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Class Collection

Middle Finger of Vecna


Edited By TSB
Roguish Archetypes
Rogues have many features in common, including their
emphasis on perfecting their skills, their precise and deadly
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying
directions, embodied by the rogue archetypes. Your choice
of archetype is a reflection of your focus—not necessarily
an indication of your chosen profession, but a description
of your preferred techniques.

Scavenger
You are a wanderer of the junkyards and a forager of scrap.
Your skill and flexibility allows you to improvise almost
anything, and your propensity to horde useful items means
you will never run out of handy materials. You are a
student of the art of making things go boom. Your
knowledge stretches from the mechanical (timers and
detonators) to the alchemical (volatile compounds and
chemical chain reactions). This knowledge allows you to
craft and use small but powerful explosive devices which
you can lob at your enemies on the battlefield.

Bonus proficiency
At 3rd level, you gain proficiency with alchemist's
supplies and medium armor if you do not already have
such proficiency. You also treat improvised weapons as
simple weapons for purpose of proficiency.
Bomb Maker
Starting at 3rd level, your superior skill with explosive
compounds allows you to create alchemical bombs
known as tickers. A ticker is a small mechanical orb
filled with volatile chemicals. When you attack with a
ticker, it explodes, dealing damage to any creature
around the detonation point.
Tickers are treated as improvised ranged weapons
Because the chemicals used to create tickers are
for purposes of proficiency. They have the thrown
unstable, you can carry only a limited number of them
trait and a range of 20/60. You can add either your
with you. You can carry a number of assembled ticker Strength or Dexterity modifier to the attack roll when
bombs with you equal to your Dexterity modifier plus half attacking with a ticker. Each ticker weighs 1 pound.
of your rogue level. During a long rest you can create a If a ticker attack misses, the ticker will land l d4
number of tickers up to the maximum number you are x 5 feet away from its intended target, exploding
able to carry. You must have access to your where it lands. Roll 1d8 to determine the direction of
alchemist's tools in order to create tickers. You must the miss:
also have one vial of alchemical catalysts for each
ticker that you wish to create. TICKER MISS DIRECTION
Tickers are normally inert, but are activated by using an d8 DIRECTION OF Miss
object interaction in combination with your attack l NORTH
action when you throw the ticker. Once activated, the 2 NORTH EAST

ticker will explode on impact when it lands. 3 EAST


4 SOUTH EAST
Alchemical Catalysts (1 vial). Cost: 10 gp,
5 SOUTH
Weight: 1 lbs. The raw materials used by Scavengers
6 SOUTH WEST
to create explosive ticker bombs, catalysts are
7 WEST
chemicals that, while individually stable, produce
8 NORTH WEST
violent chemical reactions when mixed together in the
right proportions. Each ticker bomb that is created
by a Scavenger requires the equivalent of 1 vial of
catalyst chemicals.
Countdown Timer
7KH DPRXQW RI GDPDJH GRQH E\ D WLFNHU \RX At 3rd level and higher, you gain the ability to rig a ticker
FUHDWH GHSHQGV RQ \RXU Rogue OHYHO DV VKRZQ LQWKH so that it explodes on a timer instead of on impact. As
WDEOH EHORZ 7LFNHUV GHDO WKHLU IXOO GDPDJH GLFH an action, you can activate the timer of a ticker in your
possession, choosing a number of rounds between 1 and 10.
WR DQ\ FUHDWXUH ZLWKLQ  IHHW RI WKH GHYLFHZKHQ LW
Once programmed, the ticker will detonate at the end of
H[SORGHV LI WKH\ IDLO RQ D VDYLQJ WKURZ RU KDOI DV your tum after the chosen of rounds has elapsed. A
PXFK GDPDJH LI WKH\ VXFFHHG 7DUJHWV IHHW DZD\ ticker on a timer can be disarmed by a successful disarm
IURP WKH H[SORVLRQ WDNH UHVLGXDO VSODVK GDPDJH traps check with a DC equal to (8 + your Dexterity Modifier +
ZKLFK LV UHGXFHG E\ RQH GDPDJH GLH 7KH VSODVK Proficiency bonus)
GDPDJH LV IXUWKHU UHGXFHG E\ KDOI DJDLQ LI WKH
DIIHFWHG FUHDWXUH VXFFHHGV RQ D VDYLQJ WKURZ 7KH Fast Activation
Starting at 9th level a ticker does not use a bonus action to
W\SH RI VDYLQJ WKURZ UROOHG DJDLQVW WLFNHUGDPDJH activate. It can be activated and thrown as only an attack
LV GHWHUPLQHG E\ WKH GDPDJH W\SH RI WKHWLFNHU 7KH action on each of your turns.
'& RI D VDYLQJ WKURZ DJDLQVW \RXU WLFNHU GDPDJH LV
HTXDO WR (8 + your Dexterity Modifier + Proficiency Good Command
bonus) When you reach 13th level you have become so skilled at
)RU H[DPSOH D WLFNHU UDWHG IRU G GDPDJH GHDOV placing your ticker attacks that you gain some control over
where a missed attack will land. If you miss on an attack with a
G   GDPDJH WR DQ\ WDUJHW ZLWKLQ  IHHW RI LWV ticker, roll to determine the direction and distance of the miss
GHWRQDWLRQ 7KH H[SORVLRQ DOVR GHDOV G   as normal. You can choose to reroll one of these results. If you
VSODVK GDPDJH WR WDUJHWV  IHHW DZD\ IURP WKH do so, you must use the result of the second roll.
EODVW 7KLV GDPDJH LV KDOYHG LI WKH DIIHFWHG WDUJHWV
VXFFHHG RQ WKHLU VDYLQJWKURZ Volatile Overload
When you reach 17h level you gain the capability to overload your
Scavenger Ticker Damage ticker bombs. An overloaded ticker has its damage and splash
Rogue DAMAGE damage both reduced by one die, but has an additional effect which
LEVEL (SPLASH DMG.) DAMAGE TYPE(s) KNOWN is based on the type of damage that the ticker deals. You chose
3RD 2d4 (1d4) GAS (POISON), INCENDIARY (FIRE) whether a ticker will function normally or with an overload
4TH 2d4 (1 d4) capability before you make an attack with or activate a countdown
STH 2d6 (1d6) timer for that ticker. Once you have overloaded a ticker you cannot
6TH 2d6 (1d6) overload another until you complete either a short or a long rest.
7TH 2d6 (1d6) FRAG (PIERCING), FROST (COLD) Gas. Any target damaged by the ticker that fails their saving throw
8TH 2d8 (1d8) is poisoned. At the end of each of its turns, a creature poisoned by
9rH 2d8 (1d8) the ticker can make another saving throw. The condition ends if the
10rH 2d8 (1d8) saving throw succeeds.
llTH 3d6 (2d6) CONCUSSION (THUNDER)
Incendiary. Thick, black smoke fills a 20 foot sphere around the
12TH 3d6 (2d6)
point where the ticker detonates. The smoke blocks line-of-sight
13TH 3d6 (2d6)
and anything inside of this area is heavily obscured. This smoke
14TH 3d8 (2d8)
lasts for ld4 rounds unless dispersed by a moderate or greater speed
lSTH 3d8 (2d8) CORROSIVE (ACID)
3d8 (2d8) wind.
16TH
3d10 (2d10) Frag. Any target damaged by the ticker that fails their saving throw
17TH
3d10 (2d10) is deafened. At the end of each of its turns, a creature deafened by
18TH
19rH 3d10 (2d10) THERMAL (RADIANT)
the ticker can make another saving throw. The condition ends if the
20rH 4d10 (3d10) saving throw succeeds.
Frost. Any target damaged by the ticker that fails their saving
You chose the type of damage that the ticker will deal throw has their movement speed reduced by half until the beginning
when you create it. At 3rd level you know how to create of your next turn. Concussion. Any target damaged by the ticker
both gas (poison damage) and incendiary (fire) tickers. that fails their saving throw is stunned until the start of your next
turn.
At 7th level you also gain the ability to create frag Corrosive. Any target damaged by the ticker that fails their saving
(piercing) and frost (cold) tickers. When you reach 11th throw takes additional ld8 acid damage at the start of each of its
level you learn how to create concussion
turns. A creature can end this damage by using its action to wash
(thunder) tickers. At 15th level you gain the ability to
the acid off of themselves using a vial water or another suitable
build corrosive (acid) tickers. Finally, at 19th level you
gain the ability to create thermal tickers (which deal liquid.
radiant damage). Thermal. Any target damaged by the ticker that fails their saving
throw is blinded until the start of your next turn.
Ticker Saving Throw/Damage Type

Ticker T)'.J1e DAMAGE TYPE SAVING THROW


GAS POISON CONSTITUTION
INCENDIARY FIRE DEXTERITY
FRAG PIERCING DEXTERITY
FROST COLD CONSTITUTION
CONCUSSION THUNDER CONSTITUTION
CORROSIVE ACID DEXTERITY
THERMAL RADIANT CONSTITUTION
Martial Archetypes
Different fighters choose different approaches to perfecting
their fighting prowess. The martial archetype you choose to
emulate reflects your approach.

