dexterity saving
Protect. The serpent protects the creature its circling. Until the throw increases by 1d6 for each slot level above 1st.
end of your next turn, that creature has resistance to fire damage,
attack rolls against it are made with disadvantage, and it makes Holy Rain
Dexterity saving throws with advantage. 3rd-level conjuration (cleric, druid, paladin)
Reposition. The serpent moves to a different creature that you Casting Time: 1 action
can see within 60 feet of you, and starts circling that creature Range: 120 feet
instead. It moves to its new target by the shortest possible route. Components: V, S, M (a drop of holy water)
Each creature of your choice along a 5-foot wide line following Duration: Concentration, up to 1 hour
the serpent’s route must make a Dexterity saving throw. Both the
target creature and the creature the serpent was previously Until the spell ends, a light rain falls in a 60-foot-tall cylinder
circling are valid choices. A creature takes 3d6 fire damage on a with a 30-foot radius centered on a point you choose within
failed save, or half as much damage on a successful one. range. The area is dim light, and exposed flames within the area
If the creature the serpent is circling dies, you must take the are doused.
reposition action on your next turn. Otherwise, the spell ends. This rain is holy water. An undead or fiend that starts its turn
within the area or enters it for the first time on a turn must make a
Halo Constitution saving throw, taking 3d6 radiant damage on a failed
5th-level evocation (cleric, paladin) save or half as much damage on a successful one.
The rain also has healing properties. Any corpse within this
Casting Time: 1 action
area can’t become undead, and any nonhostile, living creature
Range: 60 feet within the area that starts its turn with 0 hit points is stabilized. A
Components: V, S nonhostile creature that remains within the area regains 1d4 hit
Duration: Concentration, up to 1 minute points for every 10 minutes it remains there.
A ring of radiant energy forms along the edge of a 20-foot radius, Lastly, if you maintain your concentration on this spell for its
10-foot high cylinder centered on a point within range. Until the whole duration, plants within the area become enriched. For the
spell ends, bright light fills the cylinder, and dim light extends 10 next 10 days, these plants grow twice as fast.
feet byond it.
When a hostile creature enters the spell’s area
for the first time on a turn or starts its turn there,
it must make a Constitution saving throw. The
creature takes 3d10 radiant damage on a failed
save or half as much damage on a successful one.
When a friendly creature enters the spell’s area for
the first time on a turn or starts its turn there, it gains
3d4 temporary hit points. These temporary hit points
last for as long as the creature remains within the area.
The outer edge of the cylinder forms a wall that
traps hostile creatures within. A hostile creature within
5 feet of the edge of the cylinder can use its action to
attempt to push through the cylinder’s wall. It must
make a Strength check against your spell save DC. On
a success, it moves 5 feet outside of the cylinder.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases
by 1d10 and the temporary hit points increase by 1d4
for each slot level above 5th.
47
48
Judgment next turn, and its speed is halved for the same duration
Evocation cantrip (cleric) If the quiver leaves your possession, the spell ends.
At Higher Levels. When you cast this spell using a 5th level
Casting Time: 1 action spell slot, the bonus radiant damage becomes 1d10.
Range: Touch
Components: V, S Lightshape
Duration: 1 round Transmutation cantrip (bard, cleric, druid, sorcerer, wizard)
Your hand momentarily flashes with light as you try to touch a Casting Time: 1 action
creature. Make a melee spell attack against the target. You have Range: 60 feet
advantage on the attack roll if the target attacked a creature other Components: V, S
than you on its last turn. On a hit, the target takes 1d6 radiant Duration: Instantaneous or 1 hour (see below)
damage, and it begins to shimmer faintly until the start of your
You choose an area of bright and/or dim light that you can see
next turn. If the target attacks a creature other than you before
within range and that fits within a 20-foot cube. You affect it in
then, it immediately takes 1d6 radiant damage, its attack gains
one of the following ways:
disadvantage, and the spell ends.
Both rolls of this spell’s damage increase by 1d6 when you • You change the light’s color. This change lasts for 1 hour
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) • You change the light from dim light to bright light, or vice
versa. The change lasts for 1 hour.
Lava Coils • You focus the light onto a point, causing a flammable object
6th-level conjuration (sorcerer, warlock, wizard) within the area that isn’t being worn or carried to ignite.
Casting Time: 1 action • You cause the light to flash in a creature’s eyes. One creature
Range: 30 feet in the area must succeed on a Constitution saving throw or
Components: V, S have disadvantage on the next attack roll it makes before the
Duration: Instantaneous end of your next turn, and be unable to make opportunity
attacks for the same duration. A creature immune to the
You conjure coiling tendrils of lava around up to two creatures of blinded condition automatically succeeds on this saving throw.
your choice that you can see within range. Each target takes 4d6
fire damage, and must succeed on a Dexterity saving throw or If you cast this spell multiple times, you can have up to three
become restrained until the start of your next turn. When the non-instantaneous effects created by it active at a time, and you
restrain ends, a target takes another 6d6 fire damage. can dismiss such an effect as an action.
If a creature dies while restrained by the spell or from this
spell’s damage, its body is burned and absorbed into the lava,
along with everything it is wearing and carrying other than magic Art by Wesley Burt >>
items. The creature can be restored to life only by means of a true
resurrection or a wish spell. The lava then falls to the ground,
creating a 1-foot thick layer that fills a square area on the ground
with sides of the same length as the sides of the deceased
creature’s space. The lava pool lasts for 1 minute. A creature that
starts its turn within a lava pool or enters it for the first time on a
turn must make a Dexterity saving throw, taking 4d6 fire damage
on a failed save or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of
7th level or higher, you can target an additional creature for each
slot level above 6th.
