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A Focus on Customization ............................................... 3 Skill Talent Trees .........................................................

144
Creating a Character ....................................................... 4 Acrobatics ............................................................... 144
Classes ............................................................................. 9 Arcana ..................................................................... 144
Artificer ....................................................................... 9 Athletics .................................................................. 145
Atavist ....................................................................... 15 Deception ............................................................... 146
Barbarian ................................................................... 20 History..................................................................... 147
Bard ........................................................................... 26 Insight ..................................................................... 148
Cleric ......................................................................... 29 Intimidation ............................................................ 149
Druid.......................................................................... 33 Investigation ........................................................... 149
Fighter ....................................................................... 38 Medicine ................................................................. 150
Monk ......................................................................... 43 Perception .............................................................. 152
Paladin....................................................................... 47 Performance ........................................................... 152
Ranger ....................................................................... 57 Persuasion .............................................................. 153
Rogue ........................................................................ 62 Religion ................................................................... 154
Sorcerer ..................................................................... 66 Sleight of Hand ....................................................... 155
Warlock ..................................................................... 70 Stealth ..................................................................... 156
Wizard ....................................................................... 79 Survival ................................................................... 157
Progression Tables ........................................................ 81 Specialty Talent Trees ................................................. 159
Disciplines ..................................................................... 83 Armor ...................................................................... 159
Feats .............................................................................. 86 Resilience ................................................................ 160
Using Feats ................................................................ 86 War Casting............................................................. 161
Arcane (65) ................................................................ 87 Weaponry ............................................................... 162
Combat (60) .............................................................. 99 Equipment .................................................................. 166
Divine (40) ............................................................... 106 Weapons ................................................................. 166
Mystic (50) .............................................................. 114 Optional Rules............................................................. 170
Profane (55) ............................................................ 121 Augmentations ....................................................... 171
Primal (20) ............................................................... 129 Weapon Upgrades .................................................. 173
Utility (20) ............................................................... 133 Materials ................................................................. 174
Talent Trees................................................................. 137 Appendix I: Keywords ................................................. 177
Specialties ............................................................... 137 Appendix II: Spells (60) ............................................... 178
Ancestral Talent Trees ................................................ 139
Draconic .................................................................. 139
Fey ........................................................................... 139
Fiendish ................................................................... 140
Mortal ..................................................................... 141
Underdark ............................................................... 141

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Xardoroks Fortress by Brian Valeza
Dungeons+Dragons is essentially my take on a “5.5” for A group of adventurers trudge through dismal
Dungeons & Dragons. The base concept is as follows: mountains towards a warm refuge from the cold.

• I am attempting to create a system to make your The Talent Tree System by ImFromNASA
character feel more your own. The original system is an impressive piece of work
• You pick a race and class, which tells you what and is the foundation of the talent tree system
feats you can pick from (there are seven broad within this document.
categories). Alternate Ranger by LaserLlama
• When you would normally gain a subclass feature Several of the knacks for the ranger are originally
for your class, you instead gain a feat, which you presented in that homebrew.
can take based on your level, and if you meet
certain prerequisites (if the feat has them). Lemon Milk Font by Marsnev
• Ability Score Increases have been replaced with I just really like this font, and I chose it for aesthetic
Ability Improvements, which allow you to purposes.
increase your ability scores, or take talents, which Background & Border
replace 5e’s feats. These talents have several The background and border design are by me.
categories as well.

The feats are derived from the fifth edition subclasses,


with a multitude of others of my own design.
Furthermore, each class has received several changes,
in order to make each class feel unique and distinct
compared to others.

For example, the fighter now has maneuvers baked into


their kit, while clerics and paladins select from several
channel divinity options unique and shared between
their classes.

For the most part, each class has several choices, with
some having two, such as the paladin, who must choose
a divine smite and two channel divinity options.

Included at the end of each class description is my


philosophy for the changes for each class, in an effort to
clearly illustrate my intentions, with a general changes
denoted on the next page.

Finally, as it stands, this is a work in progress, and while


playable, this is not complete. I will continue making
updates to Dungeons+Dragons over time, as this has
become a passion project of mine.

Respectfully,

WarfrontJack

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
racial traits, such as special senses, proficiency with
Your character is a combination of game statistics, certain weapons or tools, proficiency in one or more
roleplaying hooks, and your imagination. You choose a skills, or the ability to use minor spells. These traits
race (such as human or halfling) and a class (such as sometimes dovetail with the capabilities of certain
fighter or wizard). You also invent the personality, classes (see step 2). For example, the racial traits of
appearance, and backstory of your character. Once lightfoot halflings make them exceptional rogues, and
completed, your character serves as your high elves tend to be powerful wizards. Sometimes
representative in the game, your avatar in the game’s playing against type can be fun, too. Halfling paladins
world. and mountain dwarf wizards, for example, can be
unusual but memorable characters.
Before you dive into step 1 below, think about the kind
of adventurer you want to play. You might be a Your race also increases one or more of your ability
courageous fighter, a skulking rogue, a fervent cleric, or scores, which you determine in step 3. Note these
a flamboyant wizard. Or you might be more interested increases and remember to apply them later.
in an unconventional character, such as a brawny rogue
Record the traits granted by your race on your character
who likes hand-to-hand combat, or a sharpshooter who sheet. Be sure to note your starting languages and your
picks off enemies from afar. Do you like fantasy fiction base speed as well.
featuring dwarves or elves? Try building a character of
one of those races. Do you want your character to be
the toughest adventurer at the table? Consider the Every adventurer is a member of a class. Class broadly
barbarian class. describes a character’s vocation, what special talents he
or she possesses, and the tactics he or she is most likely
Once you have a character in mind, follow these steps to employ when exploring a dungeon, fighting
in order, making decisions that reflect the character you monsters, or engaging in a tense negotiation. The
want. Your conception of your character might evolve character classes are described in the Classes of this
with each choice you make. What’s important is that document.
you come to the table with a character you’re excited to
play. Your character receives a number of benefits from your
choice of class. Many of these benefits are class
Throughout this section, we use the term character features — capabilities (including spellcasting) that set
sheet to mean whatever you use to track your your character apart from members of other classes.
character, whether it’s a formal character sheet (like You also gain a number of proficiencies: armor,
the one at the end of these rules), some form of digital weapons, skills, saving throws, and sometimes tools.
record, or a piece of notebook paper. An official D&D Your proficiencies define many of the things your
character sheet is a fine place to start until you know character can do particularly well, from using certain
what information you need and how you use it during weapons to telling a convincing lie.
the game.
On your character sheet, record all the features that
your class gives you at 1st level.
Every character belongs to a race, one of the many
intelligent humanoid species in the world. The most Level
common player character races are dwarves, elves, Typically, a character starts at 1st level and advances in
halflings, and humans. Some races also have subraces, level by adventuring and gaining experience points (XP).
such as mountain dwarf or wood elf. The Races section A 1st-level character is inexperienced in the adventuring
of the Players Handbook provides more information world, although he or she might have been a soldier or
about these races. a pirate and done dangerous things before.

The race you choose contributes to your character’s Starting off at 1st level marks your character’s entry
identity in an important way, by establishing a general into the adventuring life. If you’re already familiar with
appearance and the natural talents gained from culture the game, or if you are joining an existing D&D
and ancestry. Your character’s race grants particular campaign, your DM might decide to have you begin at a

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
higher level, on the assumption that your character has these proficiencies, as well as your proficiency bonus,
already survived a few harrowing adventures. on your character sheet.

Record your level on your character sheet. If you’re Your proficiency bonus can’t be added to a single die
starting at a higher level, record the additional elements roll or other number more than once. Occasionally, your
your class gives you for your levels past 1st. Also record proficiency bonus might be modified (doubled or
your experience points. A 1st-level character has 0 XP. A halved, for example) before you apply it. If a
higher-level character typically begins with the circumstance suggests that your proficiency bonus
minimum amount of XP required to reach that level (see applies more than once to the same roll or that it
“Beyond 1st Level” later in this section). should be multiplied more than once, you nevertheless
add it only once, multiply it only once, and halve it only
Hit Points and Hit Dice
Your character’s hit points define how tough your once.
character is in combat and other dangerous situations. Feats
Your hit points are determined by your Hit Dice (short Your class gives you a choice to choose a category of
for Hit Point Dice). feats. This category is chosen at level 1, and feats are
features that allow you to customize and define your
At 1st level, your character has 1 Hit Die, and the die
character.
type is determined by your class. You start with hit
points equal to the highest roll of that die, as indicated Whenever you gain a level that has a Feat listed as a
in your class description. (You also add your feature for that level, you gain a feat from the category
Constitution score, which you’ll determine in step 3.) you choose at level 1, as long as you meet the
This is also your hit point maximum. prerequisites for the feat you are taking.

Record your character’s hit points on your character


sheet. Also record the type of Hit Die your character Much of what your character does in the game depends
uses and the number of Hit Dice you have. After you on his or her six abilities: Strength, Dexterity,
rest, you can spend Hit Dice to regain hit points (see Constitution, Intelligence, Wisdom, and Charisma. Each
“Resting” in the Adventuring section). ability has a score, which is a number you record on
your character sheet.
Proficiency Bonus (PB)
The table that appears in your class description shows The six abilities and their use in the game are described
your proficiency bonus, which is +2 for a 1st-level in the Using Ability Scores section. The Ability Score
character. Your proficiency bonus applies to many of Summary table provides a quick reference for what
the numbers you’ll be recording on your character qualities are measured by each ability, what races
sheet: increases which abilities, and what classes consider
each ability particularly important.
• Attack rolls using weapons you’re proficient with
• Attack rolls with spells you cast You generate your character’s six ability scores
• Ability checks using skills you’re proficient in randomly. Roll four 6-sided dice and record the total of
• Ability checks using tools you’re proficient with the highest three dice on a piece of scratch paper. Do
• Saving throws you’re proficient in this five more times, so that you have six numbers. If
• Saving throw DCs for spells you cast (explained in you want to save time or don’t like the idea of randomly
each spellcasting class) determining ability scores, you can use the following
scores instead: 15, 14, 13, 12, 10, 8.
Your class determines your weapon proficiencies, your
saving throw proficiencies, and some of your skill and Now take your six numbers and write each number
tool proficiencies. (Skills are described in "Using Ability beside one of your character’s six abilities to assign
Scores", tools in "Equipment.") Your background gives scores to Strength, Dexterity, Constitution, Intelligence,
you additional skill and tool proficiencies, and some Wisdom, and Charisma. Afterward, make any changes
races give you more proficiencies. Be sure to note all of to your ability scores as a result of your race choice.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
After assigning your ability scores, determine 26–27 +8
your ability modifiers using the Ability Scores and 28–29 +9
Modifiers table. To determine an ability modifier 30 +10
without consulting the table, subtract 10 from the
ability score and then divide the result by 2 (round
down). Write the modifier next to each of your scores. Once you know the basic game aspects of your
Variant: Customizing Ability Scores character, it’s time to flesh him or her out as a person.
At your Dungeon Master’s option, you can use this Your character needs a name. Spend a few minutes
variant for determining your ability scores. The method thinking about what he or she looks like and how he or
described here allows you to build a character with a she behaves in general terms.
set of ability scores you choose individually.
Using the information in the Personality and
You have 27 points to spend on your ability scores. The Background section, you can flesh out your character’s
cost of each score is shown on the Ability Score Point physical appearance and personality traits. Choose your
Cost table. For example, a score of 14 costs 7 points. character’s alignment (the moral compass that guides
Using this method, 15 is the highest ability score you his or her decisions) and ideals. The Personality and
can end up with, before applying racial increases. You Background section also helps you identify the things
can’t have a score lower than 8. your character holds most dear, called bonds, and
the flaws that could one day undermine him or her.
This method of determining ability scores enables you
to create a set of three high numbers and three low Your character’s background describes where he or she
ones (15, 15, 15, 8, 8, 8), a set of numbers that are came from, his or her original occupation, and the
above average and nearly equal (13, 13, 13, 12, 12, 12), character’s place in the D&D world. Your DM might
or any set of numbers between those extremes. offer additional backgrounds beyond the ones included
in the Personality and Background section, and might be
Ability Score Point Cost willing to work with you to craft a background that’s a
Score Cost
more precise fit for your character concept.
8 0
9 1 A background gives your character a background
10 2 feature (a general benefit). Record this information,
11 3 along with the personality information you develop, on
12 4 your character sheet.
13 5
14 7 Your Character's Abilities
15 9 Take your character’s ability scores and race into
account as you flesh out his or her appearance and
personality. A very strong character with low
Ability Scores and Modifiers
Score Modifier Intelligence might think and behave very differently
1 −5 from a very smart character with low Strength.
2–3 −4 For example, high Strength usually corresponds with a
4–5 −3 burly or athletic body, while a character with low
6–7 −2
Strength might be scrawny or plump.
8–9 −1
10–11 +0 A character with high Dexterity is probably lithe and
12–13 +1 slim, while a character with low Dexterity might be
14–15 +2 either gangly and awkward or heavy and thick-fingered.
16–17 +3
18–19 +4 A character with high Constitution usually looks healthy,
20–21 +5 with bright eyes and abundant energy. A character with
22–23 +6 low Constitution might be sickly or frail.
24–25 +7

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
A character with high Intelligence might be highly class. There are drawbacks to wearing armor or carrying
inquisitive and studious, while a character with low a shield if you lack the required proficiency, as
Intelligence might speak simply or easily forget details. explained in the Equipment section.

A character with high Wisdom has good judgment, Some spells and class features give you a different way
empathy, and a general awareness of what’s going on. to calculate your AC. If you have multiple features that
A character with low Wisdom might be absent-minded, give you different ways to calculate your AC, you choose
foolhardy, or oblivious. which one to use.

A character with high Charisma exudes confidence, Weapons


which is usually mixed with a graceful or intimidating For each weapon your character wields, calculate the
presence. A character with a low Charisma might come modifier you use when you attack with the weapon and
across as abrasive, inarticulate, or timid. the damage you deal when you hit.

When you make an attack with a weapon, you roll a d20


Your class and background determine your and add your proficiency bonus (but only if you are
character’s starting equipment, including weapons, proficient with the weapon) and the appropriate ability
armor, and other adventuring gear. Record this modifier.
equipment on your character sheet. All such items are
• For attacks with melee weapons, use your
detailed in the Equipment section.
Strength modifier for attack and damage rolls. A
Instead of taking the gear given to you by your class and weapon that has the finesse property, such as a
background, you can purchase your starting equipment. rapier, can use your Dexterity modifier instead.
You have a number of gold pieces (gp) to spend based • For attacks with ranged weapons, use your
on your class, as shown in the Equipment section. Dexterity modifier for attack and damage rolls. A
Extensive lists of equipment, with prices, also appear in melee weapon that has the thrown property, such
that section. If you wish, you can also have one trinket as a handaxe, can use your Strength modifier
at no cost (see the "Trinkets" table at the end of instead.
the Equipment section).

Your Strength score limits the amount of gear you can Most D&D characters don’t work alone. Each character
carry. Try not to purchase equipment with a total plays a role within a party, a group of adventurers
weight (in pounds) exceeding your Strength score times working together for a common purpose. Teamwork
15. "Using Ability Scores" has more information on and cooperation greatly improve your party’s chances
carrying capacity. to survive the many perils in the worlds of Dungeons &
Dragons. Talk to your fellow players and your DM to
Armor Class decide whether your characters know one another, how
Your Armor Class (AC) represents how well your
they met, and what sorts of quests the group might
character avoids being wounded in battle. Things that
undertake.
contribute to your AC include the armor you wear, the
shield you carry, and your Dexterity modifier. Not all
characters wear armor or carry shields, however.

Without armor or a shield, your character’s AC equals


10 + his or her Dexterity modifier. If your character
wears armor, carries a shield, or both, calculate your AC
using the rules in the Equipment section. Record your
AC on your character sheet.

Your character needs to be proficient with armor and


shields to wear and use them effectively, and your
armor and shield proficiencies are determined by your

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
A band of adventurers caught off guard as a sudden swarm of skeletons emerge to slaughter them.
Skeletal Swarming, Svetlin Velinov

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tools: Choose any two
The following are tweaks to the classes presented in Saving Throws: Constitution, Intelligence
D&D 5e. Feats: Choose either Arcane, Combat, or Utility
Skills: Choose any five
Equipment
You start with the following equipment:
Makers of magic-infused objects, artificers are defined
• (a) a light crossbow with 20 bolts or (b) two
by their inventive nature. Like wizards, they see magic
simple weapons
as a complex system waiting to be decoded and
• (a) scale mail or (b) leather armor
controlled through a combination of thorough study
• (a) a scholar’s pack or (b) an explorer’s pack
and investigation. Artificers, though, focus on creating
• One tool of your choice
marvelous new magical objects. Spells are often too
ephemeral and temporary for their tastes. Instead, they
seek to craft durable, useful items.
Table – The Artificer 1st-level artificer feature
Level PB Features Designs
Your understanding of magic items allows you to
1st +2 Magical Analysis, Tool Expertise —
analyze and understand their secrets. You know the
2nd +2 Magical Design, Spellcasting 3
spells detect magic and identify, and you can cast them
3rd +2 Feat 4
4th +2 Ability Improvement 4 as rituals without material components.
5th +3 Flash of Genius 5
6th +3 Feat 5 1st-level artificer feature
7th +3 Magic Item Adept 6
Your proficiency bonus is doubled for any ability check
8th +3 Ability Improvement 6
you make that uses any of the tool proficiencies you
9th +4 Craftsman 7
10th +4 Feat 7 gain from this class.
11th +4 Arcane Recharge 8
12th +4 Ability Improvement 8
2nd-level artificer feature
13th +5 Magic Item Savant 9
You have studied the workings of magic and how to
14th +5 Feat 9
channel it through objects. As a result, you have gained
15th +5 — 10
16th +5 Ability Improvement 10 the ability to cast spells. To observers, you don’t appear
17th +6 Magic Item Mastery 11 to be casting spells in a conventional way; you look as if
18th +6 Feat 11 you’re producing wonders using mundane items or
19th +6 Ability Improvement 12 outlandish inventions.
20th +6 Soul of Artifice 12
Cantrips
You know two cantrips of your choice from the artificer
spell list. You learn an additional cantrip at 10th level,
As an artificer, you gain the following class features. and at 14th level.
Hit Points Preparing and Casting Spells
Hit Dice: 1d8 per artificer level Table – 2/3 Caster Progression on page 81 shows how
Hit Points at 1st Level: 8 + your Constitution score many spell slots you have to cast your artificer spells of
Hit Points at Higher Levels: 1d8 (or 5) + your 1st level and higher. To cast one of these spells, you
Constitution modifier per artificer level after 1st must expend a slot of the spell’s level or higher. You
regain all expended spell slots when you finish a long
Proficiencies
rest.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy You prepare the list of artificer spells that are available
crossbows for you to cast, choosing from the artificer spell list.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
When you do so, choose a number of artificer spells certain levels in this class, as shown in the Designs
equal to your spellcasting ability modifier + half your column of the Artificer table.
artificer level (rounded down). The spells must be of a
Whenever you gain a level in this class, you can replace
level for which you have spell slots.
one of the artificer designs you learned with a new one.
You can change your list of prepared spells when you
Creating a Design
finish a long rest. Preparing a new list of artificer spells Whenever you finish a long rest, you can touch a non-
requires time spent tinkering: at least 1 minute per spell magical object and imbue it with one of your artificer
level for each spell on your list. designs, turning it into a magic item. A design works on
Disciplines only certain kinds of objects, as specified in the design’s
Choose a discipline from the Disciplines section of this description. If the item requires attunement, you can
document. Each discipline is a list of spells that you gain attune yourself to it the instant you infuse the item. If
when you can cast those spells. Once you gain a you decide to attune to the item later, you must do so
discipline spell, you always have it prepared, and it using the normal process for attunement (see
doesn’t count against the number of spells you can “Attunement” in chapter 7 of the Dungeon Master’s
prepare each day. Guide).

If you have a discipline spell that doesn’t appear on the Your design remains in an item indefinitely, but when
artificer spell list, the spell is nonetheless an artificer you die, the design vanishes if you give up your
spell for you. knowledge of the design for another one.
Spellcasting Ability You can create more than one nonmagical object at the
Choose Intelligence or Charisma. The chosen ability is end of a long rest; the maximum number of objects
your spellcasting ability for your artificer spells. You use appears in the Designs column of Table – The Artificer.
your chosen ability whenever a spell refers to your You must touch each of the objects, and each of your
spellcasting ability. In addition, you use your chosen designs can be in only one object at a time. Moreover,
ability modifier when setting the saving throw DC for an no object can bear more than one of your designs at a
artificer spell you cast and when making an attack roll time. If you try to exceed your maximum number of
with one. designs, the oldest design immediately ends, and then
Spell save DC = 8 + your proficiency modifier + your the new design applies.
spellcasting ability modifier If a design ends on an item that contains other things,
like a bag of holding, its contents harmlessly appear in
Spell attack modifier = your proficiency modifier + your
spellcasting ability modifier and around its space.

Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear 3rd-level artificer feature
section) as a spellcasting focus for your artificer spells. When you reach 3rd level, and again at 6th, 10th, 14th,
and 18th level, you can take one feat from this class’s
list of feat categories listed.
2nd-level artificer feature
You gain the ability to create magical items, however as
at a far more advanced pace due to your unique 4th-level artificer feature
training and expertise. When you reach 4th level, and again at 8th, 12th, 14th,
16th, and 19th level, you can do one of the following:
Designs Known
When you gain this feature, pick three artificer designs • you can increase one ability score of your
to learn, choosing from the “Artificer Designs” section choice by 2
at the end of the class’s description. You learn • you can increase two ability scores of your
additional designs of your choice when you reach choice by 1

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
• you can increase one ability score of your expend a spell slot. The magic item regains expended
choice by 1 and gain 1 talent point charges equal to the level of the spell slot, to the
• you can gain 2 talent points maximum number of charges it can possess. You can
only do this once per short or long rest.
As normal, you cannot increase an ability score above
20 using this feature.
13th-level artificer feature
Additionally, you can do the following, representing a
Your skill with magic items deepens more:
change in focus as you continue to develop new
inventions: • You can attune to up to five magic items at once.
• You ignore all race, spell, and level requirements
• Replace one cantrip you learned from this
when attuning to or using a magic item.
class's Spellcasting feature with another cantrip
from the artificer spell list.
17th-level artificer feature
Your skill with magic items has reached its pinnacle:
5th-level artificer feature
You gain the ability to come up with solutions under • You can attune to up to six magic items at once.
pressure. When you or another creature you can see • You can use a magic item that would normally
within 30 feet of you makes an ability check or a saving take an action to activate as a bonus action
throw, you can use your reaction to add your instead.
spellcasting ability modifier to the roll.

You can use this feature a number of times equal to 20th-level artificer feature
your spellcasting ability modifier (minimum of once). Your time spent developing magical items and using
You regain all expended uses when you finish a long them to interface with the weave of magic allows you
rest. unprecedented mastery over their use:

• You gain a +1 bonus to all saving throws per magic


7th-level artificer feature item you are currently attuned to.
You achieve a profound understanding of how to use • If you’re reduced to 0 hit points but not killed out-
and make magic items: right, you can use your reaction to end one of
your magical designs, causing you to drop to 1 hit
• You can attune to up to four magic items at once.
point instead of 0.
• You ignore all class requirements when attuning
to or using a magic item.

9th-level artificer feature


Your experience in creating magical items makes you
more adept at crafting a magic item than a normal
spellcaster. Creating a magic item takes you half the
time it would normally take.

Additionally, when you are creating a magic item, you


can make 1 hour of progress toward crafting a magic
item, scroll, or potion during a long rest.

11th-level artificer feature


You learn how to restore expended charges of magic
items. During a short or long rest, you can perform a
ritual that takes one minute, at the end of which you

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Enhanced Arcane Focus
The artificer designs are presented in alphabetical Item: A rod, staff, or wand (requires attunement)
order. While holding this item, a creature gains a +1 bonus to
spell attack rolls. In addition, the creature ignores half
Arcane Propulsion Armor
cover when making a spell attack.
Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement) The bonus increases to +2 when you reach 10th level in
The wearer of this armor gains these benefits: this class.
• The wearer’s walking speed increases by 5 feet. Enhanced Defense
• The armor includes gauntlets, each of which is a Item: A suit of armor or a shield
magic melee weapon that can be wielded only A creature gains a +1 bonus to Armor Class while
when the hand is holding nothing. The wearer is wearing (armor) or wielding (shield) the infused item.
proficient with the gauntlets, and each one deals
The bonus increases to +2 when you reach 10th level in
1d8 force damage on a hit and has the thrown
this class.
property, with a normal range of 20 feet and a
long range of 60 feet. When thrown, the gauntlet Enhanced Weapon
detaches and flies at the attack’s target, then Item: A simple or martial weapon
immediately returns to the wearer and This magic weapon grants a +1 bonus to attack and
reattaches. damage rolls made with it.
• The armor can’t be removed against the wearer’s
The bonus increases to +2 when you reach 10th level in
will.
this class.
• If the wearer is missing any limbs, the armor
replaces those limbs—hands, arms, feet, legs, or Helm of Awareness
similar appendages. The replacements function Prerequisite: 10th-level artificer
identically to the body parts they replace. Item: A helmet (requires attunement)
While wearing this helmet, a creature has advantage on
Armor of Magical Strength
initiative rolls. In addition, the wearer can’t be
Item: A suit of armor (requires attunement)
surprised, provided it isn’t incapacitated.
This armor has 6 charges. The wearer can expend the
armor’s charges in the following ways: Mind Sharpener
Item: A suit of armor or robes
• When the wearer makes a Strength check or a
The item can send a jolt to the wearer to refocus their
Strength saving throw, it can expend 1 charge
mind. The item has 4 charges. When the wearer fails a
to add a bonus to the roll equal to its
constitution saving throw to maintain concentration on
spellcasting ability modifier.
a spell, the wearer can use its reaction to expend 1 of
• If the creature would be knocked prone, it can
the item’s charges to succeed instead. The item regains
use its reaction to expend 1 charge to avoid
1d4 expended charges daily at dawn.
being knocked prone.
Radiant Weapon
The armor regains 1d6 expended charges daily at dawn.
Prerequisite: 6th-level artificer
Boots of the Winding Path Item: A simple or martial weapon (requires attunement)
Prerequisite: 6th-level artificer This magic weapon grants a +1 bonus to attack and
Item: A pair of boots (requires attunement) damage rolls made with it. While holding it, the wielder
While wearing these boots, a creature can teleport up can take a bonus action to cause it to shed bright light
to 15 feet as a bonus action to an unoccupied space the in a 30-foot radius and dim light for an additional 30
creature can see. The creature must have occupied that feet. The wielder can extinguish the light as a bonus
space at some point during the current turn. action.

The weapon has 4 charges. As a reaction immediately


after being hit by an attack, the wielder can expend 1

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charge and cause the attacker to be blinded until the Eyes of charming Yes
end of the attacker’s next turn, unless the attacker Gloves of thievery No
succeeds on a Constitution saving throw against your Lantern of revealing No
spell save DC. The weapon regains 1d4 expended Pipes of haunting No
charges daily at dawn. Ring of water walking No

Repeating Shot
Replicable Items (10th-Level Artificer)
Item: A simple or martial weapon with the ammunition
Magic Item Attunement
property (requires attunement)
Boots of striding and springing Yes
This magic weapon grants a +1 bonus to attack and Boots of the winterlands Yes
damage rolls made with it when it’s used to make a Bracers of archery Yes
ranged attack, and it ignores the loading property if it Brooch of shielding Yes
has it. Cloak of protection Yes
Eyes of the eagle Yes
If you load no ammunition in the weapon, it produces
Gauntlets of ogre power Yes
its own, automatically creating one piece of magic
Gloves of missile snaring Yes
ammunition when you make a ranged attack with it. Gloves of swimming and climbing Yes
The ammunition created by the weapon vanishes the Hat of disguise Yes
instant after it hits or misses a target. Headband of intellect Yes
Helm of telepathy Yes
Replicate Magic Item
Using this design, you replicate a particular magic item. Medallion of thoughts Yes
Necklace of adaptation Yes
You can learn this design multiple times; each time you
Periapt of wound closure Yes
do so, choose a magic item that you can make with it,
Pipes of the sewers Yes
picking from the Replicable Items tables. A table’s title Quiver of Ehlonna No
tells you the level you must be in this class to choose an Ring of jumping Yes
item from the table. Alternatively, you can choose the Ring of mind shielding Yes
magic item from among the common magic items in the Slippers of spider climbing Yes
game, not including potions or scrolls. Winged boots Yes
In the tables, an item’s entry tells you whether the item
requires attunement. See the item’s description in Replicable Items (14th-Level Artificer)
the Dungeon Master’s Guide for more information Magic Item Attunement
about it, including the type of object required for its Amulet of health Yes
making. Belt of hill giant strength Yes
Boots of levitation Yes
Replicable Items (2nd-Level Artificer) Boots of speed Yes
Magic Item Attunement Bracers of defense Yes
Alchemy jug No Cloak of the bat Yes
Bag of holding No Dimensional shackles No
Cap of water breathing No Gem of seeing Yes
Goggles of night No Horn of blasting No
Rope of climbing No Ring of free action Yes
Sending stones No Ring of protection Yes
Wand of magic detection No Ring of the ram Yes
Wand of secrets No

Repulsion Shield
Replicable Items (6th-Level Artificer) Prerequisite: 6th-level artificer
Magic Item Attunement Item: A shield (requires attunement)
Boots of elvenkind No A creature gains a +1 bonus to Armor Class while
Cloak of elvenkind Yes
wielding this shield.
Cloak of the manta ray No

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The shield has 4 charges. While holding it, the wielder
can use a reaction immediately after being hit by a
melee attack to expend 1 of the shield’s charges and
push the attacker up to 15 feet away. The shield regains
1d4 expended charges daily at dawn.
Resistant Armor
Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to
one of the following damage types, which you choose
when you infuse the item: acid, cold, fire, force,
lightning, necrotic, poison, psychic, radiant, or thunder.
Returning Weapon
Item: A simple or martial weapon with the thrown
property
This magic weapon grants a +1 bonus to attack and
damage rolls made with it, and it returns to the
wielder’s hand immediately after it is used to make a
ranged attack.
Spell-Refueling Ring
Prerequisite: 6th-level artificer
Item: A ring (requires attunement)
While wearing this ring, the creature can recover one
expended spell slot as an action. The recovered slot can
be of 3rd level or lower. Once used, the ring can’t be
used again until the next dawn.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Feats: Choose either Arcane, Combat, or Profane
Often feared or misunderstood and driven by an Skills: Choose any four
unending drive to destroy the wicked, atavists are
Equipment
violent, arcane warriors who have bound their essence You start with the following equipment:
to the darkness they hunt to better stalk and survive
their prey. Armed with forbidden magics and a • (a) a martial weapon and a shield or (b) two
willingness to sacrifice their own vitality and humanity martial weapons
for the cause, they protect the realms from the • (a) scale mail or (b) leather armor
shadows, ever vigilant to avoid becoming the same • (a) a scholar’s pack or (b) an explorer’s pack
monsters they choose to hunt. • Two simple weapons

Table – The Atavist


Rend 1st-level atavist feature
Level PB Features Dice You have survived a dangerous ritual that alters you in
1st +2 Atavism 2 some way, forever binding you to the darkness and
2nd +2 Fighting Style, Sign of Blood 2 honing your senses against it.
3rd +2 Bloody Execration, Feat 3
4th +2 Ability Improvement 3 Specialties
5th +3 Atavistic Attack 3 You learn two of the following specialties: Aberrations,
6th +3 Sign of Blood Improvement 4 Celestials, Dragons, Elementals, Fey, Fiends,
7th +3 Feat 4 Monstrosities, or Undead.
8th +3 Ability Improvement 4
9th +4 Grim Psychometry 5 Atavism Ability
10th +4 Ancient Power, Sign of Blood 5 Choose Intelligence or Charisma. The chosen ability is
Improvement your atavist ability for your powers. You use your
11th +4 Feat 6 chosen ability whenever an ability refers to your atavist
12th +4 Ability Improvement 6 ability or modifier. In addition, you use your atavist
13th +5 Bloody Execration (2 Uses), 7 ability modifier when setting the saving throw DC for an
Ensanguine Cloak atavist power you cast and when making an attack roll
14th +5 Hardened Soul 7 with one.
15th +5 Feat 8
16th +5 Ability Improvement 8 Atavism save DC = 8 + your proficiency modifier + your
17th +6 Sign of Blood Improvement 9 atavism ability modifier
18th +6 Feat 9
Atavism attack modifier = your proficiency modifier +
19th +6 Ability Improvement 10
20th +6 Sanguine Mastery 10 your atavism ability modifier
Rend Dice
There is a pool of atavistic power within you that
As an atavist, you gain the following class features. replenishes after you take a long rest. This pool is
represented by dice, which are d10s. You have a 2 rend
Hit Points dice starting at 1st level. Your pool gains more dice as
Hit Dice: 1d10 per atavist level shown on the Rend Dice column of Table – The Atavist.
Hit Points at 1st Level: 10 + your Constitution score With these dice you can transfer hit points between
Hit Points at Higher Levels: 1d10 (or 6) + your yourself and other targets, healing allies at the expense
Constitution modifier per atavist level after 1st of your own health or draining the life force of enemies
Proficiencies to rejuvenate your own vitality.
Armor: Light armor, medium armor, shields
You regain your rend dice whenever you finish long rest.
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies Rending
Saving Throws: Dexterity, Constitution As an action, choose a number of dice from your
remaining pool and touch another creature. If they are

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unwilling, this is a melee atavism attack. If you miss, in your other hand, you gain a +1 bonus to both your
nothing happens—you do not roll or lose dice from your attack rolls and your Armor Class.
pool. If you hit, or if you’re targeting a willing creature,
roll the chosen dice.
2nd-level atavist feature
The result of your roll is the number of hit points you You learn to use the power of atavism to brand other
transfer. If you’re touching an ally, they gain that many creatures. As a bonus action, you can place a brand on a
hit points, ignoring any hit points in excess of their target you can see within 30 feet. You can do this a
maximum. You lose hit points equal to the number of number of times equal to your proficiency modifier.
hit points they gained. If your sacrifice reduces you to 0 When you finish a short or long rest, you regain all uses
hit points, you fall unconscious. of this feature.
If you’re touching an enemy, they take necrotic damage When you or an ally hits a target you can see with any
equal to your roll, and you gain that many hit points. If brands on it, you can consume the brands to make the
you would gain hit points in excess of your maximum, attack deal an extra 2d6 necrotic damage to the target
you gain that number of temporary hit points instead. per brand consumed. A creature with a brand on them
is a branded creature.

2nd-level atavist feature Brands end harmlessly if not used after 1 minute. Only
You choose a Fighting Style that best reflects your the atavist who placed the seal knows it’s there; it
training. You cannot select a Fighting Style more than appears to the atavist as a glowing glyph on the
once, even if a feature allows you to select another creature’s body. If a creature with any of your brands
Fighting Style. on it dies, you can move all its brands to another
creature within range.
Close Quarters. When you make a ranged weapon
attack targeting a creature within 5 feet of you, you do When you reach 10th level, your mastery over blood
not have disadvantage on the attack roll, and you gain a magic increases. Your brands deal an extra 1d6 damage.
+2 bonus to the damage roll.
At 6th, 10th, and 18th level, you can choose one
Defensive. While wearing armor or wielding a shield, improvement for this feature, listed at the end of this
you gain a +1 bonus to your Armor Class. class. You can only take an improvement you meet the
requirements for it.
Dual Wielding. When you take the Attack action while
two-weapon fighting, you can make a single additional
attack with your off-hand weapon as part of your action 3rd-level atavist feature
instead of your bonus action, adding your ability You learn to draw upon your blood magic to conjure
modifier to the damage of this attack. forth profane powers. You start with two such effects of
your choice, which are listed at the end of the class.
Dueling. When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to When you use an execration, you choose which effect
damage rolls with it. to create. You must then finish a short or long rest to
use an execration again.
Finesse. While you are wielding a finesse weapon and
nothing in your other hand, you gain a +2 bonus to Some execration effects require saving throws. When
attack rolls and to your Armor Class so long as you are you use such an effect from this class, the DC equals
not wearing heavy armor. your atavism save DC.
Ranged. You gain a +2 bonus to attack rolls with ranged Beginning at 13th level, you can use this feature twice
weapons. between rests. When you finish a short or long rest, you
regain your expended uses.
Versatile. When wielding a versatile weapon with two
hands you gain a +2 bonus to damage rolls. When
wielding a versatile weapon with one hand, and nothing

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The information gleaned often leans towards the more
3rd-level atavist feature sinister influences of the past, and sometimes
When you reach 3rd level, and again at 7th, 11th, 15th, conveys visions of things previously unknown to the
and 18th level, you can take one feat from this class’s character on higher rolls.
list of feat categories listed.

10th-level atavist feature


4th-level profane feature Your body has become inundated with atavistic power,
When you reach 4th level, and again at 8th, 12th, 14th, further empowering you. You regain your rend dice
16th, and 19th level, you can do one of the following: whenever you finish a short or long rest.

• you can increase one ability score of your Furthermore, whenever you score a critical hit with a
choice by 2 weapon attack, you regain one expended use of your
• you can increase two ability scores of your Sign of Blood feature.
choice by 1
• you can increase one ability score of your
13th-level atavist feature
choice by 1 and gain 1 talent point
Blood magic strengthens your body, allowing you to
• you can gain 2 talent points
wield your spilled blood against those near you.
As normal, you cannot increase an ability score above Whenever you take damage from an atavist power,
20 using this feature. ability, or feature, your blood lashes out from your
opened wounds around you, causing any creature of
Additionally, you can do the following, as you shift the your choice that is within 5 feet of you to take half the
focus of your occult practice: damage you inflicted upon yourself.
• Replace a fighting style you know with another
fighting style available to atavists. 14th-level atavist feature
• Replace an execration you know with another You have advantage on saving throws against being
execration available to atavists. charmed and frightened.
• Replace a sign improvement with another you
meet the requirements for.
20th-level atavist feature
You hone your control over blood magic, mitigating
5th-level atavist feature your sacrifice and empowering your capability.
You can attack twice, instead of once, whenever you Whenever you roll dice for damage from an atavist
take the Attack action on your turn. ability, feature, or power, you can reroll each die, using
Moreover, when you take the attack action, you can either roll.
replace one of your attacks with a use of your Rend
ability.

9th-level atavist feature


You have a supernatural talent for discerning the history
surrounding mysterious objects or places touched by
evil.

When making an Intelligence (History) check to recall


information about a darker past surrounding an object
you are touching, or a location you are present in, you
have advantage on the roll.

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30 feet of you that is charmed or frightened, or which is
The execrations are presented in alphabetical order. under a possession effect. The target creature is no
longer charmed, frightened, or possessed.
Blood Hunt
You invoke a blood chant, unleashing predatory Foil the Arcane
instincts in your allies. You can expend a use of your You invoke a primal rune, sharpening your body and
Bloody Execration, granting a number of allies equal to mind against magic. As a reaction to failing a saving
your atavist modifier, whom you can see within 60 feet throw against a spell, you expend a use of Blood
of you, and you, may use a reaction to make one Execration to instead succeed on the saving throw.
weapon attack.
Primal Jaunt
Bloodletting Strike As a bonus action, you can expend a use of your Bloody
You harness the power of rending through your weapon Execration to teleport up to 300 feet to a point you can
in a bloody display of power. As a bonus action, you can see or have been before. This distance increases to 400
expend a use of your Bloody Execration to imbue your feet at 11th level, and to 500 feet at 17th level.
weapon strikes. The next time you hit a creature with a
Punish Arcana
weapon attack, the attack deals extra necrotic damage.
You invoke a primal shield against spellcraft. Any time
This damage is equal to a number of d10s of damage
you are targeted by a magic missile spell, a line spell, or
equal to your proficiency modifier. These dice behave as
a spell that requires a ranged attack roll; you can
if they were from your Rend ability.
expend a use of your Bloody Execration to roll a d6. On
Bloodlust Unchecked a 1 to 5, you are unaffected by the spell. On a 6, you are
You heighten your bloodlust to tear your foes asunder. unaffected and the effect is reflected at the caster as
As an action, you can expend a use of your Bloody though it originated from you, turning the caster into
Execration to make two weapon attacks. The number of the target.
attacks you make increases to four at 5th level, five at
Sign of Fatality
11th level, and six at 17th level.
As a bonus action, you can expend a use of your Bloody
Ceaseless Fear Execration to place all your remaining brands on a
When you hit a creature a weapon attack, you can creature.
expend a use of your Bloody Execration to curse them
Stultify the Foe
with a sense of impending doom. The target must make
You can exude a magic that dulls and foils the senses. As
a wisdom saving throw. On a failure, the target is
an action, you can expend a use of your Bloody
frightened of you for 1 minute, and cannot make
Execration to become invisible and can, as part of this
attacks targeting you.
action, attempt to take the Hide action. The invisibility
Crimson Strike ends after 1 minute or if you make an attack or cast a
You harness the power of blood, channeling atavistic spell.
power into your weapons. As a bonus action, you can
Thirst for Life
expend a use of your Bloody Execration to empower
You cling to life with almost supernatural tenacity. On
your weapons with atavist empowered blood for 1
your turn, you can expend a use of your Bloody
minute. The first time you hit a creature with a weapon
Execration to regain 1d10 + your atavist modifier hit
attack on your turn, it also takes 1d6 necrotic damage.
points. This increases at higher levels in this class, 2d10
This damage increases by 1d6 at the start of subsequent
at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
turns you take, or when a creature dies within 30 feet of
you. Weapon of Scars
You embrace atavistic instinct, channeling demonic
The maximum number of dice you can have from this thirst for death into your weapons. As a bonus action,
execration is equal to your proficiency modifier. you can expend a use of your Bloody Execration to
Expunge the Foul empower your weapons for 1 minute. When you do so,
As a bonus action, you can expend a use of your Bloody when you hit a creature with a weapon attack, you can
Execration to choose one creature you can see within sear an Arcane Scar into it.

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When a creature makes a saving throw while having Brand of Knives
arcane scars, it takes a penalty to its saving throw equal 17th-level sign improvement
to the number of arcane scars it has, to a maximum of Your brands use d10s for their damage, rather than d6s.
your proficiency modifier. The arcane scars then
Brand of Knowing
magically dissipate after the creature makes its saving
6th-level sign improvement
throw.
The duration of your brand increases to 1 hour, and you
are always aware of the exact location of the creature if
it within 60 feet of you. If it is outside of this range, you
know the direction and distance between you and any
The sign improvements are presented in alphabetical
branded creature. The duration of your brand increases
order.
to 8 hours at 10th level, and to 24 hours at 17th level.
Brand of Chains
Brand of Magic
10th-level sign improvement
6th-level sign improvement
Whenever you brand a creature, it cannot willingly end
When you cast a spell, you may choose to expend an
its turn more than 30 feet away from you. If it can move
unused brand instead of a spell slot.
on its turn and it is further than 30 feet away from you,
it moves to be within 30 feet of you. Brand of Resistance
17th-level sign improvement
Brand of Death
You have advantage on saving throws against spells and
17th-level sign improvement
magical effects from creatures branded by you.
When you consume a seal after a successful attack roll
against a branded creature, you may use your reaction Brand of Security
to make that attack a critical hit. 6th-level sign improvement
Whenever you are within 30 feet of a branded creature
Brand of Domination
and you consume its brand, you gain a +1 bonus to your
10th-level sign improvement
AC and saving throws for each brand consumed. This
As a reaction when a branded creature is targeted by a
bonus lasts until the start of your next turn.
spell, you can consume a brand on a branded creature
to impose disadvantage on their saving throw against Brand of Shielding
the spell. 10th-level sign improvement
While within 10 feet of a branded enemy, atavism
Brand of Endurance
envelops you, granting you the benefits of half cover.
10th-level sign improvement
Whenever a creature that is branded by you deals Brand of Strikes
damage to you, you can use your reaction to halve the 10th-level sign improvement
damage that you receive. The bonus action you use to place a seal on a creature
now also grants you a weapon attack against them.
Brand of Forbiddance
10th-level sign improvement Brand of Theft
Whenever a creature that is branded by you deals 6th-level sign improvement
damage to you, you can use your reaction to roll a d6. Whenever you are within 30 feet of a branded creature
On a 4 or higher, the attack instead misses you, and you consume its brand, you regain 1d6 hit points
regardless of its roll. for each brand consumed.
Brand of Guidance
Atavist Design Notes
6th-level sign improvement This class is inspired by the archetypal “blood
After placing a brand on a creature, your attacks against knight”, with the Blood Hunter providing several
that creature have advantage until the end of your turn.
ideas. However, this one is experiment, I really
wanted to try my hand a dark reflection of the
paladin. I hope for your feedback!

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Feats: Choose either from Combat or Primal
Embracing their animal nature—keen instincts, primal Skills: Choose any four
physicality, and ferocious rage, Barbarians thrive in the
Equipment
wilds of their homelands: the tundra, jungle, or You start with the following equipment:
grasslands where their tribes live and hunt. Coming
alive in the chaos of combat, a barbarian can enter a • (a) a greataxe or (b) any martial melee weapon
state where their fury takes over, giving them • (a) two handaxes or (b) any simple weapon
superhuman strength and resilience. A barbarian can • An explorer’s pack and four javelins
draw on this reservoir of rage only a few times without
resting, but those few rages are usually sufficient to
1st-level barbarian feature
defeat whatever threats arise.
In battle, you fight with primal ferocity. On your turn,
Table – The Barbarian you can enter a rage as a bonus action.
Level PB Features
1st +2 Rage, Unarmored Defense While raging, you gain the following benefits if you
2nd +2 Reckless Attack, Sixth Sense aren't wearing heavy armor:
3rd +2 Feat, Primal Knowledge
4th +2 Ability Improvement • You have advantage on Strength checks and
5th +3 Extra Attack, Fast Movement Strength saving throws.
6th +3 Rage Improvement • When you make a melee weapon attack, you gain
7th +3 Feral Instinct, Enter the Fray a bonus to the damage roll equal to your
8th +3 Ability Improvement proficiency modifier.
9th +4 Brutal Critical (1 Die) • You have resistance to physical damage
10th +4 Feat, Primal Knowledge (bludgeoning, piercing, and slashing damage).
11th +4 Relentless Rage, Rage Improvement
12th +4 Ability Improvement If you can cast spells, you cannot cast them or
13th +5 Brutal Critical (2 Dice) concentrate on them while raging.
14th +5 —
15th +5 Persistent Rage Your rage lasts for 1 minute. It ends early if you are
16th +5 Ability Improvement knocked unconscious or if your turn ends and you
17th +6 Brutal Critical (3 Dice), Rage haven't attacked a hostile creature since your last turn
Improvement or taken damage since then. You can also end your rage
18th +6 Feat, Indomitable Might on your turn as a bonus action.
19th +6 Ability Improvement
Your rage gains an improvement at 1st level, 6th level,
20th +6 Champion of the Wilds
11th level, and 17th level. The rage improvements are
listed at the end of the class.

As a barbarian, you gain the following class features. Once you have raged the number of times shown for
your barbarian level in the Rages column of Table – The
Hit Points Barbarian, you must finish a long rest before you can
Hit Dice: 1d12 per barbarian level
rage again.
Hit Points at 1st Level: 12 + your Constitution score
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per barbarian level after 1st 1st-level barbarian feature
While you are not wearing any armor, your armor class
Proficiencies
Armor: Light armor, medium armor, shields equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution

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2nd-level barbarian feature 5th-level barbarian feature
You can throw aside all concern for defense to attack You can attack twice, instead of once, whenever you
with fierce desperation. When you make your first take the Attack action on your turn.
attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon attack
5th-level barbarian feature
rolls during this turn, but attack rolls against you have
You rush into combat with greater speed. Your
advantage until your next turn.
movement speeds increase by 5 feet. This bonus
increases to 10 feet at 10th level, and to 15 feet at 15th
2nd-level barbarian feature level.
You gain an uncanny sense of when things nearby they
are not as should be, giving you an edge when you
7th-level barbarian feature
dodge away from danger.
Your instincts are so honed that you have advantage on
You have advantage on Dexterity saving throws against initiative rolls. Additionally, if you are surprised at the
effects that you can see, such as traps and spells. To beginning of combat and aren't incapacitated, you can
gain this benefit, you cannot be blinded, deafened, or act normally on your first turn, but only if you enter
incapacitated. your rage before doing anything else on that turn.

3rd-level barbarian feature 7th-level barbarian feature


You gain proficiency in one skill of your choice from the As part of your bonus action to enter your rage, you can
following list: Animal Handling, Athletics, Intimidation, move up to half your speed.
Nature, Perception, and Survival.

You gain another skill this way at 10th level. 9th-level barbarian feature
You can roll one additional weapon damage die when
determining the extra damage for a critical hit with a
3rd-level barbarian feature
melee attack.
When you reach 3rd level, and again at 10th and 18th
level, you can take one feat from this class’s list of feat This increases to two additional dice at 13th level and
categories listed. three additional dice at 17th level.

4th-level barbarian feature 11th-level barbarian feature


When you reach 4th level, and again at 8th, 12th, 16th, Your rage can keep you fighting despite grievous
and 19th level, you can do one of the following: wounds. If you drop to 0 hit points while you are raging
and do not die outright, you can make a DC 10
• you can increase one ability score of your
Constitution saving throw. If you succeed, you drop to 1
choice by 2
hit point instead.
• you can increase two ability scores of your
choice by 1 Each time you use this feature after the first, the DC
• you can increase one ability score of your increases by 5. When you finish a short or long rest, the
choice by 1 and gain 1 talent point DC resets to 10.
• you can gain 2 talent points

As normal, you cannot increase an ability score above 15th-level barbarian feature
20 using this feature. Your rage is so fierce that it ends early only if you fall
unconscious or if you choose to end it.

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bright light in a 20-foot radius and dim light for an
18th-level barbarian feature additional 20 feet
Choose strength or dexterity. If your total for a check
The damage of a superheated weapon increases by
using your chosen ability score is less than your score
1d10 fire damage against a flammable target, or if the
for that ability, you can use your ability score in place of
target is covered in a flammable material (such as oil).
the total.
Cloak of Cinders
11th-level rage improvement, requires burning rage
20th-level barbarian feature
The fiery intensity of your rage ignites the air, causing
You embody the power of the wilds. Your Constitution
cinders to flare around you. Whenever you are raging, a
score and one other ability score of your choice increase
cloak of white-hot cinders extends 10ft around you.
by 4. Your maximum for those scores is now 24.
Hostile creatures within the cloak take 1d10 fire
damage at the start of their turn or when they first
move into the area of the cloak on their turn.

The rage improvements are presented alphabetically. Furthermore, your superheated weapons burn with
such primal intensity that no creature with resistance or
Arcane Detonation
immunity to fire damage has resistance or immunity to
6th-level rage improvement
the damage of your superheated weapons.
Whenever you hit a creature with a shield while raging,
you can cause the shield to explode, dealing 1d8 force Divine Fury
damage to each creature of your choice within 5ft of Rage improvement
the target. You can channel divine fury into your weapon strikes.
While you’re raging, the first creature you hit on each of
Armored Fury
your turns with a weapon attack takes extra damage
Rage improvement
equal to 1d6 + half your barbarian level. The extra
You gain proficiency with heavy armor. While wearing
damage is a type appropriate to your god or faith; you
heavy armor, you do not gain the benefits of your
choose the type of damage when you gain this feature.
Unarmored Defense feature, but you can gain all the
benefits of your Rage feature. Fanatical Focus
6th-level rage improvement
At 5th level, you gain the benefits of Fast Movement
The divine power that fuels your rage can protect you. If
while wearing heavy armor.
you fail a saving throw while you’re raging, you can
Balm of the Protector reroll it, and you must use the new roll. You can use this
11th-level rage improvement, requires arcane ability only once per rage.
detonation
Flash Forge
Whenever one of your allies is within the range of your
6th-level rage improvement, requires burning rage
Arcane Detonation feature, they instead gain temporary
You gain the ability to conjure weapons of flame. As a
hit points.
bonus action, you can magically summon a light
Burning Rage superheated weapon of your choice and make a single
3rd-level rage improvement weapon attack with it. This weapon turns to ash after
Your rage channels the deadly power of flames. While you hit or miss with it. This special attack rolls a critical
you are raging, you are immune to fire damage. on a 19-20.