Magitech Templar
The archetypical Magitech Templar is a warrior who
possesses a sophisticated suit of magical armor which can
be upgraded and modified, making them extremely
versatile and dangerous combatants. Some upgrades make
the Templar a towering machine of war, others a craven
shadow on the wall, and others still a flying mechanical
wonder, capable of firing beams of energy from his eyes
and palms. No matter the configuration, Magitech
Templars are a formidable force.
Magitech Armor
When you choose this archetype at 3rd level, you can
upgrade your armor into a suit of magic armor from your
church (or family, clan, king, or other organization as
appropriate for your character). Parts of the armor are
grafted to your body and only you may wear it. You may
choose any type of armor that you are proficient with and
currently own. It is of masterwork quality, and while
you're wearing it, any critical hit against you becomes a
normal hit. Otherwise it is typical of armor of that type. At
any time you may return to any church of your order, and
they will provide you with the facilities needed for you to
repair, improve,upgrade, or enchant it, though you must
still pay for materials and other associated costs if
necessary.
Magitech Armor is more powerful than a regular magic
item. An antimagic field or dispel magic suppress its
abilities, rendering it mundane masterwork armor until the
magic suppression ends. When dispel magic is cast upon
the armor, you also lose any abilities gained from
Magitech Upgrades for 1 minute. When suppressed by an
Anti-Magic Field or similar effect, you lose any abilities
gained from Magitech Upgrades until the effect disspears.
Magitech Upgrade
At 3rd level, you may select any two Magitech
Upgrades for which you meet the prerequisites.
You may not use one of the Upgrades selected as a
prerequisite for the other. You may select two additional
upgrade at 7th, 10th, 15th, and 18th level.
Magitech Upgrades apply only while you wear your
Magitech Armor. Upgrades that cast a spell require no
verbal or somatic components. You are proficiency with all
magitech upgrades if applicable. If an Upgrade calls
for a saving throw, the DC is equal to 8 + your
proficiency bonus + your Intelligence modifier.
Magitech Upgrades Damage Reduction
If a magitech upgrade has prerequisites, you must meet Prerequisite: Energy Shield
them to learn it. You may cast protection from energy. You must complete
Absorption Shield a short or long rest before using this feature again.
Prerequisite: Extended Shields, Damage reduction Dauntless
Prerequisite: Armored Mind
You may cast globe of invulnerability. You must complete
While you wear your armor, you longer need to eat or
a long rest before using this feature again.
sleep and are immune to magical sleep effects. You are
Armored Mind also immune to being poisoned.
Your magical helmet protects your mind from intrusion. Dive Attack
You have advantage on saving throws against being Prerequisite: Speed, Propulsion
charmed or frightened and your thoughts cannot be read. If you move at least 10 feet downward before making a
Armor Sentience melee attack against a creature, you have advantage on
Prerequisite: Armored Sense your first attack against that creature and may add your
Your armor gains a more complete sentience and gains the proficiency bonus to that attack's damage.
ability to transfer some if its magical power into spells. Energy Reactor Core
Your armor has 7 charges. You can use an action and Prerequisite: Propulsion, Armored Sentience
expend 1 or more charges to cast one of the following
Your armor gains a magical energy source providing
spells from it: lightning bolt (3 charges), magic missile
additional power to your other systems. You may use
(1 charge), protection from energy (3 charges), or
your flying speed for an unlimited period of time and
thunderwave (1 charge). You can increase the spell slot
when you roll initiative you regain 1 armor charge.
level by one for each additional charge you expend if
possible. If you expend the armor's last charge, you may Energy Shield
take no actions for 1d4 rounds, after which the armor You can cast shield. You can use this ability again after
taking a short or long rest.
regains 1 charge. Your armor regains 1d6 + 1 expended
charges daily at dawn. Evasion
Prerequisite: Speed and Stealth
Armored Sense
You gain the Rogue Evasion and Uncanny Dodge features.
Prerequisite: Armored Mind
Your helmet becomes fortified while gaining a limited Explosive Energy
sentience, and may alert you early to threats. You gain Prerequisite: Repulsor Rays
darkvision and the effects of see invisibility with a range of As an action, you can channel all of the energy of your
30 feet. You gain proficiency in the Investigation and Magitech Armor into an explosive electrical attack. Each
Perception skills if you did not have it and you cannot be creature within a 30 feet of you must make a Dexterity save.
surprised. On a failed save a creature takes 3d6 points of lightning
Armored Stability damage for each point of your proficiency bonus, or half as
While you wear your armor, you have advantage on ability much on a successful one. After you use this ability you
checks and saving throws against being moved or knocked can take no actions for 1d4 rounds. You must complete a
prone, such as from a Shove action or Trip Attack short or long rest before using this feature again.
maneuver.
Extend Shields
Barrier Generator Prerequisite: Energy Shield
Prerequisite: Absorption Shield
When you cast shield, you may extend your shield to all
Your armor is equipped with a device that increases your allies within 10 feet of you, providing each of them with the
defensive capabilities. You no longer need to rest to re-cast
same benefits until the start of your next turn. If you move
protection from energy. Allies under the benefit of your
Extend Shields gain the effects of your protection from from your current location, the Extend Shields ability ends.
energy. Additionally you can cast shield a number of times If an ally moves beyond the 10 feet of your space, then that
equal to your Intelligence modifier (a minimum of once). ally ceases to benefit from it.
You regain all expended uses when you finish a short or Flame Thrower
long rest.
You can fire a stream of flame at your foes as an action.
Burrow Each creature in a 15-foot cone from you must make
While you wear your armor, you gain a burrow speed Dexterity saving throw. A creature takes 4d6 fire damage on
equal to half your base movement speed.
a failed save, and half as much damage on a successful one.
You must complete a short or long rest before using this
feature again.
Frost Missile Mecha Transformation
As an action, you may fire a Frost Missile. The missile has a Prerequisite: Power Fist, Transmutation
range of 5 feet times your fighter level. Make a ranged Your armor can become a towering machine of war. As an
attack. If it hits, the missile deals 2d8 points of Cold action, for 1 minute, your size triples in all dimensions,
damage plus your Intelligence modifier, and the target can and your weight is multiplied by 27. This growth increases
move only half its maximum speed until the beginning of your size by two categories—from Medium to Huge, for
your next turn. After you use this ability, you must wait 1 example. You also have advantage on Strength checks and
Strength saving throws. Your weapons do not grow to
round before you can use it again.
match your new size, but your Power Fist does. While the
Great Strength Power Fist is enlarged, your attacks with it deal double
Your armor assists you in physical exertion. While you are damage. In addition, your armor is Fortified as per the
wearing your armor, increase your Strength score by 1, to a Transmutation feature while you are enlarged. You must
maximum of 20. In addition, your lifting and carrying complete a long rest before using this feature again.
capacity is doubled. Planar Adaption
Interpose Choose a plane of existence other than the Material Plane.
You may move and act on that plane as if you were a
Your armor is so imposing that enemies cannot ignore your native, and do not take penalties associated with being a
presence. Any space that you occupy blocks the line of sight non-native to this plane. This upgrade requires DM
and line of effect of any enemy attack on the same or lower approval, as the cosmology of various game worlds vary
level of elevation as you. Thus this gives objects and dramatically.
creatures total cover from effects that require a straight line
Power Fist
of effect through your square. Friendly creatures that are
Your armor has a Power Fist built into one of its arms,
familiar with your presence may target others through your which is a one handed melee weapon that deals 1d10
square normally. Enemies on higher elevation then you damage, and cannot be disarmed. You are proficient with
ignore this effect, as do enemies that are larger then you. the Power Fist. You may hold or otherwise manipulate a
weapon, shield, or other object on the same arm as your
Light Beams Power Fist, though you may not attack with your Power
As a bonus action, you may fire beams of light from your Fist and use an object or weapon held in that hand on the
eyes. The light beams have a range of 5 times your fighter same turn.
level (max 60 feet). Make a ranged attack. If it hits, it deals Propulsion
2d4 points of Fire damage plus your Intelligence modifier. Prerequisite: Speed
After you use this ability you may not use it again for 1d4 While you wear your armor, you gain a fly speed equal to
rounds. your base movement speed. You may not take the Dash or
Disengage actions while flying. Flying for more than 1
Lightning Cannon minute at a time drains your suit of power, causing you to
Prerequisite: Vision Enhancement, Explosive energy fall, after which you can take no actions for 1d4 rounds.
As an action, you create a beam of lightning that arcs
toward a target of your choice that you can see within 120 Repair
foot range. That creature must make a Dexterity save. On Prerequisite: Energy Shield, Damage Reduction
a failed save that creature takes 10d8 + 30 points of At the beginning of your turn, you heal a number of health
lightning damage or half as much on a successful one. points equal to your proficiency bonus if you have no more
After you use this ability you can take no actions for 1d4 than half of your hit points left. You don’t gain this benefit
rounds. You must complete a long rest before using this if you have 0 hit points.
feature again.
Repeating Crossbow
Your armor has a special repeating hand crossbow built
into one of its arms, which is a ranged weapon that deals
1d6 piercing damage, has range 30/120 feet, cannot be
disarmed, and possesses the Light weapon property. You
proficient with this weapon. You may hold or otherwise
manipulate a weapon, shield, or other object on the same
arm as your Repeating Crossbow (including a Power Fist).
Your armor contains an extradimensional space which can
store up to 100 bolts, and the repeating crossbow
automatically loads any stored bolt of your choice
automatically requiring no action.
Repulsor Rays Vision Enhancement
Prerequisite: Power Fist Prerequisite: Light Beams, Armored Sense
As an action, you can fire a number of rays equal to You are considered to always be under the effects of detect
your proficiency bonus. Make a ranged attack for magic. In addition, as an action you can focus upon an
object or creature that you can see. You learn what
each ray. These rays each have a range equal to 5
material(s) any structure or object is made of. When used
feet times you fighter level. If hit, a creature takes
on a creature you learn all of the creature's Resistances,
1d6 plus your Intelligence modifier force damage. and Weaknesses if any.
In addition, creatures hit by rays must make a
Water Cannon
Strength saving throw with a DC equal to 5 times
Prerequisite: Underwater Adaptation
the number of rays that hit them. Each creature hit
As a bonus action you may make a ranged attack. The
makes only 1 saving throw. On a failed save, a
Water Cannon has a range of 5 feet per fighter level. If it
creature is pushed back 10 feet.
hits, it deals 1d6 points of cold damage for each point of
Speed proficiency bonus against your target plus your Intelligence
Your base speed increases by 10 feet. modifier. The creature hit must make a Strength saving
throw. On a failed save, the creature is knocked prone.
Spider Climb After you use this ability, you must wait 1 round before
While you are in your armor, you gain the effects
you can use it again. You may also use your Water Cannon
of spider climb.
to produce 1 gallon of water per round.
Stealth
Prerequisite: Speed Webbing
While you wear your armor, suffer no disadvantage You can cast web. You cannot use this feature again until
on stealth checks due to it and you may add double you take a short or long rest.
your proficiency bonus to Dexterity (Stealth)
checks. You may also cast invisibility. After using
this, you cannot cast invisibility again until you
complete a long rest.