Light Arrows
4th-level transmutation (ranger)
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a quiver)
Duration: Concentration, up to 1 minute
You call upon radiant magic, and imbue it into your
quiver. For the duration, your quiver produces an
endless supply of radiant arrows or crossbow bolts
that you can use for any weapon you wield that
requires those ammunitions.
When you attack with this ammunition, your attacks
deal 1d6 additional radiant damage on a hit, have
triple their normal range, and their damage type
becomes radiant. Also, once per turn when you
hit a creature with this ammunition, you can force
it to make a Constitution saving throw. On a
failed save, it is blinded until the start of your
CHAPTER 3 | SPELLS
49
Magma Burst A burning target takes 2d4 fire damage at the start of each of its
5th-level conjuration (sorcerer, warlock, wizard) turns, has disadvantage on concentration checks, and takes
Casting Time: 1 action additional fire damage whenever it casts a spell. The fire damage
Range: 60 feet is 2d4 if the creature casts a 1st level spell or a cantrip, and is
Components: V, S increased by 1d4 for each slot level above 1st if the creature casts
Duration: Concentration, up to 1 minute a higher level spell.
At Higher Levels. When you cast this spell using a spell slot of
A mass of magma erupts into existence at a point you can see 5th level or higher, the initial damage increases by 2d4 for each
within range. Each creature in a 10-foot-radius sphere centered on slot level above 4th.
that point must make a Dexterity saving throw. On a failed save, a
target takes 5d10 fire damage, and is enveloped in lava for the Mirror Shield
duration. On a successful save, a target takes half as much 3rd-level transmutation (paladin)
damage and is not enveloped.
Casting Time: 1 bonus action
An enveloped creature’s speed is halved, and it takes 2d10 fire
Range: Touch
damage at the end of each of its turns. As an action, an enveloped
Components: V, M (a shield)
creature can make a Strength check against your spell save DC.
Duration: 10 minutes
On a success, the target is no longer enveloped.
As a bonus action on your turn, you can choose one creature You transmute your shield, strengthening it and causing its front
you can see within 60 feet of you that is enveloped by this lava, to take on a mirror-like luster. If the shield isn’t magical already,
and cause that magma to harden. Beginning at the end of that it grants a +1 bonus to AC while you wield it. This bonus is in
creature’s next turn, it stops taking fire damage from this spell addition to the shield's normal bonus to AC.
and instead becomes restrained for as long as it remains Also when you cast this spell, you must choose one of the
enveloped by the hardened vala. following damage types: acid, cold, fire, lightning, or thunder.
At Higher Levels. When you cast this spell using a spell When you would take damage of the choose type while the spell
slot of 6th level or higher, the initial damage increases by 1d10 lasts, you can use your reaction to gain resistance to that instance
for each slot level above 5th. of damage, and cause the shield to reflect a bolt of radiant energy
at the creature that damaged you if you can see it and it is within
Mend Wounds 60 feet of you. That creature must succeed on a Dexterity saving
2nd-level evocation (bard, cleric, druid, ranger, paladin) throw or take 1d6 radiant damage.
Casting Time: 1 action If the shield leaves your possession, the spell ends.
Range: 60 feet At Higher Levels. When you cast this spell using a spell slot of
Components: V, S, M (a piece of cloth and a drop of holy water) 4th level or higher, the damage increases by 1d6 for each slot
Duration: Concentration, up to 1 minute level above 3rd.
You imbue a creature that you can see within range with positive
energy. That creature regains hit points equal to 1d4 + your
spellcasting ability modifier, and the number of hit points it has
after this healing becomes this spell’s healing threshold for the
duration of the spell.
At the start of each of the creature’s turns, it regains 1d4 hit
points. This healing cannot bring the creature above this spell’s
healing threshold, meaning this healing is only effective
against damage dealt after the spell was cast.
If the creature is reduced to 0 hit points during the
duration, you must roll a d20. On a roll of 10 or
lower, the spell ends.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell
using a spell slot of 3rd level or higher, the
initial healing increases by 2d4 for each
slot level above 2nd.
Mindfire
4th-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You point at a creature you can see within range, and
inflict upon it a painful burning sensation that it can feel
yet not see. The target must make a Wisdom saving throw,
taking 8d4 fire damage on a failed save or half as much damage
on a successful one. On a failed save, the target’s mind also burns
for the duration.
Art by Ryan Alexander Lee >>
50
Moonsilver Navigator’s Map
6th-level transmutation (bard, cleric, wizard) 5th-level divination (ritual) (artificer, cleric, druid, ranger, wizard)
Casting Time: 1 hour Casting Time: 1 minute
Range: Touch Range: 60 feet
Components: V, S, M (a nonmagical silvered melee weapon Components: V, S, M (a map worth at least 1 sp, and a
worth at least 50 gp, and a diamond worth at least 2,500 gp) golden pin worth at least 5 gp)
Duration: 7 days Duration: Concentration, up to 8 hours
After spending the casting time inscribing magical runes into the As you cast this spell, you imbue divination magic into the map
the nonmagical silvered melee weapon, you touch the diamond to and golden pin used as this spell’s material components. While the
its hilt. The diamond is absorbed into the weapon, transforming it spell lasts, the map displays your current location as a golden point
into a magic weapon with a +1 bonus to attack rolls and damage of light. If you are outside the map’s boundaries when you cast the
rolls for the spell’s duration. spell, the spell fails. Similarly, the spell ends if you ever leave the
The weapon also becomes especially effective against creatures map’s boundaries during the duration.
whose resistance to bludgeoning, piercing, and slashing damage While the spell lasts, you can stick the golden pin anywhere on
is counteracted by silvered weapons. Against such a creature, the the map. As long as the pin is stuck in the map, a golden line marks
weapon deals an additional 1d8 radiant damage on a hit. the most direct route between your current location and the
Additionally, the weapon has 16 charges, which can be location marked by the pin. This route is conceived using only the
expended in the following ways by the weapon’s wielder: information available on the map. When you place the pin, you can
mentally choose what information the route should take into
• As a bonus action, the weapon’s wielder can expend 1 or 2
account. For example, you could choose to have it prioritize roads,
charges. Until the end of the turn, the wielder can make ranged
avoid mountains, and avoid water if you are traveling on land.
weapon attacks by shooting bolts of moonlight from the
Alternatively, you could have it avoid land if you are traveling by
weapon’s tip. These ranged weapon attacks have a range of 60
boat. The route suggested by the spell is only as good as the map
feet if 1 charge was spent, or 300 feet if 2 were spent. They
you’re using. If the map is wrong or overly simplistic, the route
deal the same damage as the weapon’s melee attacks, but their
could end up being wrong as well. You can place the pin as many
damage type is radiant.
times as you’d like over the duration.