Furthermore, as a bonus action or when you rage, you Fortress


can magically superheat any metal weapon you are 17th-level rage improvement, requires reckless defense
wielding for 1 minute. A superheated weapon deals Your prowess in battle allows you to lock down the
magical fire damage instead of its normal damage type. battlefield against your foes. Whenever you use
A superheated weapon ignites flammable objects it Reckless Defense, the range is increases to 30ft, and you
touches that are not being worn or carried, and emits can make one weapon attack as part of that reaction.

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This attack is made against the hostile creature that you are hit with attack while raging, you can use your
triggered the reaction. reaction to make one weapon attack against your
attacker. On a hit, you deal your weapon’s damage and
Frenzy
effects, and you cause the attack that hit you to instead
Rage improvement
miss.
You can go into a frenzy when you rage. If you do so, for
the duration of your rage you can make an additional Mark of the Protector
melee weapon attack when you use the attack action While you’re raging, the first creature you hit with an
on each of your turns after this one. When your rage attack on your turn becomes marked, which hinder its
ends, you suffer one level of exhaustion. attacks. Until the start of your next turn, that target has
disadvantage on any attack roll that isn’t against you,
Full Arsenal and when the target hits a creature other than you with
Rage improvement an attack, that creature has resistance to the damage
You master all weapons with deadly expertise. Any dealt by the attack. The effect on the target ends early if
weapon you wield benefits from your Rage feature. your rage ends.
Furious Momentum Mindless Rage
6th-level rage improvement 6th-level rage improvement
Your aggression and rage propel you forth, slamming You can’t be charmed or frightened while raging. If you
against the opposition of your foes. Whenever you are are charmed or frightened when you enter your rage,
raging, you are immune to the damage of opportunity the effect is suspended for the duration of the rage.
attacks.
Primal Guardian
Heart of Fire 6th-level rage improvement
11th-level rage improvement, requires burning rage You guardian spirits that aid you can provide
The fire in your soul now burns visibly when you rage. supernatural protection to those you defend. If you are
Whenever you take fire damage, instead of taking fire raging and another creature you can see within 30 feet
damage, you regain half the fire damage as temporary of you takes damage, you can use your reaction to
hit points. reduce that damage by 2d6.
Additionally, when you roll a critical hit, the extra When you reach certain levels in this class, you can
damage from your Brutal Critical feature affects any reduce the damage by more: by 3d6 at 5th level, 4d6 at
hostile creature of your choice within 10 feet of you. 11th level, and by 5d6 at 17th level.
Hone the Blade Rage beyond Death
6th-level rage improvement 17th-level rage improvement
You learn how focus your ire against a foe. Whenever Your rage allows you to shrug off fatal blows.
you miss a creature with a weapon attack, your next
weapon attack against the same creature gains a bonus While you’re raging, having 0 hit points doesn’t knock
to the attack roll equal to your rage damage and scores you unconscious. You still must make death saving
a critical hit on a roll of 19 or 20. throws, and you suffer the normal effects of taking
damage while at 0 hit points. However, if you would die
Implacable due to failing death saving throws, you don’t die until
6th-level rage improvement your rage ends, and you die then only if you still have 0
Your fierce determination and your unsurmountable
hit points.
will defy your enemies. While you are raging, you
cannot be moved by any effect against your will. Raging Storm
17th-level rage improvement, requires storm herald
Interruption The power of the storm you channel grows mightier,
11th-level rage improvement lashing out at your foes. The effect is based on the
Your honed reflexes draw near the peak of humanoid environment you chose for your Storm Aura.
capability, faster than the eye can perceive. Whenever

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Desert When you hit a creature with a shield, if you have
Immediately after a creature in your aura hits you with another attack you can make as part of the same attack
an attack, you can use your reaction to force that action, that next attack can be made from the space of
creature to make a Dexterity saving throw. On a failed the target you hit against another creature, before
save, the creature takes fire damage equal to half your teleporting to your hand.
barbarian level.
Serene Citadel
Sea 11th-level rage improvement
When you hit a creature in your aura with an attack, You have learned how to temper your rage with a
you can use your reaction to force that creature to deadly calm, allowing you to see things clearly. As a
make a Strength saving throw. On a failed save, the bonus action, you can end one effect that is charming or
creature is knocked prone, as if struck by a wave. frightening you. An ally benefiting from your Stronghold
Tundra feature also has one charm or frighten effect of your
Whenever the effect of your Storm Aura is activated, choice ended on them as well.
you can choose one creature you can see in the aura.
Shielding Storm
That creature must succeed on a Strength saving throw,
11th-level rage improvement, requires storm herald
or its speed is reduced to 0 until the start of your next
At 10th level, you learn to use your mastery of the
turn, as magical frost covers it.
storm to protect others. Each creature of your choice
Reckless Abandon has the damage resistance you gained from the Storm
6th-level rage improvement Soul feature while the creature is in your Storm Aura.
When you use Reckless Attack while raging, you also
Soul of Battle
gain temporary hit points equal to twice your
17th-level rage improvement
proficiency modifier. They vanish if any of them are left
You become a whirlwind of havoc upon your foes.
when your rage ends.
Whenever a creature within range or reach of your
Reckless Defense weapon takes an action, you can make one weapon
6th-level rage improvement attack against it.
You are driven to protect your allies. While raging,
You can do this twice, regaining this ability when you
whenever an ally within 10ft of you is hit by an attack,
finish your turn.
you can use your reaction to move into that ally’s space.
If you do so, you push that ally 5ft in a direction of your Storm Herald
choice, forcing the attacker to reroll their attack against Rage improvement
you. You emanate a stormy, magical aura while you rage.
The aura extends 10 feet from you in every direction,
Retaliation
but not through total cover.
11th-level rage improvement
When you take damage from a creature that is within 5 Your aura has an effect that activates when you enter
feet of you while raging, you can use your reaction to your rage, and you can activate the effect again on each
make a melee weapon attack against that creature. of your turns as a bonus action. Choose desert, sea, or
tundra. Your aura’s effect depends on that chosen
Sentinel’s Shield
environment, as detailed below. You can change your
3rd-level rage improvement
environment choice whenever you gain a level in this
You learn to use shields to the fullest, as both weapon
class.
and defense. Whenever you are raging and you are
wielding a shield, it can be used a simple weapon that If your aura’s effects require a saving throw, the DC
deals 1d8 magical bludgeoning damage, and it has a equals 8 + your proficiency bonus + your Constitution
range of 20/60ft. If thrown, the shield teleports after modifier.
hitting or missing a target, reappearing in your hand.

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Desert Once you use this feature, you can’t use it again until
When this effect is activated, all other creatures in your you finish a long rest.
aura take 1d4 fire damage each. The damage increases
when you reach certain levels in this class, increasing to
1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level,
and 1d12 at 20th level.
Sea
When this effect is activated, you can choose one other
creature you can see in your aura. The target must
make a Dexterity saving throw. The target takes 1d6
lightning damage on a failed save, or half as much
damage on a successful one. The damage increases
when you reach certain levels in this class, increasing to
2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th
level.
Barbarian Design Notes
Tundra There are a few changes for D+D’s barbarian!
When this effect is activated, each creature of your
choice in your aura gains 1d4 temporary hit points, as Rage receives several changes, with (in my opinion)
icy spirits inure it to suffering. The temporary hit points a better scaling damage for the serious debuff it
increase when you reach certain levels in this class, imposes, which is clarified to also prevent the casting
increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at of certain abilities. Rage now functions on all melee
15th level, and 1d12 at 20th level. attacks, rather than melee attacking using strength.
This allows for more varied builds for this class.
Stronghold
6th-level rage improvement The Barbarian’s subclass features predominantly
Your presence on the battlefield attracts attention, deal with altering its rage feature, and thus all those
allowing you to shield one ally more effectively. When have been rolled into rage improvements as part of
you rage, choose one ally is within 30ft of you. That ally the class.
gains a bonus to AC equal to your rage damage, while
I added all the optional features from Tasha’s into
they are within 30ft of you.
the class, but with the general shift away from class
You can choose to change the target of this feature skills, I made a list of “barbarian skills” for Primal
when you use your Reckless Defense feature, the Knowledge.
pushed ally becoming the target of this feature.
Fast Movement now incrementally improves as you
Vengeful Sentinel gain higher levels.
11th-level rage improvement, requires Primal Guardian
Indomitable and Champion of the Wilds are
When you reduce the damage of an attack, the attacker
reworked, with dexterity now being a valid path.
takes an amount of force damage equal to the damage
Champion of the Wilds allows for a +4 bonus to one
that you prevented.
ability of your choice, which can allow for you to
Zealous Presence reinforce your character’s concept, rather than
11th-level rage improvement you’re just strong and tough. Maybe your barbarian
You learn to channel divine power to inspire zealotry in is wise.
others. As a bonus action while raging, you can unleash
Due to rolling the subclass features into the class as
a battle cry infused with divine energy. Up to ten other
Rage Improvements, the Barbarian only receives a
creatures of your choice within 60 feet of you that can
total of three feats, as opposed to the four features
hear you gain advantage on attack rolls and saving
of 5e’s subclasses.
throws until the start of your next turn.

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Saving Throws: Dexterity, Charisma
True bards are not common in the world. Not every Feats: One of your choice
minstrel singing in a tavern or jester cavorting in a royal Skills: Choose any five
court is a bard. Discovering the magic hidden in music
Equipment
requires hard study and some measure of natural talent You start with the following equipment:
that most troubadours and jongleurs lack. It can be hard
to spot the difference between these performers and • (a) a rapier, (b) a longsword, or (c) any simple
true bards, though. A bard’s life is spent wandering weapon
across the land gathering lore, telling stories, and living • (a) a diplomat’s pack or (b) an entertainer’s
on the gratitude of audiences, much like any other pack
entertainer. But a depth of knowledge, a level of • (a) a lute or (b) any other musical instrument
musical skill, and a touch of magic set bards apart from • Leather armor and a dagger
their fellows.
Table – The Bard 1st-level bard feature
Level PB Features You have learned to untangle and reshape the fabric of
1st +2 Spellcasting, Inspiration (d6) reality in harmony with your wishes and music. Your
2nd +2 Jack of All Trades, Soothing Air spells are part of your vast repertoire, magic that you
3rd +2 Expertise, Feat can tune to different situations. See Spells Rules for the
4th +2 Ability Improvement general rules of spellcasting and the Spells Listing for
5th +3 Inspiration (d8)
the bard spell list.
6th +3 Countercharm, Feat
7th +3 — Cantrips
8th +3 Ability Improvement You know two cantrips of your choice from the bard
9th +4 Song of Rest (d8) spell list. You learn an additional bard cantrip at 4th
10th +4 Inspiration (d10), Expertise, Magical level, and at 10th level.
Secrets
11th +4 — Spell Slots
12th +4 Ability Improvement The Bard gains spell slots at the progression of a full
13th +5 Song of Rest (d10) caster as denoted on Table – Full Caster Progression on
14th +5 Feat, Magical Secrets page 81.
15th +5 Inspiration (d12)
Spells Known of 1st Level and Higher
16th +5 Ability Improvement
You know a number of spells equal to your spellcasting
17th +6 Song of Rest (d12)
ability modifier + your bard level. Each of these spells
18th +6 Feat, Magical Secrets
19th +6 Ability Improvement must be of a level for which you have spell slots, as
20th +6 Peerless Inspiration shown on the table. For instance, when you reach 3rd
level in this class, you can learn one new spell of 1st or
2nd level.

As a bard, you gain the following class features. Additionally, when you gain a level in this class, you can
choose one of the bard spells you know and replace it
Hit Points
with another spell from the bard spell list, which also
Hit Dice: 1d8 per bard level
must be of a level for which you have spell slots.
Hit Points at 1st Level: 8 + your Constitution score
Hit Points at Higher Levels: 1d8 (or 5) + your Spellcasting Ability
Constitution modifier per bard level after 1st Choose Intelligence or Charisma. The chosen ability is
your spellcasting ability for your bard spells. You use
Proficiencies
your chosen ability whenever a spell refers to your
Armor: Light armor
spellcasting ability. In addition, you use your
Weapons: Simple weapons, two of your choice
spellcasting ability modifier when setting the saving
Tools: Three musical instruments of your choice

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throw DC for a bard spell you cast and when making an
attack roll with one. 2nd-level bard feature
You can add half your proficiency modifier, rounded
Spell save DC = 8 + your proficiency modifier + your
down, to any ability check you make that doesn't
spellcasting ability modifier
already include your proficiency modifier.
Spell attack modifier = your proficiency modifier + your
spellcasting ability modifier
2nd-level bard feature
Ritual Casting You can help revitalize your wounded allies during a
You can cast any bard spell you know as a ritual if that short rest. If you or any friendly creatures who can hear
spell has the ritual tag. your performance spend one or more Hit Dice to regain
Spellcasting Focus hit points at the end of the short or long rest, each of
You can use a musical instrument or arcane focus (see those creatures regains an extra 1d6 hit points.
the Tools section) as a spellcasting focus for your bard The extra Hit Points increase when you reach certain
spells. levels in this class: to 1d8 at 9th level, to 1d10 at 13th
level, and to 1d12 at 17th level.
1st-level bard feature
You can inspire others through stirring words or music. 3rd-level bard feature
To do so, you use a bonus action on your turn to choose Choose two of your skill proficiencies. Your proficiency
one creature other than yourself who can hear you. modifier is doubled for any ability check you make that
That creature gains one Inspiration die, a d6. uses either of the chosen proficiencies.
Once within the next 10 minutes, the creature can roll At 10th level, you can choose another two skill
the die and add the result to one of the following: proficiencies to gain this benefit.
• one ability check it makes
• one attack roll it makes 3rd-level bard feature
• one saving throw it makes When you reach 3rd level, and again at 6th, 14th, and
• the hit points it restores to a creature 18th level, you can take one feat from this class’s list of
• the damage it deals to a creature feat categories listed.
• its AC against one attack targeting it

The creature can wait until after it rolls the d20 or casts 4th-level bard feature
the spell before deciding to use the Inspiration die but When you reach 4th level, and again at 8th, 12th, 16th,
must decide before the DM says whether the roll and 19th level, you can do one of the following:
succeeds or fails. Once the Inspiration die is rolled, it is
lost. A creature can have only one Inspiration die at a • you can increase one ability score of your
time. choice by 2
• you can increase two ability scores of your
You can use this feature a number of times equal to choice by 1
your spellcasting ability modifier (a minimum of once). • you can increase one ability score of your
You regain any expended uses when you finish a long choice by 1 and gain 1 talent point
rest. • you can gain 2 talent points
Your Inspiration die changes when you reach certain As normal, you cannot increase an ability score above
levels in this class. The die becomes a d8 at 5th level, a 20 using this feature.
d10 at 10th level, and a d12 at 15th level.
Additionally, you can do the following, representing a
change in focus as you use your skills and magic:

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• Replace one of the skills you chose for the Bard Design Notes
Expertise feature with one of your other skill Bards are the king of flexibility, they’re even able to
proficiencies that is not benefiting from pick which category of feats they want!
Expertise.
• Replace one cantrip you learned from this Bards are arcane casters, which for this update,
class's Spellcasting feature with another cantrip come primarily off of Intelligence or Charisma, both
from the bard spell list. which I find appropriate for the themes of the bard.

Inspiration can now be basically used on almost any


roll, allowing for bards to basically be the ultimate
5th-level bard feature
support and utility class.
You regain all your expended uses of Inspiration when
you finish a short or long rest. Due to having such an extreme amount of flexibility
in the base class, coupled with the fact that they are
full casters, the bard only gets a total of four feats.
6th-level bard feature
You gain the ability to use musical notes or words of Peerless Inspiration is basically unlimited inspiration,
power to disrupt mind-influencing effects. As a bonus which I think is appropriate for devoting 20 levels to
action, you can start a performance that lasts until the this class.
end of your next turn. During that time, you, and any
friendly creatures nearby you have advantage on saving
throws against being frightened or charmed. A creature
must be able to hear you to gain this benefit. The
performance ends early if you are incapacitated or
silenced or if you voluntarily end it (no action required).

10th-level bard feature


You have plundered magical knowledge from a wide
spectrum of disciplines. Choose two spells from any
class, including this one. A spell you choose must be of a
level you can cast, as shown on Table – Full Caster
Progression, or a cantrip.

The chosen spells count as bard spells for you and are
not included in the number of spells you know from this
class.

You learn two additional spells from any class at 14th


level and again at 18th level.

20th-level bard feature


When you grant a creature inspiration, you can grant a
d6 instead of expending a use of your Bardic Inspiration.

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• (a) a mace or (b) a martial weapon (if proficient)
Not every acolyte or officiant at a temple or shrine is a • (a) scale mail, (b) leather armor, or (c) chain
cleric. Some priests are called to a simple life of temple mail (if proficient)
service, carrying out their gods’ will through prayer and • (a) a light crossbow and 20 bolts or (b) any
sacrifice, not by magic and strength of arms. In some simple weapon
cities, priesthood amounts to a political office, viewed • (a) a priest’s pack or (b) an explorer’s pack
as a steppingstone to higher positions of authority and • A shield and a holy symbol
involving no communion with a god at all. True clerics
are rare in most hierarchies.
1st-level cleric feature
Table – The Cleric Beginning at 1st level, and again at 6th, 10th, 14th, and
Level PB Features 18th level, you can take one feat from this class’s list of
1st +2 Feat, Spellcasting feat categories listed.
2nd +2 Channel Divinity (x1)
3rd +2 —
4th +2 Ability Improvement 1st-level cleric feature
5th +3 Blessed Strikes You are a conduit for the power of the gods, allowing
6th +3 Channel Divinity (x2), Feat you to cast cleric spells. Spells Rules for the general
7th +3 — rules of spellcasting and the Spells Listing for the bard
8th +3 Ability Improvement spell list.
9th +4 —
10th +4 Divine Intervention, Feat Cantrips
11th +4 — At 1st level, you know three cantrips of your choice
12th +4 Ability Improvement from the cleric spell list. You learn an additional cleric
13th +5 — cantrip at 4th level and at 10th level.
14th +5 Feat
15th +5 — Preparing and Casting Spells
16th +5 Ability Improvement Table – Full Caster Progression on page 81 shows how
17th +6 Feat many spell slots you have to cast your cleric spells of 1st
18th +6 Channel Divinity (x3) level and higher. To cast one of these spells, you must
19th +6 Ability Improvement expend a slot of the spell’s level or higher. You regain all
20th +6 Divine Intervention Improvement expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for
you to cast, choosing from the cleric spell list. When you
As a cleric, you gain the following class features. do so, choose a number of cleric spells equal to your
Hit Points spellcasting ability modifier + your cleric level. The
Hit Dice: 1d8 per cleric level spells must be of a level for which you have spell slots.
Hit Points at 1st Level: 8 + your Constitution score You can change your list of prepared spells when you
Hit Points at Higher Levels: 1d8 (or 5) + your finish a long rest. Preparing a new list of cleric spells
Constitution modifier per cleric level after 1st requires time spent in prayer and meditation: at least 1
Proficiencies minute per spell level for each spell on your list.
Armor: Light armor, medium armor, shields
Disciplines
Weapons: Simple weapons Choose a discipline from the Disciplines section of this
Tools: None document. Each discipline is a list of spells that you gain
Saving Throws: Wisdom, Charisma when you can cast those spells. Once you gain a
Feats: Divine discipline spell, you always have it prepared, and it
Skills: Choose any four doesn’t count against the number of spells you can
Equipment prepare each day.
You start with the following equipment:

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If you have a discipline spell that doesn’t appear on the
cleric spell list, the spell is nonetheless a cleric spell for 4th-level cleric feature
you. When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can do one of the following:
Spellcasting Ability
Choose Wisdom or Charisma. The chosen ability is your • you can increase one ability score of your
spellcasting ability for your cleric spells. You use your choice by 2
chosen ability whenever a spell refers to your • you can increase two ability scores of your
spellcasting ability. In addition, you use your choice by 1
spellcasting ability modifier when setting the saving • you can increase one ability score of your
throw DC for a cleric spell you cast and when making an choice by 1 and gain 1 talent point
attack roll with one. • you can gain 2 talent points
Spell save DC = 8 + your proficiency modifier + your As normal, you cannot increase an ability score above
spellcasting ability modifier 20 using this feature.
Spell attack modifier = your proficiency modifier + your Additionally, you can do the following, representing a
spellcasting ability modifier change in focus of how you wield divine magic:
Ritual Casting
• Replace one of the effects you chose from this
You can cast a cleric spell as a ritual if that spell has the
class’s Channel Divinity feature with another
ritual tag and you have the spell prepared.
effect from this class’s list of effects.
Spellcasting Focus • Replace one cantrip you learned from this
You can use a holy symbol (see the Adventuring Gear class's Spellcasting feature with another cantrip
section) as a spellcasting focus for your cleric spells. from the cleric spell list.

2nd-level cleric feature 5th-level cleric feature


You gain the ability to channel divine energy directly You are blessed with divine might in battle. Choose a
from your deity, using that energy to fuel magical damage type appropriate to your god or faith.
effects. You start with two such effects of your choice,
which are listed at the end of the class. When a creature takes damage from your weapon
attacks, you can also deal 1d8 magical damage to that
When you use your Channel Divinity, you choose which creature, of the chosen damage type. This extra damage
effect to create. You must then finish a short or long increases at higher levels in this class: to 2d8 at 11th
rest to use your Channel Divinity again. level and increases to 3d8 at 17th level.
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC 10th-level cleric feature
equals your cleric spell save DC. You can call on your deity to intervene on your behalf
Beginning at 6th level, you can use your Channel when your need is great.
Divinity twice between rests, and beginning at 18th Imploring your deity's aid requires you to use your
level, you can use it three times between rests. When action. Describe the assistance you seek, and roll
you finish a short or long rest, you regain your percentile dice. If you roll a number equal to or lower
expended uses. than your cleric level, your deity intervenes. The DM
At 10th level, you learn an additional Channel Divinity chooses the nature of the intervention; the effect of any
effect of your choice. cleric spell would be appropriate.

If your deity intervenes, you cannot use this feature


again for 7 days. Otherwise, you can use it again after
you finish a long rest.

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At 20th level, your call for intervention succeeds Emissary of Faith
automatically, no roll required. You can use your Channel Divinity to augment your
presence with divine power. As a bonus action, you
grant yourself a +5 bonus to Charisma (Persuasion)
checks for the next 10 minutes.
You gain the ability to channel the power of your faith, Heaven’s Decree
allowing you to conjure several the effects below. As an action, you present your holy symbol, expending a
Aspect of Fear use of your Channel Divinity, and each creature of your
As an action, you can expend a use of Channel Divinity choice that can see or hear you nearby you must
and channel your darkest emotions and focus them into succeed on a Wisdom saving throw.
a burst of magical menace. Each creature of your choice On a failure, a creature is charmed by you until the end
within 30 feet of you must make a Wisdom saving of your next turn or until the charmed creature takes
throw if it can see you. any damage. You can also cause any of the charmed
On a failed save, the target is frightened of you for 1 creatures to drop what they are holding when they fail
minute. If a creature frightened by this effect ends its the saving throw.
turn more than 30 feet away from you, it can attempt Ordained Destruction
another Wisdom saving throw to end the effect on it. You can use your Channel Divinity to wield the power of
Blessing of War your god with unchecked ferocity.
When you or when a creature within 30 feet of you When you roll for damage on your turn, you can use
makes an attack roll, you can grant that creature a +10
bonus action to expend a use of your Channel Divinity
bonus to the roll, expending a use of your Channel
to deal maximum damage, instead of rolling.
Divinity. You make this choice after you see the roll, but
before the DM says whether the attack hits or misses. Path to the Grave
You can use your Channel Divinity to mark another
Bounty of Life creature’s life force for termination.
When you restore hit points to a creature, you can
expend a use of your Channel Divinity to restore As an action, you can expend a use of your Channel
additional hit points equal to half your cleric level + your Divinity, choosing one creature you can see, cursing it
spellcasting ability modifier. until the end of your next turn. The next time you or an
ally of yours hits the cursed creature with an attack, the
Death’s Touch
creature has vulnerability to all that attack’s damage,
You can destroy another creature's life force through
and then the curse ends.
touch alone. When you hit a creature with a melee
attack, you can expend a use of your Channel Divinity to Preserve Life
touch the creature and deal extra damage to the target. You can use your Channel Divinity to heal the gravely
The damage equals 5 + twice your cleric level and is of a injured. As an action, you present your holy symbol and
type appropriate to your god or faith. evoke healing energy that can restore a number of hit
points equal to five times your cleric level. Choose any
Denunciate
creatures within 30 feet of you and divide those hit
As a bonus action, you can utter a word of censure
points among them.
against a creature you can see nearby you, expending a
use of your Channel Divinity. The target has This feature can restore a creature to no more than half
disadvantage on attack rolls for 1 minute or until it of its hit point maximum. You cannot use this ability on
drops to 0 hit points or falls unconscious. an undead or a construct.
You can only have one creature under the effects of this
channel divinity at a time.

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Rebuke the Violent Cleric Design Notes
You can expend a use of your Channel Divinity to rebuke Clerics were already in a good place when I started
those who use violence. Immediately after an attacker this, and thus only received a few changes.
within 30 feet of you deals damage with an attack
against a creature other than you, you can use your Like all spellcasters, they can now choose their
reaction to force the attacker to make a Wisdom saving spellcasting ability, and they get access to a
throw. discipline, which makes up for the lost domain spells.

On a failed save, the attacker takes radiant damage The biggest change to the cleric is the change I made
equal to the damage it just dealt. On a successful save, to Channel Divinity overall. You can now pick two
it takes half as much damage. effects of your choice, making up for the loss of the
subclasses, but also removing the mandatory “You
Turn Foe Hate Undead” flavor baked into the cleric’s kit,
When you finish a long rest, choose a creature type:
allowing for greater freedom. This allows you to
Aberrations, Celestials, Dragons, Elementals, Fey,
flavor your cleric how you want. Maybe your cleric
Fiends, or Undead.
follows a dead war god, so you could take Blessing
As an action, you present your holy symbol and speak a of War and Death’s Touch.
prayer censuring your foes, expending a use of your
Blessed Strikes basically improves the cleric’s melee
Channel Divinity. Each creature of the chosen type that
attacks, essentially making them scale like a cantrip.
can see or hear you nearby you must make a Wisdom
I thought this was a cool solution for melee-centric
saving throw. If the creature fails its saving throw, it is
clerics, and it doesn’t outpace your cantrips either,
turned for 1 minute or until it takes any damage.
making those still viable.
A turned creature must spend its turns trying to move
This cleric has feats at 1st, 6th, 10th, 14th, and 18th
as far away from you as it can, and it cannot willingly
level, as it gets barren for our clerics at those later
move to a space nearby you. It also cannot take
levels.
reactions. For its action, it can use only the Dash action
or try to escape from an effect that prevents it from
moving. If there is nowhere to move, the creature can
use the Dodge action.

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• (a) a wooden shield or (b) any simple weapon
Revering nature druids gain their magical powers either • (a) a scimitar or (b) any simple melee weapon
from the force of nature itself or from a nature deity. • Leather armor, an explorer’s pack, and a druidic
Many druids pursue a mystic spirituality of focus
transcendent union with nature rather than devotion to
a divine entity, while others serve gods of wild nature,
1st-level druid feature
animals, or elemental forces. The ancient druidic
You know Druidic, the secret language of druids. You
traditions are sometimes called the Old Faith, in
can speak the language and use it to leave hidden
contrast to the worship of gods in temples and shrines.
messages. You and others who know this language
Table – The Druid automatically spot such a message. Others spot the
Level PB Features message's presence with a successful DC 15 Wisdom
1st +2 Druidic, Spellcasting (Perception) check but cannot decipher it without
2nd +2 Feat, Old Faith magic.
3rd +2 —
4th +2 Ability Improvement
5th +3 — 1st-level druid feature
6th +3 Feat You are a conduit for the power of the gods, allowing
7th +3 — you to cast druid spells. Spells Rules for the general
8th +3 Ability Improvement rules of spellcasting and the Spells Listing for the bard
9th +4 Child of the Land spell list.
10th +4 Feat
11th +4 — Cantrips
12th +4 Ability Improvement You know three cantrips of your choice from the druid
13th +5 — spell list. You learn additional druid cantrip at 4th level
14th +5 Feat and at 10th level.
15th +5 —
16th +5 Ability Improvement Preparing and Casting Spells
17th +6 — Table – Full Cast Progression on page 81 shows how
18th +6 Feat, Timeless Body many spell slots you have to cast your druid spells of 1st
19th +6 Ability Improvement level and higher. To cast one of these spells, you must
20th +6 Archdruid expend a slot of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for
As a druid, you gain the following class features. you to cast, choosing from the druid spell list. When you
Hit Points do so, choose a number of druid spells equal to your
Hit Dice: 1d8 per druid level spellcasting ability modifier + your druid level. The
Hit Points at 1st Level: 8 + your Constitution score spells must be of a level for which you have spell slots.
Hit Points at Higher Levels: 1d8 (or 5) + your For example, if you are a 3rd-level druid, you have four
Constitution modifier per druid level after 1st 1st-level and two 2nd-level spell slots. With a Wisdom
Proficiencies of 16, your list of prepared spells can include six spells
Armor: Light armor, shields of 1st or 2nd level, in any combination. If you prepare
Weapons: Simple weapons, scimitars the 1st-level spell cure wounds, you can cast it using a
Tools: Herbalism kit 1st-level or 2nd-level slot. Casting the spell does not
Saving Throws: Intelligence, Wisdom remove it from your list of prepared spells.
Feats: Primal
You can change your list of prepared spells when you
Skills: Choose any four
finish a long rest. Preparing a new list of druid spells
Equipment requires time spent in prayer and meditation: at least 1
You start with the following equipment: minute per spell level for each spell on your list.

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Spellcasting Ability
Choose Intelligence or Wisdom. The chosen ability is 4th-level druid feature
your spellcasting ability for your druid spells. You use When you reach 4th level, and again at 8th, 12th, 16th,
your chosen ability whenever a spell refers to your and 19th level, you can do one of the following:
spellcasting ability. In addition, you use your
spellcasting ability modifier when setting the saving • you can increase one ability score of your
throw DC for a druid spell you cast and when making an choice by 2
attack roll with one. • you can increase two ability scores of your
choice by 1
Spell save DC = 8 + your proficiency modifier + your • you can increase one ability score of your
spellcasting ability modifier choice by 1 and gain 1 talent point
Spell attack modifier = your proficiency modifier + your • you can gain 2 talent points
spellcasting ability modifier As normal, you cannot increase an ability score above
Ritual Casting 20 using this feature.
You can cast a druid spell as a ritual if that spell has the
Additionally, you can do the following, representing a
ritual tag and you have the spell prepared.
change in focus of how you wield primal magic:
Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear • Replace one of the effects you chose from this
section) as a spellcasting focus for your druid spells. class’s Old Faith feature with another effect
from this class’s list of effects.
• Replace one cantrip you learned from this
2nd-level druid feature class's Spellcasting feature with another cantrip
You learn to embrace the power of your faith, from the druid spell list.
harnessing the old ways to bolster your capabilities. You
start with one such effect of your choice, which are
listed at the end of the class. 9th-level druid feature
You cannot be charmed or frightened by elementals or
When you use your Old Faith, you choose which effect fey, and you are immune to poison and disease.
to create. You must then finish a short or long rest to
use your Old Faith again.
18th-level druid feature
Some Old Faith effects require saving throws. When you The primal magic that you wield causes you to age more
use such an effect from this class, the DC equals your slowly. For every 10 years that pass, your body ages
druid spell save DC. only 1 year.
You can use this feature a number of times equal to
your proficiency modifier, regaining all expended uses 20th-level druid feature
when you finish a long rest. Your time weaving all of nature’s power now allows you
At 10th level, you learn an additional Old Faith effect of to tap into intrinsically. You are considered to have all
your choice. spells on the druid spell list prepared.

Additionally, you can ignore the verbal and somatic


2nd-level druid feature components of your druid spells, as well as any material
When you reach 2nd level, and again at 6th, 10th, 14th, components that lack a cost and aren’t consumed by a
and 18th level, you can take one feat from this class’s spell.
list of feat categories listed.

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Lotus. A constellation of the wise lotus appears on you.
You gain the ability to harness the power of nature, When you make an Intelligence or a Wisdom check, or a
allowing you to manifest several the effects below. Constitution saving throw to maintain concentration on
a spell, you can treat a roll of 9 or lower on the d20 as a
Druidic Totem
When you finish a long rest, choose a druid spell that is 10.
1st level or higher, but not a level higher than your Elemental Binding
proficiency bonus. You gain a druidic totem, a tiny item As a bonus action, you can expend a use of your Old
of your choice, which contains this spell. On your turn, Faith feature to bind yourself to an elemental spirit,
you can expend a use of your Old Faith feature to granting you 4 temporary hit points for each level you
charge your Druidic totem. The totem remains charged have in this class. Choose one of the following when you
until you expend a use of Old Faith to create a different use this feature: Cold, Fire, Lightning, or Poison. While
effect. this feature is active, you gain the following benefits:
A creature holding the charged totem can use its action • When you deal the chosen damage type with a
to cast the spell within the totem without expending a spell, roll one of the damage die a second time
spell slot, using your spell save DC and spell attack and add it to the total.
modifier. • Your melee weapon attacks deal an extra 1d6
damage of the chosen type to any target they
Gift of the Stars
As a bonus action, you can expend a use of your Old hit.
Faith feature, causing your form to become empowered These benefits last for 10 minutes, until you lose all
with stars. these temporary hit points, or until you expend a use of
While empowered with stars, you retain your game Old Faith to create a different effect.
statistics, but your body becomes luminous; your body Primeval Spirit
has stars glimmering across it, and glowing lines As an action, you can expend a use of your Old Faith
connect some stars as if on a star chart. You shed bright feature to summon a primal spirit bound to your soul.
light in a 10-foot radius and dim light for an additional When you do so, choose an elemental damage type:
10 feet. This effect lasts for 10 minutes. It ends early if Cold, Fire, Lightning, or Poison.
you dismiss it (no action required), are incapacitated,
die, or use your Old Faith feature to create a different The spirit appears in an unoccupied space of your
effect. choice that you can see within 30 feet of you. Each
creature within 10 feet of the spirit (other than you)
Whenever you assume your starry form, choose which when it appears must succeed on a Dexterity saving
of the following constellations glimmers on your body; throw against your spell save DC or take 2d6 damage of
your choice gives you certain benefits while in the form: the chosen type.
Archer. A constellation of an archer appears on you. The spirit is friendly to you and your companions and
When you activate this form, and as a bonus action on obeys your commands. See this creature’s game
your subsequent turns while it lasts, you can make a statistics in the Primeval Spirit stat block, which uses
ranged spell attack, hurling a luminous arrow that your proficiency bonus (PB) and chosen damage type in
targets one creature within 60 feet of you. On a hit, the several places. You determine the spirit’s appearance.
attack deals radiant damage equal to 1d8 + your
spellcasting ability modifier. Primeval Spirit
Small elemental
Chalice. A constellation of a life-giving goblet appears Armor Class: 13 (natural armor)
on you. Whenever you cast a spell using a spell slot that Hit Points: 5 + five times your druid level
restores hit points to a creature, you or another Speed: 30 ft., fly 30 ft. (hover)
creature within 30 feet of you can regain hit points STR DEX CON INT WIS CHA
equal to 1d8 + your spellcasting ability modifier. 10 14 14 (+2) 13 15 11 (+0)
(+0) (+2) (+1) (+2)

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Damage Immunities: chosen damage type Balance Adaptation. Whenever make a roll that allows
Condition Immunities: charmed, frightened, grappled, you to add your dexterity modifier, you can also add
prone, restrained your spellcasting ability modifier to the roll, and you
Senses: darkvision 60 ft., passive Perception 12 whenever fall, you land on your feet, instead of prone.
Languages: understands the languages you speak Additionally, you cannot be knocked prone if you are
Challenge: — unwilling.
Proficiency Bonus: equals your bonus
Actions Desert Adaptation. Your walking speed increases by
Elemental Bolt. Ranged Weapon Attack: your spell 10ft, and on your turn, you can double your speed until
attack modifier to hit, range 60 ft., one target you can the end of the turn. Once you use this ability, you
see. Hit: 1d6 + PB damage of the chosen type. cannot use it again until you move 0 feet on one of your
Teleportation. The spirit and each willing creature of turns. Furthermore, you are immune to the effects of
your choice within 5 feet of it teleport up to 15 feet extreme heat.
to unoccupied spaces you can see. Then each
creature within 5 feet of the space that the spirit left Sensory Adaptation. You gain Darkvision within 120
must succeed on a Dexterity saving throw against feet if you do not possess it, or your Darkvision
your spell save DC or take 1d6 + PB damage of the increases to 300 feet if you already possess it. You gain
chosen type. advantage on Perception checks based on smell and
sound.
In combat, the spirit shares your initiative count, but it Resilient Adaptation. You gain 3 temporary hit points
takes its turn immediately after yours. The only action it for each level you have in this class.
takes on its turn is the Dodge action, unless you take a
bonus action on your turn to command it to take Weapon Adaptation. You grow claws, fangs, spines,
another action. That action can be one in its stat block horns, or a different natural weapon of your choice.
or some other action. If you are incapacitated, the spirit Your unarmed strikes deal 1d8 bludgeoning, piercing, or
can take any action of its choice, not just Dodge. slashing damage. This damage is magical, and when you
make an attack with a natural weapon from this option,
The spirit manifests for a number of hours equal to half you can treat it as a spell attack.
your druid level, until it is reduced to 0 hit points, until
you expend a use of your Old Faith feature, or until you Wild Shape
die. You can use your action to expend a use of Old Faith to
magically assume the shape of a beast that you have
Unleash Evolution seen before.
As a bonus action, you can expend a use of your Old
Faith feature to invoke primordial magic to temporarily Your druid level determines the beasts you can
evolve your own form. Choose a number of options transform into, as shown in the Beast Shapes table. At
below equal to 1 + half your proficiency modifier 2nd level, for example, you can transform into any
(rounded down). This effect lasts for a number of hours beast that has a challenge rating of 1/4 or lower that
equal to half your druid level or until you use Old Faith doesn’t have a flying or swimming speed.
to create a different effect.
Beast Shapes
Alpine Adaptation. You gain a climbing speed to equal Level Max Limitations Example
to your walking speed and become immune the effects CR
of extreme cold and heights. You also gain resistance to 2nd 1/4 No flying or swimming Wolf
cold damage. speed
4th 1/2 No flying speed Crocodile
Aquatic Adaptation. You adapt your body to an aquatic 8th 1 — Giant
environment, sprouting gills and growing webbing eagle
between your fingers. You can breathe both air and
underwater and gain a swimming speed equal to your You can stay in a beast shape for a number of hours
walking speed. equal to half your druid level (rounded down). You then

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revert to your normal form unless you expend another functions as normal, but the DM decides
use of this effect. You can revert to your normal form whether it is practical for the new form to wear
earlier by using a bonus action on your turn or using a piece of equipment, based on the creature’s
your Wild Embrace feature on a different effect. You shape and size. Your equipment doesn’t change
automatically revert if you fall unconscious, drop to 0 size or shape to match the new form, and any
hit points, or die. equipment that the new form can’t wear must
either fall to the ground or merge with it.
While you are transformed, the following rules apply:
Equipment that merges with the form has no
• Your game statistics are replaced by the effect until you leave the form.
statistics of the beast, but you retain your
alignment, personality, and Intelligence,
Wisdom, and Charisma scores. You also retain
all of your skill and saving throw proficiencies,
in addition to gaining those of the creature. If
the creature has the same proficiency as you
and the bonus in its stat block is higher than
yours, use the creature’s bonus instead of
yours. If the creature has any legendary or lair
actions, you can’t use them.
• When you transform, you assume the beast’s
hit points and Hit Dice. When you revert to your
normal form, you return to the number of hit
points you had before you transformed.
However, if you revert as a result of dropping to
0 hit points, any excess damage carries over to
your normal form. For example, if you take 10
damage in animal form and have only 1 hit
point left, you revert and take 9 damage. As
long as the excess damage doesn’t reduce your
normal form to 0 hit points, you aren’t knocked
unconscious.
• You can’t cast spells, and your ability to speak
or take any action that requires hands is limited
Druid Design Notes
to the capabilities of your beast form. I will not lie. I despise the Wild Shape feature of 5e
Transforming doesn’t break your concentration druids. That aside, here are the thoughts I had:
on a spell you’ve already cast, however, or
prevent you from taking actions that are part of Old Faith is reworked into a feature similar to
a spell, such as call lightning, that you’ve Channel Divinity, befitting a class that reveres the
already cast. Old Ways. They can choose from several options,
• You retain the benefit of any features from your each which can significantly alter how your druid
class, race, or other source and can use them if operates and interacts. It also prevents your druid
the new form is physically capable of doing so. from being shoehorned into a shapeshifter, and
However, you can’t use any of your special more like a priest of nature, which is the intention.
senses, such as darkvision, unless your new
Due to wild shape now optional for the class, I
form also has that sense.
decided to rework the capstone into something else,
• You choose whether your equipment falls to the
and decided to continue with the priest of nature
ground in your space, merges into your new
idea, making you able to access all of nature’s power
form, or is worn by it. Worn equipment
at a given time.

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Feats: One of your choice
Not every city guard, militia member, or professional Skills: Choose any four
soldier is a true fighter. Born with an innate talent with
Equipment
the armaments of war, and a keen battle instinct, a true You start with the following equipment.
fighter cannot resist the call of battle and adventure.
Often coming from the ranks of elite officers, trained • (a) chain mail or (b) leather armor, longbow,
bodyguards, veteran mercenaries, and dedicated and 20 arrows
knights, true fighters are known for their masterful • (a) a martial weapon and a shield or (b) two
training and skill in battle. martial weapons
• (a) a light crossbow and 20 bolts or (b) two
Table – The Fighter
handaxes
Tactics Tactic
• (a) a dungeoneer’s pack or (b) an explorer’s
Level PB Features Known Dice
1st +2 Fighting Style, Second — — pack
Wind
2nd +2 Action Surge, Combat 3 2 (d6) 1st-level fighter feature
Maneuvers
You choose a Fighting Style that best reflects your
3rd +2 Feat 3 2 (d6)
training. You cannot select a Fighting Style more than
4th +2 Ability Improvement 3 2 (d6)
5th +3 Extra Attack I 4 3 (d8) once, even if a feature allows you to select another
6th +3 Ability Improvement 4 3 (d8) Fighting Style.
7th +3 Feat 5 3 (d8) Blind. You have blindsight with a range of 10 feet.
8th +3 Ability Improvement 5 3 (d8)
Within that range, you can effectively see anything that
9th +4 Indomitable (1) 6 4 (d8)
is not behind total cover, even if you are blinded or in
10th +4 Feat 6 4 (d8)
11th +4 Extra Attack II 7 4 (d10) darkness. Moreover, you can see an invisible creature
12th +4 Ability Improvement 7 4 (d10) within that range, unless the creature successfully hides
13th +5 Indomitable (2) 8 5 (d10) from you.
14th +5 Ability Improvement 8 5 (d10)
Close Quarters. When you make a ranged attack
15th +5 Feat 9 5 (d10)
targeting a creature next to or engaged with you, you
16th +5 Ability Improvement 9 5 (d10)
17th +6 Extra Attack (3), 9 6 (d12) do not have disadvantage on the attack roll, and you
Indomitable (3) gain a +2 bonus to the damage roll.
18th +6 Feat 10 6 (d12) Defensive. While wearing armor or wielding a shield,
19th +6 Ability Improvement 10 6 (d12)
you gain a +1 bonus to your Armor Class.
20th +6 Flawless Champion 10 6 (d12)
Dual Wielding. When you take the Attack action while
two-weapon fighting, you can make a single additional
As a fighter, you gain the following class features. attack with your off-hand weapon as part of your action
instead of your bonus action, adding your ability
Hit Points modifier to the damage of this attack.
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution score Dueling. When you are wielding a melee weapon in one
Hit Points at Higher Levels: 1d10 (or 6) + your hand and no other weapons, you gain a +2 bonus to
Constitution modifier per fighter level after 1st damage rolls with it.

Proficiencies Finesse. While you are wielding a finesse weapon and


Armor: All armor, shields nothing in your other hand, you gain a +2 bonus to
Weapons: Simple weapons, martial weapons attack rolls and to your Armor Class so long as you are
Tools: One set of artisan's tools of your choice not wearing heavy armor.
Saving Throws: Strength, Constitution

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Great Weapon. When you roll for damage with a melee Maneuver Dice. You have two maneuver dice, which
weapon that you are wielding with two hands, you roll are d6s. A maneuver die is expended when you use it.
an additional die, ignoring the lowest die when you You regain all of your expended maneuver dice when
determine the final damage result. The weapon must you finish a short or long rest. Your maneuver dice
have the heavy, versatile, or two-handed property to improve as you gain higher fighter levels, as shown on
gain this benefit. Table – The Fighter.

Marine. When you are not wearing medium or heavy Saving Throws. Some of your maneuvers require your
armor, or using a shield, you have a swimming speed target to make a saving throw to resist the maneuver’s
equal to your movement speed, and you gain a +1 effects. The saving throw DC is calculated as follows:
bonus to your Armor Class.
Maneuver save DC = 8 + your proficiency bonus + your
Ranged. You gain a +2 bonus to attack rolls with ranged Strength or Dexterity modifier (your choice)
weapons.

Versatile. When wielding a versatile weapon with two 3rd-level fighter feature
hands you gain a +2 bonus to damage rolls. When When you reach 3rd level, and again at 7th, 10th, 15th,
wielding a versatile weapon with one hand, and nothing and 18th level, you can take one feat from this class’s
in your other hand, you gain a +1 bonus to both your list of feat categories listed.
attack rolls and your Armor Class.

4th-level fighter feature


1st-level fighter feature When you reach 4th level, and again at 6th, 8th, 12th,
You can use a bonus action to regain hit points equal to 14th, 16th, and 19th level, you can do one of the
1d10 + your constitution modifier. You can do this a following:
number of times equal to your proficiency modifier. You
regain all expended uses of this feature when you finish • you can increase one ability score of your
a long rest. choice by 2
• you can increase two ability scores of your
choice by 1
2nd-level fighter feature • you can increase one ability score of your
You can push yourself beyond mortal limits, if only for a choice by 1 and gain 1 talent point
moment. On your turn, you can take one additional • you can gain 2 talent points
action as part of that current turn. Once you use this
feature, you must finish a short or long rest before you As normal, you cannot increase an ability score above
can use it again. 20 using this feature.

Upon reaching 18th level, you can use this feature twice Additionally, you can do the following, as you shift the
per short or long rest, but only once per turn. focus of your martial practice:

• Replace a fighting style you know with another


2nd-level fighter feature fighting style available to fighters.
You learn maneuvers that are fueled by special dice
called superiority dice. 5th-level fighter feature
Maneuvers. You learn three maneuvers of your choice, You can attack twice, instead of once, whenever you
which are detailed under “Maneuvers” below. Many take the Attack action on your turn.
maneuvers enhance an attack in some way. You can use When you reach certain levels in this class, the number
only one maneuver per attack. of attacks you can make as part of the Attack action
You learn additional maneuvers of your choice as shown increases; at 11th level (3 attacks) and at 17th level (4
on Table – The Fighter. attacks).

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so, choose a friendly creature who can see or hear you
9th-level fighter feature and expend one maneuver die. That creature can
When you fail a saving throw, you can re-roll that saving immediately use its reaction to make one weapon
throw, possibly turning a failure into a success. Once attack, adding the maneuver die to the attack’s damage
you turn a failure into a success, you must finish a long roll.
rest before you can use this feature again.
Commanding Presence
As you gain levels in this class you gain additional uses When you make a Charisma (Intimidation), a Charisma
of this feature; at 13th level (2), and 17th level (3). (Performance), or a Charisma (Persuasion) check, you
However, you can only use this feature once per saving can expend one maneuver die and add the maneuver
throw. die to the ability check.
Disarming Attack
When you hit a creature with a weapon attack, you can
20th-level fighter feature
expend one maneuver die to attempt to disarm the
Your skill in battle rivals that of legendary heroes.
target, forcing it to drop one item of your choice that
Whenever you roll an attack roll of 7 or lower, you treat
it’s holding. You add the maneuver die to the attack’s
that roll as an 8.
damage roll, and the target must make a Strength
saving throw. On a failed save, it drops the object you
choose. The object lands at its feet.
The maneuvers are presented in alphabetical order. Distracting Strike
When you hit a creature with a weapon attack, you can
Ambush
expend one maneuver die to distract the creature,
When you make a Dexterity (Stealth) check or an
giving your allies an opening. You add the maneuver die
initiative roll, you can expend one maneuver die and
to the attack’s damage roll. The next attack roll against
add the die to the roll, provided you aren’t
the target by an attacker other than you has advantage
incapacitated.
if the attack is made before the start of your next turn.
Bait and Switch
When you’re within 5 feet of a creature on your turn, Evasive Footwork
When you move, you can expend one maneuver die,
you can expend one maneuver die and switch places
rolling the die and adding the number rolled to your AC
with that creature, provided you spend at least 5 feet of
until you stop moving.
movement, and the creature is willing and isn’t
incapacitated. This movement doesn’t provoke Feinting Attack
opportunity attacks. You can expend one maneuver die and use a bonus
action on your turn to feint, choosing one creature
Roll the maneuver die. Until the start of your next turn,
within 5 feet of you as your target. You have advantage
you or the other creature (your choice) gains a bonus to
on your next attack roll against that creature this turn. If
AC equal to the number rolled.
that attack hits, add the maneuver die to the attack’s
Brace damage roll.
When a creature you can see moves into the reach you
Goading Attack
have with the melee weapon you’re wielding, you can
When you hit a creature with a weapon attack, you can
use your reaction to expend one maneuver die and
expend one maneuver die to attempt to goad the target
make one attack against the creature, using that
into attacking you. You add the maneuver die to the
weapon. If the attack hits, add the maneuver die to the
attack’s damage roll, and the target must make a
weapon’s damage roll.
Wisdom saving throw. On a failed save, the target has
Commander’s Strike disadvantage on all attack rolls against targets other
When you take the Attack action on your turn, you can than you until the end of your next turn.
forgo one of your attacks and use a bonus action to
direct one of your companions to strike. When you do

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Grappling Strike Quick Toss
Immediately after you hit a creature with a melee As a bonus action, you can expend one maneuver die
attack on your turn, you can expend one maneuver die and make a ranged attack with a weapon that has the
and then try to grapple the target as a bonus action (see thrown property. You can draw the weapon as part of
the Player’s Handbook for rules on grappling). Add the making this attack. If you hit, add the maneuver die to
maneuver die to your Strength (Athletics) check. the weapon’s damage roll.
Lunging Attack Rally
When you make a melee weapon attack on your turn, On your turn, you can use a bonus action and expend
you can expend one maneuver die to increase your one maneuver die to bolster the resolve of one of your
reach for that attack by 5 feet. If you hit, you add the companions. When you do so, choose a friendly
maneuver die to the attack’s damage roll. creature who can see or hear you. That creature gains
temporary hit points equal to the maneuver die roll +
Maneuvering Attack
When you hit a creature with a weapon attack, you can your Charisma modifier.
expend one maneuver die to maneuver one of your Riposte
comrades into a more advantageous position. You add When a creature misses you with a melee attack, you
the maneuver die to the attack’s damage roll, and you can use your reaction and expend one maneuver die to
choose a friendly creature who can see or hear you. make a melee weapon attack against the creature. If
That creature can use its reaction to move up to half its you hit, you add the maneuver die to the attack’s
speed without provoking opportunity attacks from the damage roll.
target of your attack.
Sweeping Attack
Menacing Attack When you hit a creature with a melee weapon attack,
When you hit a creature with a weapon attack, you can you can expend one maneuver die to attempt to
expend one maneuver die to attempt to frighten the damage another creature with the same attack. Choose
target. You add the maneuver die to the attack’s another creature within 5 feet of the original target and
damage roll, and the target must make a Wisdom saving within your reach. If the original attack roll would hit
throw. On a failed save, it is frightened of you until the the second creature, it takes damage equal to the
end of your next turn. number you roll on your maneuver die. The damage is
of the same type dealt by the original attack.
Parry
When another creature damages you with a melee Tactical Assessment
attack, you can use your reaction and expend one When you make an Intelligence (Investigation), an
maneuver die to reduce the damage by the number you Intelligence (History), or a Wisdom (Insight) check, you
roll on your maneuver die + your Dexterity modifier. can expend one maneuver die and add the maneuver
die to the ability check.
Precision Attack
When you make a weapon attack roll against a creature, Trip Attack
you can expend one maneuver die to add it to the roll. When you hit a creature with a weapon attack, you can
You can use this maneuver before or after making the expend one maneuver die to attempt to knock the
attack roll, but before any effects of the attack are target down. You add the maneuver die to the attack’s
applied. damage roll, and if the target is Large or smaller, it must
make a Strength saving throw. On a failed save, you
Pushing Attack
knock the target prone.
When you hit a creature with a weapon attack, you can
expend one maneuver die to attempt to drive the target
back. You add the maneuver die to the attack’s damage
roll, and if the target is Large or smaller, it must make a
Strength saving throw. On a failed save, you push the
target up to 15 feet away from you.