Transmutation
Prerequisite: Power Fist
As an action, you can change the shape and form of
your armor to assume the appearance of a normal
set of clothing. You can also take an action to
Fortify your armor for 1 minute. During this
duration, you move at half speed in your armor,
and have resistance to Bludgeoning, Piercing, and
Slashing damage. After using this, you cannot
Fortify your armor again until you complete a long
rest.
Underwater Adaptation
Your armor is adapted to underwater travel. You no
longer need to breath, and are not effected by the
negative effects of spells and environments based
on breathing. You gain a Swim speed equal to
twice your base movement speed. Any attacks you
make are not penalized for being underwater.
Embedded Component
Otherworldly Patrons At 6th level, you gain the ability to embed or attach
The beings that serve as patrons for warlocks are mighty magitech components to yourself. You may select one
inhabitants of other planes of existence—not gods, but Embedded Component. You gain an additional component
almost godlike in their power. Various patrons give their at 10th level and another at 14th level.
warlocks access to different powers and invocations, and
expect significant favors in return. Some patrons collect
Eldritch Fist
warlocks, doling out mystic knowledge relatively freely or At 10th level, you have mastered using your battlefist to
crush your foes. When you use an action to attack a
boasting of their ability to bind mortals to their will. Other
creature with your battlefist, you may use the same attack
patrons bestow their power only grudgingly, and might
roll to cast an evocation cantrip targeting that creature.
make a pact with only one warlock. Warlocks who serve
the same patron might view each other as allies, siblings, or Total Augmentation
rivals. By 14th level, you are more machine than man. You gain
immunity to being blinded, deafened, exhausted, or
The Machine poisoned. In addition, you now have the Construct type
You have surgically implanted into your chest the Heart of instead of Humanoid.
the Machine, a device of immense power that constantly
bombards your body and mind with arcane energy and
forbidden knowledge. This influx of energy can be
manipulated into spells or used to power magitech
enhancements similarly installed into your body.
The Heart of the Machine's mechanics are not entirely
well understood. While some claim a rational, scientific
understanding of its inner workings, others claim a
transcendent connection to The Machine – that it is a
powerful being, a construct of immense design that
embodies itself through those who carry the Heart.

THE MACHINE EXPANDED SPELLS


Spell Level Spells
1st detect magic, thunderwave
2nd darkvision, heat metal
3rd lightning bolt, nondetection
4th fabricate, locate creature
5th animate object, creation

Battlefist
When you select this patron at 1st level, you permanently
replace one of your hands (your choice) with a mechanical
battlefist. The battlefist is a one handed light melee
weapon that deals 1d8 bludgeoning damage, and cannot be
disarmed. You are proficient with the battlefist. You may
hold or otherwise manipulate a weapon, shield, or other
object on the same arm as your battlefist, though you may
not attack with your battlefist and use an object or weapon
held in that hand on the same turn.

\
Embedded Components
Arm Servos
Your arms have been infused with magitech components,
allowing you a burst of strength. Your Strength score
increases by 1, to a maximum of 20. As a bonus action, you
may increase your Strength score by 2 for one minute and
gain advantage on Strength checks and saves. Once you
use this component, you must finish a short or long rest
before you can use it again.

Armored Body
You have incorporated enough reinforcing materials into
your body to become somewhat resistant to physical
damage. Your armor class increases by 2, to a maximum of
20.

Cyber Brain
You have grafted a machine directly onto your nervous
system. You are immune to being charmed or frightened.

Fortify Skin
You have alchemically infused your skin with adamantine
fibers that toughen on command. You may use a bonus
action to Fortify your skin for 1 minute. During this
duration, you move at half speed and gain resistance to
Bludgeoning, Piercing, and Slashing damage. After using
this, you must finish a short or long rest before you can use
it again.

Improved Battlefist
You have upgraded your battlefist to deal more damage.
Your battlefist is now deals 1d10 damage, is magic, and
you gain a +1 bonus to attack and damage rolls you make
using it.

Leg Servos
Your legs have been infused with magitech components,
allowing you to run longer and faster. Your movement
speed increases by 10 feet and your jump distance is tripled.
Overload Metabolism
As a bonus action, you can excite your artificial metabolism
to heal a number of hit points equal to 5 + your total level.
Doing this incurs disadvantage to Strength and Dexterity
checks and saves for 10 minutes. After using this ability,
you may not use it again until you complete a short or long
rest.
The connection to your constructs is taxing, and you
Arcane Traditions may not magically summon nor command any creatures
The study of wizardry is ancient, stretching back to the while any of your constructs are active.
earliest mortal discoveries of magic. It is firmly established Mechanical Spiders
in the worlds of D&D, with various traditions dedicated to
At 2nd level, you can create mechanical spiders, requiring
its complex study. The most common arcane traditions in
expending a spell slot. You can create any number of
the multiverse revolve around the schools of magic. mechanical spiders in a short rest. Each mechanical spider
Wizards through the ages have cataloged thousands of requires 1 Construct Point.
spells, grouping them into categories called schools. In When you cast a spell with a range of touch, any one of
some places, these traditions are literally schools; a wizard your spiders can deliver the spell as if it had cast the spell.
might study at the School of Illusion while another studies Your spider must be within 100 feet of you, and it must use
across town at the School of Enchantment. In other its reaction to deliver the spell when you cast it. If the spell
institutions, the schools are more like academic requires an attack roll, you use your spell attack modifier
departments, with rival faculties competing for students and for the roll.
funding. Even wizards who train apprentices in the solitude Mechanical Spiders are spindly and frail, and never
of their own towers use the division of magic into schools sustain more than one hit before requiring repair.
as a learning device, since the spells of each school require
mastery of different techniques.
Automatons
At 6th level, you can create weaponized automatons,
School of Mechamancy requiring 1 hour of work and expending a spell slot. When
Mechamancers depart from the traditional realm of the you expend a spell slot of 2nd level or higher to create your
scholarly book-smart mages, in favor of a hands-on automaton, its maximum hit points increase by 10, its
mechanical approach to their magic. Experts in tinker's armor class increases by 1, and it gains a +2 bonus to
tools and engineering, practitioners of the School of damage on its attacks, for each slot level above 1st. You
Mechamancy use their magic to imbue mundane parts with must supply a simple, mundane, light weapon or a light
animation, creating totally obedient constructs that can be crossbow to construct this construct. Each automaton
repaired and disassembled. With these constructs under requires 2 Construct Points.
their control, Mechamancers can reside some distance away Automatons are short and walk on two stubby legs.
from the dangers of adventuring, while their creations They do not have arms capable of manipulating objects,
handle the mess. and have instead a single weapon which takes up the bulk
of their form.
Engineering Savant
Beginning at 2nd level, you can create constructs that you
Construct Empathy
Beginning at 10th level, your connection to machines is
can command. You can have a total number of Construct
second-nature. You gain advantage on Intelligence checks
points equal to (your proficiency bonus + Intelligence
related to machines and constructs.
modifier). Creating a construct requires using your
Tinker's tools and a supply of mundane parts (kept with Clockwork Knight
your tools) to build the mechanical body of the construct, At 14th level, you may create a humanoid clockwork
investing the required number of construct points in it, and knight, which can walk and wield weapons as humans do,
expending a spell slot to transform it from mundane parts requiring 6 hours of work and expending a spell slot.
into an obedient construct. Once you have expended a spell When you expend a spell slot of 2nd level or higher to
slot to make a construct, you may not regain that slot until create your clockwork knight, its maximum hit points
the construct is disassembled or destroyed. You gain increase by 10, its armor class increases by 1, and it gains a
proficiency in using Tinker Tools. You can fully repair all +2 bonus to damage on its attacks, for each slot level above
your constructs to full hit points using your Tinker Tools 1st. Each clockwork knight requires 4 Construct Points.
during a short rest. Clockwork knights are tall and powerful masterpieces
Your constructs act on your turn, though they don't take of machinery, capable of taking damage and crushing your
actions unless you command them to. You may expend foes.
your move or action to mentally command one or all of
your constructs to move or act in a way in which they are
capable. You may expend your reaction to allow one of
your constructs to make a reaction if is capable.
Mechanical Spider
Small Construct, unaligned
Armor Class 10
Hit Points 1
Speed 20ft., climb 20ft.