• When the weapon hits a creature, its wielder can expend 2
charges to attempt to silence that creature. The creature must Nobility/Peasantry
succeed on a Charisma saving throw or be unable to speak 1st-level enchantment (bard, sorcerer, warlock, wizard)
until the end of the wielder’s next turn.
• When the weapon hits a shapechanger, its wielder can expend Casting Time: 1 action
2 charges to force that creature to revert to its true form, and Range: Self
cause it to be unable to change its form for 1 minute. The Components: V, S
creature can make a Wisdom saving throw at the end of each of Duration: Concentration, up to 1 hour
its turns, ending this effect on a success. This spell changes how other creatures perceive you. When you
There is no restriction on combining the above options during a interact with a creature during the duration, that creature must first
single turn or for a single attack. make a Wisdom saving throw. A creature that you have already
The weapon’s charges are automatically depleted after 24 interacted with for at least 1 minute during the past 24 hours before
hours, and can be restored by casting this spell upon the weapon casting this spell automatically succeeds on the saving throw.
again. Any creature that knows the moonsilver spell can do so. When you cast the spell, you choose nobility or peasantry as the
Casting the spell in this way is special: the casting doesn’t require spell’s effect. The effect of a creature failing this saving throw
material components, has a reduced casting time of 1 minute, and depends on your choice. A creature that succeeds on the saving
it restores the weapon to 16 charges for the next 24 hours. throw does not notice your attempted enchantment.
When the spell ends, the diamond used as this spell’s material Nobility. You give off an aura of esteem and high status for the
component is magically ejected from the weapon, allowing it to duration. On a failed save, a creature sees you as an important,
be reused (if the caster so desires). high class member of society, such as a member of a noble family
At Higher Levels. When you cast this spell using a spell slot of or aristocrat, and treats you as such for the duration. Whenever a
7th level or higher, the weapon’s maximum number of charges is creature witnesses you acting in a manner contrary to how a high
increased by 8 for each slot level above 6th. Using a slot of 7th class member of society is expected to act, the creature can repeat
level or higher for the special casting increases the number of this saving throw, ending the effect on it on a success.
charges restored by an equivalent amount. If you use an 7th level Peasantry. You give off an aura of insignificance and low status
slot for the initial casting, the duration is 30 days. If you use an for the duration. On a failed save, a creature sees you as an
8th level slot, the duration is 1 year. If you use a 9th level slot, the unimportant, low class member of society, such as a lowly farmer
spell lasts until it is dispelled. The bonus to attack and damage or beggar, and treats you as such for the duration. Whenever a
rolls is increased to +2 if the slot is of 8th level or higher. creature witnesses you acting in a manner contrary to how a low
class member of society is expected to act, the creature can repeat
this saving throw, ending the effect on it on a success.
End of the Effect. When this effect ends on a creature, that
creature realizes that its perception of you was altered by magic.
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, the duration of the spell increases by 2 hours
for each slot level above 1st.
CHAPTER 3 | SPELLS
51
Oath of Peace Petrifying Light
4th-level enchantment (bard, cleric) 9th-level transmutation (cleric, sorcerer, warlock)
Casting Time: 1 minute Casting Time: 1 action
Range: 60 feet Range: 1000 feet
Components: V, S, M (an olive branch) Components: V, S
Duration: 24 hours Duration: Concentration, up to 1 round
During the casting time, you and up to eight willing creatures A pure white light falls upon a location you specify within range,
who link hands in a circle take part in an oath to not harm the filling a 60-foot-radius, 100-foot-high cylinder. Until the start of
other oath-takers. For the duration, a creature affected by this your next turn, bright light fills the area. This light is sunlight.
spell is unable to directly harm or damage any other creature When the light appears, each creature within suffers an effect
affected by this casting of the spell. Such a creature is unable to based on its current hit points:
even attempt to perform such an act—any harmful action it • 25 hit points or fewer: The creature turns to stone, subjecting
attempts against another oath-taker is stopped before it can be it to the petrified condition until the effect is removed.
completed, causing the creature to waste its action. This spell • 50 hit points or fewer: The creature must succeed on a
does not protect against more indirect forms of harm, such as Constitution saving throw or turn to stone, subjecting it to the
lying or leading others into a trap. petrified condition until the effect is removed.
If this effect ends early on a creature, such as through the dispel • 75 hit points or fewer: The creature must succeed on a
magic spell, all the other oath-takers immediately know that the Constitution saving throw or temporarily turn to stone,
effect has ended on that creature. subjecting it to the petrified condition for 30 days or until the
At Higher Levels. When you cast this spell using a spell slot of effect is removed.
5th level or higher, the duration increases by 72 hours for each • 100 hit points or fewer: The creature must succeed on a
slot level above 4th. If you use a 9th level spell slot, the spell Constitution saving throw or temporarily turn to stone,
instead lasts until it is dispelled. subjecting it to the petrified condition for 24 hours or until the
Pact of Forgiveness effect is removed.