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Fighter Design Notes
Fighters have had a few changes in D+D, and
honestly, I find them particularly exciting!

Fighters now have a tweaked list of Fighting Styles,


which felt necessary. I would never ever take the old
great weapon fighting. Never.

Second Wind was reworked into a weaker form, but


you can use it more often.

All fighters now have access to maneuvers! For the


warriors who are the pinnacle of martial ability, they
never felt like it. Now they do.

Extra Attack now follows cantrip scaling, making


them still competitive with cantrips and letting them
feel like they scale properly.

Indomitable now is more useful. Makes it feel more


like Legendary Resistance Lite. Which as the
supreme warriors of the land, they should feel tough,
not as tough as a barbarian, but tough nonetheless.

The capstone just makes you feel like your character


is a warrior able to challenge the gods. This feature
is basically saying, hey… no natural 1s.

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Feats: One of your choice
Monks make careful study of a magical energy that Skills: Choose any four
most monastic traditions call ki. This energy is an
Equipment
element of the magic that suffuses the multiverse— You start with the following equipment.
specifically, the element that flows through living
bodies. Monks harness this power within themselves to • (a) a shortsword or (b) any simple weapon
create magical effects and exceed their bodies’ physical • (a) a dungeoneer’s pack or (b) an explorer’s
capabilities, and some of their special attacks can hinder pack
the flow of ki in their opponents. Using this energy, • 10 darts
monks channel uncanny speed and strength into their
unarmed strikes. As they gain experience, their martial
1st-level monk feature
training, and their mastery of ki gives them more power
You train in the use of deadly Martial Arts. Martial Arts
over their bodies and the bodies of their foes.
attacks are unarmed strikes, and attacks with melee
Table – The Monk weapons that lack the heavy or special properties.
Level PB Features Arts U.M.
1st +2 Martial Arts d6 — You gain the following benefits while you are not
2nd +2 Ki, Unarmored Movement d6 +10 ft. wearing heavy armor or wielding a shield:
3rd +2 Feat d6 +10 ft.
• You can use your Dexterity modifier, in place of
4th +2 Ability Improvement d6 +10 ft.
Strength, for your Martial Arts attack and
5th +3 Extra Attack, Ki Arts d8 +10 ft.
6th +3 Enlightened Fist, Feat d8 +15 ft. damage rolls, and any Athletics checks you
7th +3 Evasion d8 +15 ft. make to grapple or shove.
8th +3 Ability Improvement d8 +15 ft. • You can roll your Arts die in place of the normal
9th +4 Stillness of Mind d8 +15 ft. damage of a Martial Arts attack. This die starts
10th +4 Purity of Body d8 +20 ft. out as a d6 and changes as you gain monk
11th +4 Feat d10 +20 ft. levels, as indicated in the Arts column of the
12th +4 Ability Improvement d10 +20 ft. Monk table above.
13th +5 — d10 +20 ft. • When you use your Attack action to make a
14th +5 Diamond Soul d10 +25 ft. weapon attack or unarmed strike, you can use
15th +5 Timeless Body d10 +25 ft.
your bonus action on that same turn to make a
16th +5 Ability Improvement d10 +25 ft.
single unarmed strike.
17th +6 Feat d12 +25 ft.
18th +6 Quivering Palm d12 +30 ft. Some styles of Martial Arts make use of exotic weapons
19th +6 Ability Improvement d12 +30 ft. like nunchaku (clubs), kamas (sickles), or sai (daggers).
20th +6 Ascended Soul d12 +30 ft.

1st-level monk feature


Your quick reflexes allow you to defend yourself even
As a monk, you gain the following class features.
when unarmored. While you are wearing no armor and
Hit Points not wielding a shield, your Armor Class is equal to 10 +
Hit Dice: 1d10 per monk level your Dexterity modifier + your Intelligence or Wisdom
Hit Points at 1st Level: 10 + your Constitution score modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per monk level after 1st
2nd-level monk feature
Proficiencies Your training allows you to harness the mystic energy of
Armor: none ki. Your access to this energy is represented by a
Weapons: simple weapons, martial weapons number of ki points. The number of Ki points you
Tools: One set of artisan's tools or musical instrument possess is equal to your monk level + your wisdom or
Saving Throws: Dexterity, Wisdom intelligence modifier.

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You can spend these points to fuel various ki features. If you catch the projectile, you can spend 1 ki point as
You start knowing three such features: Flurry of part of the same reaction to make a ranged (20/60)
Blows, Patient Defense, and Step of the Wind. You learn Martial Arts attack with the projectile. You are
more ki features as you gain levels in this class. proficient with this attack.

When you spend a ki point, it is unavailable until you


finish a short or long rest, at the end of which you draw 3rd-level monk feature
all your expended ki back into yourself. You must spend When you reach 3rd level, and again at 6th, 11th, and
at least 30 minutes of the rest meditating to regain your 17th level, you can take one feat from this class’s list of
ki points. feat categories listed.
Some of your ki features require your target to make a
saving throw to resist the feature’s effects. The saving 4th-level monk feature
throw DC is calculated as follows: When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can do one of the following:
Ki save DC = 8 + your proficiency bonus + your Wisdom
or Intelligence modifier • you can increase one ability score of your
Flurry of Blows choice by 2
Immediately after you take the Attack action on your • you can increase two ability scores of your
turn, you can spend 1 ki point to make two unarmed choice by 1
strikes as a bonus action. The number of unarmed • you can increase one ability score of your
strikes increases to three when you reach 11th level. choice by 1 and gain 1 talent point
• you can gain 2 talent points
Patient Defense
You can spend 1 ki point to take the Dodge action as a As normal, you cannot increase an ability score above
bonus action on your turn. 20 using this feature.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash 4th-level monk feature
action as a bonus action on your turn, and your jump You are as light as a feather when you move through
distance is doubled for the turn. the air. Any fall damage you take is reduced by an
amount equal to five times your monk level, so long as
2nd-level monk feature you are conscious. If this reduces the fall damage you
Your speed increases by 10 feet while you are not would take to 0, you can choose to land on your feet.
wearing armor or wielding a shield. This bonus
increases when you reach certain monk levels, as shown 5th-level monk feature
on Table – The Monk under the column denoted as You can attack twice, instead of once, whenever you
“UM”. take the Attack action on your turn.
At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling 5th-level monk feature
during the move. Your mastery of Ki becomes evident, as you learn more
esoteric abilities. You learn three new abilities: Bounty
3rd-level monk feature of Life, Fist of the Mountain, and Strike of the Tranquil.
When you are hit by a ranged weapon attack, you can Bounty of Life
use your reaction to reduce the incoming damage by an As a bonus action, you can spend 2 ki points and roll a
amount equal to your Martial Arts die + your Dexterity Martial Arts die. You regain a number of hit points equal
modifier + your monk level. If you reduce the damage to to the number rolled plus your proficiency bonus.
0 you can choose to catch the projectile if you have a
free hand.

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Fist of the Mountain Also, whenever you make a saving throw and fail, you
When you hit another creature with a martial arts can spend 1 ki point to reroll it and take the second
attack, you can spend at least 1 ki point to bolster the result.
strike with the power of the mountain. The target must
succeed on a strength saving throw.
14th-level monk feature
On a failure, the target is pushed 10 feet for each Your mastery of ki grants you proficiency in all saving
expended Ki point away from you. throws.
Strike of the Tranquil Additionally, whenever you make a saving throw and
You can interfere with the flow of ki in an opponent’s
fail, you can spend 1 ki point to reroll it and take the
body. When you hit another creature with a martial arts second result.
attack, you can spend 1 ki point to attempt a slowing
strike. The target must succeed on a constitution saving
throw. 15th-level monk feature
You have detached yourself from the desires of the
On a failure, the target’s speed is halved, it takes a −2
flesh. You no longer require food or water, and you
penalty to AC and Dexterity saving throws, and it can't
suffer none of the frailty of old age. Additionally, for
use reactions. On its turn, it can use either an action or
every 10 years that pass your body ages only 1 year.
a bonus action, not both. Regardless of the creature's
abilities or magic items, it can't make more than one
melee or ranged attack during its turn. 18th-level monk feature
When you hit a creature with a melee Martial Arts
attack, you can spend 4 Ki Points to infuse its spirit with
6th-level monk feature
imperceptible vibrations, which last for a number of
Your spirit empowers your strikes. Your Martial Arts
days equal to your monk level. The vibrations are
attacks count as magical for the purposes of
harmless unless you use your action to end them. To do
overcoming resistance and immunity to non-magical
so, you and the target must be on the same plane of
attacks.
existence. When you use this action, the creature must
make a Constitution saving throw. If it fails, it is reduced
7th-level feature to 0 hit points. If it succeeds, it takes 10d10 necrotic
Your instinctive agility lets you dodge out of the way of damage.
certain area effects, such as a black dragon's acid breath You can have only one creature under the effect of this
or a lightning bolt spell. When you are subjected to an feature at a time. You can choose to end the vibrations
effect that allows you to make a Dexterity saving throw
harmlessly without using an action. Using this feature
to take only half damage, you instead take no damage if on another target harmlessly ends the effects on any
you succeed on the saving throw, and only half damage other creatures.
if you fail.

20th-level monk feature


9th-level monk feature You have gained such mastery over your spirit that you
You can quiet your mind to regain control of yourself. If can meditate even while performing other actions. You
you are charmed or frightened when you start your
can use a bonus action to regain a number of ki points
turn, you can choose to immediately end either the equal to your wisdom or intelligence modifier
charmed or the frightened condition on yourself. If you (minimum of 1 ki point).
do so, you cannot take an action on that turn.

10th-level monk feature


Your ki protects you against physical ailments. You are
immune to all disease and the poisoned condition.

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Monk Design Notes
The monk, in my mind, is a frontliner. Thus, d10 hit
die, and better scaling for their martial arts. Martial
arts also had the important part of the kensei (the
weapons) rolled into it.

The class now has additional Ki points, to help


alleviate the poor amount of Ki points at low levels.

The Ki Features of the Class have generally been


improved. I removed Stunning Strike in favor of
having several options at 5th level, which I think the
increased flexibility improves it, while also capturing
the fantasy of being a monk.

The Empty Body feature was replaced with Quivering


Palm, this is more of a matter of identity (for me at
least). I think monk, and I go, “oh quivering palm”,
it’s just a thematic ability.

Ascended Soul is just a more useful version of the


original feature but puts when you regain your Ki
points in the hands of the player.

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Equipment
Bound with sacred oaths, paladins stand with their allies You start with the following equipment:
of the world against their encroaching foes; they hunt • (a) a martial weapon and a shield or (b) two
the forces that strive against their god or creed. martial weapons
Different paladins focus on various aspects on their • (a) five javelins or (b) any simple melee weapon
faith, but all are bound by the oaths that grant them • (a) a priest’s pack or (b) an explorer’s pack
power to do their sacred work. Although many paladins • Chain mail and a holy symbol
are devoted to gods, a paladin’s power comes as much
from a sacrosanct commitment to their ideals as much
as any god. 1st-level paladin feature
The presence of strong evil registers on your senses like
Table – The Paladin
a noxious odor, and powerful good rings like heavenly
Level Features
music in your ears. As an action, you can open your
1st Divine Sense, Lay on Hands
2nd Fighting Style, Spellcasting, Divine Smite awareness to detect such forces. Until the end of your
3rd Channel Divinity (x1), Divine Health, Feat next turn, you know the location of any celestial, fiend,
4th Ability Improvement or undead that is not behind total cover. You know the
5th Extra Attack type (celestial, fiend, or undead) of any being whose
6th Aura of Protection presence you sense, but not its identity (the vampire
7th Feat Count Vlad Dracula, for instance). Within the same
8th Ability Improvement radius, you also detect the presence of any place or
9th — object that has been consecrated or desecrated, as with
10th Aura of Courage the Hallow spell.
11th Aura Improvement (20 feet), Improved
Divine Smite You can use this feature a number of times equal to 1 +
12th Ability Improvement your spellcasting ability modifier. When you finish a
13th Channel Divinity (x2) long rest, you regain all expended uses.
14th Cleansing Touch
15th Feat
16th Ability Improvement 1st-level paladin feature
17th — Your blessed touch can heal wounds. You have a pool of
18th Aura Improvement (30 feet) healing power that replenishes when you take a long
19th Ability Improvement rest. With that pool, you can restore a total number of
20th Feat hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power


from the pool to restore a number of hit points to that
As a paladin, you gain the following class features. creature, up to the maximum amount remaining in your
Hit Points pool.
Hit Dice: 1d10 per paladin level
Alternatively, you can expend 5 hit points from your
Hit Points at 1st Level: 10 + your Constitution score
pool of healing to cure the target of one disease or
Hit Points at Higher Levels: 1d10 (or 6) + your
neutralize one poison affecting it. You can cure multiple
Constitution modifier per paladin level after 1st
diseases and neutralize multiple poisons with a single
Proficiencies use of Lay on Hands, expending hit points separately for
Armor: All armor, shields each one.
Weapons: Simple weapons, martial weapons
Tools: None This feature has no effect on undead and constructs.
Saving Throws: Wisdom, Charisma
Feats: Choose either Combat or Divine
Skills: Choose any four

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the spell’s level or higher. You regain all expended spell
2nd-level paladin feature slots when you finish a long rest.
You adopt a particular style of fighting as your specialty.
You prepare the list of paladin spells that are available
Choose one of the following options. You cannot take a
for you to cast, choosing from the paladin spell list.
Fighting Style option more than once, even if you later
When you do so, choose a number of paladin spells
get to choose again.
equal to your spellcasting ability modifier + half your
Blessed Warrior. You learn two cantrips of your choice paladin level (rounded down). The spells must be of a
from the cleric spell list. They count as paladin spells for level for which you have spell slots.
you, and your chosen ability is your spellcasting ability
You can change your list of prepared spells when you
for them. Whenever you gain your Ability Improvement
finish a long rest. Preparing a new list of paladin spells
feature, you can replace one of these cantrips with
requires time spent in prayer and meditation: at least 1
another cantrip from the cleric spell list.
minute per spell level for each spell on your list.
Blind. You have blindsight with a range of 10 feet.
Disciplines
Within that range, you can effectively see anything that Choose a discipline from the Disciplines section of this
is not behind total cover, even if you are blinded or in document. Each discipline is a list of spells that you can
darkness. Moreover, you can see an invisible creature cast once you have the spells slots to cast those spells.
within that range, unless the creature successfully hides Once you gain a discipline spell, you always have it
from you. prepared, and it doesn’t count against the number of
Defensive. While wearing armor or wielding a shield, spells you can prepare each day.
you gain a +1 bonus to your Armor Class. If you have a discipline spell that doesn’t appear on the
Dueling. When you are wielding a melee weapon in one paladin spell list, the spell is nonetheless a paladin spell
hand and no other weapons, you gain a +2 bonus to for you.
damage rolls with it. Spellcasting Ability
Choose Wisdom or Charisma. The chosen ability is your
Great Weapon. When you roll for damage with a melee
weapon that you are wielding with two hands, you roll spellcasting ability for your paladin spells. You use your
an additional die, ignoring the lowest die when you chosen ability whenever a spell refers to your
determine the final damage result. The weapon must spellcasting ability. In addition, you use your
spellcasting ability modifier when setting the saving
have the heavy, versatile, or two-handed property to
gain this benefit. throw DC for a paladin spell you cast and when making
an attack roll with one.
Versatile. When wielding a versatile weapon with two
Spell save DC = 8 + your proficiency modifier + your
hands you gain a +2 bonus to damage rolls. When
wielding a versatile weapon with one hand, and nothing spellcasting ability modifier
in your other hand, you gain a +1 bonus to both your Spell attack modifier = your proficiency modifier + your
attack rolls and your Armor Class. spellcasting ability modifier
Spellcasting Focus
2nd-level paladin feature You can use a holy symbol (see the Adventuring Gear
You have learned to draw on divine magic through section) as a spellcasting focus for your paladin spells.
meditation and prayer to cast spells as a cleric does. See
Spells Rules for the general rules of spellcasting and the
2nd-level paladin feature
Spells Listing for the paladin spell list.
You harness the power of your faith through your
Preparing and Casting Spells weapon, causing it to deal extra damage to your target.
Paladins gain spell slots as shown on Table – 2/3 Caster You learn one Divine Smite of your choice that would be
Progression on page 81. To cast one of your paladin appropriate to your god or faith.
spells of 1st level or higher, you must expend a slot of

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• Replace a Channel Divinity you know with
3rd-level paladin feature another Channel Divinity available to paladins.
Your convictions allow you to channel divine energy to • Replace a Divine Smite you know with another
fuel magical effects. Divine Smite available to paladins.
• Replace a Fighting Style you know with another
You gain the ability to channel divine energy directly
Fighting Style available to paladins.
from your deity, using that energy to fuel magical
• Replace an aura you possess with another aura
effects. You start with two such effects of your choice,
available to paladins.
which are listed at the end of the class.

When you use your Channel Divinity, you choose which


5th-level paladin feature
effect to create. You must then finish a short or long
You can attack twice, instead of once, whenever you
rest to use your Channel Divinity again.
take the Attack action on your turn.
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC
equals your paladin spell save DC. 6th-level paladin feature
Whenever you or a friendly creature within 10 feet of
Beginning at 13th level, you can use your Channel you must make a saving throw, the creature gains a
Divinity twice between rests. When you finish a short or bonus to the saving throw equal to your spellcasting
long rest, you regain your expended uses. ability modifier (with a minimum bonus of +1). You
must be conscious to grant this bonus.
3rd-level paladin feature
The divine magic flowing through you makes you 10th-level paladin feature
immune to disease. You and friendly creatures within 10 feet of you cannot
be frightened while you are conscious.
3rd-level paladin feature
When you reach 3rd level, and again at 7th, 10th, 15th, 11th-level paladin feature
and 20th level, you can take one feat from this class’s You are so suffused with righteous might that all your
list of feat categories listed. melee weapon strikes carry divine power with them.
You gain the 11th-level improvement of your chosen
smite.
4th-level paladin feature
When you reach 4th level, and again at 8th, 12th, 14th,
16th, and 19th level, you can do one of the following: 11th-level paladin feature
Your faith in your god bolsters your divine presence.
• you can increase one ability score of your
Your auras affect creatures within 20 feet of you.
choice by 2
• you can increase two ability scores of your
choice by 1 14th-level paladin feature
• you can increase one ability score of your You can use your action to end one spell on yourself or
choice by 1 and gain 1 talent point on one willing creature that you touch.
• you can gain 2 talent points
You can use this feature a number of times equal to
As normal, you cannot increase an ability score above your spellcasting ability modifier (a minimum of once).
20 using this feature. You regain expended uses when you finish a long rest.

Additionally, you can do the following, as you shift the


focus of your divine practice: 18th-level paladin feature
Your faith in your god bolsters your divine presence.
Your auras affect creatures within 30 feet of you.

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A target soaked in acid takes 1d4 acid damage per spell
Smites are melee powers that a character can choose to slot level above 2nd level at the start of its next turn.
embrace, picking a specific elemental affinity. Players
can get access to smite through either a class feature or
Acerbic Strikes
a feat. 11th-level improvement
Weapons you wield become infused with acrid power.
At certain levels, you gain access to special abilities of Whenever you hit a creature with a melee weapon, the
that smite. Only one ability of a smite can be used when creature takes an extra 2d4 acid damage.
you deal damage with a smite to a creature at a given
Ruin
instant. For example, when you hit a creature with
13th-level ability
Rending Smite, you can apply Agony or Ruin, not both.
When you hit a creature with Rending Smite and
expend a spell slot of 4th level or higher, you can force
Scouring the flesh and equipment of those they strike; the target to make a Dexterity saving throw. On a failed
the power of acid debilitates even the most heavily save, you douse the target in acid for 1 minute
equipped foes.
A target doused in acid takes 2d4 acid damage per spell
Rending Smite slot level at the end of each of its turns. The target or a
2nd-level smite creature within 5 feet of the target end this damage by
When you hit a creature with a melee weapon attack, using its action to clear away the acid.
you can expend one spell slot to deal acid damage to
the target, in addition to the weapon’s damage. The On a successful saving throw, the target is not doused in
extra damage is 4d4 for a 1st-level spell slot, plus 2d4 acid.
for each spell level higher than 1st, to a maximum of Torment
14d4. The damage increases by 2d4 if the target is not 17th-level ability
wearing manufactured armor. When you hit a creature with Rending Smite and
Objects partially break down when damaged by this expend a spell slot of 5th level or higher, you can
smite. It can eat through 1 foot of stone, 1 inch of iron, subject your target to agonizing pain from the magical
a thin sheet of lead, or 3 feet of dirt and wood. acid in your strike.

Agony The target has disadvantage on attack rolls, ability


5th-level ability checks, and saving throws, other than Constitution
When you hit a creature with Rending Smite and saving throws for 1 minute. At the start of its turn, an
expend a spell slot of 2nd level or higher, you can force affected creature can make a constitution saving throw
the target to make a Dexterity saving throw. On a against this effect, ending it on success.
failure, you strike your target with magical acid, choose
one of the following:

• attack rolls Seeping bitter cold into your opponents, slowly freezing
• ability checks them, and creating areas of deadly chill, the chromatic
• saving throws, other than Constitution saving power of cold locks down foes and freezes them solid.
throws
Arctic Smite
The target has disadvantage on the chosen type of roll 2nd-level smite
until the start of your next turn. When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal cold damage to
Degenerate
the target, in addition to the weapon’s damage. The
9th-level ability
extra damage is 2d8 for a 1st-level spell slot, plus 1d8
When you hit a creature with Rending Smite and
for each spell level higher than 1st, to a maximum of
expend a spell slot of 3rd level or higher, you soak the
7d8.
target in acid.

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This damage increases by 1d8 if the target has their
movement speed reduced by a spell or effect.
Frost Enveloping the body with fire, inflicting pain so extreme
5th-level ability that even the strongest foes are sundered under the
When you hit a creature with Arctic Smite and expend a flames, the chromatic power of fire immolates all.
spell slot of 2nd level or higher, you can augment your
Scorching Smite
defenses with arctic ice. You gain 5 temporary hit points
2nd-level feature
for each spell slot level above 1st. While you have these
When you hit a creature with a melee weapon attack,
temporary hit points, whenever a creature damages
you can expend one spell slot to deal fire damage to the
you, it takes 1d8 cold damage.
target, in addition to the weapon’s damage. The extra
Freeze damage is 2d10 for a 1st-level spell slot, plus 1d10 for
9th-level ability each spell level higher than 1st, to a maximum of 7d10.
When you hit a creature with Arctic Smite and expend a This damage increases by 1d10 if the target is
spell slot of 3rd level or higher, you can force the target flammable or covered in a flammable material (this
to make a constitution saving throw. On a failure, the increase can exceed the maximum).
target is frozen in a supernatural layer of ice and rime. A
This smite ignites any flammable objects that are not
target frozen by this ability is petrified for 1 minute.
being worn or carried.
Chilling Strikes
Burn
11th-level feature
5th-level ability
Your weapons are imbued with the icy power you wield.
When you hit a creature with Blazing Smite and expend
Whenever you hit a creature with a melee weapon, the
a spell slot of 2nd level or higher, you can force the
creature takes an extra 1d8 cold damage.
target to make a Dexterity saving throw. On a failure,
Shatter the target is burned. The burning target sheds bright
13th-level ability light in a 30-foot radius and dim light for an additional
When you hit a frozen creature with Arctic Smite and 30 feet. Furthermore, the burning target takes 1d10 fire
expend a spell slot of 4th level or higher, you can damage at the start of its turn.
shatter the ice, causing the target to no longer be
The target or a creature within 5 feet of the target can
frozen, and forcing it to make a constitution saving
use its action to put out the flames, ending this effect.
throw. On a failure, a target takes 1d10 piercing
damage for every spell slot level above 1st. On a Ignite
successful saving throw, a creature takes half damage. 9th-level ability
You can hit an ally with Blazing Smite and expend a spell
Rime
slot of 3rd level or higher, igniting elemental energies in
17th-level ability
the foes you strike. Whenever you hit a creature that is
When you hit a creature with Arctic Smite and expend a
burned, you can end the burn to cause the target and
spell slot of 5th level or higher, you can attempt to
each creature of your choice within 10 feet of the target
permanently freeze a target solid. The target makes a
to make a dexterity saving throw. On a failure, a target
constitution saving throw against this effect at the end
takes 1d10 + 1d10 fire damage for every two spell slot
of its turn.
levels above 1st. On a successful saving throw, a
If it gets three failures, it becomes frozen in a creature takes half damage.
supernatural layer of ice and rime. A target frozen by
Fiery Strikes
this ability is petrified until dispelled. If it gets three
11th-level feature
successes, it does not become frozen.
Your weapons are imbued with the flaming power you
These failures or successes do not need to be wield. Whenever you hit a creature with a melee
consecutive. weapon, the creature takes an extra 1d10 fire damage.

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Sear As a bonus action on your turn, you can deal 1d12
13th-level ability lightning damage to a creature shrouded in static.
When you hit a creature with Blazing Smite and expend
Coruscation
a spell slot of 4th level or higher, if the target is wearing
9th-level ability
metal armor or has a metal weapon, you can force the
When you hit a creature with Shocking Smite and
target to make a Dexterity saving throw. On a failure,
expend a spell slot of 3rd level or higher, lightning arcs
the target must drop the object if it can. If it does not
off of the target, and one creature of your choice who is
drop the object, it has disadvantage on attack rolls and
within 30 feet of the original target must make a
ability checks until the start of your next turn.
Dexterity saving throw.
Immolate
On a failure, the target takes 1d8 lightning damage per
17th-level ability
spell slot level, or half as much damage on a successful
When you hit a creature with Blazing Smite and expend
save.
a spell slot of 5th level or higher, the target must make
a Dexterity saving throw. On a failure, the target is Lightning Strikes
burned. The burning target sheds bright light in a 30- 11th-level feature
foot radius and dim light for an additional 30 feet. Your weapons are imbued with shocking power.
Furthermore, the burning target takes 3d10 fire damage Whenever you hit a creature with a melee weapon, the
at the start of its turn. creature takes an extra 1d8 lightning damage.
These magical flames can’t be extinguished by Storm
nonmagical means. 13th-level ability
When you hit a creature with Shocking Smite and
Finally, if you use Ignite on the burn inflicted by this
expend a spell slot of 4th level or higher, you strike in
ability, the radius increases to 20 feet.
tandem with lightning. Choose a point within 60 feet of
you. Each creature within 5 feet of that point must
make a dexterity saving throw. On a failure, the target
takes 1d8 lightning damage per spell slot level, or half
Fueled by electricity and roiling lightning, striking
as much damage on a successful save.
against foe near and far, the chromatic power of
lightning allows you to strike like the wind. Obliterate
17th-level ability
Shocking Smite
When you hit a creature with Shocking Smite and
2nd-level feature
expend a spell slot of 5th level or higher, the lightning
When you hit a creature with a melee weapon attack,
damage of the smite increases by an amount equal to
you can expend one spell slot to deal lightning damage
your attack roll.
to the target, in addition to the weapon’s damage. The
extra damage is 2d8 for a 1st-level spell slot, plus 1d8
for each spell level higher than 1st, to a maximum of
7d8. This damage increases by 1d8 if the target is
Fueled by the energy of the dead, breaking down and
wearing metal or wielding a metal item (this increase
absorbing the life-force of others, the divine power of
can exceed the maximum).
necrosis grows stronger the closer the foe is to death.
Electrocute
Ghastly Smite
5th-level ability
2nd-level feature
When you hit a creature with Shocking Smite and
When you hit a creature with a melee weapon attack,
expend a spell slot of 2nd level or higher, you can force
you can expend one spell slot to deal necrotic damage
the target to make a Dexterity saving throw. On a
to the target, in addition to the weapon’s damage. The
failure, the target is shrouded in static for 1 minute.
extra damage is 2d8 for a 1st-level spell slot, plus 1d8
for each spell level higher than 1st, to a maximum of

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7d8. This damage increases by 1d8 if the target is a extra damage is 2d8 for a 1st-level spell slot, plus 1d8
celestial or fey (this increase can exceed the maximum). for each spell level higher than 1st, to a maximum of
7d8.
Tire
5th-level ability This damage increases by 1d8 if the target is suffering
When you hit a creature with Ghastly Smite and expend from a disease or is poisoned (this increase can exceed
a spell slot of 2nd level or higher, the next attack roll or the maximum).
saving throw the target makes before the start of your
Infect
next turn is make with disadvantage.
5th-level ability
Harbinger When you hit a creature with Noxious Smite and expend
9th-level ability a spell slot of 2nd level or higher, you can force the
When you hit a creature with Ghastly Smite, if the target to make a constitution saving throw. On a failure,
creature has half their hit points or less, the damage the target’s hit point maximum and speed decreases by
dice of Ghastly Smite become d12s. 5 hit points and 5ft, and it is considered diseased.
Deathly Strikes The diseased creature makes a constitution saving
11th-level feature throw against this effect at the end of its turn. If it gets
Your weapons are imbued with the touch of death. three failures, it stops making saving throws, and is
Whenever you hit a creature with a melee weapon, the diseased for 24 hours. If it gets three successes, it is no
creature takes an extra 1d8 necrotic damage. longer diseased. These failures or successes do not need
to be consecutive.
Drain
13th-level ability Weaken
When you hit a creature with Ghastly Smite and expend 9th-level ability
a spell slot of 3rd level or higher, you can force the When you hit a creature with Noxious Smite and expend
target to make a constitution saving throw. On a failure, a spell slot of 3rd level or higher, you can force the
you regain hit points equal to half the damage of the target to make a constitution saving throw. On a failure,
smite. the target only deals only half damage with weapon
attacks until the start of your next turn.
Death
17th-level ability Mephitic Strikes
When you hit a creature with Ghastly Smite and expend 11th-level feature
a spell slot of 5th level or higher, it becomes cursed. The Your weapons are imbued with deadly poison.
cursed creature makes a constitution saving throw Whenever you hit a creature with a melee weapon, the
against this effect at the end of its turn. If it gets three creature takes an extra 1d8 poison damage.
failures, it dies. If it gets three successes, it is immune to
Toxic
this effect for 7 days. These failures or successes do not
13th-level ability
need to be consecutive.
When you hit a creature with Noxious Smite and expend
a spell slot of 4th level or higher, you can force the
target to make a constitution saving throw. On a failure,
the target is poisoned until the start of your next turn.
Inhibiting and targeting the body's functions, the
chromatic power of poison limits the foe’s movement Lethal
and the effectiveness of their abilities. 17th-level ability
When you hit a creature with Noxious Smite and expend
Noxious Smite
a spell slot of 5th level or higher, you can force the
2nd-level feature
target to make a constitution saving throw. On a failure,
When you hit a creature with a melee weapon attack,
the target takes twice the damage from Noxious Smite.
you can expend one spell slot to deal poison damage to
the target, in addition to the weapon’s damage. The

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As a bonus action, you can use your bonus action to
Searing foes to their cores, guiding your allies to strike deal 3d8 radiant damage to any creature within 60 feet
true, and even healing your allies as you strike down of you that is wreathed in divine radiance. This damage
your foes, the divine power of radiance empowers you. is maximized against fiends and undead.
Radiant Smite
2nd-level feature
When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage to
the target, in addition to the weapon’s damage. The
extra damage is 2d8 for a 1st-level spell slot, plus 1d8
for each spell level higher than 1st, to a maximum of
7d8.

The damage increases by 1d8 if the target is an undead


or a fiend (this increase can exceed the maximum).
Guidance
5th-level ability
When you hit a creature with Radiant Smite and expend
a spell slot of 2nd level or higher, all attacks against the
target have advantage until the start of your next turn.
Brilliance
9th-level ability
When you hit a creature with Radiant Smite and expend
a spell slot of 3rd level or higher, your weapon flares
with brilliance. The target must make Constitution
saving throw. On a failure, the target is blinded until the
start of your next turn.
Astral Strikes
11th-level feature
Your weapons are imbued with the radiant power you
wield. Whenever you hit a creature with a melee
weapon, the creature takes an extra 1d8 radiant
damage.
Cleanse
13th-level ability
When you hit a creature with Radiant Smite and expend
a spell slot of 4th level or higher, you and each ally of
your choice within range of any of your auras can make
a saving throw against an effect of your choice.
Purify
17th-level ability
When you hit a creature with Radiant Smite and expend
a spell slot of 5th level or higher, you can charge that
radiance with positive energy. The target must make a
Constitution saving throw. On a failed saving throw, the
target is wreathed in divine radiance for 1 minute.

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Obfuscate
You gain the ability to channel the power of your faith, As a bonus action, you expend a use of your Channel
allowing you to conjure several the effects below. Divinity to force a creature you can see within 60 feet of
you to make a Wisdom saving throw. On a failed save,
Abjure Enemy
the target cannot perceive you in any way for up to 1
When you finish a long rest, choose a creature type:
minute. They can't see, hear, smell, or sense your
Aberrations, Celestials, Dragons, Elementals, Fey,
presence in any way. This ends early if you attack the
Fiends, or Undead.
creature or target them with a spell.
As an action, you present your holy symbol and speak a
Restoration
prayer of denunciation, expending a use of your When you begin your turn, you can expend a use of
Channel Divinity. Choose one creature that you can see. your Channel Divinity to end one of the following
That creature must make a Wisdom saving throw unless conditions currently affecting you: charmed, frightened,
it is immune to being frightened. paralyzed, poisoned, or stunned.
Creatures of the chosen type have disadvantage on this Alternatively, you can choose to immediately regain hit
saving throw. points equal to your paladin level + your spellcasting
On a failed save, the creature is frightened for 1 minute ability modifier (minimum of +1).
or until it takes any damage. While frightened, the Sacred Weapon
creature's speed is 0, and it cannot benefit from any As a bonus action, you can expend a use of your
bonus to its speed. On a successful save, the creature's Channel Divinity to imbue one weapon that you are
speed is halved for 1 minute or until the creature takes holding with divine energy. For 1 minute, the weapon is
any damage. considered blessed, and you add your spellcasting
Blessing of War ability modifier to attack rolls made with that weapon
When you or when a creature within 30 feet of you (with a minimum bonus of +1).
makes an attack roll, you can grant that creature a +10 If the weapon is not already magical, it becomes
bonus to the roll, expending a use of your Channel
magical for the duration. You can end this effect on
Divinity. You make this choice after you see the roll, but your turn as part of any other action. If you are no
before the DM says whether the attack hits or misses. longer holding or carrying this weapon, or if you fall
Conquering Presence unconscious, this effect ends.
You can expend a use of your Channel Divinity to exude
Turn Foe
a terrifying presence. As an action, you force each
When you finish a long rest, choose a creature type:
creature of your choice that you can see within 30 feet Aberrations, Celestials, Dragons, Elementals, Fey,
of you to make a Wisdom saving throw.
Fiends, or Undead.
On a failed save, a creature becomes frightened of you As an action, you present your holy symbol and speak a
for 1 minute. The frightened creature can repeat this prayer censuring your foes, expending a use of your
saving throw at the end of each of its turns, ending the Channel Divinity. Each creature of the chosen type that
effect on itself on a success. can see or hear you nearby you must make a Wisdom
Fortifying Smite saving throw. If the creature fails its saving throw, it is
Immediately after you deal damage to a creature with turned for 1 minute or until it takes any damage.
your Divine Smite feature, you can expend a use of your
A turned creature must spend its turns trying to move
Channel Divinity as a bonus action and distribute
as far away from you as it can, and it cannot willingly
temporary hit points to creatures of your choice within
move to a space nearby you. It also cannot take
30 feet of you, which can include you.
reactions. For its action, it can use only the Dash action
The total number of temporary hit points equals 1d8 + or try to escape from an effect that prevents it from
1d8 per spell slot level of the smite + your paladin level, moving. If there is nowhere to move, the creature can
divided among the chosen creatures however you like. use the Dodge action.

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Vow of Enmity Paladin Design Notes
As a bonus action, you can expend a use of your The paladin has received substantial changes.
Channel Divinity, uttering a vow of enmity against a
creature you can see within 10 feet of you. It is now a 2/3 caster, meaning it can get up to 6th
level spell slots. I found this puts more of the spells
You gain advantage on attack rolls against the creature you want to play with as a paladin in your hands in
for 1 minute or until it drops to 0 hit points or falls tiers 2 and 3 (when most campaigns end).
unconscious.
The paladin can now wield energies other than
Will of the Vigilant radiant in their smites! Additionally, they can now
You can expend a use of your Channel Divinity to invest
create unique effects based on the element they
your presence with the warding power of your faith. As
chose for their smite. Each smite follows the typically
an action, you can choose a number of creatures you
elemental theming found in 5e, and imparts
can see within 30 feet of you, up to a number equal to
different effects inspired by those elements.
your spellcasting ability modifier (minimum of one
creature). Like the cleric, the paladin can choose from several
channel divinity options, allowing you not to be
For 1 minute, you and the chosen creatures have
locked into undead hating.
advantage on Intelligence, Wisdom, and Charisma
saving throws. The paladin is strong, and as such, only receives
feats at 3rd, 7th, 15th, and 20th level.

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Feats: Choose either Combat or Primal
Warriors of the wilderness, rangers specialize in hunting Skills: Choose any five
the monsters that threaten the edges of civilization—
Equipment
humanoid raiders, rampaging beasts and monstrosities, You start with the following equipment:
terrible giants, and deadly dragons. They learn to track
their quarry as a predator does, moving stealthily • (a) scale mail or (b) leather armor
through the wilds and hiding themselves in brush and • (a) two shortswords or (b) two simple melee
rubble. Focusing their combat training on techniques weapons
that are useful against their foes, rangers are master • (a) a dungeoneer’s pack or (b) an explorer’s
slayers and foes of the monsters of the world. pack
• A longbow and a quiver of 20 arrows
Table – The Ranger
Favored Knacks
Level PB Features Enemy Known 1st-level ranger feature
1st +2 Hunter’s Wit, — 2 Your skill in the wild is without peer. Choose one of your
Survivalist Knacks skill proficiencies you gained from the ranger class skill
2nd +2 Fighting Style, 1d6 2 list. Your proficiency modifier is doubled for any ability
Favored Enemy,
check you make that uses that skill. You also learn to
Spellcasting
speak, read, and write one additional language of your
3rd +2 Feat 1d6 3
4th +2 Ability Improvement 1d6 3 choice. Most rangers learn the language spoken by the
5th +3 Extra Attack 2d6 3 enemies they hunt, or the language of a nearby village
6th +3 — 2d6 4 to trade and interact with.
7th +3 Feat 2d6 4
At 10th level, you select another ranger class skill you
8th +3 Ability Improvement 2d6 4
are proficient in to gain the benefits of this feature, and
9th +4 — 3d6 5
10th +4 Hide in Plain Sight 3d6 5 you learn to speak, read, and write another language of
11th +4 Feat 3d6 5 your choice.
12th +4 Ability Improvement 3d6 6
13th +5 — 4d6 6
1st-level ranger feature
14th +5 Vanish 4d6 7
In the wild you have gathered bits of knowledge that
15th +5 Feat 4d6 7
16th +5 Ability Improvement 4d6 8 bolster your exploration, hunting, and tracking skills,
17th +6 — 5d6 8 known as Survivalist Knacks. You learn two knacks of
18th +6 Feral Senses 5d6 9 your choice from the list at the end of this class
19th +6 Ability Improvement 5d6 9 description.
20th +6 Foe Slayer 5d6 10
You learn additional knacks as you gain ranger levels, as
shown in the Knacks Known column on Table – The
Ranger.
As a ranger, you gain the following class features.
Each time you gain a level in this class, you can choose
Hit Points one of the knacks you know and replace it with another
Hit Dice: 1d10 per ranger level knack of your choice for which you meet the
Hit Points at 1st Level: 10 + your Constitution score prerequisites.
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per ranger level after 1st
2nd-level ranger feature
Proficiencies
Your skill in battle surpasses that of most warriors. You
Armor: Light armor, medium armor, shields
gain a Fighting Style of your choice from the list below.
Weapons: Simple weapons, martial weapons
You cannot learn a Fighting Style more than once, even
Tools: None
Saving Throws: Strength, Dexterity

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if another feature allows you to learn another Fighting increases by 1d6. This damage is the same type as your
Style. weapon’s.

Close Quarters. When you make a ranged attack You can use this feature to mark a favored enemy a
targeting a creature within 5 feet of you, you do not number of times equal to your proficiency bonus, and
have disadvantage on the attack roll. you regain all expended uses when you finish a long
rest.
Defensive. While you are wearing armor or wielding a
shield, you gain a +1 bonus to your Armor Class. The damage this feature deals increases at higher levels
in this class, as shown on Table – The Ranger.
Druidic Warrior. You learn two cantrips of your choice
from the Druid spell list. They count as ranger spells for
you, and Intelligence or Wisdom is your spellcasting 2nd-level ranger feature
ability for them (same as your spellcasting ability). You have learned to use the magical essence of nature
Whenever you gain a level in this class, you can replace to cast spells, much as a druid does. See Spells Rules for
one of these cantrips with another cantrip from the the general rules of spellcasting and the Spells Listing
Druid spell list. for the ranger spell list.
Dual Wielding. When you take the Attack action while Preparing and Casting Spells
two-weapon fighting, you can make a single additional Table – 2/3 Caster Progression on page 81 shows how
attack with your off-hand weapon as part of your action many spell slots you have to cast your ranger spells of
instead of your bonus action, adding your ability 1st level and higher. To cast one of these spells, you
modifier to the damage of this attack. must expend a slot of the spell’s level or higher. You
regain all expended spell slots when you finish a long
Dueling. When you are wielding a melee weapon in one rest.
hand and no other weapons, you gain a +2 bonus to
damage rolls with it. You prepare the list of ranger spells that are available
for you to cast, choosing from the ranger spell list.
Marine. When you are not wearing medium or heavy When you do so, choose a number of ranger spells
armor, or using a shield, you have a swimming speed equal to your spellcasting ability modifier + half your
equal to your movement speed, and you gain a +1 ranger level (rounded down). The spells must be of a
bonus to your Armor Class. level for which you have spell slots.
Ranged. You gain a +2 bonus to attack rolls with ranged You can change your list of prepared spells when you
weapons. finish a long rest. Preparing a new list of ranger spells
Versatile. When wielding a versatile weapon with two requires time spent in meditation: at least 1 minute per
hands you gain a +2 bonus to damage rolls. When spell level for each spell on your list.
wielding a versatile weapon with one hand, and nothing Disciplines
in your other hand, you gain a +1 bonus to both your Choose a discipline from the Disciplines section of this
attack rolls and your Armor Class. document. Each discipline is a list of spells that you gain
when you can cast those spells. Once you gain a
discipline spell, you always have it prepared, and it
2nd-level ranger feature
doesn’t count against the number of spells you can
You can hunt as a creature of the wild. When you hit a
prepare each day.
creature with an attack roll, you can call on your
mystical bond with nature to mark the target as your If you have a discipline spell that doesn’t appear on the
favored enemy for 1 minute or until you lose your ranger spell list, the spell is nonetheless a ranger spell
concentration (as if you were concentrating on a spell). for you.
The first time on your turn you deal damage to your Spellcasting Ability
favored enemy on your turn, the damage dealt Choose Intelligence or Wisdom. The chosen ability is
your spellcasting ability for your ranger spells. You use

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your chosen ability whenever a spell refers to your
spellcasting ability. In addition, you use your chosen 10th-level ranger feature
ability modifier when setting the saving throw DC for a You can spend 1 minute creating camouflage for
ranger spell you cast and when making an attack roll yourself. You must have access to fresh mud, dirt,
with one. plants, soot, and other materials with which to create
your camouflage, which lasts for 1 hour.
Spell save DC = 8 + your proficiency modifier + your
spellcasting ability modifier Once you are camouflaged in this way, you can try to
hide by pressing yourself up against a solid surface, such
Spell attack modifier = your proficiency modifier + your
as a tree or wall, that is at least as tall and wide as you
spellcasting ability modifier
are. You can gain a +10 bonus to Dexterity (Stealth)
Spellcasting Focus checks as long as you remain there without moving or
You can use a druidic focus (see the Adventuring Gear taking actions. Once a creature sees you move or take
section) as a spellcasting focus for your ranger spells. an action or a reaction, this camouflage only imposes
disadvantage on their checks made to find or perceive
you.
3rd-level ranger feature
When you reach 3rd level, and again at 7th, 11th, and
15th level, you can take one feat from this class’s list of 14th-level ranger feature
feat categories listed. You can use the Hide action as a bonus action on your
turn. Also, you can’t be tracked by nonmagical means,
unless you choose to leave a trail.
4th-level ranger feature
When you reach 4th level, and again at 8th, 12th, 14th,
16th, and 19th level, you can do one of the following: 18th-level ranger feature
You hunt as an apex predator, never losing track of your
• you can increase one ability score of your
prey. When you attack a creature that is your favored
choice by 2
foe, or a creature you can’t see, you cannot have
• you can increase two ability scores of your
disadvantage on your attack rolls against it.
choice by 1
• you can increase one ability score of your You are also aware of the location of any invisible
choice by 1 and gain 1 talent point creature within 30 feet of you, provided that the
• you can gain 2 talent points creature isn’t hidden from you, and you aren’t blinded
or deafened.
As normal, you cannot increase an ability score above
20 using this feature.
20th-level ranger feature
Additionally, you can do the following, as you shift the
You are a hunter of legendary status. When you make
focus of your primal practice:
an attack roll against a creature marked as your favored
• Replace a fighting style you know with another enemy, you add your spellcasting ability modifier to the
fighting style available to rangers. attack and damage roll of the attack.
• Replace a survivalist knack you know with
another knack available to you.

5th-level ranger feature


You can attack twice, instead of once, whenever you
take the Attack action on your turn.

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Hardy Physique
Below are the Knacks available to a ranger. If a Knack Prerequisite: 9th level ranger
requires a ranger level, you can learn it at the same Your body can rapidly recover from injury. When you
time that you meet the prerequisites. expend a Hit Die to regain hit points, you regain
additional hit points equal to your spellcasting ability
Alert
modifier (minimum of 1 hit point).
Your time spent in the wilds has keyed your senses for
danger. You cannot be surprised unless you are Herbalist
incapacitated, and you gain a bonus to your initiative You have learned to use natural plants and herbs to
rolls equal to your spellcasting ability modifier create healing potions. You gain proficiency with the
(minimum of 1). herbalism kit.

Alpine Adept Over the course of 10 minutes, which can occur during a
Prerequisite: 6th level ranger short or long rest, you can use an herbalism kit to create
You are amazingly surefooted. You gain a climbing a potion of healing. It retains its potency for a number
speed equal to your walking speed, and you can use of days equal to your proficiency modifier, after which it
your reaction to reduce any falling damage you take by spoils.
an amount equal to your ranger level.
Hunter’s Guile
Aquatic Adept You are a master at covering your tracks. While moving
Prerequisite: 6th level ranger at a normal pace, you and up to five other creatures
You can swim through the water like a native creature who travel with you, produce no tracks nor scent, and
of the sea. You gain a swimming speed equal to your you cannot be tracked by mundane means unless you
walking speed, and while you are underwater, you can wish to be.
hold your breath for up to 1 hour.
Hunter’s Ruse
Explorer Prerequisite: 14th level ranger
Prerequisite: 6th level ranger When you hit your favored enemy with a weapon
At the end of a long rest, you can attune to the attack, you can reduce the damage of your Favored
surrounding environment. Examples include, but are Enemy feature by one die to force it to make a
not limited to: arctic, coast, desert, forest, grassland, constitution saving throw. On a failed save, it is blinded,
mountain, or swamp. While in your attuned deafened, frightened, poisoned, or restrained (your
environment you gain the following benefits: choice) until the start of your next turn.
• You have advantage on Intelligence and Natural Companion
Wisdom checks related to the native plants, You have bound yourself with a minor nature spirit. You
animals, or ecosystem. learn the find familiar spell. It counts as a ranger spell
• You find twice as much food when foraging or for you, you always have it prepared, and it doesn't
hunting. count against the total number of spells you prepare
each day. When you cast this spell, your summoned
Fleetfooted familiar is a fey creature.
Your walking speed increases by 5 feet. This bonus
increases to 10 feet at 10th level, and to 15 feet at 15th Natural Regeneration
level. Over the course of 10 minutes, which can occur during a
short or long rest, you can recover spell slots of a
Free Stride combined level equal to your proficiency modifier. Once
You ignore the effects of difficult terrain imposed by
you do so, you must finish a long rest before you can
natural environments, such as undergrowth, snow, or
use this feature again.
marshlands. Additionally, you and up to five other
creatures who travel with you do not have your travel Naturalist
slowed by difficult terrain. You have a deep knowledge of plants and their healing
properties. You have advantage on Intelligence (Nature)
checks to identify the medicinal properties of plants,

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and Wisdom (Medicine) checks made to stabilize Investigation check against your ranger spell save DC.
creatures. You can have a number of active traps equal to your
spellcasting ability modifier (minimum of 1 trap).
Pioneer
You have advantage on Wisdom (Survival) checks to Undying
navigate the wild, forage for food and water, and avoid Prerequisite: 14th level ranger
becoming lost. You persevere even in the face of death. When you
make a death saving throw, you can add your
Primal Mark
A creature remains marked as your favored foe for 1 spellcasting ability modifier to the roll (minimum of +1).
hour, or until you mark another creature. This increases If the result of your roll is 20 or higher, you treat it as if
you had rolled a 20 on the d20.
to 8 hours at 9th level, and to 24 hours at 17th level.
Unhindered
Additionally, you always know the exact direction and
Prerequisite: 6th level ranger
distance of your favored foe while you are on the same
You can surmount almost any obstacle that would block
plane of existence.
your path. You ignore the effects of difficult terrain
Soothing Presence imposed by spells, magical phenomena, and any other
Prerequisite: 6th level ranger magical effect.
When you take a break, you and any friendly creatures
Unshackled Step
who rest with you, regain an extra 1d8 hit points as long
Prerequisite: 14th level ranger
as they expend at least one of their Hit Dice to regain
You move through the world unhindered by even the
hit points.
most powerful magic and restraints. You are always
Stalker under the effects of the freedom of movement spell
Prerequisite: 14th level ranger while conscious.
You can ward yourself to briefly disappear. When you
Wild Insight
take the Hide action, you, along with anything you are
You have a way with wild animals. You can
wearing or carrying, become invisible until the start of
communicate simple ideas to beasts using sounds and
your next turn. This ends early if you attack or cast a
gestures, and you have advantage on Wisdom (Survival)
spell.
checks that target animals or beasts that are friendly
Strider towards you.
Once in your sights, you pursue your quarries
Ranger Design Notes
relentlessly. You can take the Dash action as a bonus
Everyone who homebrews must take a swing at the
action on your turn.
ranger, so here’s the general premise I went for
Survivor mine, what if the ranger had a splash of rogue?
Prerequisite: 6th level ranger
The Ranger is now a 2/3s caster.
Your time in the wilds has hardened your physical body.
As a bonus action on your turn, you can grant yourself Hunter’s Mark scales as a sort of half progression
temporary hit points equal to your Constitution sneak attack, but it only can be procced once per
modifier (minimum of 1). turn. The spell no longer exists.
Trapper The ranger can now select knacks, sort like “natural
As an action, you can set a hidden trap made from invocations”, but with less of an impact, which can
natural materials in an adjacent 5-foot space. The first alter a ranger’s abilities, but not too drastically.
creature that moves into the space must make a
Dexterity saving throw against your ranger spell save DC Foe Slayer was actually left untouched, as it now
or become restrained. improves the likelihood of you getting a critical (in
this system 10+ above AC is a crit) on your attacks.
The creature repeats the saving throw at the start of
each of its turn, ending the effect on a success. A The ranger receives feats at 3rd, 7th, 11th, and 15th
creature can detect a trap by succeeding on an level.