STR DEX CON INT WIS CHA


6 (-2) 10 (+0) 12 (+1) 2 (-4) 0 (+0) 4 (-3)

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages –

Spider Climb. The mechanical spider can climb difficult


surfaces, including upside down on ceilings, without
needing to make an ability check.
ACTIONS
Carry. The spider can pick up and carry or drop a single
object weighing no more than 5 pounds.
Electric Shock. Ranged Spell Attack: Its creator's spell
attack bonus to hit, reach 10 ft., one creature. Hit:
(1d4) lightning damage.

Automaton
Small Construct, unaligned
Armor Class 12
Clockwork Knight
Hit Points 10 Medium Construct, unaligned
Speed 20ft. Armor Class 12
Hit Points 20
STR DEX CON INT WIS CHA Speed 30ft.
14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 4 (-3)
STR DEX CON INT WIS CHA
Damage Immunities poison, psychic 18 (+4) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned Damage Immunities poison, psychic
Senses blindsight 60 ft. (blind beyond this radius), Condition Immunities blinded, charmed, deafened,
passive Perception 7 frightened, paralyzed, petrified, poisoned
Languages – Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 14
Languages –
ACTIONS
Weapon attack. Melee Weapon Attack: Its creator's Spell Immunity. The clockwork knight is immune to
spell attack bonus to hit, reach 5 ft., one creature. Hit: three spells chosen by its creator. Typical immunities
damage dice and type as appropriate to the weapon include fireball, heat metal, and lightning bolt.
with which the automaton was built + 2.
ACTIONS
Multiattack. The clockwork knight makes two
longsword attacks.
Longsword. Melee Weapon Attack: Its creator's spell
attack bonus to hit, reach 5 ft., one target. Hit: 16 (2d10
+ 4) slashing damage.
Thunderwave. The clockwork knight can cast
thunderwave as a 4th level spell centered on itself using
its creator's spell save DC.
Druid Circles
Though their organization is invisible to most outsiders, Bonus Proficiencies
druids are part of a society that spans the land, ignoring Beginning when you select this archetype at 2nd level, you
political borders. All druids are nominally members of this are now capable of using and are proficient in wearing
druidic society, though some individuals are so isolated that armor and using shields made of metal.
they have never seen any high-ranking members of the
society or participated in druidic gatherings. Druids Streettalk
At 2nd level, you learn to speak like a long time urbanite.
recognize each other as brothers and sisters. Like creatures
You gain advantage on Intelligence (Investigation) checks
of the wilderness, however, druids sometimes compete with
to learn about a person or location in a city. In addition, you
or even prey on each other. At a local scale, druids are
have advantage on Charisma (Persuasion) checks made to
organized into circles that share certain perspectives on
haggle the price of goods and Charisma (Deception) checks
nature, balance, and the way of the druid.
made to lie to authorities.
Circle of Concrete Streetwalk
Druids who join the Circle of Concrete don't make their At 2nd level, moving through nonmagical difficult terrain
home in pristine forests or majestic mountains, but in the costs you no extra movement. You can also pass through
Cities. Scrounging for scraps and sleeping in alleys have crowds without being slowed by them, and have advantage
made them experts in surviving in the heart of a metropolis on Dexterity (Hide) checks in crowds. Finally, you can
without a silver to their names. These druids are defenders scale buildings as few can; climbing no longer costs you
of the downtrodden and avengers of the weak, living extra movement and you gain advantage on Strength
among the poor and stepping up when they need a (Athletics) checks made to scale walls.
champion most.
Urban Shape
At 6th level, you can emulate the forms of some constructs.
You can take the form of a Flying Sword when you use
Wild Shape. At 8th level, you can choose the form of an
Animated Armor, at 10th level the form of a Helmed
Horror, and at 14th level a Shield Guardian. Additionally,
you have become adept at blending into crowds and can
cast disguise self at will without expending a spell slot.

Streetwise
By 10th level, you are immune to the blights and dangers of
the city. You are immune to disease and to being poisoned
and have resistance on poison damage. Additionally, you
have become wary to the dangers of the streets and can't be
surprised while you are conscious.

Passwall
By 14th level, you now no longer need to scale the walls of
the city to traverse it. You may cast passwall or dimension
door without using a spell slot. After you cast either of
these spells, you must complete a short or long rest before
casting one again.
Primal Paths Great Swing
Rage burns in every barbarian’s heart, a furnace that drives him or At 6th level, you may attack up to three creatures which are
her toward greatness. Different barbarians attribute their rage to adjacent to each other and adjacent to you when you make
different sources, however. For some, it is an internal reservoir an attack action on your turn. Make a single attack roll, and
where pain, grief, and anger are forged into a fury hard as steel. compare that roll against each creature's armor class. If the
Others see it as a spiritual blessing, a gift of a totem animal. war hulk rolls a critical hit, only the first creature suffers
the critical hit. If you choose to Great Swing, you may not
War Hulk use Extra Attack for this attack action.

The War Hulk is a creature of the front-lines, swinging massive Rock Throwing
weapons and sweeping away smaller combatants in their fury. To At 10th level, you become proficient at throwing large
a War Hulk, strength is the only attribute that matters: Cunning is boulders. As an action you can hurl large boulders at your
for the weak. Faith is for the weak. Speed is for the weak. Victory foes. This attack roll targets one creature, uses your
and conquest is for the strong alone. This Path is a favorite of Strength modifier, instead of Dexterity, and deals 2d8 +
your Strength Modifier damage, with a range of 30/60
Goliaths and Giants, who step easily into crushing smaller
feet. This rock must be around 30 pounds.
opponents.
Massive Swing
No Time to Think
By 14th level, you may attack as many creatures as are
When you select this path at 3rd level, strength comes above all adjacent to you with a single attack action. Make a single
else. At 3rd, 6th, 10th, and 14th level, your Strength score attack roll, and compare that roll against each creature's
increases by 2, to a maximum of 30. Your Strength score can armor class. You may only use Extra Attack against one of
never exceed 30 for any reason. Your carrying these targets.
capacity (including maximum load and maximum lift)
is doubled. However, your great physical might comes at the
Size
expense of mental fortitude. As such you suffer disadvantage on While the Path of the War Hulk can
Intelligence, Wisdom, and Charisma ability checks and saving be taken by members of any race,
throws. the DM should limit access to this
path to races of appropriate size.
Gnomes and halflings, for example,
are poorly suited to throwing
boulders, but Goliaths and
Minotaurs are well suited to the
task.
Bard Colleges
The way of a bard is gregarious. Bards seek each other out
to swap songs and stories, boast of their accomplishments,
and share their knowledge. Bards form loose associations,
which they call colleges, to facilitate their gatherings and
preserve their traditions.

College of the Mad God


In the middle of the night, you hear the music. Every time,
it begins the same way, rising from a low drone into a
deafening cacophony. The noise is maddening. In your
waking hours, your fingers learn to imitate this melody and
bring others to your level of psychosis.
Some attribute the dreadful nightmares to a curse or
stress, but you know better. You and others like you are
called nightly by the beating of vile drums and the thin
monotonous whine of accursed flutes, the sounds of a Mad
God who echoes the pandemonium of the universe, and
summons you to do something. You know not what.
Bonus Proficiencies
When you join the College of the Mad God at 3rd level,
you gain proficiency in one skill, which is selected for you
by the DM. Each night when you take a long rest, your DM
can change this selection.
Frenzied Strings
At 3rd level, you can play an insane tune that anguishes
creatures that hear it. As an action, choose a creature within
60 feet of you that you can see. That creature must make a
Wisdom saving throw, taking 2d6 psychic damage on a
failed save. You can expend a Bardic Inspiration dice to
cause that creature to become frightened of you until the
end of your next turn. A deafened creature is immune to
this effect.
The number of creatures affected by this ability and it's
effects increases to two at 5th level, three at 11th level, and
four at 17th level.
Mad Melody
At 6th level, you can expend a bardic inspiration die as an
action to choose a creature within 30 feet of you that can
hear you. That creature must make a Wisdom saving throw.
On a failed save roll a d100 and the the target is afflicted
with a short-term madness for 1 minute.
Cacophony
Starting at 14th level, as an action, you can create a
droning, deafening noise with your instrument. All
creatures within 15 feet of you that can hear you must
make a Wisdom saving throw. On a failed save they take
4d8 psychic damage: then roll a d100 for each creature and
they gain a short-term madness for 1 minute. Once you use
this feature, you gain a long-term madness.
SHORT-TERM MADNESS
dlOO Effect lasts l minute
01-20 The character retreats into his or her mind and
becomes paralyzed. The effect ends if the character
takes any damage.
21-30 The character becomes incapacitated and spends
the duration screaming, laughing, or weeping.
31-40 The character becomes frightened and must use
his or her action and movement each round to flee
from the source of the fear.
41-50 The character begins babbling and is incapable of
normal speech or spellcasting.
51-60 The character must use his or her action each
round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and
has disadvantage on ability checks.
71-75 The character does whatever anyone tells him or
her to do that isn't obviously self-destructive.
76-80 The character experiences an overpowering urge to
eat something strange such as dirt, slime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.