3rd-level enchantment (bard, cleric) • Over 100 hit points: The creature must succeed on a
Constitution saving throw or temporarily turn to stone,
Casting Time: 1 reaction, which you take when a hostile creature subjecting it to the petrified condition for 1 minute or until
you can see within 60 feet of you that is capable of speaking a the effect is removed. The creature can repeat this saving throw
language dies. at the end of each of its turns.
Range: 60 feet
Components: V, S If a creature enters the light during the duration, it is subjected to
Duration: 24 hours the above effect if it hasn’t been subjected to it already for this
casting of the spell.
This spell is used to telepathically speak with a hostile creature in If you lose your concentration on this spell before the start of
the moments before it passes on, offering a deal in exchange for your next turn, the spell’s effects end early. If you concentrate on
its life. The message you give it must be 25 words or less, and it this spell for its full duration, the spell’s effects continue for the
must include some kind of deal that the creature can agree or durations specified in the above bullet points.
disagree with, and that can reasonably be completed during the
spell’s duration. For example, if you were to use this
feature on a mysterious assassin, you could state “Tell
me who hired you, and I will spare your life.” If the
creature disagrees with your terms or is unable to fulfill
them, its death completes as normal. If it agrees with
them, however, it is revived and left unconscious yet
stable at 0 hit points. When it awakens, it pursues the
course of action that it agreed to the best of its ability
for the duration.
If you or your companions attack or otherwise harm
the target during the duration, the spell smites you with
divine retribution. You take 5d10 radiant damage, which
can’t be reduced in any way, and the spell ends.
As soon as the creature receives the message, it is
granted all the information on this feature it would
need to make an informed decision. The creature
knows that it will be forced to comply if it accepts,
and it knows that you will be smited if you don’t
hold up your end of the deal.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the duration
increases by 48 hours for each slot level above 3rd.
52
If the target failed its save but was not reduced to 0 hit points,
Phantasmal Theatre the light continues to envelop it. It sheds dim light in a 10-foot
4th-level illusion (bard, wizard) radius until the end of your next turn, and the next attack made
Casting Time: 1 action or up to 2 hours against it before the light dissipates is made with advantage.
Range: 60 feet At Higher Levels. When you cast this spell using a spell slot of
Components: V, S 5th level or higher, the damage increases by 1d8 for each slot
Duration: Special level above 4th.
This spell creates a carefully scripted illusory performance. You Rainbow
target an area within range that fits within a 20-foot cube. As you 5th-level transmutation (ranger)
cast the spell, you decide the content of the illusion. It can include
Casting Time: 1 bonus action
any number of images, sounds, smells, and even non-harmful
Range: 60 feet
temperature changes that originate within the area and potentially
Components: V, S
move around within it. There are no limitations on what can
Duration: Concentration, up to 1 minute.
appear, and there can be scene changes, speaking characters,
sound effects, background music, and other such things. The You imbue your bow or crossbow with magical energy, causing
performance starts as soon as the spell is cast. it to shimmer with scintillating colors. During the duration, when
The duration of this spell’s performance is equal to the time you attack with the weapon you can conjure magical ammunition
you spend casting it, with a minimum duration of 6 seconds when for the attack, choosing among the seven colors listed below. You
you cast the spell using 1 action. can conjure each of the individual colors only once per casting.
Physical interaction with the performance reveals it to be an Once you have conjured all seven, the spell ends.
illusion, because things can pass through it. A creature that uses Red. Hit or miss, this red-colored arrow/bolt explodes once it
its action to examine the performance can determine that it is an reaches its target. The target and each creature within 10 feet of it
illusion with a successful Intelligence (Investigation) check must make a Dexterity saving throw, taking 2d6 fire damage on a
against your spell save DC. If a creature discerns the illusion for failed save or half as much damage on a successful one.
what it is, the creature can see through the illusion, and any noise Orange. On a hit, this orange-colored arrow/bolt causes the
it makes sounds hollow to the creature. target to take an extra 2d6 acid damage, and another 1d6 acid
At Higher Levels. When you cast this spell using a spell slot of damage at the end of its next turn.
5th level or higher, the size of the cube increases by 10 feet for Yellow. On a hit, this orange-colored arrow/bolt causes the
each slot level above 4th. target to take an extra 2d6 radiant damage, and forces it to
succeed on a Constitution saving throw or become blinded until
Radiant Blast the start of your next turn.
Evocation cantrip (bard, cleric, druid, sorcerer, wizard) Green. On a hit, this green-colored arrow/bolt causes the target
Casting Time: 1 action to take an extra 2d8 poison damage, and forces it to succeed on a
Range: Self (10-foot line) Constitution saving throw or become poisoned until the start of
Components: V, S your next turn.
Duration: Instantaneous Blue. On a hit, this blue-colored arrow/bolt causes the target to
take an extra 2d4 cold damage, and forces it to make a Strength
A line of radiant energy 10 feet long and 5 feet wide emanates saving throw. On a failed save, it is restrained by ice until the start
from you in a direction you choose. Each creature within the line of your next turn. On a successful save, it is not restrained but its
must succeed on a Strength saving throw or take 1d6 radiant speed is halved until the start of your next turn.
damage and be pushed up to 5 feet away from you Indigo. This indigo-colored arrow/bolt forces each creature in a
The spell's damage increases by 1d6 when you reach 5th level 5-foot wide line between you and the target, including the target,
(2d6), 11th level (3d6), and 17th level (4d6). to make a Dexterity saving throw. A creature takes 2d6 lightning
Radiant Deathflare damage on a failed save or half as much
damage on a successful one.
4th-level evocation (sorcerer, warlock, wizard)
Violet. On a hit, this violet-colored arrow/bolt
Casting Time: 1 action causes the target to take an extra 2d4 psychic
Range: 60 feet damage, and forces it to succeed on a Wisdom
Components: V, S saving throw or become stunned until the start
Duration: Instantaneous of your next turn.