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• (a) a rapier or (b) a shortsword
Rogues devote as much effort to mastering the use of a • (a) a shortbow and quiver of 20 arrows or (b) a
variety of skills as they do to perfecting their combat shortsword
abilities, giving them a broad expertise that few other • (a) a burglar’s pack, (b) a dungeoneer’s pack, or
characters can match. Many rogues focus on stealth (c) an explorer’s pack
and deception, while others refine the skills that help • Leather armor, two daggers, and thieves’ tools
them in a dungeon environment, such as climbing,
finding, and disarming traps, and opening locks.
1st-level rogue feature
Table – The Rogue Choose two of your skill proficiencies, or one of your
Sneak skill proficiencies and a proficiency with a tool. Your
Level PB Features Attack proficiency modifier is doubled for any ability check you
1st +2 Expertise, Sneak Attack, 1d6 make that uses either of the chosen proficiencies.
Thieves’ Cant
2nd +2 Cunning Action 1d6 At 6th level, you can choose two more of your
3rd +2 Feat, Clever Tricks 2d6 proficiencies (in skills or with tools) to gain this benefit.
4th +2 Ability Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6 1st-level rogue feature
7th +3 Evasion 4d6 You know how to strike subtly and exploit a foe's
8th +3 Ability Improvement 4d6 distraction. Once per turn, you can deal an extra 1d6
9th +4 Feat 5d6 damage to one creature you hit with an attack if you
10th +4 Ability Improvement 5d6 have advantage on the attack roll. The attack must use
11th +4 Reliable Talent 6d6 a finesse or a ranged weapon.
12th +4 Ability Improvement 6d6
13th +5 Feat 7d6 You do not need advantage on the attack roll if another
14th +5 Blindsense 7d6 enemy of the target is engaged with it, that enemy is
15th +5 Slippery Mind 8d6 not incapacitated, and you do not have disadvantage on
16th +5 Ability Improvement 8d6 the attack roll.
17th +6 Feat 9d6
18th +6 Elusive 9d6 The amount of the extra damage increases as you gain
19th +6 Ability Improvement 10d6 levels in this class, as shown in the Sneak Attack column
20th +6 Stroke of Luck 10d6 of the Rogue table.

1st-level rogue feature


Hit Points During your rogue training you learned thieves' cant, a
Hit Dice: 1d8 per rogue level secret mix of dialect, jargon, and code that allows you
Hit Points at 1st Level: 8 + your Constitution score to hide messages in normal conversation. Only another
Hit Points at Higher Levels: 1d8 (or 5) + your creature that knows thieves' cant understands such
Constitution modifier per rogue level after 1st messages. It takes four times longer to convey such a
Proficiencies message than it does to speak the same idea plainly.
Armor: Light armor
In addition, you understand a set of secret signs and
Weapons: Simple weapons, finesse weapons
symbols used to convey short, simple messages, such as
Tools: Choose any one
whether an area is dangerous or the territory of a
Saving Throws: Dexterity, Intelligence
thieves' guild, whether loot is nearby, or whether the
Feats: Utility, one of your choice
people in an area are easy marks or will provide a safe
Skills: Choose any six
house for thieves on the run.
Equipment
You start with the following equipment.

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As normal, you cannot increase an ability score above
2nd-level rogue feature 20 using this feature.
Your quick thinking and agility allow you to move and
Additionally, you can do the following, representing a
act quickly. You can take a bonus action on each of your
change in focus of your skills:
turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action. • Replace one of the skills you chose for the
Expertise feature with one of your other skill
proficiencies that is not benefiting from
3rd-level rogue feature
Expertise.
You learn ruses that are fueled by your sneak attack
• Replace one of the ruses you chose for the
dice.
Clever Tactics feature with another one.
Ruses. You learn two ruses, which are listed at the end
of the class description. If a ruse has a level
5th-level rogue feature
prerequisites, you must be that level in this class to
When an attacker that you can see hits you with an
learn it. You learn another ruse at 5th, 11th and 17th
attack, you can use your reaction to halve the attack's
level.
damage against you.
Using a Ruse. When you use Sneak Attack against a
creature, you can forgo rolling two of your sneak attack
dice, removing it from the extra damage, and apply a 7th-level rogue feature
ruse. You must expend Sneak Attack dice in this way You can nimbly dodge out of the way of certain area
before you roll the extra damage, and you can only use effects, such as a red dragon's fiery breath or an Ice
one ruse per attack. Storm spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take
Saving Throws. Some of your ruses require a saving only half damage, you instead take no damage if you
throw. The DC for this saving throw is calculated as succeed on the saving throw, and only half damage if
follows: you fail.
Ruse save DC = 8 + your proficiency bonus + your
Dexterity modifier 11th-level rogue feature
You have refined your chosen skills until they approach
perfection. Whenever you make an ability check that
3rd-level rogue feature
lets you add your proficiency modifier, you can treat a
When you reach 3rd level, and again at 9th, 13th, and
d20 roll of 9 or lower as a 10.
17th level, you can take one feat from this class’s list of
feat categories listed.
14th-level rogue feature
If you are able to hear, you are aware of the location of
4th-level rogue feature
any hidden or invisible creature within 10 feet of you.
When you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level, you can do one of the following:
15th-level rogue feature
• you can increase one ability score of your
You have acquired greater mental strength. You gain
choice by 2
proficiency in Wisdom saving throws.
• you can increase two ability scores of your
choice by 1
• you can increase one ability score of your 18th-level rogue feature
choice by 1 and gain 1 talent point You are so evasive that attackers rarely gain the upper
• you can gain 2 talent points hand against you. No attack roll has advantage against
you while you aren't incapacitated.

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Elude
20th-level rogue feature When you hit a creature with melee weapon attack, you
You have an uncanny knack for succeeding when you can take the Disengage action as a free action
need to. If your attack misses a target within range, you immediately following the attack.
can turn the miss into a hit. Alternatively, if you fail an Intimidate
ability check, you can treat the d20 roll as a 20. When you hit a creature with a weapon attack, attempt
Once you use this feature, you cannot use it again until to frighten the target. The target must make a Wisdom
you finish a short or long rest. saving throw. On a failed save, it is frightened of you
until the end of your next turn.
Mage Bane
When you hit a creature with a weapon attack, you can
The ruses are in alphabetical order. attempt to break their concentration. The creature
must make a constitution saving throw. On a failure,
Concussion
When you hit a creature with a weapon attack, you can they immediately lose concentration. On a success, they
still must make the Constitution saving throw to
attempt to concuss the target. The target must make a
maintain concentration from taking damage.
constitution saving throw. On a failed save, it is
deafened, has disadvantage on all Wisdom (perception) Rapid strike
checks, and has disadvantage on opportunity attacks When you hit a creature with a weapon attack, you can
against you until the end of your next turn. immediately make another attack against a different
creature within 5 feet of the target.
Confuse
When you hit a creature with a weapon attack, you can Shove
attempt to confuse it as to what happened. The When you hit a creature with a weapon attack, you can
creature makes a Wisdom (insight) check against your attempt to drive the target back. If the target is Large or
maneuver DC. On a failure, the creature has smaller, it must make a Strength saving throw. On a
disadvantage on attacks against you until the end of its failed save, you push the target up to 15 feet away from
next turn. you.
Disarm Stab and Grab
When you hit a creature with a weapon attack, you can When you hit a creature with a melee weapon attack,
attempt to disarm the target, forcing it to drop one item you can use attempt to grapple the creature hit until
of your choice that it’s holding. The target must make a the start of your next turn. The creature makes a
Strength saving throw. On a failed save, it drops the Strength (Athletics) or Dexterity (Acrobatics) check
object you choose. The object lands at its feet. against your maneuver DC to resist your grapple.
Diversion Stagger
When you hit a creature with a weapon attack, you When you hit a creature with a weapon attack, you can
attempt to grab the creature's attention. The target attempt to stagger it. The creature must make a
must make a Wisdom saving throw. On a failed save, constitution saving throw. On a failure, it can't take
the target cannot make opportunity attacks against reactions until the start of its next turn.
targets other than you until the end of your next turn.
Swarm
Distraction When you hit a creature with a weapon attack, you can
When you hit a creature with a weapon attack, you can use your bonus action to direct one of your allies within
attempt to distract the creature, giving your allies an 5 feet of the target to strike. When you do so, choose a
opening. The next attack roll against the target has friendly creature who can see or hear you. That
advantage if the attack is made before the start of your creature can immediately use its reaction to make one
next turn. weapon attack against the target.

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Trip Rogue Design Notes
When you hit a creature with a weapon attack, you can The rogue remains mostly unchanged. The biggest
attempt to knock the target down. If the target is Large thing is that the rogue now has ruses which it can do
or smaller, it must make a Strength or Dexterity saving with its sneak attack, allowing it to more interesting
throw. On a failed save, you knock the target prone. things in combat.

The rogue’s feat progression mirrors the vanilla’s


rogue.

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• (a) a dungeoneer’s pack or (b) an explorer’s
Sorcerers are rare in the world, and it is unusual to find pack
a sorcerer who is not involved in the adventuring life in • Two daggers
some way. People with magical power seething in their
veins soon discover that the power does not like to stay
1st-level sorcerer feature
quiet. A sorcerer’s magic must be wielded, and it tends
Beginning at 1st level, and again at 6th, 14th, and 18th
to spill out in unpredictable ways if it is not called on.
level, you can take one feat from this class’s list of feat
Table - The Sorcerer categories listed.
Level PB Features
1st +2 Feat, Spellcasting
2nd +2 Font of Magic 1st-level sorcerer feature
3rd +2 Metamagic An event in your past, or in the life of a parent or
4th +2 Ability Improvement ancestor, left an indelible mark on you, infusing you
5th +3 Sorcerous Restoration with arcane magic. This font of magic, whatever its
6th +3 Feat origin, fuels your spells.
7th +3 ─
8th +3 Ability Improvement Cantrips
9th +4 ─ At 1st level, you know four cantrips of your choice from
10th +4 Instinctive Genesis the sorcerer spell list. You an additional sorcerer cantrip
11th +4 ─ at 4th level and at 10th level.
12th +4 Ability Score Improvement
Spell Slots
13th +5 ─
Table – Full Caster Progression on page 81 shows how
14th +5 Feat
many spell slots you have to cast your wizard spells of
15th +5 ─
16th +5 Ability Score Improvement 1st level and higher. To cast one of these spells, you
17th +6 ─ must expend a slot of the spell’s level or higher. You
18th +6 Feat regain all expended spell slots when you finish a long
19th +6 Ability Improvement rest.
20th +6 Sorcerous Mastery
Spells Known of 1st Level and Higher
You know a number of spells equal to 1 + half your
sorcerer level (rounded up). Each of these spells must
Hit Points be of a level for which you have spell slots.
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution score Additionally, when you gain a level in this class, you can
Hit Points at Higher Levels: 1d6 (or 4) + your choose one of the sorcerer spells you know and replace
Constitution modifier per fighter level after 1st it with another spell from the sorcerer spell list, which
also must be of a level for which you have spell slots.
Proficiencies
Armor: None Disciplines
Weapons: Daggers, quarterstaff Choose a discipline from the Disciplines section of this
Tools: None document. Each discipline is a list of spells that you gain
Saving Throws: Constitution, Charisma when you can cast those spells. Once you gain a
Feats: Choose either Arcane or Mystic discipline spell, you always have it prepared, and it
Skills: Choose any four doesn’t count against the number of spells you can
prepare each day.
Equipment
You start with the following equipment. If you have a discipline spell that doesn’t appear on the
sorcerer spell list, the spell is nonetheless a sorcerer
• (a) a light crossbow and 20 bolts or (b) any spell for you.
simple weapon
• (a) a component pouch or (b) an arcane focus

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Spellcasting Ability 4th 6
Choose Intelligence or Charisma. The chosen ability is 5th 7
your spellcasting ability for your sorcerer spells. You use
your chosen ability whenever a spell refers to your
spellcasting ability. In addition, you use your
spellcasting ability modifier when setting the saving 3rd-level sorcerer feature
You gain the ability to twist your magic to suit your
throw DC for a sorcerer spell you cast and when making
needs. You gain two metamagic options of your choice,
an attack roll with one.
which are listed at the end of the class. You gain
Spell save DC = 8 + your proficiency modifier + your another one at 10th and 17th level.
spellcasting ability modifier
You can use only one Metamagic option on a spell when
Spell attack modifier = your proficiency modifier + your you cast it, unless otherwise noted.
spellcasting ability modifier
Spellcasting Focus 4th-level sorcerer feature
You can use an arcane focus as a spellcasting focus for When you reach 4th level, and again at 8th, 12th, 16th,
your sorcerer spells. and 19th level, you can do one of the following:

• you can increase one ability score of your


2nd-level sorcerer feature choice by 2
You tap into a deep wellspring of magic within yourself. • you can increase two ability scores of your
This wellspring is represented by sorcery points, which choice by 1
allow you to create a variety of magical effects. • you can increase one ability score of your
Sorcery Points. You have a number of sorcery points choice by 1 and gain 1 talent point
equal to your sorcerer level. You can never have more • you can gain 2 talent points
sorcery points than your level. You regain all spent
As normal, you cannot increase an ability score above
sorcery points when you finish a long rest.
20 using this feature.
Flexible Casting. You can use your sorcery points to gain
Additionally, you can do the following, representing the
additional spell slots, or sacrifice spell slots to gain
magic within you flowing in new ways:
additional sorcery points. You learn other ways to use
your sorcery points as you reach higher levels. • Replace one of the options you chose for the
Metamagic feature with a different metamagic
Creating Spell Slots. You can transform unexpended
option available to you.
sorcery points into one spell slot as a bonus action
• Replace one cantrip you learned from this
on your turn. The Creating Spell Slots table shows
class's Spellcasting feature with another cantrip
the cost of creating a spell slot of a given level. You
from the sorcerer spell list.
can create spell slots no higher in level than 5th.
The created spell slots vanish at the end of a long
rest. 5th-level sorcerer feature
When you finish a short rest, you can regain expended
Converting a Spell Slot to Sorcery Points. As a
sorcery points equal to half your sorcerer level
bonus action on your turn, you can expend one
(rounded down). Once you use this feature, you must
spell slot and gain a number of sorcery points equal
finish a long rest before you can use it again.
to the slot's level.
Table – Creating Spell Slots
Spell Slot Level Sorcery Point Cost 10th-level sorcerer feature
1st 2 You can draw on your innate arcane power to cast
2nd 3 spells unknown to you. Once per rest, you can cast one
3rd 5 spell of your choice from the sorcerer spell list which as

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a level no greater than 5th level. When you cast this Elemental Spell
spell, you can expend sorcery points equal to the level When you cast a spell that deals acid, cold, fire,
of the spell instead of expending a spell slot. lightning, poison, or thunder damage, you can spend 1
sorcery point to change the spell's damage to another
type from the list above. If you have the Esoteric Spell
20th-level sorcerer feature metamagic option, you can also choose a damage type
Your mastery of sorcery is unparalleled. You can apply from that list as well.
an unlimited number of metamagics you know to each
spell you cast, if you have the sorcery points, and the Empowered Spell
spell you cast meets the requirements for the After you roll the damage for a spell, you can spend 1
metamagic you wish to apply. sorcery point to re-roll a number of the damage dice up
to your spellcasting ability modifier (minimum of 1) and
use the new rolls. You can use this ability even if you
have already used a different metamagic ability during
Listed below are the metamagic options available to a the casting of the spell.
sorcerer. When you gain a level in this class, you can Esoteric Spell
choose one of the metamagic options you know and When you cast a spell that deals force, necrotic, psychic,
replace it with another of your choice that you meet the or radiant damage, you can spend 1 sorcery point to
prerequisites for. change the spell's damage to another type from the list
above. If you have the Elemental Spell metamagic
You can only apply one metamagic to each spell you
option, you can also choose a damage type from that
cast unless the metamagic itself says otherwise.
list as well.
Arcane Tenacity
Extended Spell
When you are forced to make a constitution saving
When you cast a spell that has a duration of 1 minute or
throw to maintain concentration on a spell, you can use
longer, you can spend 1 sorcery point to double its
your reaction to expend 2 sorcery points and add your
duration, to a maximum duration of 24 hours.
spellcasting ability modifier (minimum of 1) to the result
of the saving throw. Heightened Spell
When you cast a spell that forces a creature to make a
Careful Spell saving throw to resist its effects, you can spend 2
When you cast a spell that forces targets to make a
sorcery points to give one target of the spell
saving throw, you can spend 1 sorcery point to protect a
disadvantage on the first saving throw it makes against
number of creatures equal to your spellcasting ability
that spell.
modifier (minimum of 1). These creatures automatically
succeed on their saving throw. Imbuing Touch
As a bonus action, you can touch one weapon that does
Crashing Spell not have a magical bonus to its attack and damage rolls
As a reaction when a creature attempts to dispel or
and spend a number of sorcery points equal to half your
counterspell a spell you cast, you can expend 3 sorcery
proficiency modifier (rounded up) to imbue it with a
points to cause the creature that attempted to end your
shard of your magic for 8 hours. For the duration, the
spell to take 1d8 psychic damage per spell slot level
imbued weapon gains a bonus to its attack and damage
expended.
rolls equal to the sorcery points expended, and the
Distant Spell weapon counts as magical for the purpose of
When you cast a spell that has as range, you can spend overcoming resistances and immunity to nonmagical
1 sorcery point to double the range of that spell. When attacks.
you use this ability on a spell that has a range of touch,
Magical Guidance
its range becomes 30 feet.
You can tap into your arcane spark to try and conjure
success from failure. When you fail an ability check, you
can use your reaction to spend 2 sorcery points to re-

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roll the d20. You must use the new d20 roll, potentially
turning it into a success.
Quickened Spell Sorcerer Design Notes
When you cast a spell that has a casting time of 1 The Sorcerer is a wellspring of magical power. I
action, you can spend 2 sorcery points to cast it as a attempted to capture that idea through several new
bonus action. additions.
Seeking Spell This sorcerer has access to disciplines, to make up
When you make an attack roll for a spell and miss, you
for the severely limited number of spells it has.
can spend 2 sorcery points to re-roll the d20. You must
use the new d20 roll, potentially turning it into a hit. I designed a few new metamagic options, interesting
new ways to harness your innate magical power.
You can use Seeking Spell if you have already used a
different metamagic ability during the casting of the Instinctual Genesis allows for a little flexibility in
spell. your generally restrictive list of spells.
Sorcerous Fortitude The capstone is what most sorcerer players I’ve
As an action, you can spend a number of sorcery points Dungeon Mastered for dream of: “What if I could
to fortify your physical form. For each sorcery point you apply every metamagic I know to a spell”.
expend you gain 1d8 temporary hit points. The
maximum number of sorcery points you can spend as
part of this ability is equal to your proficiency modifier.

These temporary hit points remain until you finish a


long rest.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to
cast it without providing any of the somatic or verbal
components.
Twinned Spell
When you cast a spell with only one target, that doesn't
have a range of self, you can spend sorcery points equal
to the spell's level (minimum of 1) to target a second
target within range. To be eligible, the spell must be
incapable of hitting more than one target at the spell
level you are casting it.
Unerring Spell
When you cast a spell that requires an attack roll or a
Dexterity saving throw, you can spend 1 sorcery point
to ignore the effects of half and three-quarters cover.

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Saving Throws: Intelligence, Charisma
A warlock is defined by a pact with an otherworldly Feats: Choose either Arcane or Profane
being. Sometimes the relationship between warlock and Skills: Choose any four
patron is like that of a cleric and a deity, though the
Equipment
beings that serve as patrons for warlocks are not gods. You start with the following equipment:
A warlock might lead a cult dedicated to a demon
prince, an archdevil, or an utterly alien entity—beings • (a) scale mail or (b) leather armor
not typically served by clerics. More often, though, the • (a) one martial weapon or (b) two simple
arrangement is like that between a master and an weapons
apprentice. The warlock learns and grows in power, at • (a) an arcane focus or (b) a component pouch
the cost of occasional services performed on the • (a) a dungeoneer’s pack or (b) a scholar’s pack
patron’s behalf. • A shield and a light crossbow with 20 bolts

Table – The Warlock


Invocations
Level PB Features Known
1st +2 Eldritch Blast (1), Pact Boon — 1st-level warlock feature
2nd +2 Invocations, Pact Magic 2 You learn to channel elemental energies, creating blasts
3rd +2 Eldritch Sight, Feat 2 to face off against your foes with. Choose one of the
4th +2 Ability Score Improvement 2 following: Acid, Cold, Fire, Lightning, or Poison.
5th +3 Agonizing Incantation, 3
Eldritch Blast (2) As an action, you create a beam of crackling energy that
6th +3 Darkness Akin 3 streaks toward a creature you can see. Make a ranged
7th +3 Feat 4 spell attack against the target. On a hit, the target takes
8th +3 Ability Score Improvement 4 1d10 damage of the chosen type.
9th +4 — 5
This feature creates more than one beam when you
10th +4 Feat, Hidden Esoterica 5
11th +4 Eldritch Blast (3), Mystic 5 reach higher levels in this class: two beams at 5th level,
Arcanum (6th level) three beams at 11th level, and four beams at 17th level.
12th +4 Ability Score Improvement 6 You can direct the beams at the same target or at
13th +5 — 6 different ones. Make a separate attack roll for each
14th +5 Feat, Unholy Damnation 6 beam.
15th +5 Mystic Arcanum (7th level) 7
16th +5 Ability Score Improvement 7 At 10th level, you gain access to more esoteric ways to
17th +6 Eldritch Blast (4) 7 inflict harm, choose one of the following: Force,
18th +6 Feat 8 Necrotic, Psychic, Radiant, Thunder. You can now cast
19th +6 Ability Score Improvement 8 Eldritch Blast using that damage type in addition to the
20th +6 Eldritch Mastery 8 damage type picked at 1st level. Whenever you cast
Eldritch Blast, you pick between the two damage types.

As a warlock, you gain the following class features. 1st-level warlock feature
Hit Points Your otherworldly patron bestows a power or gift upon
Hit Dice: 1d8 per warlock level you, enticing you for loyal service. You gain one of the
Hit Points at 1st Level: 8 + your Constitution score following features of your choice.
Hit Points at Higher Levels: 1d8 (or 5) + your Pact of the Blade
Constitution modifier per warlock level after 1st The influence of your patron also allows you to
Proficiencies mystically channel your will through a particular
Armor: Light armor, medium armor, shields weapon. Whenever you finish a long rest, you can touch
Weapons: Simple weapons, martial weapons one weapon that you are proficient with and that lacks
Tools: None the two-handed property. When you attack with that

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weapon, you can use your spellcasting ability modifier, what the level of those slots is; all your spell slots are
instead of Strength or Dexterity, for the attack and the same level. To cast one of your warlock spells of 1st
damage rolls. This benefit lasts until you finish a long level or higher, you must expend a spell slot. You regain
rest. all expended Pact Magic spell slots when you finish a
short or long rest.
Pact of the Tome
Your patron gives you a grimoire called a Book of For example, when you are 5th level, you have two 3rd-
Shadows. When you gain this feature, choose three level spell slots. To cast the 1st-level spell coruscation,
cantrips from any class’s spell list (the three needn’t be you must spend one of those slots, and you cast it as a
from the same list). While the book is on your person, 3rd-level spell.
you can cast those cantrips at will. They do not count
against your number of cantrips known. If they do not Preparing Spells of 1st Level and Higher
You prepare the list of warlock spells that are available
appear on the warlock spell list, they are nonetheless
for you to cast, choosing from the warlock spell list.
warlock spells for you.
When you do so, choose a number of warlock spells
If you lose your Book of Shadows, you can perform a 1- equal to your spellcasting ability modifier + half your
hour ceremony to receive a replacement from your warlock level (rounded down). The spells must be of a
patron. This ceremony can be performed during a short level for which you have spell slots.
or rest, and it destroys the previous book. The book
You can change your list of prepared spells when you
turns to ash when you die.
finish a long rest. Preparing a new list of warlock spells
Pact of the Talisman requires time spent in meditation: at least 1 minute per
Your patron gives you an amulet, a talisman that can aid spell level for each spell on your list.
the wearer when the need is great. When the wearer
fails an ability check, they can add a d4 to the roll, Disciplines
Choose a discipline from the Disciplines section of this
potentially turning the roll into a success. This benefit
document. Each discipline is a list of spells that you
can be used a number of times equal to your proficiency
learn when you have the spell slots to cast the spell.
modifier, and all expended uses are restored when you
Once you learn a discipline spell, you always have it
finish a long rest.
prepared, and it doesn’t count against the number of
If you lose the talisman, you can perform a 1-hour spells you can prepare each day.
ceremony to receive a replacement from your patron.
If you have a discipline spell that doesn’t appear on the
This ceremony can be performed during a short or rest,
warlock spell list, the spell is nonetheless a warlock spell
and it destroys the previous amulet. The talisman turns
for you.
to ash when you die.
Spellcasting Ability
Choose Intelligence or Charisma. The chosen ability is
2nd-level warlock feature your spellcasting ability for your warlock spells and
Your arcane research and the magic bestowed on you features, so you use your chosen ability whenever a
by your patron have given you facility with spells. See spell refers to your spellcasting ability. In addition, you
Spells Rules for the general rules of spellcasting and the use your spellcasting ability modifier when setting the
Spells Listing for the warlock spell list. saving throw DC for a warlock spell you cast and when
Cantrips making an attack roll with one.
You know two cantrips of your choice from the warlock
Spell save DC = 8 + your proficiency modifier + your
spell list. You learn an additional warlock cantrip at 4th
spellcasting ability modifier
level, and at 10th level.
Spell attack modifier = your proficiency modifier + your
Spell Slots
Table – Pact Caster Progression on page 81 shows you spellcasting ability modifier
how many spell slots you have to cast your warlock
spells of 1st through 5th level. The table also shows

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Spellcasting Focus • Replace the option you choose for your Eldritch
You can use an arcane focus (see the Gear section) as a Blast damage type for another available at your
spellcasting focus for your warlock spells. level.
• If you are 10th level or higher, replace the
2nd-level warlock feature option you chose for the Hidden Esoterica
You gain three eldritch invocations of your choice. Your feature with one of that feature’s other options.
invocation options are detailed at the end of the class If this change makes you ineligible for any of your
description. When you gain certain warlock levels, you Eldritch Invocations, you must also replace them now,
gain additional invocations of your choice, as shown in choosing invocations for which you qualify.
the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can 5th-level warlock feature
choose one of the invocations you know and replace it When you cast eldritch blast or deal damage with a
with another invocation that you could learn at that spell, you can add your spellcasting ability modifier to
level. the damage it deals on a hit.

3rd-level warlock feature 6th-level warlock feature


Your eyes become imbued with the eldritch power you You have become uncannily aware of others who wield
wield. You can see normally in darkness, both magical eldritch power as you do. As an action, you can open
and nonmagical, to a distance of 120 feet. your awareness to detect such entities.

Until the end of your next turn, you know the location
3rd-level warlock feature of any creature nearby you that is cursed, has a pact, or
When you reach 3rd level, and again at 7th, 10th, 14th has warlock levels.
and 18th level, you can take one feat from this class’s
list of feat categories listed. You do not learn the identity of any such creature
through this feature. Within the same radius, you also
detect the presence of any place or object that has
4th-level warlock feature been consecrated or desecrated, as with the hallow
When you reach 4th level, and again at 8th, 12th, 16th, spell.
and 19th level, you can do one of the following:

• you can increase one ability score of your 10th-level warlock feature
choice by 2 Your powers have grown, with new secrets granting you
• you can increase two ability scores of your a new addition to your eldritch repertoire. Choose one
choice by 1 of the following:
• you can increase one ability score of your
choice by 1 and gain 1 talent point Antipathy. Choose one type of creature. Creatures of
the chosen type have disadvantage on attack rolls
• you can gain 2 talent points
against you. You also cannot be charmed, frightened, or
As normal, you cannot increase an ability score above possessed by the chosen type. You can change your
20 using this feature. chosen creature type whenever you finish a long rest.
Additionally, you can do the following, representing a Hexproof. When you are forced to make a saving throw,
change of focus in your occult studies: you can grant yourself a bonus to your saving throw
equal to your proficiency modifier. You can do this
• Replace the option you chose for the Pact Boon
twice per short or long rest.
feature with one of that feature’s other options.
Reminiscence. When you cast Eldritch Blast and hit a
creature, the next time the target takes damage from

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something other than you, it takes an additional 2d10 saving throw. On a failed save, a creature takes 10d10
damage, of the same type as your Eldritch Blast. damage, of a type from your Eldritch Blast feature. On a
successful save, a creature takes half damage.

11th-level warlock feature Once you use this feature, you must finish a long rest
You have unearthed a magical secret called an arcanum. before you can do so again.
Choose one 6th-level spell from the warlock spell list as
this arcanum.
In your study of occult lore, you have unearthed eldritch
You can cast your arcanum spell once without invocations, fragments of forbidden knowledge that
expending a spell slot. You must finish a long rest before imbue you with an abiding magical ability.
you can do so again.
If an invocation has a requirement, you must meet it to
At 15th level, you gain a 7th-level warlock spell of your learn it. You can learn the invocation at the same time
choice that can be cast in this way. You regain all uses of that you meet its prerequisites. The level refers to your
your Mystic Arcanum when you finish a long rest. level in this class.
Armor of Shadows
14th-level warlock feature You can cast mage armor on yourself at will, without
You are now able to channel eldritch interference in a expending a spell slot or material components.
moment of need. When creature succeeds on saving Ascendant Step
throw against a spell you cast or warlock feature, as a Prerequisite: 9th level
reaction you can force that creature to fail the saving You can cast levitate on yourself at will, without
throw. expending a spell slot or material components.
Once you use this feature, you cannot use it again until Aspect of the Moon
you finish a long rest. Prerequisite: Pact of the Tome feature
You no longer need to sleep and cannot be forced to
sleep by any means. To gain the benefits of a long rest,
20th-level warlock feature
you can spend all 8 hours doing light activity, such as
You have completely transcended the pact that you
reading your Book of Shadows and keeping watch.
initially swore, and thus can draw on your own eldritch
power in a display of profane power. As an action, you Beast Speech
can regain all your expended warlock spell slots, and You can cast speak with animals at will, without
can create one of the following effects of your choice: expending a spell slot.

Apotheosis. You become a creature type the same type Beguiling Influence
as your patron, gain a flying speed equal to your walking You gain proficiency in the Deception and Persuasion
speed, and become immune to the frightened and skills.
charmed conditions. This transformation lasts for 1 Bond of the Talisman
minute. Prerequisite: 12th-level warlock, Pact of the Talisman
Eldritch Barrage. The next eldritch blast you cast feature
instead creates 10 beams instead of the normal number While someone else is wearing your talisman, you can
of beams you can create. use your action to teleport to an unoccupied space
within 5 feet of them, provided the two of you are on
Supernatural Recovery. You regain 10d8 hit points. the same plane of existence. The wearer of your
Transcendent Step. You grant yourself a teleport speed talisman can do the same thing, using their action to
of 60 feet for 1 minute. teleport to you. The teleportation can be used a
number of times equal to your proficiency modifier, and
Unchained Destruction. You can force every creature of all expended uses are restored when you finish a long
your choice within 30 feet of you to make a dexterity rest.

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Book of Ancient Secrets The triggering spell must have a casting time of one
Prerequisite: Pact of the Tome feature action. The number of beams produced by your Eldritch
You can now inscribe magical rituals in your Book of Blast is equal to the difference between the level of the
Shadows. Choose two 1st-level spells that have the spell is casted at and the spell slot expended, to the
ritual tag from any class’s spell list (the two needn’t be maximum number of beams you can create with your
from the same list). The spells appear in the book and Eldritch Blast feature.
do not count against the number of spells you know.
Eldritch Mind
With your Book of Shadows in hand, you can cast the
You have advantage on Constitution saving throws that
chosen spells as rituals. You cannot cast the spells
you make to maintain your concentration on a spell.
except as rituals unless you’ve learned them by some
other means. You can also cast a warlock spell you Eldritch Sight
know as a ritual if it has the ritual tag. You can cast detect magic at will, without expending a
spell slot.
On your adventures, you can add other ritual spells to
your Book of Shadows. When you find such a spell, you Eldritch Smite
can add it to the book if the spell’s level is equal to or Prerequisite: 5th level, Pact of the Blade feature
less than half your warlock level (rounded up) and if you Once per turn when you hit a creature with your pact
can spare the time to transcribe the spell. For each level weapon, you can expend a warlock spell slot to deal an
of the spell, the transcription process takes 2 hours and extra 1d8 force damage to the target, plus another 1d8
costs 50 gp for the rare inks needed to inscribe it. per level of the spell slot, and you can knock the
target prone if it is Huge or smaller.
Chains of Carceri
Prerequisite: 15th level Eldritch Strike
You can cast hold monster at will — targeting a celestial, For you, eldritch blast becomes a melee spell attack.
fiend, or elemental — without expending a spell slot or Make a separate melee spell attack for each beam,
dealing 1d12 damage on hit.
material components. You must finish a long rest before
you can use this invocation on the same creature again. Any feature that affects the range of eldritch blast do
Cloak of Flies not work with this invocation.
Prerequisite: 5th level Eyes of the Rune Keeper
As a bonus action, you can surround yourself with a You can read all writing.
magical aura that looks like buzzing flies. The aura
Far Scribe
extends 5 feet from you in every direction, but not
Prerequisite: 5th-level warlock, Pact of the Tome feature
through total cover. It lasts until you are incapacitated,
A new page appears in your Book of Shadows. With
or you dismiss it as a bonus action.
your permission, a creature can use its action to write
The aura grants you advantage on Charisma its name on that page, which can contain a number of
(Intimidation) checks but disadvantage on all other names equal to your proficiency modifier.
Charisma checks. Any other creature that starts its turn
You can cast the sending spell, targeting a creature
in the aura takes poison damage equal to your Charisma
whose name is on the page, without using a spell slot
modifier (minimum of 0 damage).
and without using material components. To do so, you
Once you use this invocation, you cannot use it again must write the message on the page. The target hears
until you finish a short or rest. the message in their mind, and if the target replies,
their message appears on the page, rather than in your
Efficient Arcana
You have learned to exploit the excess energy released mind. The writing disappears after 1 minute.
by your magic. When you use a higher-level pact magic As an action, you can magically erase a name on the
spell slot to cast a warlock spell of 1st level or higher page by touching it.
you may also cast your Eldritch Blast as part of the same
action.

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Fiendish Vigor As an action, you can magically erase a name on the
You can cast false life on yourself at will as a 1st-level page by touching it.
spell, without expending a spell slot or material
components. Grasp of Hadar
Once on each of your turns when you hit a nearby
Gaze of Two Minds creature with your eldritch blast, you can pull that
You can use your action to touch a willing humanoid creature 10 feet towards you.
and perceive through its senses until the end of your
next turn. If the creature is on the same plane of Improved Pact Weapon
existence as you, you can use your action on Prerequisite: Pact of the Blade feature
subsequent turns to maintain this connection, You can use any weapon you wield as a spellcasting
extending the duration until the end of your next turn. focus for your warlock spells.
While perceiving through the other creature’s senses, In addition, the weapon gains a +1 bonus to its attack
you benefit from any special senses possessed by that and damage rolls, unless it is a magic weapon that
creature, and you are blinded and deafened to your already has a bonus to those rolls.
own surroundings.
Finally, you can affect any weapon of your choice with
Ghostly Gaze your Pact of the Blade feature.
Prerequisite: 7th level
As an action, you gain the ability to see through solid Inverted Gaze
objects to a range of 30 feet. Within that range, you You cannot be surprised while conscious, and if a
have darkvision if you do not already have it. This creature is looking at you, you immediately become
special sight lasts for 1 minute or until your aware that a creature is looking at you.
concentration ends (as if you were concentrating on a Lance of Lethargy
spell). During that time, you perceive objects as ghostly, Once on each of your turns when you hit a creature
transparent images. with your eldritch blast, the creature’s speed is reduced
by 10 feet.
Once you use this invocation, you cannot use it again
until you finish a short or rest. Living Map
Prerequisite: 9th level, Pact of the Tome feature
Gift of the Depths
A new page appears in your Book of Shadows. You can
Prerequisite: 5th level
spend one hour drawing a map on this page of an area
You can breathe underwater, and you gain a swimming
that is a 40-foot square or smaller. You must have seen
speed equal to your walking speed.
the entirety of the area within the past 24 hours to
You can also cast water breathing once without draw a map.
expending a spell slot. You regain the ability to do so
Once you have drawn a map, you can see the names of
when you finish a long rest.
creatures who occupy the area, as well as any changes
Gift of the Protectors that occur to the environment. A creature's name
Prerequisite: 9th-level warlock, Pact of the Tome feature appears on the map and corresponds to wherever the
A new page appears in your Book of Shadows. With creature is in the area. The name moves as they move.
your permission, a creature can use its action to write
A creature protected from divination magic does not
its name on that page, which can contain a number of
appear on the map. The map remains in your Book of
names equal to your proficiency modifier.
Shadows for 30 days, until you begin to draw another
When any creature whose name is on the page is map, or you erase it as an action.
reduced to 0 hit points but not killed outright, the
Lolth's Grasp
creature magically drops to 1 hit point instead. Once
Prerequisite: 7th level
this magic is triggered, no creature can benefit from it
You can cast spider walk* on yourself at will, without
until you finish a long rest.
expending a spell slot or material components.

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Maddening Hex Relentless Hex
Prerequisite: 5th level, a spell or feature that curses Prerequisite: 7th level, a spell or feature that curses
As a bonus action, you cause a psychic disturbance Your curse creates a temporary bond between you and
around a nearby target cursed by you that you can see. your target. As a bonus action, you can magically
When you do so, you deal psychic damage to the cursed teleport to an unoccupied space you can see next to the
target and each creature of your choice that you can target cursed by you. To teleport in this way, you must
see next to or engaged with it. The psychic damage be able to see the cursed target.
equals your spellcasting ability modifier (minimum of 1
Repelling Blast
damage). When you hit a creature with eldritch blast, you can
Mask of Many Faces push the creature 10 feet away from you.
You can cast disguise self at will, without expending a
Sacrifice
spell slot.
Prerequisite: 9th-level warlock
Master of Myriad Forms You learn to take advantage of your lifeforce in the
Prerequisite: 15th level moment, rather than waiting to recuperate. As a bonus
You can cast alter self at will, without expending a spell action, you can expend a hit die, rolling it and adding
slot. your spellcasting ability modifier to the total. You regain
hit points equal to the total.
Misty Visions
You can cast silent image at will, without expending a Secrets of Conflict
spell slot or material components. Prerequisite: Pact of the Blade feature
One with Shadows You learn one fighting style of your choice and can pick
combat feats whenever you gain a feat.
Prerequisite: 5th level
When you are in an area of dim light or darkness, you Secrets of Magic
can use your action to become invisible until you move Prerequisite: Pact of the Tome feature
or take an action or a reaction. Spells previously forbidden now appear in your Book of
Otherworldly Leap Shadows. Choose one spell of your choice from any
class. A spell you choose must be of a level you can cast,
Prerequisite: 9th level
as shown on Table: Pact Caster Progression, or a
You can cast jump on yourself at will, without expending
a spell slot or material components. cantrip. If the spell is not a cantrip, you gain the ability
to cast the chosen spell using a warlock spell slot.
Protection of the Talisman
Prerequisite: 7th-level warlock, Pact of the Talisman You can select this invocation multiple times. Each time
feature you do so, you must choose a different spell. If you later
When the wearer of your talisman fails a saving throw, replace this invocation with a different one, you lose
they can add a d4 to the roll, potentially turning the access to the chosen spell.
save into a success. This benefit can be used a number Furthermore, you can take arcane feats when you gain a
of times equal to your proficiency modifier, and all feat.
expended uses are restored when you finish a long rest.
Shroud of Shadow
Rebuke of the Talisman Prerequisite: 15th level
Prerequisite: Pact of the Talisman feature You can cast invisibility at will, without expending a spell
When the wearer of your talisman is hit by an attacker slot.
you can see within 30 feet of you, you can use your
reaction to deal psychic damage to the attacker equal to Thirsting Blade
your proficiency modifier and push it up to 10 feet away Prerequisite: 5th level, Pact of the Blade feature
from the talisman’s wearer. When you cast Eldritch Blast, you can replace any of the
spell attacks with a weapon attack from a weapon
benefiting from your Pact of the Blade feature.

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Tomb of Levistus Warlock Design Notes
Prerequisite: 5th level I have worked on the warlock for a while, but I find
As a reaction when you take damage, you can entomb this version strikes a nice balance. This redesign has
yourself in ice, which melts away at the end of your a bevy of changes, as shown.
next turn. You gain 10 temporary hit points per warlock
level, which take as much of the triggering damage as This warlock picks a pact boon at 1st level, and
possible. Immediately after you take the damage, you eldritch blast is now a baked in feature. The Pact
gain vulnerability to fire damage, your speed is reduced Blade now functions as Hex Warrior. The Talisman
to 0, and you are incapacitated. These effects, including and Tome remain unchanged.
any remaining temporary hit points, all end when the There is no chainlock in this version. I did not work
ice melts. on iterating it into this warlock.
Once you use this invocation, you cannot use it again This warlock gets access to a discipline, allowing
until you finish a short or rest. them to customize their spell list (at least
Trickster's Escape somewhat).
Prerequisite: 7th level This version of the warlock is defined by their
You can cast freedom of movement once on yourself invocations, which can radically alter how your
without expending a spell slot. Once you do so, you warlock behaves.
cannot cast it in this way again until you finish a long
rest. Eyes of the Dark and Agonizing Incantation are now
baked into the class, with Agonizing a little more
useful overall.

Darkness akin allows for a warlock to know if others


like it are nearby.

Hidden Esoterica is a defensive ability for warlocks


and plays into that strange power that warlocks
screw around with.

Mystic Arcanum now only grants a 6th level slot, and


a 7th level slot at 15th level. This is due to the
presence of other higher-level features and
reinforces the idea that the power was bargained
for. While powerful (it does go to 7th level), it was
the quick and easy way. A cheat.

Ensure Damnation is like an inversion of Channel


Divinity. You cause something to fail.

Eldritch Mastery has been completely revamped,


allowing you to feel like a true master of your
eldritch powers.

Undying Servitude
Prerequisite: 5th-level warlock
You can cast animate dead without using a spell slot.
Once you do so, you cannot cast it in this way again
until you finish a long rest.

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Unnatural Vitality
Prerequisites: 9th level
You have advantage on death saving throws, and you
no longer need to eat, drink, or breathe.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a
spell slot.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending
a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger, or
creature concealed by illusion or transmutation magic
while the creature is within 30 feet of you and within
line of sight.

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Equipment
Wizards are supreme magic-users, defined and united You start with the following equipment.
as a class by the spells they cast. Drawing on the subtle • (a) a quarterstaff or (b) a dagger
weave of magic that permeates the cosmos, wizards
• (a) a component pouch or (b) an arcane focus
cast spells of explosive fire, arcing lightning, subtle
• (a) a scholar’s pack or (b) an explorer’s pack
deception, and brute-force mind control. Their magic
• A spellbook
conjures monsters from other planes of existence,
glimpses the future, or turns slain foes into zombies.
Their mightiest spells change one substance into As a student of arcane magic, you have a spellbook
another, call meteors down from the sky, or open containing spells that show the first glimmerings of your
portals to other worlds. true power. See Spells Rules for the general rules of
spellcasting and the Spells Listing for the wizard spell
Table - The Wizard
list.
Level PB Features
1st +2 Spellcasting Cantrips
2nd +2 Feat At 1st level, you know three cantrips of your choice
3rd +2 — from the wizard spell list. You an additional wizard
4th +2 Ability Improvement cantrip at 4th level and at 10th level.
5th +3 —
6th +3 Feat Spellbook
7th +3 — At 1st level, you have a spellbook containing six 1st-
8th +3 Ability Improvement level wizard spells of your choice. Your spellbook is the
9th +4 — repository of the wizard spells you know, except your
10th +4 Feat cantrips, which are fixed in your mind.
11th +4 —
12th +4 Ability Improvement Spell Slots
13th +5 — Table – Full Caster Progression on page 81 shows how
14th +5 Feat many spell slots you have to cast your wizard spells of
15th +5 — 1st level and higher. To cast one of these spells, you
16th +5 Ability Improvement must expend a slot of the spell’s level or higher. You
17th +6 — regain all expended spell slots when you finish a long
18th +6 Feat rest.
19th +6 Ability Improvement
20th +6 Signature Spells Preparing and Casting Spells
To cast one of your wizard spells of 1st level and higher,
you must expend a slot of the spell’s level or higher. You
regain all expended spell slots when you finish a long
As a wizard, you gain the following class features. rest.
Hit Points You prepare the list of wizard spells that are available
Hit Dice: 1d6 per wizard level for you to cast. To do so, choose a number of wizard
Hit Points at 1st Level: 6 + your Constitution score spells from your spellbook equal to your spellcasting
Hit Points at Higher Levels: 1d6 (or 4) + your ability modifier + your wizard level (minimum of one
Constitution modifier per fighter level after 1st spell). The spells must be of a level for which you have
Proficiencies spell slots.
Armor: None
You can change your list of prepared spells when you
Weapons: Daggers, quarterstaffs
finish a long rest. Preparing a new list of wizard spells
Tools: None
requires time spent studying your spellbook and
Saving Throws: Intelligence, Wisdom
memorizing the incantations and gestures you must
Feats: Arcane
make to cast the spell: at least 1 minute per spell level
Skills: Choose any four
for each spell on your list.

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Spellcasting Ability •
you can increase one ability score of your
Choose Intelligence or Wisdom. The chosen ability is choice by 2
your spellcasting ability for your wizard spells. You use • you can increase two ability scores of your
your chosen ability whenever a spell refers to your choice by 1
spellcasting ability. In addition, you use your • you can increase one ability score of your
spellcasting ability modifier when setting the saving choice by 1 and gain 1 talent point
throw DC for a wizard spell you cast and when making • you can gain 2 talent points
an attack roll with one. As normal, you cannot increase an ability score above
Spell save DC = 8 + your proficiency modifier + your 20 using this feature.
spellcasting ability modifier Additionally, you can do the following, representing a
Spell attack modifier = your proficiency modifier + your change of focus in your arcane studies:
spellcasting ability modifier • Replace one cantrip you learned from this
Ritual Casting class’s Spellcasting feature with another cantrip
You can cast a wizard spell as a ritual if that spell has from the wizard spell list.
the ritual tag and you have the spell in your spellbook.
You do not need to have the spell prepared.
20th-level wizard feature
Spellcasting Focus You gain mastery over two powerful spells and can cast
You can use an arcane focus (see the Adventuring Gear them with little effort. Choose one 1st, 2nd, and 3rd-
section) as a spellcasting focus for your wizard spells. level wizard spell in your spellbook as your signature
Learning Spells of 1st Level and Higher spells. You always have these spells prepared, they do
Each time you gain a wizard level, you can add two not count against the number of spells you have
wizard spells of your choice to your spellbook for free. prepared, and you can cast each of them once at their
Each of these spells must be of a level for which you level without expending a spell slot. When you do so,
have spell slots, as shown on Table – Full Caster you cannot do so again until you finish a short or long
Progression. On your adventures, you might find other rest.
spells that you can add to your spellbook (see the “Your If you want to cast either spell at a higher level, you
Spellbook” sidebar). must expend a spell slot as normal.

2nd-level wizard feature


You have learned to regain some of your magical energy
by studying. Once per rest, you can spend 10 minutes in
study, and choose expended spell slots to recover. The
spell slots can have a combined level that is equal to or
less than half your wizard level (rounded up), and none
of the slots can be 6th level or higher.

3rd-level wizard feature Wizard Design Notes


When you reach 2nd level, and again at 6th, 10th, 14th, Wizards remain mostly unchanged. They’re the
and 18th level, you can take one feat from this class’s ultimate spellcaster. The biggest change comes in
list of feat categories listed. the addition of 18th level feat, which replaces Spell
Mastery.
4th-level wizard feature The capstone somewhat makes up for spell
When you reach 4th level, and again at 8th, 12th, 16th, mastery’s loss, by letting you select one 1st, 2nd, and
and 19th level, you can do one of the following: 3rd level spell as your signature spells.