LONG-TERM MADNESS
d100 Effect lasts 1 hour
01-10 The character feels compelled to repeat a specific
activity over and over, such as washing hands,
touching things, praying, or counting coins.
11-20 The character experiences vivid hallucinations and
has disadvantage on ability checks.
21-30 The character suffers extreme paranoia. The
character has disadvantage on Wisdom
and Charisma checks.
31-40 The character regards something (usually the
source of madness) with intense revulsion, as
if affected by the antipathy effect of the
antipathy/ sympathy spell.
41-45 The character experiences a powerful delusion.
The DM chooses a potion. The character imagines that
he or she is under its effects.
46-55 The character becomes attached to a "lucky
charm," such as a person or an object, and
has disadvantage on attack rolls, ability checks,
and saving throws while more than 30 feet from it.
56-65 The character is blinded and deafened.
66-75 The character experiences uncontrollable tremors
or tics, which impose disadvantage on attack rolls,
ability checks, and saving throws that involve Strength
or Dexterity.
76-85 The character suffers from partial amnesia. The
character knows who he or she is and retains racial
traits and class features, but doesn't recognize
other people or remember anything that happened
before the madness took effect.
86-90 Whenever the character takes damage, he or she
must succeed on a DC 15 Wisdom saving throw or be
affected as though he or she failed a saving throw
against the confusion spell. The confusion effect
lasts for l minute.
91-95 The character loses the ability to speak.
96-100 The character falls unconscious. No amount
of jostling or damage can wake you.
Primal Paths Spell Fury
Rage burns in every barbarian’s heart, a furnace that drives Beginning at 6th level, weapons and magic are equally an
him or her toward greatness. Different barbarians attribute extension of your rage. When you attack recklessly, you
their rage to different sources, however. For some, it is an can choose not to take advantage on your attack and attack
internal reservoir where pain, grief, and anger are forged only once with your attack action to cast a spell as a bonus
into a fury hard as steel. Others see it as a spiritual blessing, action.
a gift of a totem animal.
Arcane Resistance
At 10th level as your rage boils in your blood, it disrupts
Path of the Rage Mage the flow of magical energy around you. While raging, you
Few things are more terrifying than being in the path of a
have advantage on all saving throws against spells.
rage mage. Those who follow this path unlock something
deep within them, a well of arcane power fueled from the Eldritch Storm
depths of their fury. When a rage mage unleashes his rage, Starting at 14th level you can expel the might of your rage
he channels his brute strength into primal eldritch might all at once to unleash a devastating storm of eldritch
and uses it to devastate his foes in a hail of fire, blades, and magic. You can end your rage early as an action, all
blood. creatures within 20 feet of you must make a Dexterity
saving throw. On a failed save, a creature takes 1d12 force
Spell Rage
damage for each round you've spent in rage, or half as
Beginning at third level, you can cast spells while in a rage, much on a successful one. After you use this ability, you
as long as the spell’s casting time is no more than 1 action, cannot use it again until you complete a short or long rest.
the spell does not require concentration, and you are
wearing no armor. Your rage damage applies only to
damage from spells cast in a rage from now on. In addition,
casting spells during rage counts as attacking for the
purposes of ending rage. See chapter 10 for the general
rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips.:You learn two cantrips of your choice from
the wizard spell list. You learn an additional wizard cantrip
of your choice at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table
shows how many spell slots you have to cast your spells of
1st level and higher. To cast one of these spells, you must
be in a rage and expend a slot of the spell’s level or higher.
You regain all expended spell slots when you finish a long
rest.
Spells Known of 1st-Level and Higher. You know
three 1st-level wizard spells of your choice, two of which
you must choose from the evocation and necromancy
spells on the wizard spell list. The Spells Known column
of the Eldritch Knight Spellcasting table shows when you
learn more wizard spells of 1st level or higher. Each of
these spells must be an evocation or necromancy spell of
your choice, and must be of a level for which you have
spell slots.
Spellcasting Ability. Strength is your spellcasting
ability for your wizard spells. You use your Strength
whenever a spell refers to your spellcasting ability. In
addition, you use your Strength modifier when setting the
saving throw DC for a wizard spell you cast and when
making an attack roll with one.

1
Persona Masks
Angel
The image of an androgynous face with eyes serenely

Bard Colleges upturned to the heavens forms this mask, carved from
flawless alabaster. When you hit a creature with a melee
The way of a bard is gregarious. Bards seek each other out weapon attack, you can expend one spell slot to deal
to swap songs and stories, boast of their accomplishments, radiant damage to the target, in addition to the weapon’s
and share their knowledge. Bards form loose associations, damage. The extra damage is 1d8 for a 1st-level spell slot,
which they call colleges, to facilitate their gatherings and plus 1d8 for each spell level higher than 1st, to a
preserve their traditions. maximum of 4d8. Beginning at 6th level, you may expend
a Bardic Inspiration die as an action to heal a creature you
College of Masks touch by the amount rolled plus your Charisma modifier.
Bards in the College of Masks (or Masters of Masks, as
Your alignment appears to be lawful neutral while you are
they have come to be called) are virtuoso performers who
wearing an Angel mask.
practice becoming the figure they portray, rather than
merely imitating them. Bards who practice in this college
Archmage
come to believe that all life is performed, rather than lived, This mask of deep purple fluorite is sculpted in the image
and that to become an actor in this Great Play requires that of a heavily wrinkled old man. While wearing the mask of
one merely put on the metaphorical mask of another. the Archmage, you have the spells burning hands, shield,
Because each person wears a mask every day, a Master grease, and magic missile prepared in addition to the spells
of Masks carries with him a number of masks, each a you have prepared. Beginning at 6th level, add nystul's
potent magical artifact of a specific archetypical character magic aura and scorching ray to your spell prepared. In
or creature to allow them to better enter those roles. addition at 6th level, you can expend a Bardic Inspiration
die as a bonus action to increase the save DC of a spell cast
Bonus Proficiencies by you by the amount rolled. You must finish a long rest
When you join the College of Masks at 3rd level, you gain before using this ability again. Your alignment appears to
proficiency in Deception and Performance. If you are be chaotic good while you wear the Archmage mask.
already proficient in one of these skills you may instead Assassin
gain skill proficiency in another 1st level bard skill.
Hardened black leather and metal clasps create the
Persona Masks disturbing aspect of the assassin. While wearing this mask,
Also at 3rd level, you learn to craft potent magical masks, you gain the Rogue Sneak Attack class feature with damage
each of which allows you to take on a different persona and as a rogue of half your level. Beginning at 6th level, when
gain some aspect of that archetypical character. you make a melee attack against a creature who hasn't taken
a turn in combat yet, you can expend a Bardic Inspiration
At 3rd level, you gain the ability to create two masks of
die as a bonus action to increase your damage against that
your choice. Creating a mask requires 8 hours of work and
creature by the amount rolled. Your alignment appears to
100 gp. You may only use masks created by yourself. No
be lawful evil while you wear an Assassin mask.
one else (even another Master of Masks) can benefit from a
persona mask you create. You may switch masks as an Beast
action. Bright, flaking warpaint streaks this battered wooden
image of a snarling, fang-toothed wild man. While wearing
Hidden Mask
this mask, you gain the Barbarian Reckless Attack class
At 6th level, you can craft 1 additional mask of your
feature. In addition, beginning at 6th level, when you score
choice. You wear a mask, even when others cannot see it.
a critical hit with a melee weapon attack, you can expend a
You may make a mask you wear become invisible, or
Bardic Inspiration as a bonus action increase your damage
return an invisible mask to visibility, as a bonus action.
by the amount rolled. Your alignment appears to be true
Master of Many Masks neutral while wearing a Beast mask.
At 14th level, you can craft 1 additional mask of your Beholder
choice. You have become a master of assuming the
A great central bulging eye sits above a wide, toothy maw,
archetypes contained within the masks, and may wear two
while small eyestalks crowning the top of this dark blue
masks simultaneously, gaining the benefits of each.
metallic mask. While you ear this mask you have
If your masks disagree for how your alignment appears,
advantage on saves against spells. Beginning at 6th level,
for each alignment axis (good/evil or lawful/chaotic), your
when a creature within 5 feet of you casts a spell, you can
alignment appears neutral.
use your reaction to spend a Bardic Inspiration die to make
a melee weapon attack against that creature.