You envelop a creature of your choice that you can see within
range in pure white light. The target must make a Constitution
saving throw. The target takes 7d8 radiant damage on a failed
save, or half as much damage on a successful one.
If the target is reduced to 0 hit points by this damage, up to
three bolts of light burst out from its body. Each bolt must target
a separate creature within 20 feet of the initial target that has not
yet been targeted by this spell. Each target must make a Dexterity
saving throw, taking 7d8 radiant damage on a failed save or half
as much damage on a successful one.
CHAPTER 3 | SPELLS
53
Renewal Sensory Transfer
7th-level transmutation (cleric, druid, wizard) Transmutation cantrip (artificer, bard, sorcerer, wizard)
Casting Time: 1 hour Casting Time: 1 action
Range: 300 feet Range: 120 feet
Components: V, S, M (a golden hourglass, worth at least 250 gp, Components: V, S
filled with platinum dust worth at least 500 gp. The dust is Duration: 1 round
consumed by the casting.)
You point your finger towards a creature within range. If the
Duration: Instantaneous
creature is willing, you can choose to see through its eyes until
Choose a point in time no more than 30 days ago. You cause the the start of your next turn, becoming blinded to your own
terrain, structures, and any inanimate nonmagical objects within a surroundings until then. Alternatively, you can choose to allow
300-foot cube in range to return to the condition they were in at that creature to see through your eyes until the start of your next
the specified point in time. The renewal occurs using only the turn, becoming blinded to its own surroundings until then.
resources contained within the area—if objects were removed You can cast this spell through solid objects if you are familiar
from the area, they remain missing when the spell completes. with the target and know it is beyond the barrier. Magical silence,
Similarly, objects that were added to the area remain in it. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
For example, this spell can be used to rebuild a collapsed or feet of wood blocks the spell. The spell doesn't have to follow a
burned down building, restore writing that was scrubbed away straight line and can travel around corners or through openings.
from a wall, and/or cause a fallen tree to stand up again. This
spell cannot restore life to dead creatures, though it can restore Sheltering Light
life to non-sentient plant life (like nonmagical trees). 6th-level evocation (bard, cleric, druid)
The renewal occurs slowly enough that it cannot trap or Casting Time: 1 action
damage creatures within the area. Creatures that would be in the Range: Touch
way of the renewal are instead safely pushed out of it. Components: V, S
At Higher Levels. When you cast this spell with an 8th-level Duration: 10 minutes
spell slot, you can choose a point in time no more than a year ago.
With a 9th-level spell slot, you can choose a point in time no A warm light shines down on a location you specify within range.
more than a century ago. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of
bright light glimmers there. This light is sunlight.
Reveal When a friendly creature within the area starts its turn with 0
Evocation cantrip (artificer, bard, cleric, druid, warlock) hit points, this spell causes it to regain 15 hit points.
The spell ends once it has restored a total of 60 hit points. It
Casting Time: 1 action
ends early if you fall unconscious.
Range: 60 feet
At Higher Levels. When you cast this spell using a spell
Components: V, S
slot of 7th level or higher, the total hit points
Duration: Concentration, up to 1 round
that this spell can restore before it ends
You hurl a mote of light at a creature within range. Make a ranged is increased by 15 for each slot level
spell attack against the target. On a hit, the target becomes above 6th.
outlined in light until the end of your next turn, or until the spell
ends. The light can be colored as you like. Art by Slawomir Maniak >>
An outlined creature can’t benefit from being invisible, sheds
dim light in a 10-foot radius, and its speed is reduced by 10 feet.
On a critical hit, its speed is reduced by 20 feet instead. Also, the
first attack made against the target while the spell lasts is made
with advantage.
Seeking Sunfire
4th-level evocation (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of sulfur)
Duration: Instantaneous
A beam of fire and radiance surges towards a creature you can see
within range. That creature must succeed on a Dexterity saving
throw or take 3d8 fire damage and 3d8 radiant damage.
Then, you can curve the beam towards a new target that you
can see within 30 feet of the previous target. The new target must
also make a Dexterity saving throw, suffering the same effect on a
failed save. The beam continues curving towards new targets until
three targets fail the saving throw, there are no more valid targets
(creatures that have already been targeted by this casting of the
spell cannot be targeted again), or until you choose to stop.
At Higher Levels. When you cast this spell using a spell slot of
5th level or higher, the damage increases by 1d8 for each slot
level above 4th. You choose which damage type is increased.
54
Shooting Star
9th-level evocation (sorcerer, wizard)
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous Silencing Smite
2nd-level evocation (paladin)
You evoke a mighty beam of starlight that streaks along a 15-
foot-wide line that extends from a point you can see within range. Casting Time: 1 bonus action
The length of the line is 100 feet at minimum and up to 1000 feet Range: Self
at maximum, and it can extend in any direction as long as the Components: V
endpoint of the line is lower than the starting point. Duration: Concentration, up to 1 minute
Each creature in the line must make a Dexterity saving throw. The next time you hit a creature with a melee weapon attack
The effect of this saving throw depends on the size of the target. during this spell’s duration, your weapon pierces your opponent’s
The beam pierces through creatures of size Huge or larger. On psyche, and the attack deals an extra 1d6 psychic damage to the
a failed save, such a creature takes 18d10 + 40 radiant damage, target. Additionally, the target must succeed on a Wisdom saving
and is knocked prone. On a successful save, a creature takes half throw or be unable to speak until the spell ends. While the spell
as much damage and is not knocked prone. lasts, it is impossible for the target to cast a spell that includes a
The beam envelops and drags along creatures of size Large or verbal component.
smaller. On a failed save, such a creature takes 18d10 radiant As an action, the creature can make a Wisdom check against
damage, and is pushed along the line. On a successful save, a your spell save DC to reclaim its voice and end this spell.
creature takes half as much damage and is pushed to the nearest At Higher Levels. When you cast this spell using a spell slot of
unoccupied space outside of the beam’s area. 3rd level or higher, the extra damage increases by 1d6 for each
A creature that is pushed along the line can make a Dexterity slot level above 2nd.
saving throw after every 50 feet it is pushed. On a successful
save, it escapes from the beam and is pushed to the nearest Silverflame Torch
unoccupied space outside of the beam’s area. When a creature 1st-level evocation (artificer, cleric, druid, sorcerer)
leaves the beam’s area or reaches its end, its momentum is
Casting Time: 1 action
conserved, causing it to be pushed an additional 50 feet even after
Range: Self
it leaves the beam. It is also knocked prone.