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Classes with spell slots progress at different rates, as
shown.
Table - Full Caster Progression Table – 1/3 Caster Progression
Total —Spell Slots per Spell Level— Total Spells —Spell Slots per Spell Level—
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Level Known 1st 2nd 3rd 4th
1st 2 — — — — — — — — 1st — — — — —
2nd 3 — — — — — — — — 2nd — — — — —
3rd 4 2 — — — — — — — 3rd 3 2 — — —
4th 4 3 — — — — — — — 4th 4 3 — — —
5th 4 3 2 — — — — — — 5th 4 3 — — —
6th 4 3 3 — — — — — — 6th 4 3 — — —
7th 4 3 3 1 — — — — — 7th 5 4 2 — —
8th 4 3 3 2 — — — — — 8th 6 4 2 — —
9th 4 3 3 3 1 — — — — 9th 6 4 2 — —
10th 4 3 3 3 2 — — — — 10th 7 4 3 — —
11th 4 3 3 3 2 1 — — — 11th 8 4 3 — —
12th 4 3 3 3 2 1 — — — 12th 8 4 3 — —
13th 4 3 3 3 2 1 1 — — 13th 9 4 3 2 —
14th 4 3 3 3 2 1 1 — — 14th 10 4 3 2 —
15th 4 3 3 3 2 1 1 1 — 15th 10 4 3 2 —
16th 4 3 3 3 2 1 1 1 — 16th 11 4 3 3 —
17th 4 3 3 3 2 1 1 1 1 17th 11 4 3 3 —
18th 4 3 3 3 3 1 1 1 1 18th 11 4 3 3 —
19th 4 3 3 3 3 2 1 1 1 19th 12 4 3 3 1
20th 4 3 3 3 3 2 2 1 1 20th 13 4 3 3 1

Table – 2/3 Caster Progression Table – Pact Caster Progression


—Spell Slots per Spell Level— Spell Slot
Level 1st 2nd 3rd 4th 5th 6th Total Level Slots Level
1st — — — — — — 1st 2 1st
2nd 2 — — — — — 2nd 2 1st
3rd 3 — — — — — 3rd 2 2nd
4th 3 — — — — — 4th 2 2nd
5th 4 2 — — — — 5th 2 3rd
6th 4 2 — — — — 6th 2 3rd
7th 4 3 — — — — 7th 2 4th
8th 4 3 2 — — — 8th 2 4th
9th 4 3 2 — — — 9th 2 5th
10th 4 3 2 — — — 10th 2 5th
11th 4 3 3 1 — — 11th 3 5th
12th 4 3 3 1 — — 12th 3 5th
13th 4 3 3 1 — — 13th 3 5th
14th 4 3 3 2 1 — 14th 3 5th
15th 4 3 3 2 1 — 15th 3 5th
16th 4 3 3 2 1 — 16th 3 5th
17th 4 3 3 3 1 1 17th 4 5th
18th 4 3 3 3 2 1 18th 4 5th
19th 4 3 3 3 2 1 19th 4 5th
20th 4 3 3 3 2 1 20th 4 5th

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A young mage channeling elemental fire, conjuring it all around.
Magmatic Channeler, Bryan Sola

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2nd blindness/deafness, ray of
Spellcasters of all varieties favor particular spells over enfeeblement
others, subscribing to different philosophies for the 3rd animate dead, vampiric touch
4th blight, cull the weak*
purpose of their powers.
5th flay*, negativity flood*
Gaining a Discipline
Each discipline is a list of spells — discipline spells —
that you gain when you reach certain levels in your
You value magic’s power to defend and protect,
class. You must possess the corresponding spell slot of
allowing you to conjure wards and shields. Through the
the correct level to cast a discipline spell. Once you can
defense discipline, you can survive all that your
cast a discipline spell, it is considered always known or
adventures shall force you to endure.
prepared, and it doesn’t count against the number of
spells you know or can prepare each day Spell Level Spells
1st absorb elements, shield of faith
If you have a discipline spell that doesn’t appear on the
2nd aid, warding bond
your class’s spell list, the spell is nonetheless spell for 3rd protection from energy, tiny hut
your class. 4th fire shield, resilient sphere
5th circle of power, wall of stone
Utilized by those with a focus on the workings and
manipulation of magic, the arcane discipline represents
a focus on magic itself. You are devoted to some cause, concept, or faith. This
manifests as a drive to protect and guide your allies to
Spell Level Spells
victory, supporting them through thick and thin.
1st detect magic, magic missile
2nd magic weapon, Nystul’s magic aura Spell Level Spells
3rd dispel magic, magic circle 1st protection from evil and good,
4th arcane eye, secret chest sanctuary
5th planar binding, teleportation circle 2nd lesser restoration, zone of truth
3rd beacon of hope, dispel magic
4th freedom of movement, guardian of
You wield the power of ice, winter, and cold unchecked. faith
5th commune, flame strike
This ice-cold power freezes and allows a wielder to
harness rime in their spells.

Spell Level Spells


You harness the brutal power pyromancy to manifest
1st armor of agathys, ice knife
flames to incinerate your foes. This discipline is brutal
2nd rime's binding ice, snilloc’s snowball
and simple, giving no quarter or mercy to the enemy.
swarm
3rd arctic shard*, snow bomb* Spell Level Spells
4th blizzard*, ice storm 1st burning hands, hellish rebuke
5th blood to ice*, cone of cold 2nd heat metal, scorching ray
3rd ashardalon’s stride, fireball
4th fire shield, wall of fire
You harness the darkest spells of necromancy against 5th flame strike, immolation
your foes, animating the dead and weaponizing
negative energies fatal to the living.
Focusing on the gentler and positive aspects of
Spell Level Spells
necromancy, the Grave discipline harnesses
1st false life, inflict wounds
necromancy to maintain the line between life and death
clear cut.

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Spell Level Spells 3rd haste, protection from energy
1st bane, false life 4th banishment, dimension door
2nd gentle repose, ray of enfeeblement 5th hold monster, scrying
3rd revivify, vampiric touch
4th blight, death ward
5th antilife shell, raise dead
Those who chose subterfuge as their discipline prefer a
subtler approach, focusing on spells that suit stealth
and deception.
Knowledge is often considered power, and those who
utilize this discipline see information as the ultimate Spell Level Spells
tool, whether for war or peace. 1st charm person, disguise self
2nd invisibility, pass without trace
Spell Level Spells 3rd fear, hypnotic pattern
1st detect magic, identify 4th dimension door, greater invisibility
2nd augury, fortune’s favor 5th dominate person, passwall
3rd nondetection, tongues
4th arcane eye, confusion
5th legend lore, scrying
The power of storms, rain, lightning, and thunder
resounds in all who harness this discipline. These
powers are often loud and destructive, just as the great
Harnessing positive energies to aid the living, the life tempests.
discipline focuses on all of magic’s healing properties,
allowing for a spellcaster to keep their allies alive. Spell Level Spells
1st coruscation*, thunderwave
Spell Level Spells 2nd gust of wind, shatter
1st bless, cure wounds 3rd call lightning, thunder step
2nd lesser restoration, prayer of healing 4th lightning, storm sphere
3rd beacon of hope, revivify 5th destructive wave, insect plague
4th aura of life, death ward
5th mass cure wounds, raise dead

Wielding the power of nature is to wield power This discipline melds the powers of spellcraft with the
unchecked with primal ferocity. Nature allows one to might of steel. Those who invest in this path focus on
commune with the land and its inhabitants, drawing harmonizing their spells with a martial combat style.
power from such things. Spell Level Spells
Spell Level Spells 1st absorb elements, shield
1st animal friendship, speak with animals 2nd blur, spiritual weapon
2nd barkskin, spike growth 3rd haste, shadow blade
3rd plant growth, wind wall 4th death ward, steel gale strike*
4th dominate beast, grasping vine 5th circle of power, warrior’s heart*
5th insect plague, tree stride

You mercilessly hunt down your foes, and armed with


the spells of the Slayer discipline, you relentlessly harass
and harry your foes until you finally strike them down.

Spell Level Spells


1st bane, guiding bolt
2nd ethereal jaunt*, hold person

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A tired, yet accomplished knight stands in a new city. Whether full of comfort or peril is to be seen.
Keeper of the Accord, Denman Rooke

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A feat represents a talent or an area of expertise that
gives a character special capability. It embodies training,
experience, and abilities beyond what a class provides.

You must meet any prerequisite specified in a feat to


take that feat. If you ever lose a feat’s prerequisite, you
cannot use that feat until you regain the prerequisite.

Feats are powerful abilities and features that can alter


how your character interacts with the world around
them, whether in intense combat or discussions with
non-player characters.

Your class gives you a choice to choose a category of


feats. This category is chosen at level 1, and feats are
features that allow you to customize and define your
character.

Whenever you gain a level that has a Feat listed as a


feature for that level, you gain a feat from the category
you choose at level 1.

In order to choose a feat, you must meet the feat’s


requirements, such as level. Some feats require other
feats or features to function and are denoted as such in
the prerequisites of the feat.

You cannot take a feat that has the same name as a


feature you already possess. For example, if you are a
3rd level rogue, you cannot take the Sneak Attack feat,
or if you are a spellcaster, you cannot take the
Spellcasting feat.

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Creating an elixir requires you to have alchemist’s
Harnessing the power of spell and word, you shrug supplies on your person, and any elixir you create with
aside the bounds of reality in favor of imposed laws of this feature lasts until it is drunk or until the end of your
magic. Arcane feats deal with the powers of magic and next long rest.
spellcasting, drawing from the eight schools of magic.
A creature can only be under the effects of one
alchemical elixir at a time.
5th-level arcane feat, requires abjurer’s ward
Elixirs
When a creature that you can see within 30 feet of you The following elixirs are presented alphabetically.
takes damage, you can use your reaction to cause your
Abjurer’s Ward to absorb that damage. If this damage Boldness. The drinker can roll a d4 and add the number
reduces the ward to 0 hit points, the warded creature rolled to every attack roll and saving throw they make
takes any remaining damage. for the next minute.

Flight. The drinker gains a flying speed of 10 feet for 10


Arcane feat minutes.
You can weave magic around yourself for protection. Healing. The drinker regains a number of hit points
When you cast an abjuration spell of 1st level or higher, equal to 2d4 + your spellcasting ability modifier.
you can simultaneously use a strand of the spell's magic
to create a magical ward on yourself that lasts until you Resilience. The drinker gains a +1 bonus to AC for 10
finish a long rest. The ward has hit points equal to twice minutes.
your level + your spellcasting ability modifier. Whenever
Swiftness. The drinker’s walking speed increases by 10
you take damage, the ward takes the damage instead. If
feet for 1 hour.
this damage reduces the ward to 0 hit points, you take
any remaining damage. Transformation. The drinker’s body is transformed as if
by the alter self spell. The drinker determines the
While the ward has 0 hit points, it cannot absorb
transformation caused by the spell, the effects of which
damage, but its magic remains. Whenever you cast an
last for 1 hour.
abjuration spell of 1st level or higher, the ward regains a
number of hit points equal to twice the level of the
spell. 15th-level arcane feat
You have been exposed to so many magical chemicals
Once you create the ward, you cannot create it again
that they pose little risk to you, and you can use them
until you finish a long rest.
to quickly end certain ailments:

• You gain resistance to acid damage and poison


Arcane feat
damage, and you are immune to the poisoned
Whenever you finish a long rest, you can magically
condition.
produce elixirs in empty flasks you are touching. You
• You can cast greater restoration and heal without
create a number of elixirs equal to your proficiency
expending a spell slot, without preparing the
modifier. Only one elixir can exist in each flask you
spell, and without material components, provided
touch. You can create an elixir from the list below,
you use alchemist’s supplies as the spellcasting
which is triggered when someone drinks the elixir. As a
focus. Once you cast either spell with this feature,
bonus action, a creature can drink the elixir or use an
you can’t cast that spell with it again until you
action to administer it to an incapacitated creature.
finish a long rest.
You can create additional elixirs by expending a spell
slot of 1st level or higher for each one. When you do so,
10th-level arcane feat
you use your action to create the elixir in an empty flask
You can incorporate restorative reagents into some of
you are touching, and you choose the elixir’s effect
your works:
from the list below.

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• Whenever a creature drinks an alchemical elixir Banishing Arrow. You use abjuration magic to try to
you created, the creature gains temporary hit temporarily banish your target to a harmless
points equal to 2d6 + your spellcasting ability demiplane. The creature hit by the ranged attack takes
modifier (minimum of 1 temporary hit point). a number of d6s of force damage equal to half your
• You can cast lesser restoration without expending proficiency modifier (rounded down), and the creature
a spell slot and without preparing the spell. You must also succeed on a Charisma saving throw or be
can do so a number of times equal to your banished. While banished in this way, the target’s speed
spellcasting ability modifier (minimum of once), is 0, and it is incapacitated. At the end of its next turn,
and you regain all expended uses when you finish the target reappears in the space it vacated or in the
a long rest. nearest unoccupied space if that space is occupied.

Beguiling Arrow. Your enchantment magic causes this


5th-level arcane feat arrow to temporarily beguile its target. The creature hit
You've developed masterful command of magical by the ranged attack takes a number of d6s of psychic
chemicals, enhancing the healing and damage you damage equal to your proficiency modifier and choose
create through them. Whenever you cast a spell, you one of your allies within 30 feet of the target. The target
gain a bonus to one roll of the spell. That roll must must succeed on a Wisdom saving throw, or it is
restore hit points or be a damage roll that deals acid, charmed by the chosen ally until the start of your next
fire, necrotic, or poison damage, and the bonus equals turn. This effect ends early if the chosen ally attacks the
your spellcasting ability modifier (minimum of +1). charmed target, deals damage to it, or forces it to make
a saving throw.

Arcane feat The psychic damage increases to 4d6 when you reach
You learn to unleash special magical effects with some 18th level in this class.
of your shots. When you gain this feature, you learn two
Blasting Arrow. You imbue your attack with force
Arcane Shot options of your choice (see “Arcane Shot
energy drawn from the school of evocation. The energy
Options” below).
detonates after your ranged attack. Immediately after
Once per turn when you make a weapon attack with a you hit the creature, the target and all other creatures
ranged weapon, you can apply one of your Arcane Shot within 10 feet of it take a number of d6s of force
options to that arrow. You decide to use the option damage equal to your proficiency modifier.
when the attack hits a creature, unless the option
Enfeebling Arrow. You weave necromantic magic into
doesn’t involve an attack roll. You can use this feature a
your arrow. The creature hit by the ranged attack takes
number of times equal to your proficiency modifier, and
a number of d6s of necrotic damage equal to your
you regain all expended uses of it when you finish a
proficiency modifier. The target must also succeed on a
short or long rest.
Constitution saving throw, or the damage dealt by its
You gain an additional Arcane Shot option of your weapon attacks is halved until the start of your next
choice when you reach certain levels in this class: 7th, turn.
10th, 15th, and 18th level.
Grasping Arrow. When you strike your target,
Arcane Shot Options conjuration magic creates grasping, poisonous
The Arcane Shot feature lets you choose options for it brambles, which wrap around the target. The creature
at certain levels. The options are presented here in hit by the ranged attack takes a number of d6s of
alphabetical order. They are all magical effects, and poison damage equal to half your proficiency modifier,
each one is associated with one of the schools of magic. its speed is reduced by 10 feet, and it takes a number of
d6s of slashing damage equal to half your proficiency
If an option requires a saving throw, your Arcane Shot
modifier the first time on each turn it moves 1 foot or
save DC equals 8 + your proficiency bonus + your
more without teleporting. The target or any creature
Intelligence, Wisdom, or Charisma modifier.
that can reach it can use its action to remove the
brambles with a successful Strength (Athletics) check

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against your Arcane Shot save DC. Otherwise, the modifier, instead of Strength or Dexterity, for the attack
brambles last for 1 minute or until you use this option and damage rolls.
again.

Piercing Arrow. You use transmutation magic to give Arcane feat


your arrow an ethereal quality. When you use this You have learned to divert your cantrips to attack
option, you don’t make an attack roll for the attack. multiple foes. When a cantrip requiring a spell attack
Instead, the arrow shoots forward in a line, which is 1 roll would gain additional damage from being cast by a
foot wide and 30 feet long, before disappearing. The 5th level or higher character, you can instead choose to
arrow passes harmlessly through objects, ignoring make an additional attack roll for each increase.
cover. Each creature in that line must make a Dexterity
These extra attack rolls can be made against the same
saving throw. On a failed save, a creature takes a
target or another target with range of the cantrip. The
number of d6s of piercing damage equal to your
damage for each attack is equal to the damage of the
proficiency modifier. On a successful save, a target
cantrip as if it was cast by a 1st level character.
takes half as much damage.

Seeking Arrow. Using divination magic, you grant your


shot the ability to seek out a target. When you use this 10th-level arcane feat
option, you don’t make an attack roll for the attack. You have spent countless hours memorizing your spells,
Instead, choose one creature you have seen in the past able to clearly maintain them. You automatically
minute. Your attack flies toward that creature, moving succeed on concentration checks with a DC equal to or
around corners if necessary and ignoring three-quarters less than your constitution score.
cover and half cover. If the target is within the weapon’s
range and there is a path large enough for the attack to 10th-level arcane feat
travel to the target, the target must make a Dexterity You feel the thrill of combat, allowing you to harness
saving throw. On a failed save, the target takes damage spells in retaliation. When your hit point total is
as if it were hit by the arrow, the creature takes a reduced to less than half your hit point maximum, you
number of d6s of force damage equal to your can cast a spell as a reaction. This spell must deal
proficiency modifier, and you learn the target’s current damage, and must have a casting time of 1 action, and
location. On a successful save, the target takes half as cannot be higher than fifth level.
much damage, and you don’t learn its location.
Once you do this, you cannot do so again until you
Shadow Arrow. You weave illusion magic into your finish a short or long rest.
arrow, causing it to shroud your foe’s vision with
shadows. The creature hit by the ranged attack takes a
number of d6s of psychic damage equal to your 15th-level arcane feat
proficiency modifier, and it must succeed on a Wisdom You have mastered harnessing the destructive power of
saving throw or be unable to see anything farther than magic, allowing you to exert yourself harnessing the
5 feet away until the start of your next turn. deadliest spells you know. When you use your action to
cast a spell that deals damage, you can cast a second
spell that also deals damage. This bypasses the normal
Arcane feat restriction on casting multiple spells on your turn.
You acquire the training necessary to effectively arm
yourself for battle. You gain proficiency with medium Once you do this, you cannot do so again until you
armor, shields, and martial weapons. finish a long rest.

You also learn to magically channel your will through a


particular weapon. Whenever you finish a long rest, you Arcane feat
can touch one weapon that you are proficient with and Using specially prepared inks and ancient incantations
that lacks the two-handed property. When you attack passed down throughout history, you have created a
with that weapon, you can use your spellcasting ability superior spellbook. Choose two schools of magic. The

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time and gold you must spend to copy a spell of the
chosen schools into your spellbook is halved. 10th-level arcane feat
While you are concentrating on a conjuration spell, your
While you are holding your spellbook, it grants you the
concentration can’t be broken as a result of taking
following benefits:
damage.
• You can use the spellbook as a spellcasting
focus for your spells.
15th-level arcane feat
• When you cast a spell with a spell slot, you can
Any creature that you summon or create with a
temporarily replace its damage type with a type
conjuration spell has 30 temporary hit points.
that appears in another spell in your spellbook,
which magically alters the spell's formula for
this casting only. The latter spell must be of the 5th-level arcane feat
same level as the spell slot you expend. You learn to shirk the laws of reality, treading the veil
• When you cast a spell as a ritual, you can use between the material plane and immaterial. As a bonus
the spell's normal casting time, rather than action, you can teleport 30ft to a location you can see.
adding 10 minutes to it. Once you use this
Alternatively, you can choose a space within 30 feet of
benefit, you cannot do so again until you finish
you that is occupied by a small or medium creature. If
a long rest.
that creature is willing, you both teleport, swapping
If necessary, you can replace the spellbook over the places.
course of a long rest by writing arcane sigils in a blank
You can do this a number of times equal to your
book or a magic spellbook to which you are attuned. At
proficiency modifier. You regain an expended use when
the end of the rest, the blank book or magic spellbook is
you cast a conjuration spell of 1st level or higher. You
transformed into your spellbook, along with all its
regain all expended uses when you finish a long rest.
spells. If the previous book still existed somewhere, all
the spells vanish from its pages.
5th-level arcane feature
You learn how to direct an errant attack toward a new
5th-level arcane feat
target. When you make an attack roll with a ranged
Your presence draws powerful elemental energy around
weapon and miss, you can use a bonus action to reroll
yourself. Anytime a creature starts its turn within 10
the attack roll against a different target within 60 feet
feet of you, you can use your reaction to cause it to take
of the original target.
2d8 magical damage.

This damage the same type as the last spell you cast, or
Arcane feat, requires Inspiration
force damage if the last spell you cast did not deal
You learn how to use your wit to distract, confuse, and
damage.
otherwise sap the confidence and competence of
others.
5th-level arcane feat
When a creature that you can see within 60 feet of you
Whenever you are concentrating on a spell and you
does one of the following:
take damage, you can choose to end the concentration,
reducing the damage you would take to 0, and gain • make an ability check
temporary hit points equal to twice the level of the spell • make an attack roll
you ended. • make a saving throw
If you have an Abjurer’s Ward, your ward instead • restore hit points to a creature
regains hit points equal to three times the level of the • deal damage to a creature
spell.

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You can use your reaction to expend one of your uses of roll, and you can replace a roll in this way only once per
Bardic Inspiration, rolling an Inspiration die and turn.
subtracting the number rolled from the creature's roll.
Each foretelling roll can be used only once. When you
You can choose to use this feature after the creature finish a long rest, you lose any unused foretelling rolls.
makes its roll, but before the DM determines whether
the attack roll or ability check succeeds or fails, or
5th-level arcane feat
before the creature deals its damage. The creature is
Casting divination spells comes so easily to you that it
immune if it cannot hear you or if it's immune to being
expends only a fraction of your spellcasting efforts.
charmed.
When you cast a divination spell of 2nd level or higher
using a spell slot, you regain one expended spell slot.
Arcane feat The slot you regain must be of a level lower than the
You have learned to weave your magic to fortify spell you cast and cannot be higher than 5th level.
yourself against harm. When you are hit by an attack or
you fail a saving throw, you can use your reaction to
10th-level arcane feat
gain a bonus to your AC against that attack equal to
You learn how to make your weapon strikes undercut a
your proficiency modifier or a bonus to that saving
creature's resistance to your spells. When you hit a
throw equal to twice your proficiency modifier.
creature with a weapon attack, that creature has
disadvantage on the next saving throw it makes against
10th-level arcane feat a spell you cast before the end of your next turn.
You can use your action to increase your powers of
perception. When you do so, choose one of the
10th-level arcane feat
following benefits, which lasts until you are
When you cast a spell that requires you to make an
incapacitated, or you take a long rest. You cannot use
ability check as a part of casting that spell (as in
the feature again until you finish a long rest.
Counterspell and Dispel Magic), you add your
• Darkvision. You gain darkvision. proficiency modifier to that ability check.
• Ethereal Sight. You can see into the Ethereal
Plane.
5th-level arcane feat
• Greater Comprehension. You can read any
When a creature you can see nearby you makes an
language.
attack roll against you, you can use your reaction to
• See Invisibility. You can see invisible creatures
divert the attack, provided that another creature is
and objects next to or nearby you that are
within the attack's range. The attacker must make a
within line of sight.
Wisdom saving throw against your spell save DC. On a
failed save, the attacker must target the creature that is
15th-level arcane feat, require diviner’s sight closest to it, not including you or itself. If multiple
The visions in your dreams intensify and paint a more creatures are closest, the attacker chooses which one to
accurate picture in your mind of what is to come. You target.
roll three d20s for Diviner’s Sight, rather than two.
On a successful save, you cannot use this feature on the
attacker again until you finish a long rest.
Arcane feat You must choose to use this feature before knowing
Glimpses of the future begin to press in on your
whether the attack hits or misses. Creatures that cannot
awareness. When you finish a long rest, roll two d20s
be charmed are immune to this effect.
and record the numbers rolled. You can replace any
attack roll, saving throw, or ability check made by you
or a creature that you can see with one of these
foretelling rolls. You must choose to do so before the

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that deals damage, you can deal maximum damage with
Arcane feat that spell.
Your soft words and enchanting gaze can magically
The first time you do so, you suffer no adverse effect. If
enthrall another creature. As an action, choose one
you use this feature again before you finish a long rest,
creature that you can see engaged with you. If the
you take 2d12 necrotic damage for each level of the
target can see or hear you, it must succeed on a
spell, immediately after you cast it. Each time you use
Wisdom saving throw against your spell save DC or be
this feature again before finishing a long rest, the
charmed by you until the end of your next turn. The
necrotic damage per spell level increases by 1d12. This
charmed creature's speed drops to 0, and the creature
damage ignores resistance and immunity.
is incapacitated and visibly dazed.

On subsequent turns, you can use your action to


10th-level arcane feat
maintain this effect, extending its duration until the end
You can add your spellcasting ability modifier to the
of your next turn. However, the effect ends if you are
damage roll of any evocation spell you cast.
not engaged with the creature, if the creature can
neither see nor hear you, or if the creature takes
damage. 10th-level arcane feat
You learn to overcharge your spell by expending
Once the effect ends, or if the creature succeeds on its
massive amounts of your arcane energies at once.
initial saving throw against this effect, you cannot use
Whenever you cast an evocation spell using a spell slot,
this feature on that creature again until you finish a long
you can increase the damage of the spell by expending
rest.
a second spell slot. The extra damage is equal to one
additional damage die + a damage die per level of the
10th-level arcane feat extra spell slot expended, to a maximum of six
You have augmented your spells, causing them to additional dice total.
synergize well with your physicality. Whenever you cast
a spell or discipline, if you are one of the targets of the
10th-level arcane feat
spell, the duration of the spell for you is doubled.
You gain the ability to take to the skies using your
magic, gaining a flying speed equal to your current
15th-level arcane feature, requires Arcane Shot walking speed.
Your magical power is available whenever battle starts.
If you roll initiative and have no uses of Arcane Shot
15th-level arcane feat
remaining, you regain two uses.
Choose a school of magic. When you force a creature
within 15 feet of you to make a saving throw to resist
Arcane feat the effects of a spell from the chosen school of magic,
You can create pockets of relative safety within your they have disadvantage on their roll.
evocation spells. When you cast an evocation spell that
affects other creatures that you can see, you can
5th-level arcane feat
choose a number of them equal to 1 + the spell’s level.
You do not require any components for any
The chosen creatures automatically succeed on their
teleportation spell you cast. Additionally, your
saving throws against the spell, and they take no
movement speed cannot be reduced by any means,
damage if they would normally take half damage on a
mundane or magical.
successful save.

15th-level arcane feat, requires Deflection


15th-level arcane feat
Your ability to deflect the abilities of your foes becomes
You can increase the power of your simpler spells.
infused with deadly magic.
When you cast an arcane spell of 1st through 5th level

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Whenever you use your Deflection feature and the When you cast minor illusion, you can create both a
triggering attack misses you or you succeed on the sound and an image with a single casting of the spell.
triggering saving throw, the magical energy rebounds
from you. Up to three creatures of your choice you can
5th-level arcane feat
physically see nearby each take force damage equal to
You learn to invoke your magic to protect your allies.
half your spellcaster level (rounded down).
When another creature you can see within 60 feet of
you is hit by an attack roll, you can use your reaction to
5th-level arcane feat force the attacker to reroll the d20 and use the new roll.
When you cast an illusion spell that has a duration of 1
You can use this feature a number of times equal to
minute or longer, you can use your action to change the
your proficiency modifier, and you regain all expended
nature of that illusion (using the spell’s normal
uses when you finish a long rest.
parameters for the illusion), provided you can see the
illusion.
15th-level arcane feat, requires Manifest Echo
You can use a bonus action to create two echoes with
15th-level arcane feat
your Manifest Echo feature, and these echoes can co-
You have learned the secret of weaving shadow magic
exist. If you try to create a third echo, the previous two
into your illusions to give them a semi-reality. When
echoes are destroyed. Anything you can do from one
you cast an illusion spell of 1st level or higher, you can
echo's position can be done from the other's instead.
choose one inanimate, nonmagical object that is part of
the illusion and make that object real. You can do this
on your turn as a bonus action while the spell is 10th-level arcane feat
ongoing. The object remains real for 1 minute. For If you are hidden from a creature when you cast a spell
example, you can create an illusion of a bridge over a on it, the creature has disadvantage on any saving
chasm and then make it real long enough for your allies throw it makes against the spell this turn.
to cross.

The object can’t deal damage or otherwise directly 5th-level arcane feat
harm anyone. You learn two spells of your choice from any class. A
spell you choose must be of a level you can cast, as
shown on your class’s progression table, or a cantrip.
10th-level arcane feat
The chosen spells count as spells for your class but do
You can create an illusory duplicate of yourself as an
not count against the number of spells you know or can
instant, almost instinctual reaction to danger. When a
prepare.
creature makes an attack roll against you, you can use
your reaction to interpose the illusory duplicate You can take this feat multiple times, choosing new
between the attacker and yourself. The attack spells each time.
automatically misses you, then the illusion dissipates.

Once you use this feature, you can’t use it again until 10th-level arcane feat
you finish a short or long rest, or you expend a spell slot You gain the ability to thwart someone else’s magic.
of third level or higher to regain this ability. When you see a creature casting a spell or teleporting
within 60 feet of you, you can use your reaction to try
to magically foil it. The creature must succeed on a
Arcane feat
Wisdom saving throw against your spell save DC, or its
You learn the minor illusion cantrip. If you already know
spell or teleport fails and is wasted.
this cantrip, you learn a different wizard cantrip of your
choice. The cantrip doesn’t count against your number Once you use this feature, you can’t use it again until
of cantrips known. you finish a short or long rest.

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Command as a bonus action on each of your turns,
Arcane feat without expending a spell slot.
You can use a bonus action to magically manifest an
Any creature charmed by you automatically fails its
echo of yourself in an unoccupied space you can see
saving throw against the Command you cast with this
within 15 feet of you. This echo is a magical,
feature.
translucent, gray image of you that lasts until it is
destroyed, until you dismiss it as a bonus action, until Once you use this feature, you cannot use it again until
you manifest another echo, or until you are you finish a long rest.
incapacitated.

Your echo has AC 14 + your proficiency modifier, 1 hit 15th-level arcane feat, requires extra attack or spelled
point, and immunity to all conditions. If it must make a attack
saving throw, it uses your saving throw bonus for the You have mastered the art of weaving spells while
roll. It is the same size as you, and it occupies its space. performing your deadly martial strikes. When you take
On your turn, you can mentally command the echo to the attack action on your turn, you can forgo one of
move (no action required). If your echo is ever more your attacks and cast a spell with a casting time of 1
than 30 feet from you at the end of your turn, it is action in its place.
destroyed.

• You can use your move action to teleport, 10th-level arcane feat
magically swapping places, regardless of the Whenever you finish a long rest, you can create one
distance between the two of you. magic scroll by touching your quill or pen to a blank
• When you take the Attack action on your turn, piece of paper or parchment and causing one spell from
any attack you make with that action can your spellbook to be copied onto the scroll. The
originate from your space or the echo's space. spellbook must be within 5 feet of you when you make
You make this choice for each attack. the scroll.
• When you cast a spell, you can cast it from your
The chosen spell must be of 1st or 2nd level and must
space, or the space of your echo.
have a casting time of 1 action. Once in the scroll, the
• When a creature that you can see within 5 feet
spell's power is enhanced, counting as one level higher
of your echo moves at least 5 feet away from it,
than normal. You can cast the spell from the scroll by
you can use your reaction to make an
reading it as an action. The scroll is unintelligible to
opportunity attack against that creature as if
anyone else, and the spell vanishes from the scroll when
you were in the echo's space.
you cast it or when you finish your next rest.
Furthermore, you can heighten your echo's fury.
You are also adept at crafting spell scrolls, which are
Whenever you take the Attack action, you can make
described in the treasure chapter of the Dungeon
one additional melee attack from the echo's position.
Master's Guide. The gold and time you must spend to
You can make an extra attack from your echo’s position make such a scroll are halved.
a number of times equal to your Constitution modifier
(a minimum of once). You regain all expended uses
10th-level arcane feat
when you finish a long rest.
You learn to empower your magic, causing it to come to
life with greater effect. As a bonus action, you can
5th-level arcane feat increase the size of any damage die you deal this turn
You gain the ability to cloak yourself in a magic that by one size, to a maximum of 1d12.
makes others want to serve you. As a bonus action, you
You can do this a number of times equal to your
cast Command, without expending a spell slot, and you
proficiency modifier, regaining all expended uses when
take on an appearance of unearthly beauty for 1 minute
you finish a long rest.
or until your concentration ends (as if you were
concentrating on a spell). During this time, you can cast

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• The creature’s hit point maximum is increased
15th-level arcane feat by an amount equal to your level.
You can use magic to bring undead under your control, • The creature adds your proficiency bonus to its
even those created by others. As an action, you can weapon damage rolls.
choose one undead that you can see within 60 feet of
you. That creature must make a Charisma saving throw
against your spell save DC. If it succeeds, it is immune to 5th-level arcane feat
this effect for seven days. If it fails, it becomes friendly You have learned to fortify your spells with extra
to you and obeys your commands until you use this protection against dispelling. The DC to dispel your
feature again. spells increases by your proficiency modifier.

Intelligent undead are harder to control in this way. If


the target has an Intelligence of 10 or higher, it has 5th-level arcane feat
advantage on the saving throw. If it fails the saving You have learned to draw the most out of your
throw and has an Intelligence of 14 or higher, it can damaging cantrips.
repeat the saving throw at the end of every hour until it When you cast a cantrip that requires an attack roll, you
succeeds and breaks free. can add your spellcasting ability modifier to the damage
of the cantrip.
Arcane feat When a creature succeeds on a saving throw against
You gain the ability to reap life energy from creatures your cantrip, the creature takes half the cantrip’s
you kill with your spells. Once per turn when you kill damage (if any) but suffers no additional effect from the
one or more creatures with a spell of 1st level or higher, cantrip.
you regain hit points equal to 1 + twice the spell’s level,
or 1 + three times its level if the spell belongs to the
school of necromancy. You don’t gain this benefit for 15th-level arcane feat
killing constructs or undead. You've learned to absorb the fleeting magic of creatures
you manifest or summon. When an echo of yours or
creature you have summon is destroyed by taking
10th-level arcane feat damage, you can gain a number of temporary hit points
You have spent so much time dealing with undead and equal to 2d6 + your Constitution modifier, provided you
the forces that animate them that you have become do not already have temporary hit points.
inured to some of their worst effects.
You can use this feature a number of times equal to
You have resistance to necrotic damage, and your hit your Constitution modifier (a minimum of once). You
point maximum can’t be reduced, and necrotic damage regain all expended uses when you finish a long rest.
dealt by your spells and features ignore resistance to
necrotic damage.
10th-level arcane feat
You gain the ability to pass between the planes in the
5th-level arcane feat blink of an eye. When you take the attack action, you
You learn the animate dead spell or add it to your can teleport up to 10 feet before each attack to an
spellbook if you have one. When you cast animate unoccupied space you can see.
dead, you can target one additional corpse or pile of
bones, creating another zombie or skeleton, as If you attack at least two different creatures with the
appropriate. action, you can make one additional attack with it
against a third creature.
Whenever you create or summon an undead using a
necromancy spell, it has additional benefits:

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When you create a sidearm effect, you can instead
Arcane feat bolster the effect. You can only bolster effects that you
You've learned how to create a magical sidearm. Using can create.
woodcarver’s tools or smith’s tools, over the course of
Spellbolt. You can cast a cantrip you know through the
an hour (which can be done during a short or long rest),
sidearm, but you cast it as if you were a fifth level
you can magically augment an arcane focus,
character, rather than your level. The cantrip cast must
transforming it into your arcane sidearm.
deal damage. If the cantrip requires a saving throw, you
Once you create a sidearm, you can’t do so again until can instead make a spell attack, causing the effects of
you finish a long rest. You can have only one sidearm at the cantrip on a hit.
a time and can’t create one while your sidearm is
Shield. You bolster yourself with defensive magic,
present.
granting yourself a +2 bonus to your AC until the start of
When you make a weapon attack, you can manifest an your next turn.
effect with the sidearm instead of making a weapon
Step. You teleport 30 feet to an unoccupied location
attack with a weapon.
you can see.
Spellbolt. You can cast a cantrip you know through the
Shunt. You can make a spell attack against a creature
sidearm, but you cast it as if you were a first level
within 120 feet of you. On a hit, the creature is pushed
character, rather than your level. The cantrip cast must
20 feet away from you.
deal damage. If the cantrip requires a saving throw, you
can instead make a spell attack, causing the effects of Divine. You grant yourself insight into your foe’s
the cantrip on a hit. defenses. Make a spell attack against a creature within
120 feet of you. On a hit, the next attack roll against a
Shield. You bolster yourself with defensive magic,
creature is granted a 2d4 bonus, which is rolled and
granting yourself a +1 bonus to your AC until the start of
added to the attack roll.
your next turn.
You can only use this feature a number of times equal
to your spellcasting ability modifier, regaining all
10th-level arcane feat
expended uses when you finish a long rest.
Your mastery of your arcane sidearm is further
improved, allowing you to create additional effects with
it. 5th-level arcane feat
You are skilled with your arcane sidearm. While you are
Step. You teleport 15 feet to an unoccupied location
wielding a sidearm, you can create one sidearm effect
you can see.
of your choice as a bonus action.
Shunt. You can make a spell attack against a creature
Furthermore, whenever you make a spell attack using
within 120 feet of you. On a hit, the creature is pushed
an arcane sidearm and hit a creature, it takes additional
10 feet away from you.
damage equal to your spellcasting modifier if the
Divine. You grant yourself insight into your foe’s damage roll does not already include your spellcasting
defenses. Make a spell attack against a creature within ability modifier. If the effect you create does not deal
120 feet of you. On a hit, the next attack roll against a damage, this extra damage is force damage.
creature is granted a d4 bonus, which is rolled and
added to the attack roll.
15th-level arcane feat
Your time dealing with arcane magics and spells have
15th-level arcane feat given great insight into the best ways to defeat and
Your sidearms are now augmented with a greater resist such things. You have advantage on saving throws
magical capacity, allowing you to channel more magic against spells.
from the weapons.

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Furthermore, you have resistance against the damage Spells Known of 1st-Level and Higher
of spells. You know three 1st-level wizard spells of your choice.

The Spells Known column of Table – 1/3 Caster


Arcane feat Progression shows when you learn more wizard spells
You learn to blend your magic and martial skill. As a of 1st level or higher. Each of these spells must be of a
bonus action while you hold a weapon, you can expend level for which you have spell slots. For instance, when
a spell slot to cast a spell of 1st-level or higher, imbuing you reach 7th level in this class, you can learn one new
it in your weapon, so long as the spell meets the spell of 1st or 2nd level.
following requirements: Whenever you gain a level in this class, you can replace
• The spell must have a casting time of one one of the wizard spells you know with another spell of
action. your choice from the wizard spell list. The new spell
• The spell must require a single attack roll, force must be of a level for which you have spell slots.
a saving throw, or effect a number of hit points Spellcasting Ability
worth of creatures. Choose Intelligence, Wisdom, or Charisma. The chosen
ability is your spellcasting ability for your wizard spells.
The first time you hit a creature with a weapon imbued
You use your chosen ability whenever a spell refers to
with a spell, the target of the attack becomes the target
your spellcasting ability. In addition, you use your
of the imbued spell along with the weapon's normal
spellcasting ability modifier when setting the saving
damage.
throw DC for a wizard spell you cast and when making
If you imbue a weapon with a spell that targets an area, an attack roll with one.
only the creature hit by the weapon suffers the spell's
Spell save DC = 8 + your proficiency modifier + your
effect. If the spell requires a saving throw, the creature
spellcasting ability modifier
is forced to make the saving throw when they are hit by
the attack. Spell attack modifier = your proficiency modifier + your
spellcasting ability modifier
A weapon can only bear a single spell. Imbuing another
spell into that weapon dispels any previous spell. Spells
imbued in a weapon are consumed on hit. Unused 5th-level arcane feat, exclusive with extra attack or
spells dispel at the end of your next long rest. additional attack
You can attack twice, instead of once, whenever you
take the Attack action on your turn. Moreover, you can
Arcane feat
cast one of your cantrips in place of one of those
You augment your capabilities with the ability to cast
attacks.
spells. See Spells Rules for the general rules of
spellcasting and the Spells Listing for the wizard spell
list. 10th-level arcane feat
Cantrips When you cast an enchantment spell of 1st level or
You learn two cantrips of your choice from the wizard higher that targets only one creature, you can have it
spell list. You learn an additional wizard cantrip of your target a second creature within range of the spell.
choice at 10th level.
Spell Slots 15th-level arcane feat, requires Transmuter’s Stone
Table – 1/3 Caster Progression on page 81 shows how You can use your action to consume the reserve of
many spell slots you have to cast your wizard spells of transmutation magic stored within your transmuter’s
1st level and higher. To cast one of these spells, you stone in a single burst. When you do so, choose one of
must expend a slot of the spell’s level or higher. You the following effects. Your transmuter’s stone is
regain all expended spell slots when you finish a long destroyed and can’t be remade until you finish a long
rest. rest.

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Major Transformation. You can transmute one As a bonus action, you can teleport 60ft to a location
nonmagical object—no larger than a 5-foot cube—into you can see. If you teleport to another creature’s space,
another nonmagical object of similar size and mass and you can push the creature 10ft in a direction of your
of equal or lesser value. You must spend 10 minutes choice.
handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons 5th-level arcane feat, requires Inspiration
affecting a creature that you touch with the Your inspiring words are so persuasive that others feel
transmuter’s stone. The creature also regains all its hit driven to succeed. When a creature adds one of your
points. Inspiration dice to its ability check, attack roll, or saving
throw and the roll fails, the creature can keep the
Restore Life. You cast the raise dead spell on a creature
Inspiration die.
you touch with the transmuter’s stone, without
expending a spell slot or needing to have the spell in
your spellbook.

Restore Youth. You touch the transmuter’s stone to a


willing creature, and that creature’s age is reduced by
3d10 years, to a minimum of 13 years. You can only
extend a creature’s lifespan by a thousand years.

5th-level arcane feat


You can spend 8 hours creating a transmuter’s stone
that stores transmutation magic. You can benefit from
the stone yourself or give it to another creature. A
creature gains a benefit of your choice as long as the
stone is in the creature’s possession. When you create
the stone, choose the benefit from the following
options:

• Darkvision out to a range of 60 feet, or increase


the range by 60 feet if the creature already
possesses darkvision
• Increase movement speed by 10 feet. This
bonus increases to 20 feet at 14th level.
• Proficiency in Constitution saving throws
• Resistance to acid, cold, fire, lightning, or
thunder damage (your choice whenever you
choose this benefit)

Each time you cast a transmutation spell of 1st level or


higher, you can change the effect of your stone if the
stone is on your person.

If you create a new transmuter’s stone, the previous


one ceases to function.

15th-level arcane feat


You have teleported so many times, you can step
through reality as if you were just taking a step forward.

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modifier (minimum of 1). These temporary hit points
Combat governs your use weapons and how you last until the start of your next turn.
conduct yourself in battle. Honing your skill in combat
allows you to develop your own fighting style,
Combat feat
temporarily break past your own limits, and make
You have perfected several battle techniques. You gain
devastating strikes on your foes.
the following martial techniques. You cannot use more
than one martial technique each turn. When you use a
Combat feat, requires fighting style martial technique, you can choose to expend a use of
You can change your style of fighting to better counter your focus to it, gaining an additional effect. You can
your foes. When you finish a long rest, you can replace use your focus three times and regain all expended uses
your fighting style with another fighting style of your when you finish a short or rest.
choice from your class’s list of fighting styles.
Target
When you take the Attack action, you can forgo one of
15th-level combat feat your attacks to gain advantage on the next weapon
You have become adept at laying ambushes and quickly attack you make this turn.
escaping danger. You can take two turns during the first Focus Effect. You do not forgo an attack.
round of any combat. You take your first turn at your
normal initiative and your second turn at your initiative Quick Step
minus 10. You cannot use this feature when you are When you take the Attack action, you can move up to 5
surprised. feet without using any of your movement.

Focus Effect. You can move up to half your speed


Combat feat instead, without provoking opportunity attacks.
You are at your deadliest when you get the drop on Parry
your enemies. You have advantage on attack rolls When a weapon attack is made against you, you can use
against any creature that hasn't taken a turn in the your reaction to increase your AC against that attack by
combat yet. your proficiency modifier.
Additionally, when you have advantage on an attack roll Focus Effect. After the attack, you can make one
and hit, you can use your bonus action to cause the weapon attack against the attacker.
attack you hit with to become a critical hit. You can do
this a number of times equal to your proficiency
modifier, regaining all expended uses when you finish a 10th-level combat feat
You have become a master of your weapons, able to
long rest.
attack with lightning speed. As a bonus action on your
turn, you can prepare yourself to react. Until the start
15th-level combat feat, requires evasion of your next turn, whenever a creature enters or starts
You have learned to nimbly dodge out of the way of its turn within reach of your weapon, you can make an
most effects. When you are subjected to an effect that opportunity attack against that creature.
allows you to make a saving throw to take only half
damage, you instead take no damage if you succeed on
the saving throw, and half damage if you fail. 10th-level combat feat
You can add your proficiency bonus to initiative checks
and have one additional reaction per round which you
15th-level combat feat, requires battle technique can only use to make attacks of opportunity.
You find moments of meditation even in battle. When Additionally, you gain proficiency in Strength or
you add flair to one of your martial techniques, you gain Dexterity saving throws.
temporary hit points equal to 1d10 + your Wisdom

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Escape the Horde. When a creature targets you with an
15th-level combat feat opportunity attack, they have disadvantage on their
You can use your action to grant yourself and any ally attack roll so long as you can see the attacking creature.
within 30 feet of you one weapon attack against a
Iron Will. You have advantage on saving throws to resist
creature within range or reach of their weapons. An ally
the charmed, frightened, and stunned conditions.
can cast a cantrip in place of this attack if they know a
cantrip. Multiattack Defense. When a creature hits you with an
attack, you gain a bonus to your Armor Class against all
You can do this three times and regain all uses when
attacks made by that creature equal to your proficiency
you finish a long rest.
modifier for the rest of the turn.

Stout Frame. When you take bludgeoning, piercing, or


Combat feat
slashing damage you reduce the damage by an amount
When you take the Attack action, you can forgo making
equal to your Constitution modifier (minimum of 1).
one of your attacks, instead allowing an ally that can
see or hear you to make a weapon attack.
15th-level combat feat, requires sneak attack
You can strike with deadly speed. If you take the Attack
5th-level combat feat
action on your turn, you can make one additional attack
You have learned to disable foes who threaten you.
as a bonus action. This attack can benefit from your
When a creature misses you with an attack, you can use
Sneak Attack even if you have already used it this turn,
your reaction to force it to make a Dexterity saving
but you cannot use your Sneak Attack against the same
throw. On a failure, it is knocked prone, and its
target more than once in a turn.
movement speed is reduced to zero until the start of
your next turn.
15th-level combat feat
Upon reaching 18th level, you can use this feature an
Your mastery of the blade lets you turn failure into
unlimited number of times without using your reaction.
success in combat. If you miss with an attack roll, you
can roll it again with advantage. Once you do so, you
15th-level combat feat cannot use this feature again until you finish a short or
You become a master of instant death. When you attack long rest.
and hit a creature that is surprised, it must make a
constitution saving throw (DC 8 + your Dexterity
Combat feat
modifier + your proficiency modifier). On a failed save,
Whenever you take damage, you can expend your
you double the damage of your attack against the
reaction to shake off the damage. Make a constitution
creature.
saving throw against a DC equal to half the damage. On
a successful saving throw, you successfully shake off the
15th-level combat feat damage, taking none of the damage.
Your tenacity and focus on survival delay the grasp of
You can use this feature once, before you need to finish
death. If you take damage that reduces you to 0 hit
a short or long rest to use it again. At 5th level, you can
points, you no longer fall unconscious. You still obey all
use this feature twice between rests, at 11th level you
the other rules for being at 0 hit points.
can use it three times, and four times at 17th level.

5th-level combat feat


10th-level combat feat
You have honed your skills to better protect yourself
You can nimbly dodge out of the way of certain area
from your foes. You gain one of the following features:
effects, such as an ancient red dragon’s fiery breath.
When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage,

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you instead take no damage if you succeed on the
saving throw, and half damage if you fail. 15th-level combat feat
You can make a decisive finishing blow. After you hit a
creature with a weapon attack, you can roll 10d10. If
10th-level combat feat
the creature has fewer hit points than the result + your
Choose one of your abilities that have multiple uses.
level, it is reduced to 0 hit points.
When you roll initiative and have no uses of that ability
remaining, you regain one use. Once you have reduced a creature to 0 hit points with
this feature, you cannot do so again until you finish a
long rest.
10th-level combat feat, requires sneak attack or
hunter’s mark
You learn to exploit a creature’s weaknesses by 10th-level combat feat
carefully studying its tactics and movement. Your Sneak Whenever you score a critical hit on an attack, the
Attack or Hunter’s Mark damage against creatures you target additionally suffers half of the damage from the
damaged within the last minute increases by 1d6. attack at the end of its next turn.

This damage increases to 2d6 at 15th level.


Combat feat
Whenever you roll a critical hit for an attack roll, or
5th-level combat feat
reduce a creature to 0 hit points, you can immediately
When you make a weapon attack as a reaction while
move up to your movement speed, at the end of which
two-weapon fighting, you can make a single additional
you can attempt to hide if your movement ends in a
attack with your off-hand weapon as part of your
space where you can be hidden.
reaction, adding your ability modifier to the damage of
this attack.
Combat feat
You have specialized your fighting style to counter
Combat feat
certain monsters. You gain one of the following
You learn to use your missed attacks as feints, allowing
features:
you to strike with more accuracy. On your turn, when
you miss with a weapon attack, you gain advantage on Colossus Slayer. Once per turn when you hit a creature
your next attack roll against that creature this turn. that has less than its maximum hit points with a weapon
attack, you can deal an additional 1d6 damage on hit.

Combat feat Crippling Strike. Once per turn when you hit a creature
Your reflexes are honed to the point that when a with a weapon attack, you can force it to make a
creature takes an action or moves while within the constitution saving throw against a DC = 8 + your
reach or range of your weapon, you can use your proficiency modifier + your strength or dexterity
reaction to make a weapon attack against that creature. modifier. On a failed save, its speed is reduced to 0 until
the start of your next turn.

Combat feat Giant Killer. When a creature that is at least one size
Your intensity in battle can shield you and help you larger than you hits or misses you with an attack, you
strike true. As a bonus action on your turn, you can give can make one attack against that creature as a reaction.
yourself advantage on all weapon attack rolls until the
Horde Breaker. Once per turn when you make a
end of the current turn. When you do so, you also gain
weapon attack against a creature, you can make on
temporary hit points equal to your constitution modifier
additional attack with the same weapon against
+ your level.
another creature within 10 feet of your original target
You can use this feature three times. You regain all and within the range of your weapon.
expended uses of it when you finish a long rest.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
and a creature you can see hits you with a weapon
Combat feat attack, you can add your proficiency modifier to your
Your weapon attacks score a critical hit on a roll of 19 or Armor Class against the triggering attack, and
20 and you add one extra damage die when calculating subsequent attacks from the attacking creature until
the total damage of a critical hit. the start of your next turn.

Additionally, when you score a critical hit, you can apply Deadly Aim. You can calm your spirit to improve the
one of the following effects based on the damage type power of your attacks. As a bonus action, you can focus
of the weapon used for the attack. your spirit. Any ranged weapon attack you make on that
same turn deals additional damage equal to your
• Bludgeoning: You can push the target up to 5 proficiency modifier.
feet in a direction of your choice and knock it
prone.
• Piercing: The target has its movement speed 5th-level combat feat
reduced to 0, and on its next turn, it can only You learn to make use of thrown weapons to throw off
take an action or a bonus action, not both. your foes. As a bonus action, you can make a weapon
• Slashing: The target has its speed halved until attack with a light finesse or ranged weapon.
the end of its next turn. You can use your
On a hit, if you have Sneak Attack, you don’t need
reaction to move up to half your speed and
advantage to use your Sneak Attack feature against the
make one weapon attack, this movement does
hit creature until the end of your turn.
not provoke attacks of opportunity.

15th-level combat feat


15th-level combat feature
When you and any allies nearby you make a saving
Your allies will never fall so long as you stand. When a
throw against the same effect, allies within 30 feet of
friendly creature is reduced to 0 hit points, but not
you gain advantage on their saving throw if you succeed
killed outright, they can drop to 1 hit point instead so
on the saving throw.
long as they can see or hear you.