2
rounds after using it. Beginning at 6th level, you may
expend a Bardic Inspiration die as a bonus action to gain
resistance to an energy type of your choice for a number of
rounds equal to the amount rolled. Your alignment appears
to be neutral evil while you wear a Dragon mask.
Faceless
Only a pair of empty eyeholes break this otherwise
featureless oval, porcelain mask. While you wear this
mask, you can cast alter self at will, without expending
a spell slot. Beginning at 6th level, you can spend a Bardic
Inspiration die as a bonus action to gain advantage on
Stealth checks for a number of minutes equal to the result
rolled. Your alignment appears to be neutral while you are
wearing a Faceless mask.
Gladiator
This wyvern-hide mask is shaped like the face of a grim
warrior. Scars cover its surface, and silver chainmail rings
surround its outer edge. While you wear this mask, you
have proficiency with martial weapons. Beginning at 6th
level, when you make a melee weapon attack, you can
expend a Bardic Inspiration die as a bonus action to
increase your attack roll by the amount rolled. Your
alignment appears to be chaotic neutral while you wear a
Gladiator mask.
High Priest
This mask of rose porphyry has a wide mouth open in
song, but instead of eyes it has slits twisted into runes,
which somehow do not restrict your vision. While wearing
the mask of the high Priest, you have the spells bless, detect
evil and good, healing word, and shield of faith prepared
in addition to the spells you have prepared. Beginning at
6th level, add aid and zone of truth to your spells prepared.
In addition at 6th level, you can expend a Bardic
Inspiration die as a bonus action to increase the save DC of
Demon a spell cast by you by the amount rolled. You must finish a
long rest before using this ability again. Your alignment
This obsidian mask bears the visage of a darkly handsome
appears to be neutral good while you wear a High Priest
fiend. Small, black horns adorn the demon's forehead, and
mask.
its black ears rise to points. You can see normally in
darkness, both magical and nonmagical, to a distance o f Monk
120 feet while you are wearing this mask. At 6th level, This smoothly sanded wooden mask depicts the stern face
when you roll damage for a spell attack you can expend a of a bald man. While wearing this mask you gain the Monk
Bardic Inspiration die as a bonus action to increase your Martial Arts class feature using Unarmed Strike damage of
damage dealt by the amount rolled. Your alignment your level. Beginning at 6th level, you can use your
appears to be chaotic evil while wearing a Demon mask. reaction to deflect or catch the missile when you are hit by
Dragon a ranged weapon attack. Roll a Bardic Inspiration die,
when you do so, the damage you take from the attack is
This multihued mask of precious metals and scintillating
reduced by 1d10 + your Dexterity modifier + 1d4. If you
gemstones forms the terrible visage of a snarling wyrm.
reduce the damage to 0, you can catch the missile if it is
While you wear this mask, you can use your action to
small enough for you to hold in one hand and you have at
exhale destructive energy. Each creature in a 15-foot cone
least one hand free. If you catch a missile in this way, you
must make Dexterity saving throw. A creature takes 4d6
can make a ranged attack with the weapon or piece of
fire damage on a failed save, and half as much damage on a
ammunition you just caught, as part of the same reaction.
successful one. You cannot use this ability again for 1d4
You make this attack with proficiency, regardless of your
weapon proficiencies. Your alignment appears to be lawful
neutral while you wear a Monk mask.

3
Divine Domains You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
In a pantheon, every deity has influence over different expended uses when you finish a long rest.
aspects of mortal life and civilization, called a deity’s
domain. All the domains over which a deity has influence
Channel Divinity: Lucky Hit
are called the deity’s portfolio. For example, the portfolio At 2nd level by saying a quick prayer, you sometimes land
of the Greek god Apollo includes the domains of miraculous blows in a fight. As a bonus action whenever
Knowledge, Life, and Light. As a cleric, you choose one you make an attack roll or an ability check, you can roll an
aspect of your deity’s portfolio to emphasize, and you are additional d20 and choose which of the d20s is used. If you
granted powers related to that domain. Your choice might attack and successfully hit, reroll any damage dice that
correspond to a particular sect dedicated to your deity. rolled a 1 and use the new results instead.
Apollo, for example, could be worshiped in one region as Channel Divinity: Lucky Dodge
Phoebus (“radiant”) Apollo, emphasizing his influence over
At 6th level, in a crunch, you are sometimes difficult to
the Light domain, and in a different place as Apollo
land a hit on. As a reaction when an attack roll is made
Acesius (“healing”), emphasizing his association with the
against you or when you make a saving throw, you can roll
Life domain. Alternatively, your choice of domain could
an additional d20 and choose which of the d20s is used. If
simply be a matter of personal preference, the aspect of the
the attack lands or you fail your saving throw and take
deity that appeals to you most.
damage, reroll any dice that rolled their highest possible
Each domain’s description gives examples of deities
number and use the new results instead.
who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk, Divine Strike
Dragonlance, and Eberron campaign settings, as well as At 8th level, you gain the ability to infuse your weapon
from the Celtic, Greek, Norse, and Egyptian pantheons of strikes with divine energy. Once on each of your turns
antiquity. when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 damage of the same
Luck Domain type dealt by the weapon to the target. When you reach
The gods of Luck - Fharlanghn, Olladra, Mask, Tymora, 14th level, the extra damage increases to 2d8.
and Oghma, as well as others - revel in randomness, risk-
taking, and chance. Often, they pay close attention to their Flow State
devotees, and intervene only slightly, turning the tide when At 17th level, you can enter a Flow State requiring
a bought of ill-fate has overtaken them, or when a slim but concentration as an action for up to 1 minute. During this
fantastic chance presents itself. These gods promote taking time, you are in harmony with the universe, and gain
on incredible odds and impossible challenges, and reward advantage on all ability checks, attack rolls, and saving
those who keep the faith in the midst of great peril. As throws. The Flow State ends early if you lose concentration
such, the domain of Luck is often a favorite amongst or if you choose to dismiss it. You cannot enter a Flow
adventurers. State again until you take a long rest.

LUCK DOMAIN SPELLS


Spell Level Spells
1st bless, divine favor
3rd aid, enhance ability
5th bestow curse, protection from energy
7th death ward, guardian of faith
9th antilife shell, legend lore

Fortune’s Friend
Beginning at 1st level, you are unnaturally good at things in
which you are not skilled. Once per turn when you roll an
ability check for a skill you are not proficient in, you can
choose to roll 2d10s in place of 1d20 and use the result.

4
Druid Circles Beast Form
Though their organization is invisible to most outsiders, When you choose this circle at 2nd level, you gain some
of the physical aspects of a beast. Your features become
druids are part o f a society that spans the land, ignoring
political borders. All druids are nominally members of this more bestial and you grow your choice of claws, fangs,
spines, or horns. Your unarmed strikes deal 1d6
druidic society, though some individuals are so isolated that
bludgeoning, piercing, or slashing damage, as appropriate
they have never seen any high-ranking members of the
to the natural weapon you choose, and are considered
society or participated in druidic gatherings. Druids
Light Finesse weapons and may be used for Two Weapon
recognize each other as brothers and sisters. Like creatures
Fighting. You are proficient with your unarmed strikes.
of the wilderness, however, druids sometimes compete with
Your unarmed strikes’ damage increases to 1d8 at 6th
or even prey on each other. At a local scale, druids are
level, and to 1d10 at 10th level. As an action, you may
organized into circles that share certain perspectives on
conceal your bestial traits and revert to your original
nature, balance, and the way of the druid.
appearance. This change lasts as long as you maintain
Circle of the Beast concentration on it, or until you choose to end it.

Growling, snarling, and howling at the moon, druids of the


Bestial Senses
Circle of the Beast most often convene for their terrifying When you choose this circle at 2nd level, you gain the
blood hunts. Druids of this circle embrace their animalistic ability to see in dim light within 30 feet of you as if it were
side, forsaking civilization of man and often any foods that bright light, and in darkness as if it were dim light. You
are not red meat. The most powerful of their Circle are can't discern color in darkness, only shades of gray. If you
more beast than man, and fight like savage monsters, already have Darkvision, your range increases by 30 feet.
howling through the carnage in a flurry of teeth, claws, and You also gain advantage on Wisdom (Perception) checks
fur. that rely on hearing or smell.
Able Hunter
Starting at 6th level, you have advantage on Dexterity
(Acrobatics) and Strength (Athletics) checks made to
climb, jump, swim, or otherwise navigate natural terrain.
In addition, if you only attack creatures adjacent to you on
your turn, you can attack twice, instead of once, whenever
you take the Attack action on your turn.

Alpha Beast
At 10th level you can always speak to animals as if under
Speak with Animals. It also allows the communication of
simple concepts and commands to beasts. Beasts with a
challenge rating as high as your druid level divided by 4
rounded down, are friendly and will not attack you unless
provoked. You can gives commands such as "friend,"
"foe, “follow”, "flee," and "attack” to such beasts.

Morphic Healing
At 14th level, you gain the ability to close wounds on your
body as they appear. When another creature damages you
with an attack, you may use your reaction to reduce the
damage by 1d8 + your druid level. If this reduces the
attack’s damage to 0, you regain the difference in hit
points, up to your hit point maximum. You may use this
feature a number of times equal to your Wisdom modifier.
You regain all expended uses when you finish a long rest.