Components: V, S, M (a torch, worth at least 1 cp)
If the beam would push one creature into another creature, the
Duration: 1 hour
pushed creature moves around the other creature rather than
colliding with it and/or pushing it along. You light the torch used as this spell’s material component with a
silver flame. For the duration, the torch sheds bright light in a 30-
foot radius and dim light for an additional 30 feet. The magical
light of this torch has a special property: it distorts and blurs its
area. The area of bright light is considered lightly obscured to
creatures outside of it.
As you cast the spell, or as an action while you hold the torch,
you can release a burst of radiant energy from it. Each creature of
your choice within 10 feet of you must succeed on a Dexterity
saving throw or take 2d6 radiant damage. Then, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, the damage increases by 1d6 for each slot
level above 1st.
56
Spirit Tracks The shield passes through creatures, and stops moving once it hits
2nd-level divination (bard, druid, ranger) a solid surface or reaches the end of the line, where it begins to
float in place. Each creature in the line must make a Dexterity
Casting Time: 1 action saving throw. A creature takes 4d8 radiant damage on a failed
Range: Self (10-foot radius) save, or half as much damage on a successful one.
Components: V, S, M While you are not wielding the shield, you can use your bonus
Duration: Concentration, up to 1 hour action to cause it to return to you. The shield returns to you by the
Divination magic radiates from you in a 10-foot radius centered shortest possible route, moving around corners if necessary and
on you, moving with you. When you cast this spell, you can passing through creatures. Each creature other than you along a
choose to search for specific creature types, or search for tracks 5-foot wide line following the shield’s route must make a
made by any creature. Until the spell ends, the tracks of creatures Dexterity saving throw. A creature takes 4d8 radiant damage on a
that walked on the ground within the spell’s area during the last failed save, or half as much damage on a successful one.
24 hours are highlighted. The highlighted tracks have the same Sunmotes
appearance as the footprints of the creatures that walked there,
1st-level conjuration (bard, druid, sorcerer)
and they are colored based on the age of the tracks. The most
recent tracks are colored white, which slowly transitions to Casting Time: 1 action
yellow and then red as the tracks get older. The coloring is Range: Self
distinct enough to tell the age of the tracks down to the hour. Components: V, S
Duration: Concentration, up to 1 hour.
Sundisk
5th-level transmutation (cleric, paladin) You conjure six motes of sunlight that orbit around you until the
spell ends. You can use a bonus action to send up to two of the
Casting Time: 1 bonus action motes streaking towards creatures you can see within 60 feet of
Range: Self you. Each mote must be sent to a separate creature. Once a mote
Components: V, M (a shield) reaches its target, its magic is imbued into the target until the end
Duration: Concentration, up to 10 minutes of your next turn, or until the spell ends. Then, the mote is
You transmute your shield into a disk of solid, radiant energy. If expended. The spell ends early if you expend the last mote.
the shield isn’t magical already, it grants a +1 bonus to AC while If a mote is imbued into a friendly target, the next attack made
you wield it. This bonus is in addition to the shield's normal against the target while the imbuement lasts is made with
bonus to AC. disadvantage. If a mote is imbued into a hostile target, the next
When you cast the spell, and as a bonus action on any attack made against the target while the imbuement lasts is made
subsequent turn while you are wielding the shield, you can choose with advantage.
to throw it in a line that’s The motes shed dim light in a 5-foot radius around you and
30 feet long and 5 feet wide around any creatures imbued by a mote.
extending from you in a At Higher Levels. When you cast this spell using a spell
direction you choose. slot of 2nd level or higher, you conjure four additional motes for
each slot level above 1st.
Sunwhip
4th-level conjuration (sorcerer, warlock, wizard)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You conjure a whip of solidified light in one of your hands, which
lasts until the spell ends. It counts as a simple melee weapon with
which you are proficient. It deals 3d8 radiant damage on a hit, has
a reach of 30 feet, and has the finesse property. When you hit a
creature with this weapon, that creature has disadvantage on the
next attack roll it would make before the start of your next turn,
and also can’t take reactions until the start of your next turn.
If you drop the weapon or throw it, it dissipates at the end of
the turn. Thereafter, while the spell persists, you can use a bonus
action to cause the whip to reappear in your hand.
At Higher Levels. When you cast this spell using a 5th- or
6th-level spell slot, the damage increases to 4d8. When you cast
it using a 7th- or 8th-level spell slot, the damage increases to
5d8. When you cast it using a spell slot of 9th level, the
damage increases to 6d8.