Once a creature benefits from this effect, they cannot


Combat feat
benefit from it again until they complete a long rest.
You can give yourself a bonus to your initiative rolls
equal to your Intelligence, Wisdom, or Charisma
10th-level combat feat modifier (choose one when you select this feat).
Your honed reflexes draw near the peak of humanoid
Additionally, when you roll initiative, you gain
capability, faster than the eye can perceive. Whenever
temporary hit points equal to your level, and you can
you are hit with attack, you can use your reaction to
exchange your initiative roll with a willing friendly
make one weapon attack against your attacker. On a
creature.
hit, you deal your weapon’s damage and cause the
attack that hit you to miss.
10th-level combat feat
Opportunity attacks made against you are made with
Combat feat
disadvantage. Furthermore, you have resistance to the
You have mastered using weapons, similar to how an
damage of opportunity attacks.
artist masters the brush, allowing your weapon to
become an extension of you. When you make an attack
with any weapon you are proficient with, it is now 20th-level combat feat
considered a martial arts attack. You focus on a particular creature, mentality unraveling
its combat style to exploit it. When you roll initiative,
Agile Parry. You wield your weapons as an extension of
you can mark one creature within 60 feet of you as
yourself. As a reaction while you are wielding a weapon,
marked for death. Attacks you make against this

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creature have advantage. You retain this benefit until Defense. The ally can add your charisma modifier to
the creature dies or you use this ability again. their AC until the start of your next turn.

Once you use this feature, you must finish a short or


10th-level combat feat long rest before you can use it again. Starting at 18th
You can sometimes cause another creature to suffer an level, you can use it twice before a long rest.
attack meant for you. When you are targeted by an
attack while a creature within 10 feet of you is granting
10th-level combat feat
you cover against that attack, you can use your reaction
You learn to trade accuracy for swift strikes. If you take
to have the attack target that creature instead of you.
the Attack action on your turn and have advantage on
an attack roll against one of the targets, you can forgo
5th-level combat feat the advantage for that roll to make an additional
You learn how to bolster your allies resolve and tenacity weapon attack against that target, as part of the same
through your own methods. When you finish a short or action. You can do so no more than once per turn.
long rest, you can prepare up to five allies for combat.
You can grant each ally temporary hit points equal to
10th-level combat feat
your level + your Intelligence, Wisdom, or Charisma
When you take the attack action on your turn, you can
modifier.
reduce the number of attacks you can make (to a
minimum of one) and gain an additional reaction this
5th-level combat feat round for each attack you gave up.
You react to combat with almost unnatural speed, with
weapon drawn. You can add your proficiency modifier
5th-level combat feat
to your initiative rolls. You can also stow or draw a
The first time a creature targets you with an attack or
weapon as part of an attack with one on your turn.
spell after your turn, you can make one weapon attack
against that creature with a finesse or ranged weapon.
Combat feat, requires Sneak Attack You can do this again before the start of your turn by
You gain an additional way to use your Sneak Attack; using your reaction.
you do not need advantage on the attack roll to use
your Sneak Attack against a creature if you are within 5
Combat feat
feet of it, no other creatures are within 5 feet of you,
During your turn, if you make an attack against a
and you do not have disadvantage on the attack roll. All
creature, that creature cannot make opportunity
the other rules for Sneak Attack still apply to you.
attacks against you for the rest of your turn.

Combat feat
10th-level combat feat
You learn how to inspire your allies to fight on past their
When you make a Dexterity saving throw, you can move
injuries or to make a new offensive. As a bonus action,
10ft. If this movement takes you out of the area of
choose up to three creatures within 60 feet of you that
effect, you automatically succeed on the saving throw.
are allied with you, granting each chosen ally one of the
following effects of your choice:
Combat feat
Bolster. The ally regains hit points equal to your
You are difficult to pin down during a fight. You can
charisma modifier + your total level, provided that the
move up to half your speed as a reaction when an
creature can see or hear you.
enemy moves within 5 feet of you. This movement
Surge. The ally can make one weapon attack with doesn’t provoke opportunity attacks.
advantage against a creature of their choice within the
reach or range of their weapon.

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Combat feat Combat feat
You know how to strike subtly and exploit a foe's You can use the Help action as a bonus action.
distraction. Once per turn, you can deal an extra 1d6 Additionally, when you use the Help action to aid an ally
damage to one creature you hit with an attack if you in attacking a creature, the target of that attack can be
have advantage on the attack roll. The attack must use within 30 feet of you, rather than within 5 feet of you, if
a finesse or a ranged weapon. the target can see or hear you.

You do not need advantage on the attack roll if another


enemy of the target is next to or engaged with it, that Combat feat, requires sneak attack
enemy is not incapacitated, and you do not have You have learned to subdue enemies with efficiency.
disadvantage on the attack roll. Whenever you hit a creature with Sneak Attack, if the
creature’s number of hit dice is less than your level, you
When you hit a creature with Sneak Attack on your
can attempt to subdue that creature by forgoing your
turn, you cannot make more than two weapon attacks
Sneak Attack damage, forcing it to make a constitution
using your action on the same turn.
saving throw (DC = 8 + your proficiency modifier + your
The amount of the extra damage increases as you gain dexterity modifier). Creatures larger than you have
levels. At 7th (2d6), 11th (3d6), 15th (4d6), and 19th advantage on the saving throw.
(5d6).
On a failure, the target falls unconscious for 1 hour or
until it takes damage.
10th-level combat feat
You learn to attack with such unexpected speed that
5th-level combat feat
you can turn a miss into another strike. Once on each of
When an attacker that you can see hits you with an
your turns when you miss with a weapon attack, you
attack, you can use your reaction to halve the attack’s
can make another weapon attack as part of the same
damage against you.
action.

15th-level combat feat


15th-level combat feat, requires improved critical
The first attack that hits you after your turn instead
Your weapon attacks score a critical hit on a roll of 18-
misses.
20 and you roll two extra damage dice when calculating
the total damage of a critical hit.
10th-level combat feat, requires second wind
You can persevere through any hardship to complete
15th-level combat feat
the task at hand. When you use your Second Wind
You attain the pinnacle of resilience in battle. At the
feature you can gain one of the following additional
start of each of your turns, you regain hit points equal
benefits:
to 5 + your Constitution modifier if you have no more
than half of your hit points left. You do not gain this • You regain one use of one feature you possess
benefit if you have 0 hit points. that has multiple uses.
• Your level of exhaustion, if any, is reduced by 1.
• You can add double your proficiency bonus to
10th-level combat feat
the next Strength, Dexterity, or Constitution-
You learn how to quickly attempt to fix a jammed gun.
based ability check or saving throw you make
You can repair a firearm using a weapon attack instead
within the next minute.
of an action.
You can use each ability once, regaining all expended
uses when you finish a long rest.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
15th-level combat feat
You respond to danger with extraordinary vigilance. In
combat, you get a special reaction that you can take
once on every creature's turn, except your turn. You can
use this special reaction only to make an opportunity
attack, and you cannot use it on the same turn that you
take your normal reaction.

5th-level combat feat


You learn to fend off strikes directed at you or your
allies nearby. If you or a creature you can see next to or
engaged with you is hit by an attack, you can roll 1d8 as
a reaction if you are wielding a melee weapon or a
shield. Roll the die, and add the number rolled to the
target's AC against that attack. If the attack still hits, the
target has resistance against the attack's damage.

You can use this feature a number of times equal to


your Constitution modifier (a minimum of once), and
you regain all expended uses of it when you finish a
long rest.

Combat feat
You can menace your foes, foiling their attacks and
punishing them for harming others. When you hit a
creature with a melee weapon attack, you can mark the
creature until the end of your next turn. This effect ends
early if you are incapacitated, or you die.

While it is within 30 feet of you, a creature marked by


you has disadvantage on any attack roll that does not
target you.

In addition, if a creature marked by you deals damage


to anyone other than you, you can make a special
melee weapon attack against the marked creature as a
bonus action on your next turn. You have advantage on
the attack roll, and if it hits, the attack's weapon deals
extra damage to the target equal to half your level.

Regardless of the number of creatures you mark, you


can make this special attack a number of times equal to
your proficiency modifier, and you regain all expended
uses of it when you finish a long rest.

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• Accursed. You deal 1d8 psychic damage on any
Divine magic, as the name suggests, is the power of the attack against a cursed creature.
gods, flowing from them into the world. The gods do • Soul Shroud. All your Oath of the Accursed
not grant this power to everyone who seeks it, but only features deal 2d8 psychic damage, in addition
to those chosen to fulfill a high calling. to any damage or effects the feature may have
dealt.
• Spirit Walker. You can enter and exit the
Divine feat
ethereal plane by expending 10ft of movement.
You learn one necromancy cantrip of your choice from
any spell list. When you cast a necromancy cantrip that Once you use this feature, you must finish a long rest
normally targets only one creature, the spell can instead before you can use it again, unless you spend a spell slot
target two creatures within range and nearby each of 5th-level or higher to use it an additional time.
other.

Additionally, whenever you deal radiant damage to a 5th-level divine feat


creature, you can deal necrotic damage instead. You constantly emanate a menacing aura while you are
not incapacitated. The aura affects creatures nearby in
every direction, but not through total cover.
Divine feat
The hand of your faith guards you, even against the If a creature is frightened of you, its speed is reduced to
unseen. While you are not wearing armor, your AC 0 while in the aura, and that creature takes radiant
increases by half your proficiency modifier (rounded damage equal to half your level if it starts its turn within
down). this aura.

5th-level divine feat 5th-level divine feat


You have become remarkably adept at channeling Your presence draws heavily on the lifeforce of others,
magical energy to compel others. allowing to siphon away that vitality for you and your
allies. Whenever a creature within 10 feet of you is
If you cast a spell of the enchantment school using a
reduced to 0 hit points, you and allies within 10ft of you
spell slot of 1st level or higher, you can change the
regain 1d8 hit points.
spell’s casting time to 1 bonus action for this casting,
provided the spell’s casting time is normally 1 action. The hit points regained improve at higher levels: 2d8 at
11th level, and 3d8 at 17th level.
You can use this feature a number of times equal to
your spellcasting ability modifier (minimum of once),
and you regain all expended uses of it when you finish a 5th-level divine feat
long rest. Your presence attracts the souls of the damned around
you. Anytime a cursed creature moves or starts its turn
within 10ft of you, it takes radiant or psychic damage
Divine feat
equal to half your total level (rounded down).
Your healing spells are more effective. Whenever you
use a spell of 1st level or higher to restore hit points to At 18th level, the range of this aura increases to 30 feet.
a creature, the creature regains additional hit points
equal to 2 + the spell’s level.
5th-level divine feat
You can shield your allies from harm at the cost of your
20th-level divine feat own health. When a creature within 10 feet of you
You invoke your darkest emotions and with a cry to takes damage, you can use your reaction to magically
your god, spirits of the damned infuse your flesh and take that damage, instead of that creature taking it.
you become an anathema to your foes for 1 minute:

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This feature doesn't transfer any other effects that (Stealth) checks. This blessing lasts for 1 hour or until
might accompany the damage, and this damage cannot you use this feature again.
be reduced in any way.

Divine feat
5th-level divine feat You gain the ability to channel divine energy directly
You emit an aura of alertness while you aren't from your deity, using that energy to fuel magical
incapacitated. When you and any creatures of your effects. You start with two effects of your choice. You
choice within 10 feet of you roll initiative, you and learn an additional effect when you reach 10th level.
creatures of your choice gain a bonus to your initiative
When you use your Channel Divinity, you choose which
rolls and the first attack roll you each make, equal to
effect to create. You can use this ability once, after
your proficiency modifier.
which you must then finish a long rest to use this ability
again.
5th-level divine feat
Some Channel Divinity effects require saving throws.
Ancient divine magic lies so heavily upon you that it
When you use such an effect, the DC equals your divine
forms an eldritch ward. You and friendly creatures
spell save DC.
within 10 feet of you have resistance to damage from
spells. At 10th level, you can use this ability twice between
rests.

20th-level divine feat


You can assume the form of an angelic avenger. Using 5th-level divine feat
your bonus action, you undergo a transformation. For 1 Your fire spells become a source of cleansing for your
hour, you gain the following benefits: allies: whenever you cast a spell that deals radiant or
fire damage, and you or your allies are in the affected
• Wings sprout from your back and grant you a
area, you and your allies do not take damage. You can
flying speed of 60 feet.
remove one condition of your choice from you and each
• You emanate an aura of menace in a 30-foot
ally in the affected area.
radius. The first time any enemy creature enters
the aura or starts its turn there during a battle,
the creature must succeed on a Wisdom saving 15th-level divine feat
throw or become frightened of you for 1 minute You punish those who resist your call to death.
or until it takes any damage. Attack rolls against Whenever a creature succeeds on its saving throw
the frightened creature have advantage. against a curse, you can use your reaction to deal 2d8 +
your spellcasting ability modifier radiant or psychic
Once you use this bonus action, you cannot use it again
damage to the creature that succeeded on the saving
until you finish a long rest, unless you expend a 5th-
throw.
level spell slot to use it again.

15th-level divine feat


10th-level divine feat
You can use your action to activate an aura of sunlight
The healing spells you cast on others heal you as well.
that lasts for 1 minute or until you dismiss it using
When you cast a spell of 1st level or higher that restores
another action. You emit bright light in a 60-foot radius
hit points to a creature other than you, you regain hit
and dim light 30 feet beyond that. Your enemies in the
points equal to 2 + the spell’s level.
bright light have disadvantage on saving throws against
any spell that deals fire or radiant damage.
Divine feat
You can use your action to touch a willing creature
other than yourself to give it advantage on Dexterity

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
10th-level divine feat, requires Acolyte of Death Divine feat
When you cast a necromancy spell of 1st through 5th Whenever you teleport or alter your movement with a
level that targets only one creature, the spell can spell, the distance teleported, or movement granted by
instead target two creatures within range. If the spell the spell, increases by 5ft x your proficiency modifier.
consumes its material components, you must provide
Additionally, if you do not use all your movement on
them for each target.
your turn, you can grant your left-over movement to an
ally within 30ft of you.
5th-level divine feat
You can defy the inherent order that underlies reality.
Divine feat
Whenever you roll initiative, you can choose a number
You have learned how to heal yourself through faith
of creatures you can see equal to your spellcasting
alone. As a bonus action, you can roll 1d8 + your
ability modifier and impose disadvantage on the chosen
spellcasting ability modifier, regaining hit points equal
creatures’ initiative rolls.
to the total.

You can do this a number of times equal to your


5th-level divine feat
proficiency modifier, regaining all expended uses when
When a creature fails its saving throw against your
you finish a long rest.
Abjure Foe or Turn Foe channel divinities, the creature is
instantly destroyed if its health is at or below a certain
threshold, as shown in the Destroy Foe table. 20th-level divine feat
You can assume the form of a scion of ancient power.
Table: Destroy Foe
Hit Point Hit Point Using your bonus action, you undergo a transformation.
Level Threshold Level Threshold For 1 minute, you gain the following benefits:
5th 40 15th 80
• At the start of each of your turns, you regain 10
10th 60 20th 100
hit points.
• Whenever you cast a paladin spell that has a
casting time of 1 action, you can cast it using a
Divine feat bonus action instead.
You mark your foes for divine judgment. As a bonus • Enemy creatures next to or nearby you have
action, you can mark a creature within 60 feet of you disadvantage on saving throws against your
with a divine brand, granting you the following benefits: paladin spells and Channel Divinity options.
• Once per turn when you miss the creature with a Once you use this bonus action, you cannot use it again
weapon attack, you can immediately make until you finish a long rest, unless you expend a 5th-
another weapon attack against that creature level spell slot to use it again.
using the same weapon.
• When the creature is within your reach and casts
Divine feat
a spell or makes an attack against a creature
You can forge an empowering bond among people who
other then you, you can use your reaction to
are at peace with one another. As an action, you choose
make an opportunity attack.
a number of willing creatures nearby you (this can
• When the creature forces you to make a saving
include yourself) equal to your proficiency modifier. You
throw, you gain a bonus to your roll equal to your
create a magical bond among them for 10 minutes or
proficiency modifier.
until you use this feature again. While any bonded
Your brand lasts for 1 minute, or until the creature is creature is nearby another, the creature can roll a d4
slain. Once you use this feature you must finish a short and add the number rolled to an attack roll, an ability
or long rest before you can use it again.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
check, or a saving throw it makes. Each creature can area, you can restore hit points to each ally in the
add the d4 no more than once per turn. affected area equal to the fire damage of the spell.

You can use this feature a number of times equal to


your proficiency modifier, and you regain all expended Divine feat
uses when you finish a long rest. The fire you wield carries the spark of life within;
whenever you cast a spell dealing radiant or fire
damage, you can roll a die equal to one die of the fire
15th-level divine feat
spell. When you do so, one ally within 30ft. of you gains
Creatures you see have disadvantage on saving throws
hit points equal to the rolled die.
to be charmed by you, and you have advantage on
charisma (persuasion) checks. You can use this ability a number of times equal to your
proficiency modifier per a long rest.

20th-level divine feat


You become an avatar of peace, which gives you the 5th-level divine feat, requires flare of light feat
following benefits. You can also use your Flare of Light feat when a
creature that you can see within 30 feet of you attacks a
• You have resistance to all damage dealt by
creature other than you.
other creatures (their attacks, spells, and other
effects).
• Whenever a creature damages you, it takes Divine feat
radiant damage equal to half the amount it Also at 1st level, you can interpose divine light between
dealt to you. yourself and an attacking enemy. When you are
attacked by a creature within 30 feet of you that you
If you attack a creature, cast a spell on it, or deal
can see, you can use your reaction to impose
damage to it by any means but this feature, neither
disadvantage on the attack roll, causing light to flare
benefit works against that creature until you finish a
before the attacker before it hits or misses. An attacker
long rest.
that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to


15th-level divine feat, require Emboldening Bond your spellcasting ability modifier (a minimum of once).
The benefits of your Emboldening Bond and Protective You regain all expended uses when you finish a long
Bond features now work when the creatures are far rest.
away from each other. Moreover, when a creature uses
Protective Bond to take someone else's damage, the
creature has resistance to that damage. 15th-level divine feat
You have flying speed of 30 feet whenever you are not
underground or indoors.
5th-level covert feat
You fear nothing, for you have seen true horror. You are
immune to the frightened condition, and when a 5th-level divine feat
creature attempts to frighten you, you can make a spell When you cast a spell or use a Channel Divinity on a
attack against that creature. On a hit, that creature is hostile creature, you can move up to your movement
frightened of you until the end of your next turn. speed toward it as part of the same action or bonus
action without expending your movement.

15th-level divine feat


You are invested with blessed fire of your god. Once per 2nd-level divine feat
long rest, whenever you cast a spell that deals radiant You gain the ability to impede death’s progress. As a
or fire damage, and you or your allies are in the affected reaction when you or an ally that you can see nearby
you suffers a critical hit, you can turn that attack into a

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
normal hit. Any effects triggered by a critical hit are make a saving throw, you can grant yourself a bonus to
canceled. your saving throw or AC equal to your proficiency
modifier for that saving throw or attack.
You can use this feature a number of times equal to
your proficiency modifier. You regain all expended uses You can use the feature a number of times equal to
when you finish a long rest. your proficiency modifier and you regain all expended
uses when you finish a long rest.

5th-level divine feat


When you or a creature within 30 feet of you takes 20th-level divine feat
damage, you can use your reaction to grant resistance You gain the ability to harness extraordinary martial
to the creature against that instance of the damage. prowess. As a bonus action, you can magically become
an avatar of conquest, gaining the following benefits for
1 minute:
Divine feat
The holy magic you wield is an affront to the gods, a • You have resistance to all damage.
divine shard tainted by defiance. Choose one of the • When you take the Attack action on your turn,
following types of damage: cold, fire, or lightning you can make one additional attack as part of
damage. Whenever you cast a cleric spell dealing that action.
radiant damage, it instead deals the chosen damage • Your melee weapon attacks score a critical hit
type, instead of radiant damage. on a roll of 19 or 20 on the d20.
Furthermore, whenever you cast a spell that restores Once you use this bonus action, you cannot use it again
hit points, you can grant temporary hit points instead of until you finish a long rest, unless you expend a 5th-
restoring hit points. level spell slot to use it again.

5th-level divine feat Divine feat


You can ease a deceased creature’s return to life. You Whenever you magically restore hit points to a
can conduct a minute-long ritual over the corpse of a creature, you can also expend your hit dice, rolling and
deceased creature that died within the last ten minutes, adding the result to the total healing done.
preparing the soul to either return or cross over. Once
this ritual is completed, the material cost of any spell
cast to resurrect that creature is waived and the corpse 20th-level divine feat
is considered under the effects of the gentle repose You gain the ability to channel the darkest aspects of
spell. the divine realm. As a bonus action, you can magically
become an avatar of malice and evil, gaining the
A creature cannot benefit from this ritual more than following benefits for 1 minute:
once, and you cannot bless a creature that was not
killed in combat. • You are exude an aura of gloom. The aura
reduces any bright light in a 30-foot radius
around you to dim light.
5th-level divine feat • Whenever an enemy that is frightened by you
Your ability to channel negative energy becomes more starts its turn within 30 feet of you, it takes
potent. Necrotic damage dealt by your divine spells and 4d10 psychic damage.
Channel Divinity options ignores resistance to necrotic • Creatures that rely on sight have disadvantage
damage. on attack rolls against you and allied creatures
within 30 feet of you.
Divine feat While this transformation lasts, you can use a bonus
You draw out your faith as a shield against the claws of action on your turn to cause shadows to attack one
evil. When you are targeted by an attack or forced to creature within 30 feet of you. Make a melee spell

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
attack against the target. If the attack hits, the target engaged with the first creature. The second creature
takes necrotic damage equal to 3d10 + your spellcasting then takes all the damage instead.
ability modifier.

Once you use this bonus action, you cannot use it again 15th-level divine feat
until you finish a long rest, unless you expend a 5th- A holy presence mends your wounds in combat. You
level spell slot to use it again. regain hit points equal to 1d6 + half your level if you
end your turn in combat with fewer than half of your hit
points remaining, and you aren’t incapacitated.
15th-level divine feat
The joy of your god radiates within you, and from you This feature does not function if you have dealt damage
into your allies. Anytime you suffer damage, one allied to a creature within the last minute.
creature of your choice within 30ft of you gains
temporary hit points equal to your level.
15th-level divine feat
You are always under the effects of a Protection from
10th-level divine feat Evil and Good spell.
You can use your Channel Divinity: Abjure Foe or Turn
Foe against all creature types.
5th-level divine feat
Your supernatural focus helps you close off a foe's
20th-level divine feat retreat. When you hit a creature with an opportunity
You manifest a spark of divine power in defense of the attack, you can move up to half your speed immediately
mortal realms. As a bonus action, you gain the following after the attack and as part of the same reaction. This
benefits for 1 minute: movement doesn't provoke opportunity attacks.

• You gain Truesight for 60 feet.


• You have advantage on attack rolls against 20th-level divine feat
aberrations, celestials, elementals, fey, and You can use an action to become a shade of a righteous
fiends. paladin, gaining the benefits below for 1 minute:
• When you hit a creature with an attack roll and
• You become invisible.
deal damage to it, you can also force it to make
• You can take the Dash or Hide action as a bonus
a Charisma saving throw against your spell save
action.
DC. On a failed save, the creature is magically
• When a creature misses you with an attack, you
banished to its native plane of existence if it's
can force it to repeat its attack against another
currently not there. On a successful save, the
creature of your choice within the normal range
creature cannot be banished by this feature for
of its attack.
24 hours.
Once you use this feature, you must finish a long rest
Once you use this bonus action, you cannot use it again
before you can use it again, unless you spend a spell slot
until you finish a long rest, unless you expend a 5th-
of 5th-level or higher to use it an additional time.
level spell slot to use it again.

15th-level divine feat


5th-level divine feat, require Emboldening Bond
Those who dare to strike you are psychically punished
The bond you forge between people helps them protect
for their audacity. Whenever a creature hits you with an
each other. When a creature affected by your
attack, that creature takes radiant damage equal to
Emboldening Bond feature is about to take damage, a
your spellcasting ability modifier (minimum of 1) if you
second bonded creature nearby the first can use its
are not incapacitated.
reaction to teleport to an unoccupied space next to or

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You can use this feature a number of times equal to
Divine feat your proficiency modifier.
You can seize a trace of positive energy from a parting
soul and use it to heal the living. When a creature you
Divine feat
can see dies nearby you, you or one ally of your choice
You can open your soul to the power of your faith. You
that is nearby you regains hit points equal to the
gain the following benefits:
enemy’s number of Hit Dice. You can use this feature
only if you are not incapacitated. Once you use it, you Divine Cry. When you take the Attack action, you can
cannot do so again until the start of your next turn. unleash a cry infused with divine might, that inspires
any number of friendly creatures within 30 feet that can
hear you. Those creatures can add your spellcasting
Divine feat
ability modifier (a minimum of 1) to one attack roll or
You embody the sensuality of your faith. Whenever you
saving throw they make before the start of your next
make a charisma check, you can add your wisdom
turn. You can use this ability three times, regaining all
modifier to the roll. You can do this a number of times
uses when you finish a short or long rest.
equal to your proficiency modifier. You regain all uses
whenever you finish a long rest. Rise Again. You stand vigilant of your allies as a
member of the faith. You learn the spell prayer of
healing, it is considered always prepared or known for
5th-level divine feat
you. You can cast this spell once without expending a
When you restore hit points to an ally with a spell of 1st
spell slot, regaining this feature whenever you finish a
level or higher, you can also end one spell of your
long rest.
choice on that creature. The level of the spell you end
must be equal to or lower than the level of the spell slot
you use to cast the healing spell. 5th-level divine feat
Enemies you designate for destruction wilt under the
combined efforts of you and your allies. If you deal
5th-level divine feat
damage to a creature on your turn, you can curse that
Your capacity for joy and solace can be frightening to
creature until the start of your next turn.
those not familiar with your behavior. Whenever you
are hit by an attack, you can make a saving throw The next time one of your allies hits the cursed creature
against one spell or condition affecting you. with an attack, the target takes 1d8 damage, of a type
appropriate to your faith, and the curse ends. You can
curse a creature in this way only once per turn.
15th-level divine feat
You've learned how to chastise anyone who dares wield This damage increases to 2d8 at 10th level, and to 3d8
beguilements against you and your wards. Whenever at 15th level.
you or a creature you can see nearby you succeeds on
an Intelligence, a Wisdom, or a Charisma saving throw,
10th-level divine feat
you can use your reaction to deal 2d8 + your Charisma
Your conviction allows you to survive blows that would
modifier force damage to the creature that forced the
slay those of lesser faith. When you are reduced to 0 hit
saving throw.
points but not killed outright, you can drop to 1 hit
point instead, and immediately make one weapon
Divine feat attack against your attacker.
Your god delivers bolts of inspiration to you while you
Once you use this feature you must finish a short or
are engaged in battle. When you take the Attack action,
long rest before you can use it again. If you have no
you can make one additional weapon attack as part of
uses left, you can use it again, but you instantly gain a
the attack action.
level of exhaustion.

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10th-level divine feat
You are immune to the frightened and charmed
conditions, and you have advantage on saving throws
against spells or ability that affect your mind.

Additionally, whenever a creature attempts to charm or


frighten you, you gain advantage on your next attack
roll against that creature.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
• You can use the spectral arms to make unarmed
Mystic feats represent a mastery of one’s own power, strikes.
whether that is the spiritual energy known in many • When you make an attack on your turn, the reach
worlds as Ki, or the innate arcane power that lies within for it is 5 feet greater than normal, or the range is
those rare individuals who wield that magic. 30 feet greater than normal.
• The unarmed strikes you make with the arms can
Note. Most of these features requires points to function,
use your spellcasting ability modifier in place of
which can be Ki or Sorcery points.
your Strength or Dexterity modifier for the attack
and damage rolls, and their damage type is force.
5th-level mystic feat
Your time spent channeling mystical energies allows
5th-level mystic feat
you to fuel your movements with magical energies. You
You can tap into the grand equation of existence to
gain the following benefits.
imbue a creature with a shimmering shield of order. As
Leap to Your Feet. When you’re prone, you can stand an action, you can expend 1 to 5 points to create a
up by spending 5 feet of movement, rather than half magical ward around yourself or another creature you
your speed. can see within 30 feet of you.

Redirect Attack. When a creature misses you with a The ward lasts until you finish a long rest or until you
melee attack roll, you can spend 1 point as a reaction to use this feature again. The ward is represented by a
cause that attack to hit one creature of your choice, number of d8s equal to the number of points spent to
other than the attacker, that you can see within 5 feet create it. When the warded creature takes damage, it
of you. can expend a number of those dice, roll them, and
reduce the damage taken by the total rolled on those
dice.
Mystic feat, requires flurry of blows
You learn how to twist and turn quickly as part of your
Flurry of Blows. Whenever you use Flurry of Blows, you 10th-level mystic feat, requires arms and visage of the
gain the benefit of the Disengage action, and your astral self
walking speed increases by 10 feet until the end of the When you have both your astral arms and visage
current turn. summoned, you can cause the body of your astral self
to appear (no action required). This spectral body
covers your physical form like a suit of armor,
Mystic feat
connecting with the arms and visage. You determine its
Your mastery of your ki allows you to summon a portion
appearance.
of your astral self. As a bonus action, you can spend 1 ki
point to summon the arms of your astral self. When you While the spectral body is present, you gain the
do so, each creature of your choice that you can see following benefits.
within 10 feet of you must succeed on a Dexterity
Deflect Energy. When you take acid, cold, fire, force,
saving throw or take force damage equal to two rolls of
lightning, or thunder damage, you can use your reaction
your weapon’s damage die.
to deflect it. When you do so, the damage you take is
For 10 minutes, these spectral arms hover near your reduced by 1d10 + your spellcasting ability modifier
shoulders or surround your arms (your choice). You (minimum reduction of 1).
determine the arms’ appearance, and they vanish early
Empowered Arms. Once on each of your turns when
if you are incapacitated or die. While the spectral arms
you hit a target with the Arms of the Astral Self, you can
are present, you gain the following benefits:
deal an extra damage die.
• You can use your spellcasting ability modifier in
place of your Strength modifier when making
Strength checks and Strength saving throws.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
is reduced by 1d10 + your dexterity modifier or
5th-level mystic feat, requires chromatic bolt spellcasting ability modifier + your level.
You gain the ability to channel your energies into
If you reduce the damage of the spell to 0, you absorb
searing waves of energy. Immediately after you take the
the spell, negating all its effects on you. If you absorb
attack action on your turn, as a bonus action, you can
the spell, you can make an attack with your Chromatic
force each creature in a 15 feet cone originating from
Bolt ability as part of the same reaction, but the damage
you to make a Dexterity saving throw, taking 1d8 + your
type is the same as the spell you just absorbed, even if
spellcasting ability modifier damage. The damage type
your Chromatic Bolt does not normally deal that
is one you choose from Chromatic Bolt.
damage type.
You can spend additional ki points to empower this
ability. Each additional point you spend increases the
10th-level mystic feat, requires chromatic bolt
damage by 1d8 and increases the size of the cone by 5
You gain the ability to create an orb of energy that
feet. The maximum number of points that you can
erupts into a devastating explosion. You can make a
spend on the spell equals half your level.
special attack, allowing you to magically create an orb
and hurl it at a point you choose within 150 feet, where
Mystic feat it erupts into a sphere of light for a brief but deadly
You can hurl searing bolts of magical energy. Choose instant.
Acid, Cold, Fire, Lightning, or Poison.
Each creature in that 20-foot-radius sphere must
You gain a new attack option that you can use. This succeed on a constitution saving throw or take 2d6 +
special attack is a ranged spell attack with a range of 30 your spellcasting ability modifier damage. This damage
feet, this range improves to 40 feet at 5th level, 50 feet type is the same as you choose for Chromatic Bolt. A
at 11th level, and to 60 feet at 17th level. creature doesn’t need to make the save if the creature
is behind total cover that is opaque.
You are proficient with this attack, and you add your
dexterity or spellcasting ability modifier to its attack and You can increase the sphere’s damage by spending
damage rolls. Its damage is the chosen type, and its points. Each point you spend, to a maximum of 3,
damage die is equal to the damage of your unarmed increases the damage by 2d6.
strike.

When you take the attack action on your turn and use 10th-level mystic feat
this special attack as part of it, you can spend 1 point to You have learned to become one with the shadows.
make the special attack twice as a bonus action. When you are in an area of dim light or darkness, you
can use your action to become invisible. You
If you can make multiple attacks using your action, this
remain invisible until you make an attack, cast a spell, or
special attack can be used for any of the attacks you
are in an area of bright light.
make as part of the attack action.

You choose a second damage type at 10th level. This


15th-level mystic feat
type can be one of the options presented above, or can
You become wreathed in a luminous, magical aura. You
be force, necrotic, psychic, radiant, or thunder. When
shed bright light in a 30-foot radius and dim light for an
you make an attack, you choose which damage type
additional 30 feet. You can extinguish or restore the
you use.
light as a bonus action.

If a creature hits you with a melee attack while this light


5th-level mystic feat
shines, you can deal acid, cold, fire, lightning, or poison
Your ability to weave elemental magic extends into the
damage to the creature. The damage equals 5 + your
world around you. As a reaction to whenever you are
spellcasting ability modifier.
damaged by a spell, the damage you take from the spell

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
• Every spell of 6th level or lower ends on creatures
5th-level mystic feat, requires elemental imbuement and objects of your choice in the cube.
When you deal damage of the type associated with your
Once you use this action, you can’t use it again until you
chosen element, you can add your spellcasting ability
finish a long rest, unless you spend 5 points to use it
modifier to one damage roll of the spell or attack. At
again.
the same time, you can spend 1 point to gain resistance
to that damage type for 1 hour.
Mystic feat, requires spellcasting
Your link to the divine allows you to learn spells from
Mystic feat
the cleric class. When your spellcasting feature lets you
You are imbued with elemental magic. Choose one of
learn or replace a cantrip or a spell of 1st level or
the following: Acid, Cold, Fire, Lightning, or Poison.
higher, you can choose the new spell from the cleric
This primal magic savagely punishes your body, making spell list in addition to your class’s spell list. You must
you more resilient. Your hit point maximum increases otherwise obey all the restrictions for selecting the
by an amount equal to your level and increases by 1 spell, and it becomes a spell for your class.
again whenever you gain a level.
In addition, choose an affinity for the source of your
Finally, an elemental ward now guards you. Whenever a divine power: good, evil, law, chaos, or neutrality. You
creature deals damage to you within 60 feet of you, as a learn an additional spell based on that affinity, as shown
reaction, you can make a spell attack against the below. It is a spell for your class, but it doesn’t count
creature that dealt damage to you. On a hit, you expend against your number of spells known or prepared. If you
a number of points up to your proficiency modifier, later replace this spell, you must replace it with a spell
dealing a number of 1d8s equal to the expended points from the cleric spell list.
+ your spellcasting ability modifier.
Affinity Spell
Good cure wounds
5th-level mystic feat Evil inflict wounds
The divine energy coursing through you can empower Law bless
healing spells. Whenever you or an ally within 10 feet of Chaos bane
you rolls dice to determine the number of hit points a Neutrality protection from evil and good
spell restores, you can spend 1 point to reroll any
number of those dice once, provided you aren’t Furthermore, divine power guards your destiny. If you
incapacitated. You can use this feature only once per fail a saving throw or miss with an attack roll, you can
turn. roll 2d4 and add it to the total, possibly changing the
outcome. Once you use this feature, you can’t use it
again until you finish a short or long rest.
15th-level mystic feat
You summon spirits of order to purge disorder around
you. As an action, you summon the spirits in a 30-foot 10th-level mystic feat, requires flurry of blows, and hand
cube originating from you. The spirits appear as your of healing and harm
ideal concept of order. The spirits are intangible and You can now mete out a flurry of comfort and hurt.
invulnerable, and they create the following effects When you use Flurry of Blows, you can now replace
within the cube before vanishing: each of the unarmed strikes with a use of your Hand of
Healing, without spending ki points for the healing.
• The spirits restore up to 100 hit points, divided as
you choose among any number of creatures of In addition, when you make an unarmed strike with
your choice in the cube. Flurry of Blows, you can use Hand of Harm with that
• Any damaged objects entirely in the cube are strike without spending the ki point for Hand of Harm.
repaired instantly. You can still use Hand of Harm only once per turn.

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must succeed on a Wisdom saving throw or
15th-level mystic feat, requires flurry of blows be frightened of you until the end of your next turn.
You gain the ability to make an overwhelming number
of attacks against a group of enemies. When you use
Mystic feat
your Flurry of Blows, you can make up to three
Your connection to the plane of absolute order allows
additional attacks with it (up to a total of five Flurry of
you to equalize chaotic moments. When a creature you
Blows attacks), provided that each additional Flurry of
can see within 60 feet of you is about to roll a d20 with
Blows attack targets a different creature this turn.
advantage or disadvantage, you can use your reaction
to prevent the roll from being affected by advantage
Mystic feat and disadvantage.
Your mystical touch can mend wounds and harm
You can use this feature a number of times equal to
others. You gain the following abilities:
your proficiency bonus, and you regain all expended
Hand of Healing. As an action, you can spend 1 ki point uses when you finish a long rest.
to touch a creature and restore a number of hit points
equal to a roll of your unarmed strike’s die + your
5th-level mystic feat, requires misty magic
spellcasting ability modifier.
As a reaction to taking damage, you can expend 1 point
When you use your Flurry of Blows, you can replace one to teleport 10 feet and halving the damage you receive.
of the unarmed strikes with a use of this feature You can spend additional points to increase the distance
without spending a ki point for the healing. you teleport by 10 feet per point, to a maximum
number of points equal to your proficiency modifier.
Hand of Harm. You can use your wellspring of mystical
power to inflict wounds. When you hit a creature with In addition, whenever you start casting a spell of 1st
an unarmed strike, you can spend 1 ki point to deal level or higher that deals force, lightning, or psychic
extra necrotic damage equal to one roll of your damage, the magic of the mists erupts from you. This
weapon’s damage die + your spellcasting ability eruption causes creatures of your choice that you can
modifier. You can use this ability only once per turn. see within 30 feet of you to take force, lightning, or
psychic damage (choose each time this ability activates)
equal to half your level.
15th-level mystic feat
Your mastery of life energy opens the door to the
ultimate mercy. As an action, you can touch the corpse 10th-level mystic feat
of a creature that died within the past 24 hours and You use your familiarity with death to escape its grasp.
expend 5 points. The creature then returns to life, When you are reduced to 0 hit points, you can expend 1
regaining a number of hit points equal to 4d10 + your point (no action required) to have 1 hit point instead.
spellcasting ability modifier. If the creature died while
subject to any of the following conditions, it revives
10th-level mystic feat
with them removed: blinded, deafened, paralyzed,
When you are hit by a melee attack, you can use your
poisoned, and stunned.
reaction to deal force, lightning, or psychic damage to
Once you use this feature, you can’t use it again until the attacker. The damage equals your level. The
you finish a long rest. attacker must also make a Strength saving throw
against your spell save DC. On a failed save, the attacker
is teleported in a straight line up to 20 feet away from
5th-level mystic feat
you.
You gain the ability to unsettle or terrify those around
you, for your soul has been touched by the shadow of
death. As a bonus action, you can expend 2 points and
each creature within 30 feet of you that can see you

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While your astral self is awakened, you gain the
Mystic feat following additional benefits.
You can use a bonus action on your turn to causes
Armor of the Spirit. You gain a +2 bonus to Armor Class.
clinging mists to briefly surround you, immediately
before or after you cast a spell of 1st level or higher. Astral Barrage. Whenever you take the attack action,
Doing so allows you to teleport 10 feet. you can make an additional attack if all the attacks are
made with your astral arms.

Mystic feat, requires flurry of blows


You can manipulate your enemy’s ki when you harness 5th-level mystic feat, requires hand of healing and harm
your own. Whenever you hit a creature with one of the You can administer even greater cures with a touch, and
attacks granted by your Flurry of Blows, you can impose if you feel it’s necessary, you can use your knowledge to
one of the following effects on that target: cause harm.

• It must succeed on a dexterity saving throw or be When you use Hand of Healing on a creature, you can
knocked prone. also end one disease or one of the following conditions
• It must make a strength saving throw. If it fails, affecting the creature: blinded, deafened, paralyzed,
you can push it up to 15 feet away from you. poisoned, or stunned.
• It can’t take reactions until the end of your next
When you use Hand of Harm on a creature, you can
turn.
subject that creature to the poisoned condition until the
end of your next turn.
10th-level mystic feat
You can exploit a creature’s momentary distraction
10th-level mystic feat
when it is hit by an attack. Whenever a creature within
You can unleash the psionic truth hidden within your
5 feet of you is hit by an attack made by a creature
mind. As a bonus action, you can spend 1 or more
other than you, you can use your reaction to make a
points to magically empower your body for 10 minutes.
melee attack against that creature.
For each point you spend, you can gain one of the
following benefits of your choice, the effects of which
10th-level mystic feat last until the transformation ends:
You can use a bonus action to manifest a pair of spectral
• You can see any invisible creature within 60 feet
wings from your back. While the wings are present, you
of you, provided it isn’t behind total cover.
have a flying speed equal to your walking speed. The
• You gain a flying speed equal to your walking
wings last until you’re incapacitated, you die, or you
speed, and you can hover.
dismiss them as a bonus action.
• You gain a swimming speed equal to twice your
The appearance of the spectral wings is determined by walking speed, and you can breathe underwater.
your alignment or morality: eagle wings for good or law, • You can move through any space as narrow as 1
bat wings for evil or chaos, and dragonfly wings for inch without squeezing, and you can spend 5 feet
neutrality. of movement to escape from nonmagical
restraints or being grappled.
15th-level mystic feat, requires arms, visage, and body
of the astral self 5th-level mystic feat
Your connection to your astral self is complete, allowing When you cast any spell of 1st level or higher that is an
you to unleash its full potential. As a bonus action, you enchantment or illusion spell, you can cast it by
can spend 5 points to summon the arms, visage, and expending a spell slot as normal or by spending a
body of your astral self and awaken it for 10 minutes. number of points equal to the spell’s level. If you cast
This awakening ends early if you are incapacitated or the spell using points, it requires no verbal or somatic
die.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
components, and it requires no material components, You can’t use this feature if you are reduced to 0 hit
unless they are consumed by the spell. points by radiant damage or by a critical hit.

After the saving throw succeeds, you can’t use this


5th-level mystic feat feature again until you finish a long rest.
You gain resistance to psychic damage, and you have
advantage on saving throws against being charmed or
Mystic feat
frightened.
You can form a telepathic connection between your
mind and the mind of another. As a bonus action,
Mystic feat choose one creature you can see. You and the chosen
Starting when you choose this tradition at 3rd level, you creature can speak telepathically with each other while
can use your ki to duplicate the effects of certain spells. the two of you are within a number of miles of each
As an action, you can spend 2 ki points to other equal to your spellcasting ability modifier
cast darkness, darkvision, pass without trace, or silence, (minimum of 1 mile). To understand each other, you
without providing material components. Additionally, each must be able to speak a language the other knows.
you gain the minor illusion cantrip if you don’t already
The telepathic connection lasts for a number of minutes
know it.
equal to your level. It ends early if you
are incapacitated or die or if you use this ability to form
5th-level mystic feat a connection with a different creature.
You gain the ability to step from one shadow into
another. When you are in dim light or darkness, as a
Mystic feat
bonus action you can teleport up to 60 feet to an
Your study of death and negative energies allows you to
unoccupied space you can see that is also in dim light or
extract vitality from another creature as it nears its
darkness. You then have advantage on the first attack
demise. When you reduce a creature to 0 hit points, you
you make before the end of the turn.
gain temporary hit points equal to your spellcasting
ability modifier + your level (minimum of 1 temporary
15th-level mystic feat hit point).
Your soul in now permanently occluded in the mists
that border the material realm. As a bonus action, you
15th-level mystic feat
can teleport 30 feet to an unoccupied location you can
Your touch can channel overwhelming amounts of
see.
negative energy into a creature. As an action, you can
Furthermore, you can draw upon those mists against make a weapon attack against creature within reach.
others. As an action, you can expend points and choose On a hit, you deal your weapon’s normal damage, and
a number of creatures within 30 feet of you equal to the can expend 1 to 10 points, and the target takes 2d10
number of points spent. Each creature must make a necrotic damage per point spent.
charisma saving throw. A creature can choose to fail this
save. On a failed save, a creature is teleported 30 feet
10th-level mystic feat
to a location of your choice that you can see.
You gain the ability to align your consciousness to the
endless calculations of the grand design. As a bonus
Mystic feat action, you can enter this state for 1 minute. For the
Your existence in a twilight state between life and death duration, attack rolls against you can’t benefit from
makes you difficult to defeat. When damage reduces advantage, and whenever you make an attack roll, an
you to 0 hit points, you can make a saving throw using ability check, or a saving throw, you can treat a roll of 9
your spellcasting ability modifier (DC 5 + the damage or lower on the d20 as a 10.
taken). On a success, you instead drop to 1 hit point.

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Once you use this bonus action, you can’t use it again
until you finish a long rest, unless you spend 3 points to 5th-level mystic feat
use it again. You can summon the visage of your astral self. As a
bonus action, or as part of the bonus action you take to
activate Arms of the Astral Self, you can spend 1 ki point
10th-level mystic feat
to summon this visage for 10 minutes. It vanishes early
You can enter a special meditation that surrounds you
if you are incapacitated or die.
with an aura of peace. At the end of a long rest, you
gain the effect of a sanctuary spell that lasts until the The spectral visage covers your face like a helmet or
start of your next long rest (the spell can end early as mask. You determine its appearance.
normal). The saving throw DC for the spell equals 8 +
While the spectral visage is present, you gain the
your spellcasting ability modifier + your proficiency
following benefits.
bonus.
Astral Sight. You can see normally in darkness, both
magical and nonmagical, to a distance of 120 feet.
15th-level mystic feat
You can spend 5 points as a bonus action to become a Wisdom of the Spirit. You have advantage on Wisdom
living shadow. In this form, you have resistance to all (Insight) and Charisma (Intimidation) checks.
damage except force and radiant damage, and you can
move through other creatures and objects as if they Word of the Spirit. When you speak, you can direct
were difficult terrain. You take 1d10 force damage if your words to a creature of your choice that you can
see within 60 feet of you, making it so only that
you end your turn inside an object.
creature can hear you. Alternatively, you can amplify
You remain in this form for 1 minute. It ends early if you your voice so that all creatures within 600 feet can hear
are incapacitated, if you die, or if you dismiss it as a you.
bonus action.

15th-level mystic feat


10th-level mystic feat You can unleash your psionic power as a space-warping
You always seem to get a lucky bounce at the right anomaly. As an action, you can teleport to an
moment. When you make an ability check, an attack unoccupied space you can see within 120 feet of you.
roll, or a saving throw and have disadvantage on the Immediately after you disappear, each creature within
roll, you can spend 2 ki points to cancel the 30 feet of the space you left must make a Strength
disadvantage for that roll. saving throw against your spell save DC. On a failed
save, a creature takes 4d10 force damage and is pulled
straight toward the space you left, ending in an
15th-level mystic feat
unoccupied space as close to your former space as
You gain the ability to overcome grievous injuries. As a
possible. On a successful save, the creature takes half as
bonus action when you have fewer than half of your hit
much damage and isn’t pulled.
points remaining, you can regain a number of hit points
equal to half your hit point maximum. Once you use this feature, you can’t do so again until
you finish a long rest, unless you spend 5 points to use it
Once you use this feature, you can’t use it again until
again.
you finish a long rest.

5th-level mystic feat


15th-level mystic feat, requires chromatic bolt
You gain the ability to heal yourself. As an action, you
Once on your turn, whenever you hit a creature with a
can regain hit points equal to three times your level.
weapon attack, you can expend 2 points to force the
You must finish a long rest before you can use this
target to make a Dexterity saving throw against the
feature again.
Prismatic Spray spell, rerolling any 8’s for the spell.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
throw. On a failure, the target is stunned until the start
Darkness is the force of evil in the world. Those who of your next turn or until it takes damage. You can do
imbibe this power become like the darkness they wield this a number of times equal to your proficiency
and gain fantastic power for it, but always walk the line modifier. You regain all expended uses when you finish
between righteousness and sin. a long rest.

5th-level profane feat, requires telepathy 10th-level profane feat


You learn to magically examine an enemy's failed strike, You become a harbinger of ill fortune. Whenever a
exposing hidden psychic openings. hostile creature within 10 feet of you makes an attack
roll or a saving throw, it must roll a d4 and subtract the
When a creature within range of your telepathy makes
number rolled from the result.
an attack against you, you can use your reaction to
impose disadvantage on the attack roll. If you make an
attack roll against the creature that attacked you on Profane feat
your next turn, that attack has advantage. Your existence in a twilight state between life and death
makes you difficult to defeat. When damage reduces
You can do this a number of times equal to your
you to 0 hit points, you can make a saving throw (DC 5 +
proficiency modifier. You regain all expended uses when
the damage taken), using your spellcasting ability
you finish a long rest.
modifier. On a success, you instead drop to 1 hit point.
You can’t use this feature if you are reduced to 0 hit
15th-level profane feat, ability to curse a creature points by radiant damage or by a critical hit.
You can spread your curses from a slain creature to
After the saving throw succeeds, you can’t use this
another creature. When a creature cursed by you dies,
feature again until you finish a short or long rest.
you can apply the curse to a different creature you can
see within 30 feet of you, provided you aren’t
incapacitated. Profane feat
As a reaction when a creature you can see dies within
120 feet of you, you can gain temporary hit points equal
10th-level profane feat, ability to curse a creature
to your total level + your spellcasting ability modifier
Your curses grow more powerful. If a target cursed by
(minimum of 1).
you hits you with an attack roll or forces you to make a
saving throw, you can use your reaction to roll a d6. On
a 4 or higher, the attack misses you, or you succeed on 15th-level profane feat
the saving throw. You can match a creature’s lifeforce in a brazen contest
of power. When you hit a creature with an attack, you
can match blood for blood. The creature with less hit
Profane feat
points remaining falls to 0 hit points and the creature
Your mind has been tormented by alien knowledge,
with more loses hit points equal to that amount.
revealing to you how to touch the minds of other
creatures in various ways. Once you use this feature, you cannot use it again until
you finish a long rest.
Telepathy. You can telepathically speak to any creature
you can see within 30 feet of you. You do not need to
share a language with the creature for it to understand 10th-level profane feat
your telepathic utterances, but the creature must be You commit a dark ritual, permanently binding a portion
able to understand at least one language. of your body to the darkness. The portion of your body
you gave to the darkness becomes wreathed in
Overwhelm. Your magic has been warped by eldritch
shadowy flames.
power. Whenever you deal damage to a creature, you
can force the target to make a Constitution saving

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
While bound this way, you cannot be possessed by any While the rite is in effect, attacks you make with this
creature, and you have advantage against effects that weapon are magical, and deal damage of the type
charm, frighten, read your mind, or petrify you. determined by the chosen rite equal to your rite die. A
weapon can hold only one active rite at a time. Other
creatures can’t gain the benefit of your rite.
10th-level profane feat
You have grown powerful enough to form a coven of Your rite die is a 1d4. This die becomes a 1d6 at 5th
your own. At the end of a long rest, choose up to two level, a 1d8 at 11th level, and a 1d10 at 17th level.
other willing spellcasters to form a coven with. While all
You choose one rite from the crimson rites below when
members of the coven are within 10 miles of each
you first gain this feature. You learn an additional
other, they can all cast any spell known or prepared by
crimson rite at 7th level, and again at 14th level.
another member of the coven in addition to their own
spells. They must still expend their own spell slots to do Rite of Flames. The extra damage dealt by your rite is
so. fire damage.
All members of a coven are always aware of the Rite of Rime. The extra damage dealt by your rite is cold
direction and distance between them and the other damage.
members of their coven, so long as they are on the
same plane of existence. Rite of Storms. The extra damage dealt by your rite is
lightning damage.
When you form a Coven, the bond remains in place
until you complete 1d6 rests, or a Coven member dies. Rite of Death. The extra damage dealt by your rite is
necrotic damage. (Prerequisite: 14th level)
You can then form a new Coven at the end of your next
rest. Rite of Oracles. The extra damage dealt by your rite is
psychic damage. (Prerequisite: 14th level)
Profane feat Rite of Roars. The extra damage dealt by your rite is
You have learned to tap into your lifeforce to fuel your thunder damage. (Prerequisite: 14th level)
spells. You can cast spells of 5th level or lower that you
have prepared or know without using a spell slot.
Immediately after you cast the spell, roll 1d10, plus Profane feat
1d10 per level of the spell, taking damage and reducing You become far more dangerous when your own blood
your hit point maximum by the amount rolled. begins to flow. When you are damaged by a creature,
you can use your reaction to make a spell attack against
If you drop to 0 as a result of using this feat, you cannot a creature within 30 feet of you.
use this feat again until you finish a long rest.
On a hit, you deal a number of d6s of necrotic damage
If you use this feat to cast a spell that restores hit equal to your proficiency modifier.
points, the spell cannot restore more hit points than
you lost.
5th-level profane feat
You learn how to take advantage of another foul aspect
Profane feat of magic, harnessing the dark emotions of hatred and
You learn to invoke a rite of atavistic magic that infuses fear. Whenever you finish a short or long rest, choose
your weapon strikes with elemental energy. As a bonus one of the following:
action, you can activate any rite you know on one
weapon you’re holding. The effect of the rite lasts until Hatred. When a creature is branded or cursed by you,
you finish a short or long rest. When you activate a rite, the cursed creature’s AC is reduced by 1.
you take necrotic damage equal to your rite die. This Fear. For each creature branded or cursed by you, you
damage can’t be reduced in any way. gain a +1 bonus to your AC, to a maximum bonus equal
to 1 + half your proficiency modifier (rounded down).