5
POWER SURGE
Martial Archetypes At 15th level as a bonus action, you can channel your Ki to
guide your blade. While wielding your signature weapon,
Different fighters choose different approaches to perfecting
you may double your proficiency bonus to attack rolls and
their fighting prowess. The martial archetype you choose to
add your proficiency bonus to damage rolls with your
emulate reflects your approach.
signature weapon until the end of your next turn. After
Kensai using this ability, you cannot use it again until you
The archetypical Kensai is an honorable swordsman, complete a short or long rest.
possessing great power and mastery over her single chosen Extension of Mind
weapon. An expert in controlling her life energies, a Kensai
At 18th level you learn to fortify your inner Ki and
imbues her chosen weapon with her own Ki and bonds to it,
consciousness. You gain advantage on Widsom checks
allowing her to wield it with greater finesse than a normal
and saves while you are within 5ft of your signature
warrior.
weapon.
Extension of Body
Beginning when you choose this archetype at 3rd level, you
may attune to a weapon that you are proficient with by Monastic Traditions
meditating for 24 hours. By imbuing a weapon with your Three traditions of monastic pursuit are common in the
own Ki, the weapon forms a special link with you and monasteries scattered across the multiverse. Most
becomes your signature weapon. You may only have a monasteries practice one tradition exclusively, but a few
single signature weapon at a time. It is now considered a honor the many traditions and instruct each monk
magical weapon and grants an additional +1 bonus to attack according to his or her aptitude and interest. All traditions
rolls. Additionally, if you can see your weapon and it is rely on the same basic techniques, diverging as the student
within 30 feet, you may have your signature weapon fly to grows more adept. Thus, a monk need choose a tradition
your hand as a bonus action. If you try to make an attack only upon reaching 3rd level.
with any weapon other than your signature weapon, you
may not apply your proficiency bonus to attacks. Way of the Drunken Fist
Extension of Soul Monks who follow the Way of the Drunken Fist swear off
At 7th level, you can impart a shard of your being into any notion of sobriety when beginning on their path. By
your signature weapon as a 10 minute ritual requiring wobbling, tripping, and blundering about with expert
concentration and granting it sentience for 24 hours. While intention, as if completely inebriated, you can surprise
your signature weapon has sentience, by closing your eyes even the most trained enemy and strike them when it's
and concentrating on your weapon as a bonus action, you most unexpected. Moreover, when you do imbibe alcohol,
can enter a Zen State for 1 minute. Until you lose you can perform astounding feats of strength and bravery.
concentration or choose to end the Zen State as a bonus Drink like a Demon
action, you have blindsight with a range of 30 feet and
Starting when you choose this tradition at 3rd level, you
cannot use your normal sight. While in a Zen state you
have learned to catch your enemies off-guard with a
cannot be surprised and gain advantage on all melee
drunken, staggering school of martial arts. You are
weapon attack rolls using your signature weapon. After
proficient with improvised weapons and improvised
you enter a Zen state, you may not enter it again until you
weapons are now considered as monk weapons. In
complete a short or long rest.
addition, creatures have disadvantage on Opportunity
Extension of Blade Attacks against you.
At 10th level, through countless battles and days of
maintenance, you have gained the ability to wield your
weapon with precise control. You may now apply an
additional half your proficiency bonus (rounded up) to
attack rolls using your signature weapon.

6
For Medicinal Purposes new threats and chasing down old enemies, using deceit
At 6th level, you can metabolize alcohol differently. You and violence when piety and righteousness is not enough.
may take a drink of alcohol and spend 1 Ki as a bonus
action to regain hit points equal to 1d4 + your proficiency
Tenants of Inquisition
While the tenants of the Oath of Inquisition may vary to
bonus.
suit the nature of the threat encroaching upon the church,
Staggering Strike paladins who take this oath hold highly the following as a
By 11th level, you have learned how to better take matter of necessity, rather than ideals.
advantage of openings in your opponent's defenses and Root Out Heresy. Seek out those who might do harm
strike when they least suspect it. When an attack with to the Church or others, even if they hide themselves from
Advantage or Disadvantage made by a creature within 5 sight.
feet of you misses, you may use your reaction to make an Justice Over Mercy. Above all else, it is the charge of
attack on that creature with a monk weapon or improvised the Inquisitor to bring justice to the wicked, be that by the
weapon. sword or in a court of law.
Trickery and Guile. In order to learn the truth, it is
Belch of Flame
sometimes necessary to use deception.
At 17th level, you can ignite the alcohol in your mouth
Ends Justify the Means. Your methods need not be
and release it in a spray of flame. As an action, you can
righteous if the cause is so.
take a drink of alcohol and spend 3 ki points to ignite it.
You can hold this in your mouth for a number of rounds
equal to your Constitution modifier, after which the effect
is lost. As a bonus action while the alcohol is held in your
mouth, you can spray it in a 20 foot cone. All creatures in
this area must make a Dexterity save. Creatures take 6d10
fire damage on a failed save, or half as much on a
successful one.

Sacred Oaths
Becoming a paladin involves taking vows that commit the
paladin to the cause of righteousness, an active path of
fighting wickedness. The final oath, taken when he or she
reaches 3rd level, is the culmination of all the paladin’s
training. Some characters with this class don’t consider
themselves true paladins until they have reached 3rd level
and made this oath. For others, the actual swearing of the
oath is a formality, an official stamp on what has always
been true in the paladin’s heart.

Inquisitor

Paladins who take an Oath of Inquisition make a solemn


promise to uphold the law and defend the Church from its
enemies. As Inquisitors, they root out heretics and those
who blaspheme against their god, wherever they might
hide, and do so by any means necessary. Unlike other
paladins, they are above many of the tenants of their
Church, answering to their god first, themselves second,
and all others, including other clerics and paladins, third.
Inquisitors often keep their ear to the ground, searching for

7
Oath Spells • You may use Judgement once per round as a bonus
You gain oath spells at the paladin levels listed. action requiring no use of Channel Divinity. When you
do so, you also have advantage on attack rolls against
Paladin Level Spells
that creature targeted by Judgement until the beginning
3rd detect evil and good, disguise self
of your next turn.
5th detect thoughts, zone of truth
• Creatures with an alignment different than your own
9th major image, speak with dead
within 20 feet of you may not use the Disengage Action
13th greater invisibility, locate creature
during this duration, and may move at most 10 feet
17th mislead, scrying
away from you when they move.
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options. Ranger Archetypes
Judgement. You can cast judgement upon a creature. The ideal of the ranger can have many expressions.
As an action using your Channel Divinity, select one
creature you can see within 30 feet of you. If the creature Master Thrower
has a different alignment than you, it suffers a disadvantage Master throwers, as is often joked, rely on a fighting style
on all saving throws until the end of your next turn. If its that clearly involves disarming themselves. In truth,
alignment differs from yours in each alignment axis someone who can bury a dagger or a handaxe in your
(good/evil and lawful/chaotic), it also may move only 10 skull from across the room is never a force to be
feet during the next round and may take either an action or underestimated. True Master Throwers depend on quick
bonus action (not both) on its next turn.. reflexes, good planning, and, of course, deadly aim to
Bane. You can use your Channel Divinity as a bonus survive in a world that values brute force over clever
action to imbue your weapon with the power to lay low tactics.
your foes. Select a creature type (aberrations, beasts, Deadeye
celestials, constructs, dragons, elementals, fey, fiends, Beginning when you select this archetype at 3rd level,
giants, monstrosities, oozes, plants, or undead.) For 1 you can make attacks with thrown weapons at double the
minute, the weapon you are holding deals 1d8 additional normal range. Additionally, you can draw or stow any
radiant or necrotic damage once per turn against creature's number of thrown weapons when you would normally be
of that type. able to draw or stow only one. Finally, when you make a
Stalwart ranged attack action with a thrown weapon you may add
half your proficiency (rounded down) to the damage dealt.
Beginning at 7th level, your unfaltering determination
spurs those around you. Add your proficiency bonus to Defensive Throw
yourself and creatures within 10 feet of you, that make By 7th level, you have learned to throw weapons to
Intelligence, Wisdom, and Charisma saving throws. At
interrupt an enemy's attack. As a reaction when an attacker
18th level, the range of this aura increases to 30 feet.
you can see makes a ranged weapon attack against you,
Exploit Weakness you can make a ranged attack roll with one of your thrown
At 15th level, you can exploit a creature's weakness. As a weapons. If the result of your roll is greater than the result
bonus action, choose one creature you can see within 30 of your opponent's, you can reduce the total of the roll by
feet. That creature must make a Wisdom saving throw. On 5, to a minimum of 1.
a fail until the end of your turn, the creature is considered
to have vulnerability to your weapon damage. You must
Weak Spot
At 11th level, as an action before you make a ranged
complete a short or long rest before using this ability again. attack with a throwing weapon that you are proficient
True Judgement with, you can choose to make the attack a critical hit
without rolling to hit. If you use a finesse thrown weapon,
Beginning at 20th level, as an action you become a visage
as a bonus action you may make an addition attack with
of true law to cast judgement upon your foes. To lawful another finesse thrown weapon that is also a critical hit.
creatures, you appear as an unshakable Justicar in shining You must complete a short or long rest before using this
armor. To chaotic creatures, you appear as a darkly cloaked ability again.
creature of menace. To all others you appear as yourself,
Throw Anything
surrounded with an intimidating aura of might. You must
By 15th level, your mastery of thrown weapons has grown
complete a long re before using this ability again. For the
extensive. Any thrown weapon becomes a finesse weapon
next 1 minute, you gain the following effects: and any one-handed or versatile weapon becomes a thrown
weapon with a range of 10/20 feet.

8
Roguish Archetypes shunted to the nearest unoccupied space that you can
occupy and take force damage equal to twice the number of
Rogues have many features in common, including their feet you are moved. After you use this ability, you must
emphasis on perfecting their skills, their precise and deadly complete a short or long rest before using it again.
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying Dread Strike
Beginning at 17th level, you can make a devastating attack
directions, embodied by the rogue archetypes. Your choice
that frightens your target to death. When you make an
of archetype is a reflection of your focus—not necessarily
attack against a creature that can't perceive you, you can
an indication of your chosen profession, but a description
designate this attack a Dread Strike. If the attack hits, the
of your preferred techniques.
creature is frightened and must make a Wisdom saving
Ghost-Faced Killer throw with a DC equal to 10 + your proficiency bonus +
The Ghost-Faced, depending on who you ask, are either an your Charisma modifier. On a failed save, the creature
order of assassins or specters of death itself. The members takes 6d6 psychic damage. Creatures immune to fear
of this guild preserve ancient techniques, passed down automatically succeed this saving throw and are not
through generations, by which a man becomes a spirit, and frightened.
how that spirit can kill. Inducted members are given a
porcelain demon masks of ghostly white to hide their
identities and their first mission: to slay a man in
broad daylight, and escape invisibly into the air.