57
Thermal Burst Wall of Smoke
Transmutation cantrip (artificer, druid, sorcerer, wizard) 2nd-level evocation (artificer, sorcerer, warlock, wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: 60 feet
Components: V, S Components: V, S, M (a shard of a mirror)
Duration: Instantaneous Duration: Concentration, up to 1 minute
A burst of hot air expands around you. Each creature within A thin veil of magical smoke appears at a point you choose within
range, other than you, must succeed on a Strength saving throw or range, forming a wall. You can make the wall up to 30 feet long,
be pushed 5 feet away from you and dealt 1 fire damage. 10 feet high, and 1 inch thick, or a ringed wall up to 10 feet in
This spell’s damage increases by 1d6 when you reach 5th level diameter, 10 feet high, and 1 inch thick. The wall blocks line of
(1d6+1), 11th level (2d6+1), and 17th level (3d6+1) sight but not movement, and vanishes when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of
Touch of Dawn 3rd level or higher, you can choose 1 creature within range for
1st-level evocation (cleric, druid, sorcerer) each slot level above 2nd. A chosen creature can see through the
Casting Time: 1 action wall as if it only lightly obscured the area beyond it.
Range: Touch
Components: S
Zealous Smite
4th-level evocation (paladin)
Duration: 1 round
Casting Time: 1 bonus action
Your fingertips take on a golden hue as you attempt to touch
Range: Self
another creature. Make a melee spell attack against the target. On
Components: V
a hit, the target takes 3d8 radiant damage, and has disadvantage
Duration: Concentration, up to 1 minute
on the next attack roll it makes before the end of its next turn. If
that attack still hits its target, the attack’s damage is halved. The next time you hit a creature with a melee weapon attack
At Higher Levels. When you cast this spell using a spell slot of during the duration, your weapon ignites with zealous fury, and
2nd level or higher, the damage increases by 2d4 for each slot the attack deals an additional 4d8 fire damage on a hit. Until the
level above 1st. spell ends, you can’t be charmed, frightened, or possessed by the
target. Also, your melee weapon attacks against the target score a
critical hit on a roll of 19 or 20.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8 for
Art by Clint Cearley >> each slot level above 4th.
58
Elemental Domain Spells
Appendix A: Cleric Level
1st
Spells
absorb elements, chromatic orb .
Retired Subclasses
3rd dragon’s breath, maximilian's earthen grasp
5th elemental weapon, protection from energy .
7th conjure minor elementals, elemental bane
9th conjure elemental, control winds .
HIS APPENDIX CONTAINS SUBCLASSES
that were previously a part of the compendium,
before being removed or reworked. Bonus Cantrips
The Elemental Domain was removed because I When you choose this domain at 1st level, you gain two cantrips
wasn’t very fond of its mechanics, and felt it of your choice from the following list: control flames, gust, mold
didn’t fit the compendiums themes very well. earth, and shape water.
Ember Knight V1 was reworked to make it less
reliant on fire damage, and improve its gameplay. Disciple of the Elements
Ember Knight V2 was reworked because the first rework Also at 1st level, you can imbue elemental power into your spells.
strayed too far from the original flavor and thematics, which most When you cast a spell of 1st level or higher that affects one or
people preferred. more creatures, you can choose one of the creatures affected and
The Oath of Cinders is the previous version of the Oath of select one of the following effects: air, fire, earth, or water. A
Fervor. I chose to reflavor and rename this paladin oath, as it creature that succeeds on its save or is missed by the triggering
didn’t feel like a well-flavored oath that someone would take, and spell cannot be targeted, even if it would still suffer an effect.
was more like a bundle of fire-themed mechanics. Air. A gust pushes the target 5 feet in a direction of your
The Oath of Radiance is the previous version of the Oath of choice. If the target is willing, it can be pushed up to 10 feet.
Truth. Like the Oath of Cinders, this subclass was renamed and Fire. The target takes fire damage equal to 1 + the spell’s level.
reflavored in order to make it feel more like a real paladin oath vs Earth. The target is covered in rocky armor, granting it
a bundle of light-themed mechanics. temporary hit points equal to 1 + the spell’s level.
The Firebird V1 was reworked to lessen its reliance on fire Water. Ice envelopes the target, reducing its speed by 10 feet
damage, just like the Ember Knight rework. until the start of your next turn.
The School of Elements is actually a rework of the previous
version of the School of Pyromancy, which was too reliant on fire Channel Divinity: Elemental Avatar
damage. However, fixing the mechanics required a change in Starting at 2nd level, you can use your Channel Divinity to
flavor, which made the new version not fit the theme of a “School summon the four elements to your command.
of Pyromancy.” As an action, you present your holy symbol, causing elemental
I included this section of the compendium mainly for historical energies to begin swirling around you. For the next minute, you
purposes, and so anyone that was already playing as one of these can use a bonus action on each of your turns to make a ranged
heavily reworked subclasses can continue referring back to these spell attack against a creature you can see within 60 feet of you.
options for their ongoing campaigns. That creature takes 1d6 + your Wisdom modifier bludgeoning,
Use these subclasses with caution, as they might not be as cold, fire, or lightning damage (your choice) on a hit.
balanced or well designed as the other subclasses in the This Channel Divinity ends early if you are incapacitated, or if
compendium. While I intend to fine tune the balance of the you use a different Channel Divinity option.
subclasses included in Chapter 2 post-release, these subclasses
will be kept as is.
Nature’s Energies
At 6th level, you can choose to infuse elemental power into
Cleric: Elemental Domain yourself when you deal certain damage types: bludgeoning, cold,
fire, or lightning. After you receive one of these infusions, the
Clerics of the Elemental domain are unique among their peers, as infusion lasts until you receive a different one.
they often worship a group of deities, rather than focusing their Bludgeoning. You are infused with the power of earth, granting
prayers in the worship of only one god. This domain includes you a +1 bonus to your AC while you wear armor.
gods of fire, such as Kossuth or Sirrion, gods of water and oceans, Cold. You are infused with the power of water, granting you
such as Umberlee or Poseidon, gods of the earth, including Ulaa resistance to cold damage and a swimming speed equal to your
and Skadi, gods of air and storms, including Talos and Zeus, and walking speed.