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Additionally, whenever you summon a fiend, or as an
15th-level profane feat action against a fiend you can see within 30 feet of you,
When you hit a creature with an attack, you can use this you can make an Intelligence (Arcana) or Intelligence
feature to instantly transport the target through the (Religion) check against a special DC. This DC equals 10
lower planes. The creature disappears and hurtles + the creature’s Challenge Rating (round up). On a
through a nightmare landscape. success, you learn the fiend’s true name, if it has one.

At the end of your next turn, the target returns to the


space it previously occupied, or the nearest unoccupied 10th-level profane feat
space. If the target is not a fiend, it takes 10d10 psychic You can use your black knowledge to bring fiends under
damage as it reels from its horrific experience. your control, even if you didn't summon them. As an
action, you can choose one fiend that you can physically
Once you use this feature, you can’t use it again until
see, and that can hear you. If you know the fiend’s true
you finish a short or long rest.
name, the creature must make a Charisma saving throw
against your spell save DC. If it succeeds, you can't use
5th-level profane feat this feature on it again. If it fails, it becomes friendly to
You can alter fate in your favor. When you make an you and obeys your commands until you use this
ability check or a saving throw, you can use this feature feature again.
to add a d10 to your roll. You can do so after seeing the
Powerful fiends are harder to control in this way. If the
initial roll but before any of the roll's effects occur.
target has a Challenge Rating higher than your total
Once you use this feature, you cannot use it again until level, it has advantage on the saving throw. If the
you finish a long rest, or you regain it as a reaction target’s Challenge Rating is five over your total level, it
when a creature you can see dies within 120 feet of is immune to this effect. Creatures with a Challenge
you. Rating above 10 can make this saving throw at the end
of every hour.

5th-level profane feat


You exude malice and can take apart lesser creatures 10th-level profane feat
with single blows. Whenever you hit a living creature Your thoughts cannot be read by telepathy or other
with an attack, the creature is instantly slain if the means unless you allow it. You also have resistance to
damage reduces their hit points to 10 or lower. psychic damage.

At 10th level, the creature is instantly slain if it has 15 or As an action, you can make a ranged spell attack against
fewer hit points remaining. At 15th level, it increases to a creature within 60 feet of you. On a hit, you lodge a
20, and 25 at 20th level. psychic shard of eldritch power in the target’s mind,
cursing it. The shard persists for 1 minute in the target’s
mind or until you dismiss it as a free action.
5th-level profane feat
You learn how to better control the demons and devils While the shard is within the target’s mind, whenever
you summon. Whenever you would make a deception, you take damage, you can use your reaction to cause
insight, intimidation, or persuasion check against a the target to take psychic damage equal to half the
fiend, you may add your spellcasting ability modifier to damage you took.
the roll. Furthermore, fiends you summon gain the Once you hit with this ability, you cannot use it again
following characteristics:
until you finish a short or long rest.
• It gains temporary hit points equal to your total
level. Profane feat
• It adds 1d4 to ability checks it makes that aren't You have discovered a wellspring of atavistic magic
contested by you and attack rolls it makes when within yourself. You learn one Bloody Execration from
the target isn't you.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
the Atavist class and can use this execration once per points within 30ft of you, the amount of hit points
short or long rest. granted is increased or reduced by 1d6 (you choose).
This effect increases to 2d6 at 10th level and to 3d6 at
15th level.
Profane feat
As a bonus action, you can expend and roll one of your
hit dice + your constitution modifier and regain hit 10th-level profane feat
points equal to the result. Your gain a measure of control over the spirits of the
dead. Whenever a hostile creature is reduced to 0 hit
points within 30 feet of you, you gain temporary hit
10th-level profane feat
points equal to your level.
Atavistic magic suffuses your body to permanently
reinforce your resilience. Your speed increases by 5 Furthermore, you gain resistance to necrotic damage
feet, and you have a bonus to Strength, Dexterity, and and immunity to effects that would kill you instantly
Constitution saving throws equal to your atavism or without dealing damage.
spellcasting ability modifier (minimum of +1).

Profane feat
5th-level profane feat You have experienced horrors and delights that no
At the start of your turn, you can magically step into the mortal should ever witness, and this has left you
veil between the planes as long as you aren’t levelheaded no matter the circumstance.
incapacitated. You can move through other creatures
You have advantage on saving throws that would cause
and objects as if they were difficult terrain, as well as
you to become charmed, frightened, or insane, and
see and affect creatures and objects on the Ethereal
when you roll a saving throw against one of those
Plane. You take 1d10 force damage if you end your turn
effects, you can reroll one of the dice once.
inside an object.
Furthermore, your mind is strengthened against outside
This feature lasts for a number of rounds equal to your influence, granting you resistance to psychic damage.
atavism or spellcasting ability modifier (minimum of 1
round). If you are inside an object when it ends, you are
10th-level profane feat
immediately shunted to the nearest unoccupied space
You gain the ability to weave dark magic into your
and you take force damage equal to twice the number
words and tap into a creature’s deepest fears.
of feet you moved.
As an action, you magically whisper a phrase that only
Once you use this feature, you must finish a short or
one creature of your choice within 30 feet of you can
long rest before you can use it again. You can use this
hear. The target must make a Wisdom saving throw
ability twice between rests starting at 15th level.
against your spell save DC. It automatically succeeds if it
doesn’t share a language with you or if it cannot hear
Covert feat you. On a successful saving throw, your whisper sounds
You learn to tap into shadows as the medium of your like unintelligible mumbling and has no effect.
magic. When you cast a spell, you cast it without any
If the target fails its saving throw, it is charmed by you
somatic or verbal components.
for the next 8 hours or until you or your allies attack or
If a creature is unaware of you when you cast a spell on damage it. It interprets the whispers as a description of
it, it has disadvantage on the saving throw against the its most mortifying secret.
spell.
While you gain no knowledge of this secret, the target is
convinced you know it. While charmed in this way, the
5th-level profane feat creature obeys your commands for fear that you will
Your understanding of positive energy allows you to reveal its secret. It grants you favors and gifts it would
manipulate it with ease. When a creature regains hit offer to a close friend.

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When the effect ends, the creature has no Another creature can see through this disguise by
understanding of why it held you in such fear. succeeding on a Wisdom (Insight) check contested by
your Charisma (Deception) check. You gain a +5 bonus
Once you use this feature, you cannot use it again until
to your check.
you finish a long rest.

Profane feat
Profane feat
You magically sharpen your senses and those of your
You learn to infuse innocent-seeming words with an
allies, keyed for danger. You and allies within 30ft of
insidious magic that can inspire terror.
you do not have disadvantage on Wisdom (Perception)
As a bonus action, you can attempt to seed paranoia and Intelligence (Investigation) checks due to dim light
and fear into its mind. The target must succeed on a or darkness.
Wisdom saving throw against your spell save DC or be
frightened of you or another creature of your choice.
15th-level profane feat
The target is frightened in this way for 1 minute, until it
When you are reduced to 0 hit points or killed, you can
is attacked or damaged, or until it witnesses its allies
drop to 1 hit point instead. If you do, you enter a rage
being attacked or damaged.
against death for 1 minute. While in a rage against
If the target succeeds on its saving throw, the target has death, your attack rolls, saving throws, and ability
no hint that you tried to frighten it. checks treat a d20 roll of 9 or lower as a 10, you cannot
be hit by attacks except for critical hits, and when you
You can use this feature a number of times equal to
are subjected to an effect that allows you to make a
your proficiency modifier, regaining all expended uses
saving throw to take only half damage, you instead take
when you finish a long rest.
no damage if you succeed on the saving throw. When
your rage against death ends, you gain four levels of
5th-level profane feat exhaustion.
You gain the ability to adopt a humanoid's persona.
When a humanoid dies that you can see, you can 10th-level profane feat
magically capture its shadow using your reaction. You You can refute many attacks on your body. When you
can retain a number of shadows equal to your
are subjected to an effect that allows you to make a
proficiency modifier. If you gain a new shadow while constitution saving throw to take only half damage, you
you already have your maximum number of shadows,
instead take no damage if you succeed on the saving
you can replace one shadow you already have with the throw, and only half damage if you fail.
new one.

You can use a shadow you have as an action. When you


10th-level profane feat
do so, you magically transform. You now look and
Whenever you are hit by an attack or you fail a saving
sound like the dead person, but healthy and alive. This
throw, as a reaction, you can expend a hit die to ignore
disguise lasts for 1 hour or until you end it as a bonus
all other effects of the ability except for damage
action.
(including turning critical hits into normal hits).
While you are in the disguise, you gain access to all
information that the humanoid would freely share with
Profane feat, requires inspiration
a casual acquaintance. Such information includes
You now grant others inspiration through sacrifice of
general details on its background and personal life but
your own lifeforce. You no longer have uses of
doesn't include secrets. The information is enough that
inspiration based on a modifier. Instead, whenever you
you can pass yourself off as the person by drawing on
would grant a creature inspiration, you instead make a
its memories.
use of it known as Sanguine Inspiration. Whenever you
expend a use of this feature, you take necrotic damage
equal to a roll of the Bardic Inspiration die.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You cannot use this feature again until you finish a short
Profane feat or rest.
Your understanding of death is augmented by the
secrets you possess. If you inspect a corpse for 1
15th-level covert feat
minute, you learn how the corpse died, even if it
You gain the ability to counterattack when your target
impossible to know due to the corpse’s state.
tries to sabotage you.
Additionally, you can choose to receive a vision,
experiencing the last moments of the corpse’s life when If a target marked or cursed by you forces you to make
it died. a saving throw, you can use your reaction to make one
weapon attack against the creature. You make this
attack immediately before making the saving throw. If
5th-level profane feat
your attack hits, your save automatically succeeds, in
You gain the ability to step from one shadow into
addition to the attack’s normal effects.
another. When you are in dim light or darkness, as a
bonus action you can teleport up to 30 feet to an
unoccupied space you can see that is also in dim light or Profane feat
darkness. You then have advantage on the first weapon You learn a foul ritual allowing you to bind your soul
attack you make before the end of the turn. into one weapon, transforming it into your soul
weapon. You perform the ritual over the course of 1
At 10th level, the distance you can teleport increases to
hour, which can be done during a short rest. The
45 feet. At 15th, the distance you can teleport increases
weapon must be within your reach throughout the
to 60 feet.
ritual, at the conclusion of which you touch the weapon
and bind your soul to it.
5th-level profane feat
A soul weapon is considered cursed. Any damage
You become one with the shadows, harnessing them to
inflicted through this weapon (such as from a spell or
mask your presence. You cannot be detected by magic
smite) can be changed to necrotic damage. Additionally,
or senses while you are hidden.
if the weapon is destroyed, you can use your action to
Furthermore, weapon attacks you make with advantage touch any piece of your weapon to restore it whole.
do not reveal you.
Furthermore, as your soul is now housed outside your
body, you become resilient against effects that would
Profane feat terminate your lifeforce. While wielding your soul
You gain the ability to place a baleful curse on someone. weapon, you can use a bonus action to regain hit points
As a bonus action, choose one creature you can see equal to 1d8 + your spellcasting ability modifier. You
within 30 feet of you. The target is cursed for 1 minute. can do this a number of times equal to your proficiency
The curse ends early if the target dies, you die, or you modifier. You regain all expended uses when you finish
are incapacitated. Until the curse ends, you gain the a long rest.
following benefits:

• You gain a bonus to damage rolls against the 15th-level profane feat
cursed target. The bonus equals your You gain the ability to subjugate a humanoid's mind
proficiency modifier. with alien magic far from this reality. You can use your
• Any attack roll you make against the cursed action to touch an incapacitated humanoid. That
target is a critical hit on a roll of 19 or 20 on the creature is then charmed by you until a remove curse
d20. spell is cast on it or you use this feature again.
• If the cursed target dies, you regain hit points
You can communicate telepathically with the charmed
equal to your total level + your spellcasting
creature, regardless of whether the two of you are on
ability modifier (minimum of 1 hit point).
the same plane of existence or not.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
While the target is charmed, you can use your If you succeed, you redirect those energies to a creature
telepathic link to issue commands to the creature while or object of your choice. The target takes necrotic
you are conscious (no action required), which it does its damage or gains hit points (your choice) equal to the
best to obey. You can specify a simple and general damage of the magical effect. You cannot use this
course of action, such as "Attack that creature," "Run feature again until you complete a long rest, or you
over there," or "Fetch that object." If the creature expend a 5th-level spell slot to use this feature again.
completes the order and does not receive further
direction from you, it defends and preserves itself to
Profane feat
the best of its ability.
You gain the ability to channel dark energies to heal
wounds. You have a pool of d6s that you spend to fuel
10th-level profane feature, requires crimson rite this healing. The number of dice in the pool equals 1 +
You learn to expose a fragment of your foe’s essence, your total level.
leaving them vulnerable to your Crimson Rite ability.
As a bonus action, you can heal one creature you can
Whenever you hit a creature branded or cursed by you
see within 60 feet of you, spending dice from the pool.
with a weapon for which you have an active crimson
The maximum number of dice you can spend at once
rite, you roll an additional rite die when determining the
equals your spellcasting ability modifier (minimum of
extra damage from the rite.
one die). Roll the dice you spend, add them together,
Additionally, if a cursed or branded creature has the and restore a number of hit points equal to the total.
Incorporeal Movement trait or a similar feature, it can’t
Your pool regains all expended dice when you finish a
move through creatures or objects while branded or
long rest. You regain half of your pool (rounded down)
cursed by you.
when you kill a creature.

10th-level profane feat


15th-level covert feat
You can choose one damage type when you finish a
You become one with the shadows. When you are in an
short or rest. You gain resistance to that damage type
area of dim light or darkness, you can use your action to
until you choose a different one with this feature.
become invisible. You remain invisible until you attack,
Damage from blessed weapons ignore this resistance.
cast a spell, or move into an area of bright light.

While invisible, you can make an opportunity attack as a


Profane feat
reaction when a creature moves within your reach.
You have feasted your eyes upon accursed knowledge,
and your mind has both withered and grown. Choose
three of the following: Arcana, History, Medicine, 5th-level covert feat
Nature, or Religion. You gain extra resilience against your prey’s assaults on
your mind and body. Whenever the target marked by
Your proficiency modifier is doubled for any ability
you forces you to make a saving throw and whenever
check you make that uses the chosen skills, however
you make an ability check to escape that target’s
due to the dark knowledge you hold, whenever you roll
grapple, add 1d6 to your roll.
a 1 for a check with those skills, you take psychic
damage equal to your level.
10th-level profane feat
You can hold your breath indefinitely, and you don’t
10th-level profane feat
require food, water, or sleep, although you still require
If you would become subject to magical damage, you
rest to reduce exhaustion and still benefit from finishing
may use your reaction to negate that damage. After,
short and long rests.
make a spellcasting ability saving throw with a save DC
equal to the DC or attack roll of the magical effect.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
In addition, you age at a slower rate. For every 10 years
that pass, your body ages only 1 year, and you are 5th-level profane feat
immune to being magically aged. You’ve learned to read your servants and adversaries as
easily as a scroll, and you can twist them to serve your
cruel whims. As an action, touch a creature within
5th-level profane feat
reach. The target must make a Charisma saving throw
Once per turn, when you would reduce yourself to 0 hit
with a DC equal to your spell save DC. If they fail, they
points, you can instead drop to 1 hit point instead.
are paralyzed until the end of your next turn, and their
Additionally, you are proficient in death saving throws. flesh is carved with words, causing them to take a
number of d8s of necrotic damage equal to your
proficiency modifier.
Profane feat
While in darkness, you are invisible to any creature that The words describe who they are and what they have
relies on darkvision to see you in that darkness. done, and you can read up to six different sentences
from them, prioritizing details you wish to learn. While
the creature is paralyzed, you have advantage on
Profane feat Charisma and Intelligence checks relating to the
You begin to unearth the deadly secrets of the creature and it has disadvantage on Charisma and
darkness, learning to wield death through your Wisdom checks. Once you use this feature, you cannot
weapons. Whenever you finish a long or short rest, do so again until you finish a short or long rest.
choose one of the options below.

Step of the Departed. Whenever you hit with a creature


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

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


creature with a weapon attack, you can curse it, causing
the target to take a 1d4 penalty to attack rolls until the
start of your next turn.

Touch of Malice. Once on each of your turns, the first


time you hit with a weapon attack, you deal an
additional 1d8 necrotic damage to the target and you
regain half the necrotic damage of the attack as hit
points.

10th-level profane feat


You now slink between reality as you would slink
through the shadows. If you are in dim light or darkness,
when you are hit by a weapon attack, you can use your
reaction to teleport half your walking speed. If you do
so, you can reduce the damage you take by half.

After you teleport, you become veiled in shadows,


becoming lightly obscured until the start of your next
turn or until you take damage.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
without taking damage from them if they have thorns,
Utilizing powers born of nature and making use of spines, or a similar hazard.
violent savagery, primal feats are utilized by those with
In addition, you have advantage on saving throws
a strong connection to the natural world. Where
against plants that are magically created or manipulated
survival of the fittest rules supreme, primal feats allow a
to impede movement, such as those created by the
character to slaughter foes and harness primal magic.
Entangle spell.

10th-level primal feat, requires Wild Companion


Primal feat, requires spellcasting
When you command your beast companion to take the
Your mystical connection to the land infuses you with
Attack action, the beast can make two attacks.
the ability to cast certain spells. When you finish a long
rest, you automatically learn or prepare certain spells
10th-level primal feat, requires Spirits of Nature based on the terrain.
Your connection to the spirits of the land and skies
Arctic
grows mightier in the following ways:
Spell Level Spells
• The damage of Spirits of Nature increases to 2nd Hold Person, Spike Growth
1d8. 3rd Sleet Storm, Slow
4th Freedom of Movement, Ice Storm
• If a creature fails its saving throw against being
5th Commune with Nature, Cone of Cold
moved by the Spirits of Nature, you can also
cause the swarm to knock the creature prone.
Coast
• When you are moved by Spirits of Nature, it Spell Level Spells
gives you half cover until the start of your next 2nd Mirror Image, Misty Step
turn. 3rd Water Breathing, Water Walk
4th Control Water, Freedom of Movement
5th Summon Elemental, Scrying
6th-level primal feat, requires Wild Companion
On any of your turns when your beast companion
Desert
doesn’t attack, you can use a bonus action to command Spell Level Spells
the beast to take the Dash, Disengage, or Help action on 2nd Blur, Silence
its turn. In addition, the beast’s attacks now count as 3rd Create Food and Water, Protection from
magical for the purpose of overcoming resistance and Energy
immunity to nonmagical attacks and damage. 4th Blight, Hallucinatory Terrain
5th Insect Plague, Wall of Stone

15th-level primal feat, requires ability to mark a Forest


creature Spell Level Spells
You gain the ability to counterattack when your prey 2nd Barkskin, Spider Climb
tries to sabotage you. If a target you have marked 3rd Call Lightning, Plant Growth
forces you to make a saving throw, you can use your 4th Divination, Freedom of Movement
reaction to make one weapon attack against the quarry. 5th Commune with Nature, Tree Stride
You make this attack immediately before making the
saving throw. If the attack hits, your save automatically Grassland
succeeds, in addition to the attack’s normal effects. Spell Level Spells
2nd Invisibility, Pass Without Trace
3rd Daylight, Haste
6th-level primal feat 4th Divination, Freedom of Movement
Moving through nonmagical difficult terrain costs you 5th Dream, Insect Plague
no extra movement. You can also pass through
nonmagical plants without being slowed by them and Mountain

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spell Level Spells
2nd Spider Climb, Spike Growth Primal feat
3rd Lightning Bolt, Meld into Stone You gain the ability to peer at a creature and magically
4th Stone Shape, Stoneskin discern how best to slay it. As an action, choose one
5th Passwall, Wall of Stone creature you can see. You immediately learn whether
the creature has any damage immunities, resistances,
Swamp or vulnerabilities and what they are. If the creature is
Spell Level Spells hidden from divination magic, you sense that it has no
2nd Darkness, Acid Arrow damage immunities, resistances, or vulnerabilities.
3rd Water Walk, Stinking Cloud
4th Freedom of Movement, Locate Creature You can use this feature a number of times equal to
5th Insect Plague, Scrying your Intelligence or Wisdom modifier (minimum of
once). You regain all expended uses of it when you
Underdark finish a long rest.
Spell Level Spells
2nd Spider Climb, Web
10th-level primal feat
3rd Gaseous Form, Stinking Cloud
4th Greater Invisibility, Stone Shape You learn to use your mastery of nature to protect
5th Cloudkill, Insect Plague others. Whenever you finish a long rest, choose cold,
fire, or lightning. Allies within 30ft of you gain resistance
to the chosen damage type.

Primal feat, requires spellcasting


You can regain some of your magical energy by sitting in 6th-level primal feat
meditation and communing with nature. During a You create yourself a spirit totem, incorporating
break, you choose expended spell slots to recover. The elements of a deceased animal of your choice. You gain
spell slots can have a combined level that is equal to or a magical benefit based on the totem animal you
less than half your level (rounded up), and none of the choose to make your totem from.
slots can be 6th level or higher. You cannot use this Bear. You gain the might of a bear. Your carrying
feature again until you finish a long rest. capacity (including maximum load and maximum lift) is
doubled, and you have advantage on Strength checks
10th-level primal feat made to push, pull, lift, or break objects.
You are immune to the charmed and frightened Eagle. You gain the eyesight of an eagle. You can see up
conditions, and you are immune to poison and disease. to 1 mile away with no difficulty, able to discern even
fine details as though looking at something no more
10th-level primal feat than 100 feet away from you. Additionally, dim light
You learn to discorporate, becoming intangible as the doesn't impose disadvantage on your Wisdom
spirits of the Land, allowing you to avoid danger. When (Perception) checks.
you take damage, you can use your reaction to give Elk. Whether mounted or on foot, your travel pace is
yourself resistance to that damage. You vanish and then doubled, as is the travel pace of up to ten companions
teleport to an unoccupied space that you can see within while they’re and you are not incapacitated. The elk
30 feet of you, where you reappear. spirit helps you roam far and fast.
You can use this feature a number of times equal to Tiger. You gain proficiency in two skills from the
your proficiency modifier, and you regain all expended following list: Athletics, Acrobatics, Stealth, and
uses when you finish a long rest. Survival. The cat spirit hones your survival instincts.

Wolf. You gain the hunting sensibilities of a wolf. You


can track other creatures while traveling at a fast pace,

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
and you can move stealthily while traveling at a normal Bear. You have resistance to all damage except psychic
pace. damage. The spirit of the bear makes you tough enough
to stand up to any punishment.

15th-level primal feat Eagle. While you are aren't wearing heavy armor, other
You emanate an aura of primal power, which others can creatures have disadvantage on opportunity attack rolls
sense your connection to nature, becoming hesitant to against you, and you can use the Dash action as a bonus
attack you. When a creature attacks you, that creature action on your turn. The spirit of the eagle makes you
must make a Wisdom saving throw against your spell into a predator who can weave through the fray with
save DC. On a failed save, the creature must choose a ease.
different target, or the attack automatically misses. On
Elk. While you are aren't wearing heavy armor, you
a successful save, the creature is immune to this effect
have advantage on disengagement checks. The spirit of
for 24 hours.
the elk makes you extraordinarily swift.
The creature is aware of this effect before it makes its
Tiger. You can add 10 feet to your long jump distance
attack against you.
and 3 feet to your high jump distance. The spirit of the
tiger empowers your leaps.
15th-level primal feat, requires Wild Companion
Wolf. Your allies have advantage on melee attack rolls
When you cast a spell targeting yourself, you can also
against any creature next to or engaged with you that is
affect your beast companion with the spell if the beast
hostile to you. The spirit of the wolf makes you a leader
is nearby you.
of hunters.

Primal feat
Primal feat
You can focus your ire on one foe, increasing the harm
A swarm of intangible nature spirits has bonded itself to
you inflict on it. As a bonus action, you designate one
you and can assist you in battle. Until you die, the
creature you can see as the target of this feature. The
swarm remains in your space, crawling on you or flying
first time on each of your turns that you hit the target
and skittering around you within your space. You
with a weapon attack, it takes an extra 1d6 damage
determine its appearance.
from the weapon.
Once on each of your turns, you can cause the swarm to
This benefit lasts until you finish a short or long rest. It
assist you in one of the following ways, immediately
ends early if you mark a different creature.
after you hit a creature with an attack:

• The attack's target takes 1d6 piercing damage


Primal feat
from the swarm.
You choose a totem spirit and gain its feature. You must
• The attack's target must succeed on a Strength
make or acquire a physical totem object – an amulet or
saving throw against your spell save DC or be
similar adornment – that incorporates fur or feathers,
moved by the spirits 10 feet horizontally in a
claws, teeth, or bones of the totem animal. At your
direction of your choice.
option, you also gain minor physical attributes that are
reminiscent of your totem spirit. For example, if you
have a bear totem spirit, you might be unusually hairy Primal Feat
and thick-skinned, or if your totem is the eagle, your You magically summon a primal beast, which draws
eyes turn bright yellow. strength from your bond with nature. The beast is
friendly to you and your companions and obeys your
Your totem animal might be an animal related to those
commands. Choose its stat block: Beast of the Land,
listed here but more appropriate to your homeland. For
Beast of the Sea, or Beast of the Sky, which uses your
example, you could choose a hawk or vulture in place of
proficiency modifier (PB) in several places. You also
an eagle.
determine the kind of animal the beast is, choosing a

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
kind appropriate for the stat block. Whatever kind you
choose, the beast bears primal markings, indicating its
Beast of the Sea
mystical origin.
Medium beast
In combat, the beast acts during your turn. It can move Armor Class: 13 + PB (natural armor)
and use its reaction on its own, but the only action it Hit Points: 5 + five times your ranger level (the beast
takes is the Dodge action, unless you take a bonus has a number of Hit Dice [d8s] equal to your ranger
action on your turn to command it to take another level)
Speed: 5 ft., swim 60ft.
action. That action can be one in its stat block or some
STR DEX CON INT WIS CHA
other action. You can also sacrifice one of your attacks
14 14 15 (+2) 8 (−1) 14 11 (+0)
when you take the Attack action to command the beast
(+2) (+2) (+2)
to take the Attack action. If you are incapacitated, the Senses: darkvision 60 ft., passive Perception 12
beast can take any action of its choice, not just Dodge. Languages: understands the languages you speak
Challenge: —
If the beast has died within the last hour, you can use
Proficiency modifier (PB): equals your bonus
your action to touch it and expend a spell slot of 1st
Amphibious: The beast can breathe both air and
level or higher. The beast returns to life after 1 minute water.
with all its hit points restored. When you finish a long Primal Bond: You can add your proficiency modifier
rest, you can summon a different primal beast. The new to any ability check or saving throw that the beast
beast appears in an unoccupied space next to or makes.
engaged with you, and you choose its stat block and Actions
appearance. If you already have a beast from this Binding Strike. Melee Weapon Attack: your spell
feature, it vanishes when the new beast appears. The attack modifier to hit, reach 5 ft., one target. Hit: 1d6
beast also vanishes if you die. + 2 + PB piercing or bludgeoning damage (your
choice), and the target is grappled (escape DC equals
Beast of the Land your spell save DC). Until this grapple ends, the beast
Medium beast cannot use this attack on another target.
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast
has a number of Hit Dice [d8s] equal to your ranger Beast of the Sky
level) Small beast
Speed: 40 ft., climb 40ft. Armor Class: 13 + PB (natural armor)
STR DEX CON INT WIS CHA Hit Points: 4 + four times your ranger level (the beast
14 14 15 (+2) 8 (−1) 14 11 (+0) has a number of Hit Dice [d6s] equal to your ranger
(+2) (+2) (+2) level)
Senses: darkvision 60 ft., passive Perception 12 Speed: 10 ft., fly 60ft.
Languages: understands the languages you speak STR DEX CON INT WIS CHA
Challenge: — 6 (-2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)
Proficiency modifier (PB): equals your bonus Senses: darkvision 60 ft., passive Perception 12
Charge: If the beast moves at least 20 feet straight Languages: understands the languages you speak
toward a target and then hits it with a maul attack on Challenge: —
the same turn, the target takes an extra ld6 slashing Proficiency modifier (PB): equals your bonus
damage. If the target is a creature, it must succeed on Flyby: The beast doesn't provoke opportunity attacks
a Strength saving throw against your spell save DC or when it flies out of an enemy's reach.
be knocked prone. Primal Bond: You can add your proficiency modifier
Primal Bond: You can add your proficiency modifier to any ability check or saving throw that the beast
to any ability check or saving throw that the beast makes.
makes. Actions
Actions Shred. Melee Weapon Attack: your spell attack
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 +
modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
PB slashing damage.

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clothing, letters of introduction, and official-looking
Useful for those of a more agile or stealthy persuasion, certification to establish yourself as a member of a
utility feats are useful to those who prefer precise trading house from a remote city so you can insinuate
actions, from the deadly strike of a dagger to the nimble yourself into the company of other wealthy merchants.
footwork of a dancer.
Thereafter, if you adopt the new identity as a disguise,
other creatures believe you to be that person until
Utility feat given an obvious reason not to.
When you land from a fall, you can use your reaction
when you fall to reduce any falling damage you take by
Utility feat, requires Inspiration
an amount equal to five times your total level.
Whenever a creature regains hit points from a spell or
potion within 60ft of you, you can expend a use of your
Utility feat Bardic Inspiration to restore additional hit points to the
Choose two of your proficiencies. Your proficiency target equal to a roll of Bardic Inspiration.
modifier is doubled for any ability check you make that
uses either of the chosen proficiencies. You can take
5th-level utility feat
this feat multiple times.
You can add half your proficiency modifier, rounded
down, to any ability check you make that does not
15th-level utility feat already include your proficiency modifier.
Your thoughts cannot be read by telepathy or other
means unless you allow it. You can present false
Utility feat, requires inspired healing
thoughts by making a Charisma (Deception) check
Whenever you expend a use of Bardic Inspiration to
contested by the mind reader's Wisdom (Insight) check.
grant hit points to an ally, another ally within 30ft of the
Additionally, no matter what you say, magic that would target also regains hit points equal to the roll of your
determine if you were telling the truth indicates you are Bardic Inspiration.
being truthful if you so choose, and you cannot be
compelled to tell the truth by magic.
Utility feat
You gain proficiency with the medicine skill and the
10th-level utility feat herbalism kit. Additionally, you can create one Potion of
You gain the ability to unerringly mimic another Healing with a use of an herbalism kit over the course of
person’s speech, writing, and behavior. You must spend a long rest. After 24 hours, the potion spoils and
at least three hours studying these three components of becomes useless.
the person’s behavior, listening to speech, examining
At 10th level, you can create two Potions of Healing or
handwriting, and observing mannerisms.
one Potion of Greater Healing. At 14th level, you can
Your ruse is indiscernible to the casual observer. If a create two Potions of Greater Healing.
wary creature suspects something is amiss, you have
advantage on any Charisma (Deception) check you
5th-level knowledge feat
make to avoid detection.
You rapidly execute the use of your knowledge and
skilled with ease. If you have expertise with any of the
5th-level utility feat proficiencies listed below, you can perform the actions
You can unfailingly create false identities for yourself. listed for that proficiency as a bonus action.
Over the course of a long rest, you can establish the
Skill or Tool Actions
history, profession, and affiliations for an identity. You
Acrobatics Disengage
cannot establish an identity that belongs to someone
Athletics Dash
else. For example, you might acquire appropriate Investigation Search

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Medicine Use an Object (Medicine Kit Only)
Perception Search 5th-level utility feat
Sleight of Hand Use an Object Choose Intelligence, Wisdom, or Charisma saving
Stealth Hide throws. You gain proficiency with saving throw of the
ability you chose.

Whenever you make a saving throw using the chosen


5th-level utility feat saving throw, you can reroll the die, using either result.
Your walking speed increases by 5 feet, and you gain a You can only use this feature before you know the
climbing and swimming speed equal to your walking result of the saving throw. Once you use this feature,
speed. you must finish a long rest before you can use it again.
Additionally, you can add an extra 5 feet to the distance
of your running long jumps and standing up from prone 20th-level utility feat
only costs you 5 feet of movement. Choose two ability scores of your choice. Those ability
scores increase by +4 and now have a maximum of 24.
5th-level utility feat
Your presence comforts and revitalizes your allies 10th-level utility feat
during rests. Whenever you finish a short rest, you can You have advantage on any Dexterity (Stealth) checks
also grant one creature that also rested the benefits of you make while you are in dim light or darkness.
the Lesser Restoration or Cure Wounds spells without
expending a spell slot (you choose which spell to use).
5th-level utility feat
At 14th level, you can grant two creatures the benefits If you spend at least 1 minute observing or interacting
of this feature instead of just one. with another creature outside combat, you can learn
certain information about its capabilities compared to
10th-level utility feat your own. The DM tells you if the creature is your equal,
You are a master at saying the right thing at the right superior, or inferior in regard to two of the following
time. When you make a Charisma (Persuasion) or characteristics of your choice:
Charisma (Deception) check, you can treat a d20 roll of • Intelligence score
9 or lower as a 10.
• Wisdom score
• Charisma score
Utility feat • Class levels (if any)
You gain proficiency with three skills of your choice.
At the DM’s option, you might also realize you know a
piece of the creature’s history or one of its personality
Utility feat traits, if it has any.
You learn to strike from the shadows and can now
create effective distractions. You can cast the fog cloud
10th-level utility feat
spell without verbal components.
Your senses are almost impossible to foil. As an action,
You can do this a number of times equal to your you sense the presence of illusions, shapechangers not
proficiency modifier, regaining all expended uses when in their original form, and other magic designed to
you finish a long rest. deceive the senses nearby you, provided you are not
blinded or deafened. You sense that an effect is
attempting to trick you, but you gain no insight into
Utility feat what is hidden or into its true nature.
You gain four specialties of your choice. You can take
this feat multiple times.

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10th-level utility feat
You have learned enough about the workings of magic
that you can improvise the use of items even when they
are not intended for you. You ignore all class, race, and
level requirements on the use of magic items.

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A paladin displays a feat of impressive divine skill.
Swiftblade Vindicator, Grafit Studio

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talent multiple times unless it explicitly allows you to do
Talent trees replace the standalone feats in Chapter 6 of so.
the Player’s Handbook. They build upon a character’s For example, you if you have taken Path C/Step 1 in the
skills, martial training, innate abilities, and areas of
Example Tree below, you can now spend a point to gain
knowledge. They are designed to provide an organic either Path A/Step 1, or Path B/Step 1, or Path C/Step 2.
progression of abilities and a wider range of
opportunities than feats do, allowing characters to Base Ability
gradually build their skills and specialties. Path A, Step 1 Path B, Step 1 Path C, Step 1
Path A, Step 2 Path B, Step 2 Path C, Step 2
Capstone Ability
You gain access to talent trees based on the
proficiencies given by your race and class. Later, when
you gain the Ability Increase feature, you have the
opportunity for gaining talents from these trees. Specialties are a unique way to show your character has
knowledge of a specific subject. A specialty in essence
can be any subject. When you make a check and you
There are several kinds of talent trees: have a specialty that is relevant to the check, you gain a
Ancestral Trees. These trees build on the influences of +1 bonus to the check.
your characters birth, as well as the influence of other For example, say you have knowledge of the Fey, and as
planes upon your character, should you embrace such such, you have a Fey specialty. You could add this
power. specialty when you make a Charisma (Persuasion) check
Skill Trees. These trees build on your skill proficiencies to try to convince a Fey creature you mean no harm. Or
and represent mastery of that skill, granting new you could add this specialty when you try to recall any
abilities in line with each skill. magical abilities of the fey through an Intelligence
(Arcana) check.
Specialty Trees. These trees represent specialized
techniques and training, such as learning how to Many talents offer ways to gain specialties, but you can
overcome certain types of damage, or mastering war also gain them from other sources as well.
magic.

When you gain the Ability Increase feature, some of the


options grant you Talent Points, which can be spent on
the various talent trees.

You can spend talent points whenever you level up.


Choose one of the following options for each talent
point you spend.

Start a Tree. You gain the base ability of a tree of your


choice. If the tree you chose is a skill tree, you must be
proficient with the relevant skill before selecting that
tree.

Progress on a Tree. You can spend a talent point to


progress one level on a talent tree that you have
unlocked. You can only spend points on talents that
follow a path from the base of the tree towards the
capstone, from top to bottom, though you can spend
points along more than one path. You cannot take a

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A divine soul sorcerer, with both their otherworldly wings, and the draconic wings from their
ancestry manifested.
Kaalia of the Vast, Diana Cearley

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The following talent trees are available for characters Your body brims with elemental energy, and when you
with ties to certain planes, whether through extended unleash your breath weapon, those energies burn
contact, or ancestry. These talent trees are arranged within your body. Choose acid, cold, fire, lightning or
alphabetically. poison. When you deal damage with the chosen
damage type, as a bonus action, you can increase the
damage by 1d10.

Creatures with ties to the powerful dragons of the Your mastery of your ancestral element is intrinsic to
world, many who have ties to the dragons embrace you, allowing your power to outshine conjured power.
their draconic gifts in battle and learn to draw upon that Whenever you deal damage of the same type as your
power in greater amounts. Many of this ancestry were breath weapon, you can reroll 1s and 2s.
created for war, but after centuries of peace, many take
up adventuring to quiet their blood.

Prerequisite: You must have ties to dragons, either Wings sprout from your back, allowing to take to the
through ancestry, or through some sort of contact with skies as a true dragon does. You gain a flying speed
draconic power. equal to your walking speed, however armor and
clothing you wear must be specially modified to
Blood of the Dragon accommodate your wings.
Draconic Defense Destructive Energies
Deadly Form Elemental Superiority While wearing heavy armor, your flying speed is halved.
Blessing of the Dragon

You can speak, read, and write Draconic. Additionally,


You have ties to the Feywild, a land of majesty and
whenever you make a Charisma check when interacting
emotion unchecked. As a descendant of this realm,
with dragons, your proficiency bonus is doubled if it
magical power flows strongly in your veins, and
applies to the check.
manifests in odd ways.

Prerequisite: You must have ties to the Feywild, either


You have begun to manifest hardened scales along your through ancestry, or through some sort of contact with
body. While you are not wearing any armor, your AC is that plane’s power.
calculated as 13 + your Dexterity modifier. You can use Tongue of the Sun & Moon
a shield and still gain this benefit. Light Step Arcane Blood
Fey Walk Fey Magic
Uncanny Accuracy
Your body is armed with several natural weapons. You
body grows retractable claws, and your teeth become
wickedly sharp. These are both natural weapons, which You are particularly knowledgeable of fey traditions and
you can use to make unarmed strikes. Extending or of their tongue. You learn Sylvan, and you gain two of
retracting the claws requires no action. the following specialties: Fey, Elven History, the
When you deal damage with these unarmed strikes, you Feywild.
can deal 1d8 + your strength modifier slashing or
piercing damage (your choice), instead of the normal
bludgeoning damage for an unarmed strike. You are particular quick, like legendary fey rangers of
old. Your walking speed increases by 5 feet,
furthermore, you do not leave tracks, and you can walk

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on top of the surface of snow, ash, or sand without exchanged spells must be of the same level they are
sinking into it. traded for. For example, you could replace thaumaturgy
with another cantrip, such as frostbite, and hellish
rebuke with a 1st level spell, such as armor of agathys.
Your fey ancestry flows strong in you, magnifying the
powers of your kind. When you teleport, the distance Finally, your spellcasting ability is either Intelligence,
you teleport increases by 10 feet. Wisdom, or Charisma (you choose when you gain this
talent), and the spells you have from this talent are
considered always known or prepared, and do not
You learn to manifest the magic within your blood far count against your spells prepared or known.
more adeptly than most. You learn one cantrip of your
choice from the druid or wizard spell list. Choose from
Intelligence, Wisdom, or Charisma. The cantrip’s You have learned to embrace the dark power in your
spellcasting ability is the ability you chose. blood. You can take profane feats whenever you gain a
feat from your class.
The magic within you can now be fully expressed. You Furthermore, whenever you gain your Ability
learn one 1st and 2nd-level spell of your choice from Improvement feature, you can change the damage type
either the druid or wizard spell list. You can cast each of of your Infernal Resistance trait to another of your
these spells once without expending a spell slot. The choice.
cantrip’s spellcasting ability is the ability you chose for
your Arcane Blood talent.
You are inundated with infernal energies. Choose acid,
cold, fire, or poison. When you roll damage of the
chosen type for a spell you cast, you can reroll any roll
Whenever you have advantage on an attack roll using of 1 on the damage dice, but you must use the new roll,
Dexterity, Intelligence, Wisdom, or Charisma, you can even if it is another 1.
reroll one of the dice once.
Whenever you cast a spell that deals damage of the
chosen type, you can cause infernal energies to wreathe
you until the end of your next turn. These energies
You are descendant of mortals who struck an accord don’t harm you or your possessions, and they shed
with either the Abyss or the Nine Hells. That cursed pact bright light out to 30 feet and dim light for an additional
now flows through your veins, manifesting as dark 30 feet. While the energies are present, any creature
power. within 5 feet of you that hits you with a melee attack
takes 1d4 damage of the same type as your Infernal
Prerequisite: You must have ties to the lower planes, Resistance trait.
either through ancestry, or through some sort of
extended contact with the lower planes.

Myriad of Blood You are resistant to the warping effects of the lower
Dark Embrace Abyssal Constitution planes, causing you to immune to the planar effects of
Infernal Conduit Feral the lower planes. Furthermore, you are resistant to
Profane Form poison damage, and have advantage on saving throws
against the poisoned condition.

Your ancestry is generally of question, and the magic


you harness does not aid in deciphering what you come You are akin to the demons you trace back in your
from. When you finish a long rest, you can exchange ancestry, you gain two of the following traits.
any of the spells you gain from a racial trait with
Abyssal Hide. You have tough, leathery skin. When you
another spell from the sorcerer or warlock spell list. The
aren't wearing armor, your AC is 13 + your Dexterity

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modifier. You can still use a shield and gain the benefits Skilled. Proficiency with one skill of your choice.
of this trait. Artisan. Proficiency with one tool of your choice.
Scholar. You gain two specialties of your choice.
Abyssal Claws. You have razor-sharp claws that extend
Translator. You gain fluency in two languages of your
from the tips of your fingers. Your claws are natural
choice.
weapons with the finesse and light properties, which
each deal 1d6 slashing damage on a hit. You can use
your claws in place of unarmed strikes. Your zealous drive for knowledge or mastery of a
particular set of skills drives you to the peak of
Dexterous Tail. Your tail is prehensile. It cannot perform performance. Choose one of the options you chose for
somatic components, wield shields or weapons, or hold your prodigy talent. The bonus of that option is
weight greater than your Strength score (in lbs.). doubled. The option you choose must be one that isn’t
Furthermore, you can attempt to shove a creature using already benefiting from a feature, such as Expertise,
your tail as a bonus action. that doubles the bonus.

You learn to tap into the dark energies that fuel your Mortals are notable for taking grievous wounds and
powers. As a bonus action, you can unleash these then living to tell the tale. The amount of death saving
energies, undergoing a profane transformation. throws you must fail to die increases by 1.
Until the transformation ends, you have a hover speed
equal to your walking speed, and once on each of your With time, mortals can live anywhere, with them able
turns, you can deal extra damage to one target when to be found anywhere, even where life should not
you deal damage to it with an attack or a spell. The survive. Whenever you spend a month in an
extra damage equals your proficiency bonus and is environment, you become immune to the abiding
either acid, cold, fire, or poison. effects of that environment, such as extreme heat, cold,
or evil.

Furthermore, whenever you gain your Ability


Adaptable and resilient, mortals have finite lives, but Improvement feature, you can replace one skill you are
often find themselves making history within that time. proficient with another skill.
With a time limit, most mortals often find glory and
make legacies that would take planar creatures
centuries. Whenever you have disadvantage on a roll, you can
reroll one of the dice once. Once you use this trait, you
Determination
can't use it until you finish a short or long rest.
Prodigy Grit
Area of Expertise Adaptable
Unparalleled Resolve

You hail from the deepest places of the world, and as


As a mortal, sometimes it seems reality has it out for such, your resilience is unchallenged. Some who grew
you. You can gain advantage on an attack roll, an ability up in Underdark focus on surviving the treacherous
check or a saving throw. Once you use this trait, you terrain, while the pervasive darkness warps the senses
can't use it until you finish a short or long rest. of others.

Prerequisite: You must have ties to the Underdark,


either through ancestry, or through some sort of
You can learn things at a voracious rate, allowing you to extended contact with the Underdark.
gain two of the following options:
Eyes in the Dark

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Hardy Vitality In the Dark
Body of Stone Above and Below
Darkness Within

You have darkvision within a radius 30 feet. If you


already have darkvision, then it increases by 30 feet.

You are particularly resilient. As a bonus action, you can


spend one Hit Die to heal yourself. Roll the die, add
your Constitution modifier (minimum of 1), and regain a
number of hit points equal to the total. You can do this
once per short or long rest.

When you suffer nonmagical damage, you can use your


reaction to halve the damage. You can do this once per
short or long rest.

You have spent much of your life walking the stone halls
of dwarven kingdoms. Whenever you spend a day or
more in dim light or darkness, your darkvision trait
increases by 30 feet.

You have become accustomed to the land above and


the darkness below. Whenever you spend a day or
more in bright light, you can ignore the effects of any
Sunlight Sensitivity trait you may possess.

You learn the invisibility spell and one 1st-level spell of


your choice. The 1st-level spell must be from the illusion
or necromancy school of magic. You can cast each of
these spells without expending a spell slot.

Once you cast either of these spells in this way, you


can’t cast that spell in this way again until you finish a
long rest. You can also cast these spells using spell slots
you have of the appropriate level. Choose from
Intelligence, Wisdom, or Charisma. These spells’
spellcasting ability is the ability you chose.

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A warlock summons a familiar, after considerable time spent learning the secrets of the arcane.
Spellseeker, Anna Podedworna

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The following talent trees are based on 16 of the skills
most characters will make use of the. The talent trees Whenever you take the dodge action, the first time you
are arranged alphabetically. take damage, until the start of your turn, that instance
of damage is halved.

When you use your action to take the Dodge action on


A proficiency in acrobatics represent deft control over your turn, you also gain the benefits of the Dash or the
your body. Whether you are sliding across a sheet of Disengage action (you choose).
ice, balancing on a tightrope, or trying to stay upright
amid the fury of the raging sea, your proficiency in
acrobatics helps you stay on your toes. Continuing to When you move on your turn, if you are wearing light or
improve your skill lets you learn to tumble your way no armor, you can run on vertical surfaces, along the
through danger, evade aimed blows and reckless edges of thin barriers, or hop from one outcropping to
volleys, stride through all manner of terrain and another as if you were travelling along normal terrain. If
accomplish gravity-defying feats of dexterity. you stop moving while running across a wall, you begin
Handspring to fall.
Free Stride Tumble Slippery
Withdraw Agile Leap Running Dodge
Free Stride
A proficiency in arcana represents a deep knowledge of
the theory and application of various kinds of magic.
You can stand up from the prone condition as a free Whether you are a caster yourself or simply a sage
action on your turn. interested in the Art, whenever you attempt to
understand or discern information about a magical
effect, creature, item, or ritual, your proficiency in
arcana gives you confidence in your assessment.
Your quick stride lets you carefully pick a path through
Continuing to hone your skill lets you learn to cast spells
rough terrain. When you take the Dash action, you
and rituals, learn the deep secrets of magic items and
ignore the effects of difficult terrain for the rest of your
alien creatures, and even gain an innate sense for
turn.
seeing magic in the world around you.

When you make an attack against a creature, you do


not provoke opportunity attacks from that creature for Arcane Sense
the rest of the turn, whether you hit or miss. Ritual Caster Mind Break Portal Logic
Ritual Collector Mage Slayer Disruption
Improved Sense

When you determine fall damage that would be dealt to


you, treat any fall as if it were from 20 feet less than the You have honed your senses against the use of magic,
actual height, to a minimum of 0 feet, and whenever allowing yourself to detect such forces. You can cast the
you take fall damage, that damage is halved. Detect Magic or Identify spells without using a spell slot.

You can do this twice and regain all expended uses of


Whenever you determine the distance or height you this talent when you finish a short or long rest.
can jump, you use your dexterity ability score and
modifier rather than your strength ability score and
modifier.

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If you find a permanent teleportation circle which has
Choose a class: bard, sorcerer, warlock, or wizard. You permanent runes, it only takes you an action to
acquire a ritual book containing two 1st-level ritual memorize those runes, rather than 1 minute.
spells of your choice from the chosen class and you
learn to cast these spells as rituals. You must be holding
You have learned to disrupt planar powers over your
the book to do so. Your spellcasting ability for these
mind and body. You can add your proficiency modifier
spells is the same as that of the chosen class. You can
to any saving throw you make against teleporting, and
take this option multiple times but must choose a new
you are immune to the effects of other planes.
class each time.

If you come across a ritual spell in written form, such as


Your time dealing with the arcane allows you to draw
a spell scroll or a wizard’s spellbook, you might be able
upon your finely attuned senses with ease. You can use
to add it to your ritual book if it is on the spell list of a
your Arcane Sense talent as a bonus action and can use
class you have chosen with ritual caster and the spell’s
your Arcane Sense talent any number of times between
level is no higher than half your level (rounded up). The
rests.
process of copying the spell into your ritual book takes 2
hours and 50 gp per level of the spell.