Ghost Step
Beginning at 3rd level, as a bonus action, you can become
invisible until the end of your next turn. You can use this
feature a number of times equal to your Charisma modifier
(a minimum of once). You regain all expended uses when
you finish a long rest.

Ghost Sight
At 9th level, you gain the effects of see invisibility at all
times.

True Ghost Step


Starting at 13th level, as a bonus action, you can step
into the Border Ethereal until the beginning of your
next turn. During this time, you can move in any
direction. If you move up or down, every foot of
movement costs an extra foot. You can see and hear the
plane you originated from, but everything there looks gray,
and you can’t see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be
affected by other creatures on that plane. Creatures that
aren't on the Ethereal Plane can’t perceive you and can’t
interact with you, unless a special ability or magic has
given them the ability to do so. You ignore all objects and
effects that aren’t on the Ethereal Plane, allowing you to
move through objects you perceive on the plane you
originated from.
When the duration ends, you return to the plane you
originated from having moved the same distance as you did
in the Border Ethereal. If this would return you to the same
spot as a solid object or creature, you are immediately

9
Sorcerous Origins Blue Mage
Those who contain the spark of Blue Magic may live their
Different sorcerers claim different origins for their innate
entire lives without realizing it. Until they are struck by the
magic. Although many variations exist, most of these
force of a spell and feel the spell imprinting upon them,
origins fall into two categories: an eldritch bloodline and
they live as mundane, ordinary lives as others. From that
the influence of wild magic.
moment on, the Blue Mage absorbs the energy of any spell
cast upon them, learning the spell and fueling their power.
Blue Magic
Beginning at 1st level, the only way you can learn new
spells is to experience them. Unlike other sorcerers, you do
not learn new spells as you grow in level (though your 1st
level spells and cantrips are learned from the sorcerer spell
list, as a normal sorcerer). When a non-party member
hostile creature casts a spell, spell-like ability, or cantrip on
you may learn that spell as a reaction. You still learn a
spell if you are required to make a saving throw, you
succeed, and the spell has no effect on you.
The Cantrips Known and the Spells Known columns of
the Sorcerer table shows how the maximum number of
cantrips and spells you may learn through Blue Magic.
The spells learned need not be from the Sorcerer spell list.
You may forget a spell or cantrip by concentrating on it
for 1 round as a bonus action.
Indigo Infusion
At 1st level you have the ability to change any equipment
in your possession to match your color affinity. This takes
1 minute of undisturbed concentration to complete. This
change is not permanent; when the item in question leaves
your person or when you choose to dismiss the infusion, it
returns to its normal color in 1d4 hours. This has no other
effect than altering the item's appearance.
The title "Blue Mage" only refers to the most common
spellcaster of this type; casters with other color affinities
exist and, though uncommon, are not rare. You select
your color affinity at 1st level, which may not be changed
thereafter.
Azure Awareness
Beginning at 6th level, you are more perceptive to the
ambient magic energy around you. As a bonus action, you
may cast detect magic without using a spell slot. In
addition, you can spend 2 sorcery points to focus this
detect magic on a non-party member hostile creature as an
action, to detect if it has any magical properties. When you
do this you learn all of the creature's Spell-Like abilities,
Immunities, Resistances, and Weaknesses and you may
learn all of that creatures cantrips and spells as a reaction.

10
Turquoise Efficiency THE SKIN EXPANDED SPELLS
By 14th level, you have learned to be frugal with the Spell Level Spells
magical energy you absorb from spells. When a spell that 1st false life, inflict wounds
you know that requires a saving throw is cast on you, you 2nd barkskin, enlarge/reduce
have advantage on that save. In addition, if you save 3rd gaseous form, protection from energy
against that spell, you gain a number of sorcery points 4th death ward, stoneskin
equal to the level of the spell. 5th anti-life shell, hallow
Cerulean Reflection Wear Fiend
Beginning at 18 level, you may use your body as a conduit
to transmit magic back at other casters. When you are Beginning when you make this pact at first level, you
wear the skin of a fiend as your own. This fiendish skin is
subjected to a spell that allows you to make a saving throw
for all intents and purposes your own. The skin is
to take only half damage, you instead take no damage if
unnaturally tough, and your armor class becomes 13+
you succeed on the saving throw, and only half damage if
Dexterity modifier. Choose two skills from either
you fail. Additionally, you can spend a number of sorcery
Persuasion, Deception or Intimidation. Your terrifying
points equal to the level of the spell as a reaction to reflect
visage grants you disadvantage on one skill and advantage
the spell back at the caster as though it originated from you,
on the other while wearing the skin.
turning the caster into the target.
Fiendish Hide
At 6th level, when you are struck with a blow, your fiend
Otherworldly Patrons skin can toughen and become like armor. When a creature
The beings that serve as patrons for warlocks are mighty attacks you, you can, as a reaction temporarily increase
inhabitants of other planes of existence—not gods, but your armor class by 5 and gain resistance against
almost godlike in their power. Various patrons give their bludgeoning, piercing, and slashing damage until the
warlocks access to different powers and invocations, and beginning of your next turn. You must finish a short or
long rest before using this feature again.
expect significant favors in return. Some patrons collect
warlocks, doling out mystic knowledge relatively freely or Skin Adaptation
boasting of their ability to bind mortals to their will. Other At 10th level, your fiend skin has become thicker. You
gain resistance to fire damage and cold damage.
patrons bestow their power only grudgingly, and might
make a pact with only one warlock. Warlocks who serve Fell Blooded
the same patron might view each other as allies, siblings, or By 14th level, you fiend skin has begun to intertwine with
rivals. your blood, closing your wounds as soon as they open. At
the beginning of your turn, if you have taken damage since
The Skin the end of your last turn, you regain hit points equal to
You have made a pact with a Fiend from the depths of hell, your proficiency bonus, to a maximum of the damage you
whose skin you have bonded to your own, affording you a took.
hideous appearance and wicked arcane power. To do this
you performed and survived the blasphemous Ritual of
Bonding, a foul rite that agonizingly kills most that
undertake it. You now wear the essence of a fiend as a
second skin, bonded inseparably in body and soul to a beast
of hell.

Expanded Spell List


The Skin lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.

11
Arcane Traditions
The study of wizardry is ancient, stretching back to the
earliest mortal discoveries of magic. It is firmly established
in the worlds of D&D, with various traditions dedicated to
its complex study. The most common arcane traditions in
the multiverse revolve around the schools of magic.
Wizards through the ages have cataloged thousands of
spells, grouping them into categories called schools. In
some places, these traditions are literally schools; a wizard
might study at the School of Illusion while another studies
across town at the School of Enchantment. In other
institutions, the schools are more like academic
departments, with rival faculties competing for students and
funding. Even wizards who train apprentices in the solitude
of their own towers use the division of magic into schools
as a learning device, since the spells of each school require
mastery of different techniques.

School of Chronomancy
The focus of the School of Chronomancy is harnessing the
energies of flowing time, and manipulating them to suit
your gain. It is a most dangerous tradition, as the practice
of slowing, reversing, or diverting the flow of time can
accidently tear novices to pieces, spreading them thinly
across millennia, or sometimes even drop them wholesale Quantum Lag
into a new or old era, with no way of returning home. At 10th level, when you cast a spell, you can delay its
Masters, however, walk the generations as planeswalkers effect one to three rounds. Before the spell is cast, you
walk the cosmos. Experienced chronomancers can reliably select the duration, the target, and roll any relevant attack
(and literally) end most conflicts before they even begin. rolls. Any effects on the spell's targets, including saving
Temporal Savant throws, are resolved when the spell triggers. If any
conditions change between casting and effect of the spell
Beginning when you select this school at 2nd level, the
that would make the spell impossible – such as the target
time you must spend to copy a spell into your spellbook is
halved. leaving the spell’s maximum range before the spell goes off
– the spell fails. After you use this ability, you must finish
Chronoshift a short or long rest before using it again.
At 2nd level, when you cast a spell that has a casting time
of 1 action, you can change the casting time to 1 bonus
Timewalker
action for this casting. After you use this ability, you must Beginning at 14th level, you can borrow time from the
finish a short or long rest before using it again. present as an action, and use it in the future. Select a
duration, either one round or two rounds. Time stops for
Alter Causality you for this duration and you take no actions. When this
At 6th level, you add the spells Slow and Haste to your duration ends, no time passes for other creatures and you
spellbook, if it they are not there already. You can cast may move and act normally for the chosen duration. Time
both of these spells without expending a spell slot. Once restores to normal if one of the actions you use during this
you cast one of these spells in this way, you can’t do so period, or any effects that you create during this period,
again until you finish a long rest, though you can still cast affects a creature other than you or an object being worn or
it normally. carried by someone other than you. In addition, the effect
ends if you move to a place more than 100 feet from the
location where you cast it. After you use this ability, you
must finish a long rest before using it again.

12

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