other such deities. These clerics might devote themselves to any Fire. You are infused with the power of fire, granting you
number of these gods, but they typically focus their worship on resistance to fire damage and a special form of darkvision that lets
one or two of these deities, and specialize their magic you see darkness in shades of red, out to a range of 30 feet.
accordingly. While some might train themselves in all these Lightning. You are infused with the power of air, granting you
elemental magics equally, most clerics of this domain tend to a 15-foot bonus to your speed.
value some elements above others. They might become masters of
fire, devote themselves to learning the ins-and-outs of earth Potent Spellcasting
magic, or otherwise specialize themselves. Gods of this domain Starting at 8th level, you add your Wisdom modifier to the
tend to be less involved with their clerics than those of other damage you deal with any cleric cantrip.
domains, but when they give out a decree their followers are
usually quick to respond. Improved Avatar
At 17th level, you can make two ranged spell attacks, rather than
one, when you use the bonus action attack granted by Elemental
Avatar. Additionally, you can activate Elemental Avatar as a
bonus action, and make the two ranged spell attacks as part of the
bonus action used to activate it.
Channel Divinity
When you take this oath at 3rd level, you gain the following two
Channel Divinity options. Art by Chris Rallis >>
Blinding Intervention. As an action, you can use
your Channel Divinity to teleport to an unoccupied
location within 5 feet of a creature you can see
within 30 feet of you. That creature must succeed
on a Constitution saving throw or become blinded
for up to 1 minute. The creature can repeat this save at
the end of each of its turns, ending the effect on a success.
Also, other creatures of your choice within 5 feet of you
after you teleport must also make Constitution saving throws.
On a failed save, a creature has disadvantage on attack rolls
until the start of your next turn.
Divine Sunlight. You can use your Channel Divinity to exude
an aura of light. As an action, you can cause your body to emit
bright light in a 10-foot radius and dim light 10 feet beyond
that for 1 minute. This light is sunlight, and it reveals the true
form of shapechangers and creatures altered through magic.
Additionally, magical darkness does not function within the
area of bright light.
Also, fey, fiends, and undead within the bright light have
disadvantage on attack rolls against creatures other than you.
Once you reach 7th level, the radius of the bright light
increases to 20 feet, with dim light extending 20 feet beyond that.
Otherworldly Patrons
At 1st level, a warlock gains the Otherworldly
Patron feature. When a warlock gains this
feature, the following additional options
are available to them: The Firebird
and The Elder Sphinx. Infused Flames
The Firebird V1 Also at 1st level, fire damage you inflict begins to have lasting
effects. Whenever you deal fire damage to a creature, that creature
Your patron is a mighty phoenix, a creature of the elemental plane becomes charred until the end of your next turn. A charred
of fire. While ordinary phoenixes do not have the intelligence to creature receives half as many hit points from any healing, and if a
make such a pact, particularly powerful ones, known as firebirds, charred creature within 60 feet of you dies, you can use your
can bestow great elemental power to a warlock. The aims of a reaction to form the burning embers rising from its body into the
firebird are far from complex—they seek destruction, and use fiery image of a phoenix. This phoenix rushes towards another
their warlocks to further that goal. They pay no great heed to how creature of your choice that you can see within 60 feet of you.
a warlock uses the powers they grant them, however, instead Make a melee spell attack roll against the target using your
tending to assume that those fiery powers would naturally be used warlock spell attack modifier. On a hit, the target takes fire
to incite chaos and destruction. While warlocks of this pact are damage equal to 1d4 + half your warlock level. On a critical hit,
often driven to burn and destroy as their patrons do, some manage you add your full warlock level rather than half.
to use their abilities for good, utilizing their magic in their fight
against evil.
Wings of the Firebird
Starting at 6th level, you can momentarily don fiery wings in
Expanded Spells response to harm, allowing you to quickly escape your assailant
The Firebird lets you choose from an expanded list of spells when while returning a blast of fire at them. When you take damage, you
you learn a warlock spell. The following spells are added to the can use your reaction to gain these wings and then fly up to 60 feet
warlock spell list for you. without provoking opportunity attacks. The wings vanish at the
end of the turn, causing you to fall if you end the turn in the air.
Firebird Expanded Spells Also, if the creature that damaged you was within 10 feet of you, it
takes fire damage equal to half your warlock level.
Spell Level Spells Once you use this feature, you can’t use it again until you finish
1st burning hands, searing smite . a short or long rest.
2nd lesser restoration, pyrotechnics
3rd boilBDPC, fireball . Ashen Rebirth
4th fire shield, wall of fire Starting at 10th level, you can resist death using the ashes of your
5th greater restoration, immolation . enemies. If you are unconscious at 0 hit points and a hostile
creature within 60 feet of you is reduced to 0 hit points, its body
Blessing of the Phoenix instantly lights on fire. Embers from this flame then travel back to
you, causing you to regain hit points equal to your warlock level.
At 1st level, your patron grants you the ability to channel flames Once this feature triggers, subsequent triggers will stabilize you
into certain spells you cast. Whenever you deal damage with a instead of restoring hit points until you finish a short or long rest.
warlock cantrip, you can choose to change the cantrip’s damage
type to fire damage. Searing Inferno
Once you gain the Pact Boon feature at 3rd level, this benefit Beginning at 14th level, when you deal fire damage to a creature,
also extends to your pact. Whenever you deal damage with a pact you can use this feature to further increase the potency of your
weapon from the Pact of the Blade, attack with a familiar from flame and then transform it into healing energy. The creature takes
the Pact of the Chain, or deal damage with a cantrip from the Pact 5d10 fire damage, and you regain 5d10 hit points as the embers of
of the Tome, you can change that damage to fire damage as well. this flame magically return to you.
Starting at 6th level, your patron further blesses your magic. Once you use this feature, you can’t use it again until you finish
Fire damage you deal begins to ignore fire resistance. a long rest.
65