A proficiency in athletics represents a purposeful


When a creature within 5 feet of you begins casting a application of force. Whether you are lifting, dragging,
spell, you can use your reaction to make a melee or simply holding on, your proficiency in athletics
weapon attack against that creature, potentially reflects your ability to apply brute force in a meaningful
disrupting the spell. manner. Continuing to improve your skill lets you move
If you are not in melee (i.e., no opponents within 5 feet quickly and deliberately, wrestling down the strongest
of you) and a creature further than 5 feet from you of brutes and cleverly using inertia to your favor.
begins casting a spell, you can use your reaction to High Vault
make a ranged attack against that creature, potentially Strapping Pugilist Brute
disrupting the spell. Mighty Old One-Two Adrenal Rush
Relentless Vigor
You have advantage on saving throws against spells cast
by creatures next to or engaged with you. You can leap magnificent distances. Your standing and
When you damage a creature that is concentrating on a running jump height and distance are doubled.
spell, that creature has disadvantage on the saving
throw it makes to maintain its concentration. This
includes saving throws against having a spell disrupted. You are an exemplary athlete. You gain the following
benefits:

• You gain a swimming speed equal to your


When you use your Arcane Sense talent on a portal, you walking speed.
can identify if it leads to another plane of existence and
• You gain climbing speed equal to your walking
what plane it leads to, if you know of the destination
speed.
plane. If you do not know of the plane, you learn the
• You gain advantage on Constitution saving
general alignment of the destination plane.
throws against exhaustion due to forced
Furthermore, if the portal connects to a teleportation marches while traveling.
circle, you can learn the destination runes using an
action.

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Your focus upon your body allows you to perform feats
that most could not: When you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead. You can’t
• Whenever you drag a creature with you, you use this talent again until you finish a long rest.
can drag them your full speed, rather than just
half.
• You can climb on horizontal surfaces, such as
ceilings, as if they were vertical surfaces, if you
A proficiency in deception represents an uncanny
have climbing gear.
capacity for guile, intrigue, and manipulation. Whether
• When attacking with a weapon that has the
you are spreading rumors, raising doubts, passing
versatile property in one hand, you can roll
yourself off as someone else, or simply attempting to
damage as if you were holding it in both hands.
keep a straight face under scrutiny, your proficiency in
deception gives you the aptitude to fool others.
Continuing to hone your skill lets you master the
You have learned to fight unarmed. Your unarmed implements of disguise, imitate others, and even fool
strikes are d6s. If you are wielding no weapons, your the magic specifically designed to catch you in a lie.
unarmed strikes become d8s.
Change of Heart
Conversationalist Liar’s Confidence Ravel the Web
You learn to string unarmed strikes into devastating Forked-Tongued Cloak & Dagger Keeper of Lies
knockout combos. During your turn when you land two Heart of Treachery
unarmed strikes in a row against a creature, you can
choose one of the following effects to impose on the
creature: You have learned to use your words and body language
• The next attack against the target this round to appear unthreatening. Creatures that you have
has +2 to hit fooled by a successful Charisma (Deception) check
• The target is deafened until the start of your within the last minute have disadvantage on initiative
next turn rolls to join combat against you or your allies.
• The target is pushed 5 feet back if they are no
more than one size larger than you
• The target takes extra damage equal to your You learn how pass yourself as a local. If you spend 1
proficiency bonus minute in conversation with a creature, you can
unerringly reproduce the accent and mannerisms of
that creature, granting you advantage on Charisma
(Deception) checks made to pass yourself off as a local.
You are adept at raw feats of strength and destruction.
This effect lasts until you use this talent on another
You gain the following benefits:
creature.
• You deal double damage to objects and
structures.
Your mastery of body language and ability to control
• You have advantage on Strength (Athletics) your thought patterns throws off even the most astute.
checks to break nonmagical inanimate objects Creatures cannot determine your intentions, even
(such as doors or crates) and can do so as a through magical means.
bonus action.

You can Dash as a bonus action. Furthermore, when you When attempting to make an ability check for a task in
dash, you gain temporary hit points equal to your which you lack proficiency, you can use Deception
proficiency modifier. instead of the original skill, but do so with disadvantage.

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For example, this would allow you to replace a Strength • You learn two languages of your choice
(Athletics) check with a Strength (Deception) one made • You learn one language and one specialty of
at disadvantage. You can use this talent a number of your choice
times equal to your proficiency modifier, regaining • You learn two specialties of your choice
expended uses when you complete a long rest. • You learn one tool of your choice

Your confidence in your lies catches creatures off guard.


Whenever you make a successful Charisma (Deception) Through your vast and detailed study of lore and rote
check, the next check made against that creature has memorization of primary sources, you have become
advantage. quite knowledgeable on various subjects. You gain four
specialties of your choice.

When you lie or mislead a creature but fail your Your studies have required you to delve into ancient
Deception check, if that check was not made at and foreign texts, allowing you to improve your own
disadvantage, you can attempt to do so again at wellspring of knowledge. Any bonus you may apply
disadvantage and must take the new result. from your Lore Master and Well Studied talents are
doubled.
Whenever you make a Wisdom (Insight) check, you can
instead use your bonus to Charisma (Deception).
You have learned much about the history of cultures
and societies and have learned to apply that knowledge
You have advantage on saving throws against being when you deal with the upper class.
charmed and any spells that would determine if you When you see a coat of arms, livery, logo, insignia, or
were telling the truth or compel you to do so. These other piece of identifying information for a noble
spells do not alert the caster when they fail on you. lineage, guild, country, corporation, or other upper-
class organization, you have advantage on checks to
identify it. On a successful check, you can choose to
gain a specialty on that organization. You can only have
A proficiency in history represents a depth of a number of specialties from this talent equal to your
scholarship and understanding cultivated over a Intelligence modifier.
lifetime. Whether you are identifying nobles by their
family sigils, determining the origin of a ruin’s builders
Your knowledge of the histories of various cultures
by construction technique, or simply trying to recall the
allows you to avoid making a fool of yourself. You can
names of the nearby cities, your proficiency in history
add your intelligence modifier to any check you make
helps prepare you for the life of exploration. Continuing
benefiting from your Socialite talent that does not
to hone your skill lets you expand your repertoire of
already include your intelligence modifier.
knowledge, tactics, and even social graces.

Well Studied
Lore Master Socialite Strategist
Your intellectual understanding of history’s battles
Deeper Classicist Tactician
Knowledge propels you into combat. You can use your Intelligence
Historical Accuracy or Wisdom modifier in place of your Dexterity modifier
when rolling initiative. Furthermore, once after you roll
initiative, choose a creature you can see. You can learn
Your time studying the annals of history has given you either the armor class, one resistance, one immunity, or
great insight. Choose one of the following: one vulnerability of the creature.

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not made at disadvantage, you can attempt to do so
Your understanding of history illustrates your mastery again at disadvantage and must take the new result.
of tactics, and specifically deciphering those of your
foes. Once per turn, when you hit a creature with an
You collect lies that you hear and know their
attack, you can use your Strategist talent against the hit
weaknesses and what they reveal about the personality
creature.
and disposition of the liar. If you determine that a
creature is lying, you have advantage on Intelligence,
Wisdom, and Charisma checks against the creature for 1
Your deep understanding of history allows you take minute if you can see the creature’s mouth and eyes.
advantage of the holes in the plans and thoughts of
others. Whenever a creature within 10ft of you makes a
check, you can use your reaction to cite a historical fact
When you observe or interact with a creature for 1
that disputes the check, rolling a d6 as a penalty or
minute, or you spend an action to closely examine it by
bonus to the check.
touch and smell, you can determine if its mood or
You can do this a number of times equal to your behavior is being influenced by a spell or other magical
proficiency modifier, regaining all expended uses when effect.
you finish a long rest.
You have advantage against effects and spells that
magically compel you to take a certain course of action,
such as suggestion or confusion, or that would alter or
A proficiency in insight represents an understanding of erase your memories, such as modify memory.
people, their motives, and their intentions. Whether Additionally, if you spend 1 minute or more speaking
you are discerning criminal lies, interpreting body with a creature which is influenced by such a spell or
language, or simply getting the feel of the room, your effect, that creature can attempt to repeat its saving
proficiency in insight helps you discern what others throw against that spell or effect. Once it has done so, it
believe and feel. Continuing to hone your skill lets you cannot do so again until it completes a long rest.
pierce even the thickest veils of deceit, foresee the
magical manipulations of others, read the movements
of your foes, and even aid your allies with your insight
into the enemy. When you hit a creature with an opportunity attack, the
Empathic creature’s speed becomes 0 for the rest of the turn.
Distrust Sense Lockdown
Enchantment Creatures provoke opportunity attacks from you even if
Attentive Resolute Sentinel
they take the Disengage action before leaving your
Discernment
reach.

In addition, when a creature next to or engaged with


You are skilled at pinpointing reasons and motivations you makes an attack against a target other than you
behind deception. When you succeed on an Insight (and that target does not have this ability), you can use
check to determine if a creature is lying, you learn a your reaction to make a melee weapon attack against
one-word summary of why the creature lied, such as the attacking creature.
“greed,” “anger,” or “fear.”

You are wise to the mind affecting abilities of creatures,


Whenever you make a Wisdom (Insight) check to able to combat such effects against your reasoning.
determine if a creature is lying, after your roll but Whenever you make a saving throw against the
before the DM determines the result, if that check was charmed or frightened conditions, or you make a check

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or saving throw against an illusion, you can use your For example, using your strength to bend a creature’s
insight modifier in place of the saving throw’s modifier. weapon in front of its eyes or describing how a fireball
spell magically cooks out the internals of its targets, you
can use your bonuses to Athletics or Arcana,
respectively.
A proficiency in intimidation represents a general force
of presence, and the ability to exude danger and After you succeed on an Intimidation check against a
confidence. Whether you are dressing down a creature, you and your allies have advantage on Insight,
subordinate, interrogating a prisoner, or diffusing a Persuasion, and Deception checks against that creature
situation with only the look in your eyes, your for 1 minute. A creature is then immune to this effect
proficiency in intimidation gets you results, and it gets for 24 hours, becoming wise to your methods.
them fast. Continuing to hone your skill lets you refine
your repertoire to include a wider range of threats,
naturally exude a daunting aura, make foes flee before
you in battle, and even withstand the intimidating After you damage a creature on your turn, you have
tactics of others. advantage on Intimidation checks against it until the
end of your next turn.
Threatening
Fearsome Creative Threat Punisher
Deadly Intent Interrogator Brutal As a reaction when you reduce an enemy to 0 hit points,
Execution you can attempt to frighten nearby creatures. When
Fearless you do so, each creature of your choice nearby that
enemy must succeed on a Wisdom saving throw (DC
equal to 8 + your Intimidation bonus) or be frightened
When you are in the presence of the creature you are by you until the end of your next turn. Once you use
intimidating, if you use a weapon or spell using an this talent, you cannot do so again until you complete a
attack roll as part of your effort to intimidate, you can short or long rest.
use the ability that you would use for your attack rolls
with the weapon or spell.
You cannot be frightened. When a creature attempts to
frighten you, you gain advantage on your next attack
The area in a 10-foot radius around you is considered roll against it.
difficult terrain for creatures of your choice, creatures
immune to being frightened are not affected by this
talent.
A proficiency in investigation represents a skill for
If a hostile creature is in combat with you, it has obtaining information, deciphering clues, and coming to
disadvantage on skill checks that rely on Intelligence, logical conclusions. Whether you are conducting
Wisdom, or Charisma and its ranged attack rolls against research, inspecting a crime scene, or trying to deduce
you. the location of the secret latch into the wizard’s study,
your proficiency in investigation lets you glean more
information than meets the eye. Continuing to hone
your skill lets you hone your mind to a fine edge,
You specialize in specific and sometimes unusual
consult notes to improve your performance, and even
methods of Intimidation, using your proficiencies in
learn the weaknesses of your foes as you watch them
other skills to amplify the effectiveness of your threats.
fight.
When you use a skill to enhance an Intimidation check
Eye for Trouble
you make, you can choose to use your bonus for that Keen Mind Researcher Eye on You
skill in place of your Intimidation bonus.

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Rapt Rapid Study Watchful • You have advantage on Survival checks to track
Astute the creature
• You know the location of the creature if it is
within 30ft of you if you are not deafened.
You can use your Intelligence (Investigation) in place • The target has disadvantage on stealth and
your Wisdom (Perception) to determine your Passive sleight of hand checks against you.
Perception score. Only one creature can be under the effects of this talent
at a time.

You can accurately recall anything you have seen or


You become able to analyze the intention of an enemy
heard within the past month.
before they even strike. When a creature under the
effects of Eye on You makes an attack roll against you,
Your skill in Investigation makes you take in information you can use your reaction to impose disadvantage on
with ease. You gain the following benefits: the roll.

• You have a +5 bonus to your Passive Perception


score.
• If given 1 minute to work out a solution in your Your investigative mind can quickly deduce most
mind, you gain advantage on your next mysteries and outcomes of various situations.
Intelligence check. Once you do so, you must Whenever you make an Investigation check, if you are
complete a long rest before you do so again. proficient with skill that could be relevant to the check,
• It takes you half as long to train a skill, you can add half the bonus of the relevant skill to the
language, or tool proficiency during downtime. investigation check (rounded down).
The gold costs remain the same.

A proficiency in medicine represents an understanding


If you have reference materials or other similar
of the body, diseases, injuries, and the medical practices
resources (such as library or laboratory) when you make
used to treat them. Whether you are bandaging
an Intelligence check you are not proficient with, you
wounds, performing surgery, or making a diagnosis, a
can add half your proficiency modifier (rounded up) to
proficiency in medicine lets you conduct your practice
the check.
with confidence. Continuing to hone your skill lets you
learn to identify and extract poisons, quickly administer
Your time resting can be filled with a healthy amount of aid in combat, learn the best ways to inflict injuries on
studying. To use this talent, you must have reference your foes, and even bring back those who are well on
materials or other similar resources on hand to do so. their way to the halls of death.
When you finish a long rest, choose a skill or tool. You Efficient Packing
gain proficiency in this skill or tool until you finish your Battlefield Remedy Injury Toxicologist
next rest. You cannot gain proficiency with more than Medicine
one skill or tool at a time with this talent and you can Rapid Care Costly Care Apothecary
only gain proficiency in this way once per rest. Resuscitate Fatal Mix

You have learned to stock and use your medical or


You learn to keep an eye on certain individuals poisoner’s supplies more effectively. Choose Healer or
wherever you are. As a bonus action, you can declare Poisoner.
you have your eye on someone. This grants the
following benefits:

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Healer. The healer’s kits that you use are considered to
have twice as many uses as normal while you use them. As an action, using a poisoner’s kit, you can check if a
In addition, when you use a healer’s kit to stabilize a creature or liquid you touch is poisoned or poisonous. If
dying creature, it wakes up in 1d4 rounds instead of 1d4 you examine a poisonous substance in this way, you can
hours. identify the save DC of the poison, if it has one.
Furthermore, whenever you encounter a living
Poisoner. You gain proficiency with poisoner’s kits, and poisonous creature or poisoned creature, you can
whenever you create or acquire a poison, you gain
attempt to extract the poison from the creature. As an
twice the number of uses of that poison.
action, you expend a use of a poisoner’s kit and make a
Wisdom (Medicine) check vs. the save DC of the poison.
As an action, you can expend a use of a healer’s kit to On a success, you learn all the poison’s effects and you
tend to a creature and restore 1d6 + your proficiency extract one usable dose of poison from the creature if it
modifier hit points to it. The creature cannot regain hit was poisonous or remove the poisoned condition from
points from this talent again until it finishes a long rest. it if it was poisoned.

You can use your Battlefield Medicine talent as a bonus During a long rest, you can perform 1 hour of work
action, and a creature can benefit from that talent any using a poisoner's kit to create a number of doses of
number of times between rests. potent poison equal to your proficiency bonus, which
last until you apply them to a weapon or complete your
next long rest. Once applied to a weapon or piece of
You can use your knowledge of medicine to treat minor ammunition, the poison retains its potency for 1 minute
afflictions. As an action, you can use 1d4+1 uses of a or until you hit with the weapon or ammunition.
healer’s kit to tend to a creature, ending a temporary
When a creature takes damage from the coated
condition afflicting it. These conditions can be blinded,
weapon or ammunition, that creature must succeed on
deafened, or frightened.
a constitution saving throw (DC equal to 8 + twice your
proficiency bonus) or take a number of d8s of poison
You learn ways to keep your allies alive, at the cost of damage equal to your proficiency bonus and become
your supplies. Whenever you fail a medicine check, you poisoned until the end of your next turn. On success,
can attempt the check again by expending 1d4+1 uses they take half as much damage and aren't poisoned.
of a medicine kit. You can only do this once per check.
You can use your knowledge of poisons to adapt them.
When you use a poisoner’s kit to create or apply a
You can attempt to resuscitate a humanoid which poison, it gains up to a number of the following
recently died. If the creature has been dead for one properties of your choice equal to your proficiency
minute or less, and still contains most, or all, of its vital modifier:
organs, you can attempt to conduct surgery on it. The
surgery requires 1 hour to complete and expends 2d4+2 • Coating. When you make a weapon attack with
uses of your medicine kit. If the surgery is completed a weapon coated in poison, your weapon can
without interruption, the creature is brought back to life deal the poison’s damage type instead of the
at 1 hit point. It also suffers from three levels of weapon’s damage type.
exhaustion and cannot be brought back to life using this • Corrosive. The poison is so corrosive that it
talent again until it finishes a long rest. If the surgery is deals acid damage instead of poison.
interrupted before completion, the time taken by the • Debilitating. If a creature fails the saving throw
surgery does not count against the time limit of spells against the poison by 5 or more, the poisoned
such as revivify. creature cannot take reactions while poisoned.

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• Delayed. You can delay the onset of the effects
of a poison up to a number of days equal to You gain a +5 bonus to Initiative rolls, and you cannot
your proficiency modifier. be surprised while you are conscious.
• Hidden. You can increase the DC to detect a
hidden poison by your proficiency modifier.
• Protracted. The poison lingers for longer within You have a +5 bonus to your Passive Perception score. If
struck creatures. A creature must succeed on you can see a creature’s mouth while it is speaking a
twice the number of saving throws to end the language you understand, you can interpret what it is
poison’s effects. saying by reading its lips.
• Specialized. When you create a poison, choose
a creature type. The poison ignores resistance
to poison damage for that creature. As a bonus action, you can enter a state of heightened
• Unidentifiable. You can hide the visible signs of focus which lasts for one minute. While focused this
a poison (such as fever, welts, or swelling) by up way, whenever you make a Dexterity saving throw or a
to a up to a number of days equal to half your Wisdom (Perception) check, you can roll a d4 and add
proficiency modifier (rounded up). Attempts to the number rolled to the saving throw or ability check, if
identify the poison during this time have you are not blinded. Once you enter this state, you
disadvantage. cannot do again until you finish a long rest.

Dim light does not impose disadvantage on your


A proficiency in perception represents a combination of Wisdom (Perception) checks relying on sight.
natural keen senses and a practiced eye. Whether you
are keeping watch, spying over a shoulder, or trying to
You are deeply attuned to your surroundings, and thus
make your way through a dark and dangerous path,
have a heightened awareness around you, causing you
your proficiency in perception lets you stay prepared for
to be immune to the blinded and deafened conditions
both danger and opportunity and ready to capitalize on
unless you physically lose the requisite body parts.
them. Continuing to hone your skill lets you elevate
your senses to peak levels, perceiving far-away details,
always remaining alert to danger, and even developing
specialized senses beyond what your race provides. Your keen senses allow you to strike accurately. When
you make a weapon attack against a creature that you
Hawk-Eyed can see, you can add your wisdom modifier to your
Alert Observant Keen Senses proficiency modifier.
Ready Focused State Heightened
Awareness You can do this a number of times equal to your
Deadeye proficiency modifier and regain all expended uses when
you finish a long rest.

You can clearly make out minute details or written text


from a document, object, or surface and clearly
overhear any bits of lightly spoken conversation if it is A proficiency in performance represents a theatrical
within a number of feet of you equal to your Passive flair and gravitas which highlights whatever you do.
Perception score. Whether you are acting, playing music, speaking to a
crowd, or simply trying to impress your peers with quick
wit, your proficiency in performance lets you shape how
others see you. Continuing to hone your skill lets you
Other creatures do not gain advantage on attack rolls
use your theatrics to distract foes, make your swordplay
against you because of being hidden from you or
unpredictable, inspire others, and forever establish your
teleporting to attack you.
fame across the world.

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Entertainer than a creature’s Intelligence, Wisdom, or Charisma
Performer Theatric Orator scores (whichever is highest), you gain advantage on all
Specialty Act Stage-Fighter Rousing Speech other Charisma checks against those creatures for the
Showstopper next 10 minutes.

You gain proficiency and expertise in one musical You can spend 10 minutes inspiring your companions,
instrument and two gaming sets of your choice. shoring up their resolve to fight. When you do so,
choose up to six friendly creatures (which can include
yourself) nearby you who can see or hear you and who
can understand you. Each creature can gain temporary
You gain proficiency in disguise kits and can double your
hit points equal to half your level + your Charisma
proficiency with checks you make with them to craft
modifier. A creature cannot gain temporary hit points
disguises. You also learn a language of your choice.
from this feat again until it has finished a long rest.

Performers can specialize in a variety of various kinds of


acts, utilizing many different skills while plying their
Your mastery of performance elicits deep emotional
entertainment trade. Choose two skills from the list
responses from those around you. As an action, you
below.
can begin a performance, which lasts for up to one
• Strength (Athletics) minute and which requires your action each turn to
• Dexterity (Acrobatics) maintain. Each creature of your choice that can see or
• Dexterity (Sleight of Hand) hear you must succeed on a Wisdom saving throw (DC
• Wisdom (Animal Handling) equal to 8 + your Performance bonus) at the beginning
• Charisma (Deception) of each of its turns or be enraptured by you until the
end of the performance or until it takes damage. While
You can substitute your bonus to Performance for the under the influence of the performance, the creature is
original bonus when making a check with either of the overcome with emotion and is incapacitated, cannot
chosen skills. speak, and has disadvantage on Wisdom (Perception)
checks made to perceive any creature other than you.
Once you use this ability, you cannot do so again until
When you take the Help action to aid an ally by you complete a long rest.
distracting an enemy, you can also choose to distract
any number of additional creatures next to or engaged
with the target, giving the chosen ally advantage on
attack rolls against each of the affected creatures. A proficiency in persuasion represents a convincing or
alluring demeanor that sways the opinions of others in
You gain proficiency with three weapons of your choice. your favor. Whether you are arguing a case, settling a
You can use your Charisma modifier in place of your dispute, appealing to a creature’s instincts, goals, or
Strength or Dexterity modifier for attack rolls with these desires, or even just simply trying to get a straight
weapons, but not the damage rolls. answer to a question, your proficiency in persuasion
allows you to use your words and wiles to skillfully
In addition, when you score a critical hit with one of articulate your position. Continuing to hone your skill
these weapons, you can use your reaction to take the lets you charm others with your eloquence, pathos, and
Help action if there is an ally nearby you. wit.

Force of Personality
Assurance Inspirational Influencer
When you perform for creatures for at least 10 minutes Embolden Captivating Exemplar
and your Charisma (Performance) check result is higher Silver Tongue

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modifier nearby you to attempt to inspire to follow suit.
If, on their subsequent turn, any of them perform the
The range of your Help action increases by 10 ft (when same action as you, such as attacking the same enemy,
aiding allies in attacking a creature, you can choose or performing the same skill check, they have advantage
enemies who are up to 10 feet farther away from you on any rolls involved with doing so.
than normal, allowing you to help at a 15-foot range,
instead of 5).

Your influence leads others to follow your directions


without even stopping to consider why. As an action,
When an allied creature nearby you is hit by an attack, you can suggest a reasonable course of activity (limited
you can call out a word of aid and encouragement. As a to a sentence or two) to subtly influence a creature
reaction, you can take the Help action. You can use this nearby you that can hear and understand you. It must
talent a number of times equal to the number of talent make a Wisdom saving throw against a DC of 8 + your
points you have spent on the Persuasion tree (counting Charisma modifier + your proficiency modifier or
the base talent as if you spent a talent point there) and behave as if a suggestion spell has been cast on it. This
regain any expended uses when you finish a long rest. suggestion is not magical and lasts for a number of
hours equal to your Charisma modifier (minimum 1
When you Help a creature, it gains advantage for all hour). Once you use this talent, you cannot do so again
relevant rolls on its next turn instead of just the first. until you complete a long rest.

Whenever you use the Help action, the target can add
A proficiency in religion represents your knowledge and
your proficiency modifier to the attempted ability check
studied understanding of cults, rites, and holy symbols.
or attack. You can do so a number of times equal to
Whether you are trying to replicate a lost ceremony,
your proficiency modifier, regaining any expended uses
remember the lore of a dead deity and discern the
at the end of a long rest.
leader of a religious group, your proficiency in religion
allows you to learn the best approach in situations
If you can interact with a creature that can understand related to ruinous and holy powers, both much larger
you continuously for 10 or more minutes, whether than any common man. Continuing to hone your skill
through language or bodily cues, you can choose to lets you perform sacred sacraments, deepen your
have it make a Wisdom saving throw against a DC of 8 + understanding of the occult and alien, and even
your Charisma modifier + your proficiency modifier. On ascertain the nature of undeath.
a failure, the target is charmed by you for a number of
Rites of Faith
minutes equal to your Charisma modifier, ending if a
Acolyte Blessed Intuition Expurgator
hostile action is taken against it or one of its allies.
Sacrament Faithful Occultist
When the effect ends, the target has no hint that you Holy Disciple
charmed it. Whether it succeeds or fails, it cannot be
affected by this talent again until you finish a long rest.
Your religious understanding allows you to perform
basic rites and rituals of your faith. Choose one cantrip
When you first perform an activity as a demonstration, from the Cleric spell list. You can cast that cantrip, with
you have advantage on Charisma (Persuasion) checks to your spellcasting ability for this talent is your choice of
convince others to do the same. Wisdom or Intelligence.

Additionally, whenever you converse for a creature for


After you perform an action, as a bonus action, you can 1 minute or more, you can determine its religion if it
select a number of creatures equal to your Charisma

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belongs one of the major faiths or if it believes in a them. You gain the following specialties: fey, fiends,
religion you are familiar with. celestials, and aberrations.

Choose a class: cleric or druid. You learn a cantrip of You learn the means to channel the power of your faith
your choice from the class’s spell list. Your spellcasting directly. You learn one Channel Divinity option of your
ability for the chosen cantrip is your choice of Wisdom choice and can use it once per long rest. Any reference
or Intelligence. to a level in the Channel Divinity’s description instead
uses your total level.
You learn two 1st-level ritual spells of your choice from
a class chosen for Acolyte and you learn to cast these
spells as rituals. At the beginning of a long rest, you can
spend 10 minutes in prayer and contemplation. If you A proficiency in sleight of hand represents a skillful feat
do so, you can replace one or both rituals with a of legerdemain, concealing minor objects and
different ritual spell from the same list. Your interacting with the possessions of others. Whether you
spellcasting ability modifier for these spells is your are planting core evidence on someone, tricking
choice of either Wisdom or Intelligence. someone in a game of dice or simply lifting a pocket
from an unsuspecting victim, your proficiency in sleight
of hand guarantees that what is others’ is also your
own. Continuing to hone your skill lets you quickly
Your understanding of your faith allows you to manipulate multiple objects, seize even more hard-to-
determine the presence of the holy and unholy. You steal items, and even mess up the spellcasting of
know if a place or object you touch has been magically others.’
consecrated or desecrated.
Subtle Interaction
Furthermore, if you converse with a creature for 1 Swift Hand Pickpocket Perplex
minute or more, you know if the creature is an Interrupt Larceny Ever Ready
aberration, celestial, elemental, fey, fiend, or undead. Legerdemain

Your faith defies the corruptive magic of the


You have advantage on Sleight of Hand checks to move
otherworldly and extraplanar. Whenever an aberration,
or conceal an object that you are holding that is small
celestial, elemental, fey, fiend, or undead attempts to
enough to fit in the palm of your hand.
charm, frighten, or possess you, you can make an
Intelligence (Religion) check instead of a saving throw
against the DC.
You can make an extra object interaction on each of
your turns.

Your knowledge of the goals and behaviors of cults


gives you deeper insight into dealing with them and When a creature next to or engaged with you casts a
what they worship. You can choose to use your bonus spell with material components or an arcane focus
to Religion in place of your bonus to Deception, which is held in its hand, you can use your reaction to
Investigation, or History for checks you make with those attempt to meddle with the components or focus to
skills when dealing with fey, fiends, celestials, disrupt the casting of the spell. Make a Dexterity
aberrations, or their cults. (Sleight of Hand) check contested by the target’s spell
save DC.

You have detailed knowledge of the extraplanar and You have disadvantage if the target can see you. On a
otherworldly, specifically the creatures which hail from success, you meddle with the components or the focus
in the creature’s hand and it fails to cast the spell this

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turn. This does not expend the affected creature’s spell instantly drop out of view, ambush your enemies, and
slot. Once you use this talent, you cannot do so again cleanly and unexpectedly disappear into the night.
until you finish a long rest.
Unlikely Spot
Slither Skulker Scamper
Screening Ambusher Dive
You have advantage on Sleight of Hand checks against Disappear
creatures from which you are hidden.

You can try to Hide when you are only lightly obscured
If you are hidden from a creature no more than one size from the creatures from which you are hiding.
larger than you, you can try to steal an object that it is
holding or wearing loosely on its person. You must
make a Dexterity (Sleight of Hand) check contested by
the target’s Dexterity (Sleight of Hand). If you succeed, You are lightly obscured while you are prone.
the creature releases the object, and you can choose to
either take it in your empty hand or force the creature When you have cover from a creature’s ranged attacks,
to drop it. you treat half cover as if it were three-quarters cover,
even if your position is otherwise revealed.

Your rapid movements allow you to capitalize on the


enemy’s confusion to drive them back or topple them. When you are hidden from a creature and miss it with a
You can use Dexterity (Sleight of Hand) checks in place ranged weapon attack, making the attack does not
of Strength (Athletics) when taking the Shove action. reveal your position.

When you roll initiative at the beginning of combat, if When you hit a creature from which you are hidden
you are not surprised, you can use your reaction to don from with a weapon attack, you can roll your weapon
or doff a shield or take the Use an Object Action. damage twice and take the higher result.

In addition, whenever you could make an attack of


opportunity against a creature, you can choose to
instead take the Use an Object action. If you are hidden, you can move up to half your
movement speed in the open without revealing yourself
if you end the movement in a position where you are
not clearly visible.
When you use your action to make a Sleight of Hand
check or to take the Use an Object action, you can make When you or a creature makes a Stealth check, you can
an additional Sleight of Hand check or Use an Object an use your reaction to fall prone. If you do so, that
additional time. creature can choose to do so as well. Any creatures that
fall prone in this way can reroll their checks.

A proficiency in stealth represents an uncanny ability to


You can utilize a foe’s momentary distraction to
slip away and remain inconspicuous under scrutiny.
disappear. When a creature within 10 feet of you moves
Whether you are trying sneak by a sleeping dragon
away from you, makes an attack or casts a spell at a
without waking it up, stand perfectly still and stay silent
creature other than you, or takes damage from a source
while hiding, or simply disappear into a crowd, your
other than you, you can use your reaction to attempt to
proficiency in stealth lets you evade unwanted
Hide. If you succeed in hiding from it, you can
attention. Continuing to hone your skill lets you
immediately take the move action without revealing

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yourself to it. Once you use this talent, you cannot do so
again until you complete a long rest.
You gain advantage on checks to discern the species of
the creature based on its tracks. Additionally, you
ignore the adverse effects of harsh weather. This can
A proficiency in survival represents your ability to stay include not getting exhaustion due to being in hot or
alive in the wild, track down your foes, and make the cold temperatures. You do not get disadvantage on
best out of a tough situation. Whether you are trying to acrobatics checks while on ice.
find a safe place to camp in a dangerous environment,
tracking an animal, or noticing the signs of a creature Choose three creature types. You have specialties for
living nearby, your proficiency in survival makes the those creature types, and whenever you are tracking
outdoors a comfortable place. Continuing to hone your one, you have advantage on checks to track it, and
skill lets you survive in even harsher environments, know if the tracks are affected by magic or not.
fortify your position, learn to camouflage yourself in the
wild and even grip onto life when others would already Additionally, if you are attacking a creature of a type
have passed on. you have a specialty on, you gain a bonus to your attack
roll equal to your specialty bonus.
Pioneer
Survivalist Trapper Of the Land
Camouflage Dungeoneer Hunter
Survivor You are masterful at surviving in harsh environments
and gain the following benefits:

• You can choose to add your Wisdom modifier to


You can make fires, craft shelters, cook food, and
one of your death saving throws. Once you do
perform similar mundane household tasks without
so, you cannot do so again until you finish a
requiring tools.
long rest.
• When you are dying, you do not fall
unconscious until you have failed at least one
You can make fires, craft shelters, cook food, etc. even death saving throw.
in difficult circumstances, without having to make a • If you succeed on 3 death saving throws, you
survival check. In addition, difficult terrain does not regain 1 hit point.
slow down the group’s travel.

If you are outdoors or in a natural environment, you can Survival, Nature, and Animal Handling
spend 1 minute to create a camouflage for the area you You may have noticed there is no nature or animal
are in. A creature in camouflage can use your Wisdom handling skill in this system, I rolled them all into one
(Survival) modifier instead of Dexterity (Stealth). after the suggestion of my table.

When you use ball-bearings, caltrops, hunting traps,


and other such items, the DC for such items is increased
by your proficiency modifier.

You have advantage on Wisdom (Perception) and


Intelligence (Investigation) checks made to detect the
presence of traps. Additionally, you can search for traps
while traveling at a normal pace, instead of only at a
slow pace.

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A master of their weapons and armor, an adventurer resolutely looks towards the next challenge.
Resolute Blademaster, Joseph Meehan

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Where skills represent the mastery of things that
anyone can do, specialties represent special techniques When you are subjected to an effect that allows you to
and training that must be explicitly trained, passed make a Strength, Dexterity, or Constitution saving
down, or discovered. Specialties vary widely from world throw to avoid or reduce an effect when it first occurs,
to world and deal with tools, magics, or techniques you may use your reaction to interpose or brace against
which might not be available for every setting. Ask your your shield and add your proficiency modifier to your
DM if a specialty is available in your game. roll for that save. This is in addition to any proficiency in
that save type. You must use this reaction before you
make the saving throw roll.

A proficiency in armor represents your ability to When another creature attacks you with a melee or
effectively use it to stay alive. Whether you are ranged attack, you may use your reaction to add your
strapping in or ducking out, dodging blows, or simply proficiency modifier to your AC against that attack.
standing firm as strikes rain upon you, a proficiency in
armor is essential for keeping yourself safe as an
If you are subjected to an effect that allows you to make
adventurer.
a Dexterity saving throw to take only half damage, you
Unarmored Defense Armor Training can use your reaction to take no damage if you succeed
Shield Defense Padded Plate Heavily Armored on the saving throw, interposing your shield between
Interposed Light Mobility Built to Last yourself and the source of the effect.
Shield
Shield Master Tactical Mastery Bulwark
Master of Protection
Wearing armor doesn’t impose disadvantage on your
Dexterity (Stealth) checks. Also, you can sleep in armor
You learn to defend yourself by focusing on enduring
without penalty.
strikes and avoiding blows, rather than relying on
armor. You gain proficiency with shields.
Your walking speed increases by 10 feet, you do not
Additionally, while you are not wearing any armor, your gain the benefit of this talent while wearing heavy
Armor Class equals 10 + your Dexterity modifier + your armor.
Constitution modifier. You can use a shield and still gain
this benefit.
When you wear medium armor, you can add 3, rather
than 2, to your AC if you have a Dexterity of 16 or
You gain proficiency with armor or improve your higher.
existing armor proficiencies. You can take this talent
multiple times.

You gain proficiency with light armor. If you already While you are wearing heavy armor, physical damage
have proficiency in light armor, you gain proficiency in (bludgeoning, piercing, and slashing damage) you take is
medium armor and shields. If you already have reduced by your proficiency modifier.
proficiency in medium armor, you gain proficiency in
heavy armor.
When you’re wearing heavy armor, you have advantage
When you take this talent, if you already have on contested checks and saving throws against effects
proficiency with the armor you desire, you can choose which would knock you prone or push you. In addition,
to progress again on this tree instead of gaining any your speed is not reduced by wearing armor with a
armor proficiencies. Strength requirement greater than your Strength score.

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end that condition as if you had succeeded in the saving
While you are wearing heavy armor and are forced to throw.
make a dexterity saving throw, you can instead use your
AC as the total instead of making a saving throw. You
Choose Intelligence, Wisdom, or Charisma. You gain
can do this twice, regaining all expended uses when you
proficiency in saving throws using the chosen ability.
finish a long rest.

Whether your armor is light leather, or it is full plate When you are subjected to an effect that allows you to
armor, you have learned to use it to its maximum make a Strength, Dexterity, or Constitution savign
advantage. You gain the following benefits. throw, you may use your reaction to spend a Hit Die
• You ignore the weight of the armor you are and add it to your roll for that save. You may use this
wearing for the purposes of encumbrance. reaction after you see the saving throw roll, potentially
• When a creature scores a critical hit against you making a failed saving throw into a success.
while you are wearing armor or wielding a
shield, you can use your reaction to cause it to When you are subject to an ongoing condition as a
become a normal hit against you. result of a failed Strength, Dexterity, or Constitution
• While you are wearing heavy armor, you can saving throw, you may take a level of exhaustion and
grant ½ cover to allies, and effects that create end that condition as if you had succeeded in the saving
lines cannot pass through your space. throw.

Choose Strength, Dexterity, or Constitution. You gain


Endurance proficiency in saving throws using the chosen ability.
Mental Toughness Physical Toughness
Mental Resilience Physical Resilience
Robust Mind Robust Body
Resistance Choose one of the following damage types: acid,
bludgeoning, cold, fire, kinetic, lighting, piercing,
poison, slashing, or thunder. You gain resistance to the
When you roll a Hit Die to regain hit points, the chosen damage type. You can take this talent multiple
minimum number of hit points you regain from the roll times, choosing a different damage type each time.
equals twice your Constitution modifier (minimum of 2).

When you are subjected to an effect that allows you to


make an Intelligence, Wisdom, or Charisma saving
throw, you may use your reaction to spend a Hit Die
and add it to your roll for that save. You may use this
reaction after you see the saving throw roll, potentially
making a failed saving throw into a success.

Accustomed to pushing through mental adversity,


wheneever you are subject to an ongoing condition as a
result of a failed Intelligence, Wisdom, or Charisma
saving throw, you may take a level of exhaustion and

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• You have advantage on Constitution saving throws
Whether you are trying to fling a bigger fireball, out- that you make to maintain your concentration on a
range those annoying archers with your spells, or simply spell when you take damage.
trying to weave the use of weapons into your magical • When a hostile creature's movement or actions
routines, this specialty tree lets you focus your magic on provoke an opportunity attack from you, you can
whatever, or whoever, needs to be destroyed. use your reaction to cast a spell at the creature,
rather than making an opportunity attack. The spell
Battle Spells Elemental Battle Casting
must have a casting time of 1 action and must
Adept
Spell Sniper Potent Specialty War Caster target only that creature.
Twin Cast

You have learned how to harness multiple destructive


You learn two cantrips from any classes’ spell lists. Both spells, your mastery now allowing you wield multiple
chosen spells must deal damage and at least one of spells at a time.
them must require an attack roll. Your spellcasting
ability for these spells is your choice of Wisdom, Whenever you cast a spell as a bonus action, you can
Intelligence, or Charisma. cast a spell using your action, as long as both spells cast
have a combined spell slot that does not exceed the
maximum level spell slot you can cast, or 5th level
When you cast a spell that requires you to make an
(whichever is lower).
attack roll, the spell’s range is doubled. Your ranged
spell attacks ignore half cover and treat three-quarters For example, if you are a 9th-level wizard, your highest-
cover as half cover. level spell slot is 5th level. As such, you could cast the
spell Misty Step, a 2nd-level spell, as a bonus action,
and cast Fireball, a 3rd-level spell, using your action,
Choose a damage type from the following list: acid, since the spells have a combined spell slot level of 5.
cold, fire, lightning, or poison. Spells you cast ignore
resistance to damage of the chosen type. You can take
this talent multiple times. Each time you do so, you
must choose a different damage type.

When you roll a 1 or 2 on a damage die for a spell that


deals one of types of damage that you have chosen with
Elemental Adept, you can reroll the die, and you must
use the new result.

You learn to cast spells while wielding the implements


of battle. You gain the following benefits:

• You can use weapons you are proficient with as a


spellcasting focus.
• You can perform the somatic components of spells
even when you have weapons or a shield in one or
both hands.

You are skilled at using spells in melee. You gain the


following benefits:

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While most adventurers can pick up a weapon easily Your martial training has helped you develop a
enough, only a select few take the time to truly learn particular style of fighting. As a result, you learn one
the subtleties of their weapons of choice. These few fighting style option of your choice. If you already have
each find reliable strength and confidence in their a fighting style, the one you choose must be different.
choice of weapon.
Whenever you gain ability or talent points, you can
Weapon Training replace this feat's fighting style with another one that
Martial Training you do not have.
Martial Specialization
When you take this talent, if you already have a fighting
style, you can instead choose to progress again on this
You have either trained, formally or informally, under a tree rather than gaining a fighting style.
master of arms or have otherwise come to earn mastery
over nearly any weapon you come across. You gain You have trained with a specific type of weapon
proficiency with simple weapons. You can take this relentlessly, resulting in a specialty. Choose one
talent again for proficiency with martial weapons. specialty from Table – Specialties.
When you take this talent, and you already possess your You can take this talent multiple times, but you cannot
desired proficiency with simple or martial weapons, you take a specific talent more than once.
can instead choose to progress again on this tree rather
than gaining a weapon proficiency.

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Name Type Description
Charge Melee When you use your action to Dash, you can use a bonus action to make one melee
weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this bonus
action, you either gain a bonus to the attack’s damage roll equal to your proficiency
modifier (if you chose to make a melee attack and hit) or push the target up to 10 feet
away from you (if you chose to shove and you succeed).
Close Quarters Ranged Being within 5 feet of a hostile creature does not impose disadvantage on your ranged
Shooter weapon attack rolls, and you have advantage if you attack a prone creature next to or
engaged with you with a ranged weapon attack.
Crossbowman Ranged You ignore the loading property of weapons with which you are proficient. When you
use the Attack action and attack with a one-handed weapon, you can use a bonus action
to attack with a hand crossbow you are holding.
Deadeye Ranged Your ranged weapon attacks ignore half cover and treat three-quarters cover as half
cover.
Deadly Shot Ranged Before you make a ranged attack with a weapon with which you are proficient, you can
choose to take a penalty to the attack roll equal to your proficiency modifier. If the
attack hits, you add a bonus to the attack’s damage equal to double your proficiency
modifier.
Net Mastery Special Whenever you attack with a net you are proficient with, you can increase the number of
nets you can attack with by the number of attacks you can make using the attack action.
Each additional net you use increases the size category of the creature you can restrain
by 1.
Dual Wielder Melee/ You can use two-weapon fighting even when the one-handed melee weapons you are
Ranged wielding aren't light. You can draw or stow two one-handed weapons when you would
normally be able to draw or stow only one.
Enduring Aim Ranged Having the frightened or poisoned conditions doesn’t impose disadvantage on your
ranged attack rolls.
Fatal Two- Before you make a melee attack with a melee weapon that you are holding in two
Maneuver Handed hands, you can choose to take a penalty to the attack roll equal to your proficiency
Melee modifier. If the attack hits, you add a bonus to the attack’s damage equal to double your
proficiency modifier.
Lockdown Polearm While you are wielding only a polearm, other creatures provoke an opportunity attack
from you when they enter your reach.
Offhand Steel Melee You gain a +1 bonus to AC while you are wielding a separate melee weapon in each
hand.
Overwatch Ranged When you use the Ready action to prepare an Attack action for when creatures move in
your line of sight, and you have multiple attacks, you may trigger each attack separately.
Any attack ability that usually applies once per turn may only apply once per round.
Parry Finesse When you are wielding a finesse weapon with which you are proficient and another
creature hits you with a melee attack, you can use your reaction to add your proficiency
modifier to your AC for that attack, potentially causing the attack to miss you.
Poisoner Special You can apply poison to a weapon or piece of ammunition as a bonus action, instead of
an action.
Polearm Flurry Polearm When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or
spear, you can use a bonus action to make a melee attack with the opposite end of the
weapon. This attack uses the same ability modifier as the primary attack. The weapon’s
damage die for this attack is a d4, and it deals bludgeoning damage.
Rampage Two- On your turn, when you score a critical hit with a melee weapon or reduce a creature to
Handed 0 hit points with one, you can make one melee weapon attack as a bonus action.
Melee

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Rapid Shot One- When you use the Attack action and attack with a one-handed weapon, you can use a
Handed bonus action to attack with a one-handed ranged weapon you are holding.
Ranged
Sharpshooter Ranged Attacking at long range does not impose disadvantage on your ranged weapon attacks.
Violent Two- Any time your attack reduces a creature to 0 hit points, any excess damage from that
Execution Handed attack may carry over to another creature within reach which has the same AC or less. If
Melee the remaining damage likewise reduces that creature to 0 hit points, repeat this process,
carrying over the remaining damage until there are no valid targets.

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A cursed blade which hungers for the souls. A weapon like that should never be used.
Eater of Virtue, Duong ct

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you have ammunition to fire from the weapon. Each
For an adventurer, the availability of armor, weapons, time you attack with the weapon, you expend one piece
backpacks, rope, and similar goods is of paramount of ammunition. Drawing the ammunition from
importance, since proper equipment can mean the a quiver, case, or other container is part of the attack
difference between life and death in a dungeon or the (you need a free hand to load a one-handed weapon).
untamed wilds. This section details the mundane and At the end of the battle, you can recover half your
exotic merchandise that adventurers commonly find expended ammunition by taking a minute to search the
useful in the face of the threats that the worlds of D&D battlefield.
present. If you use a weapon that has the ammunition property
to make a melee attack, you treat the weapon as an
improvised weapon (see "Improvised Weapons" later in
the section). A sling must be loaded to deal any damage
Your class grants proficiency in certain weapons, when used in this way.
reflecting both the class’s focus and the tools you are
most likely to use. Whether you favor a longsword or a Concealable. This weapon can be easily hidden or
longbow, your weapon and your ability to wield it disguised. You have advantage on Dexterity (Stealth)
effectively can mean the difference between life and and Dexterity (Sleight of Hand) checks to hide the
death while adventuring. weapon or disguise it as another object.

The Weapons table shows the most common weapons Defensive. When wielding a defensive weapon in two
used in the worlds of D&D, their price and weight, the hands, you add a +1 bonus to your AC.
damage they deal when they hit, and any special Finesse. When making an attack with a finesse weapon,
properties they possess. Every weapon is classified as you use your choice of your Strength or Dexterity
either melee or ranged. A melee weapon is used to modifier for the attack and damage rolls. You must use
attack a target within 5 feet of you, whereas a ranged the same modifier for both rolls.
weapon is used to attack a target at a distance.
Heavy. Creatures that are small or tiny have
disadvantage on attack rolls with heavy weapons. A
Your race, class, and feats can grant you proficiency
heavy weapon’s size and bulk make it too large for a
with certain weapons or categories of weapons. The
small or tiny creature to use effectively.
two categories are simple and martial. Most people can
use simple weapons with proficiency. These weapons Light. A light weapon is small and easy to handle,
include clubs, maces, and other weapons often found in making it ideal for use when fighting with two weapons.
the hands of commoners. Martial weapons, including See the rules for two-weapon fighting in chapter 9.
swords, axes, and polearms, require more specialized
Loading. Because of the time required to load this
training to use effectively. Most warriors use martial
weapon, you can fire only one piece of ammunition
weapons because these weapons put their fighting style
from it when you use an action, bonus action, or
and training to best use.
reaction to fire it, regardless of the number of attacks
Proficiency with a weapon allows you to add your you can normally make.
proficiency bonus to the attack roll for any attack you
Range. A weapon that can be used to make a ranged
make with that weapon. If you make an attack roll using
attack has a range shown in parentheses after
a weapon with which you lack proficiency, you do not
the ammunition or thrown property. The range lists
add your proficiency bonus to the attack roll.
two numbers. The first is the weapon’s normal range in
feet, and the second indicates the weapon’s long range.
Many weapons have special properties related to their When attacking a target beyond normal range, you
use, as shown in the Weapons table. have disadvantage on the attack roll. You can’t attack a
target beyond the weapon’s long range.
Ammunition. You can use a weapon that has the
ammunition property to make a ranged attack only if

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Reach. This weapon adds 5 feet to your reach when you appropriate to the object). If a character uses a ranged
attack with it, as well as when determining your reach weapon to make a melee attack or throws a melee
for opportunity attacks with it (see chapter 9). weapon that does not have the thrown property, it also
deals 1d4 damage. An improvised thrown weapon has a
Special. A weapon with the special property has
normal range of 20 feet and a long range of 60 feet.
unusual rules governing its use, explained in the
weapon’s description (see "Special Weapons" later in
this section). Weapons with special rules are described here.

Stealthy. When you attack with this weapon while Lance. You have disadvantage when you use a lance to
hidden, the target may notice your attack, but does not attack a target within 5 feet of you. Also, a lance
detect your location whether the attack hits or misses. requires only one hand to wield when you are mounted.

Thresh. A weapon with the thresh property ignores the Net. A Large or smaller creature hit by a net
AC bonus of a shield or a parry of a creature when is restrained until it is freed. A net has no effect on
making weapon attacks against it. creatures that are formless, or creatures that are too
large for the net (such as huge or larger creatures). A
Thrown. If a weapon has the thrown property, you can creature can use its action to make a Strength check
throw the weapon to make a ranged attack. If the against a DC equal to 8 + your proficiency modifier +
weapon is a melee weapon, you use the same ability your strength or dexterity modifier, freeing itself or
modifier for that attack roll and damage roll that you another creature within its reach on a success. Dealing 5
would use for a melee attack with the weapon. For slashing damage to the net (AC 10) also frees the
example, if you throw a handaxe, you use your creature without harming it, ending the effect and
Strength, but if you throw a dagger, you can use either destroying the net.
your Strength or your Dexterity, since the dagger has
the finesse property. When you use an action, bonus action, or reaction to
attack with a net, you can make only one attack
Two-Handed. This weapon requires two hands when regardless of the number of attacks you can normally
you attack with it. This property is relevant only when make.
you attack with the weapon, not when you simply hold
it. War Pick. When you attack with this weapon, you can
choose to instead deal bludgeoning damage instead of
Versatile. This weapon can be used with one or two piercing damage.
hands. A damage value in parentheses appears with the
property — the damage when the weapon is used with
Flavoring Weapons
two hands to make an attack. I have a tendency to run a wide variety of campaign
settings. As such, guns can exist in these settings. In
Sometimes characters don’t have their weapons and order to facilitate balance and aesthetic, I usually
have to attack with whatever is at hand. An improvised flavor the crossbows of the game to rifles and
weapon includes any object you can wield in one or two pistols, with the following additional property:
hands, such as broken glass, a table leg, a frying pan, a
Loud. When you attack with weapon with this
wagon wheel, or a dead goblin.
property, it resounds with loud noise, that can be
Often, an improvised weapon is similar to an actual heard within 500 feet.
weapon and can be treated as such. For example, a
table leg is akin to a club. At the DM’s option, a
character proficient with a weapon can use a similar
object as if it were that weapon and use his or her
proficiency bonus.

An object that bears no resemblance to a weapon deals


1d4 damage (the DM assigns a damage type

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Weapon Name Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 5 sp 1d8 bludgeoning 10 lb. Versatile (1d10)
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. -
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Shortsword 5 gp 1d6 piercing 2 lb. Finesse, light
Sickle 1 gp 1d4 slashing 2 lb. Light, thresh
Spear 1 gp 1d6 piercing 3 lb. Finesse, thrown (range 30/120), versatile (1d8)
Simple Ranged Weapons
Blowgun 2 sp 1 piercing 1 lb. Ammunition (range 25/100), concealable, loading, stealthy
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning - Ammunition (range 30/120), concealable, finesse
Throwing Star 5 cp 1d4 piercing 1/4 lb. Concealable, finesse, thrown (range 20/60), stealthy

Weapon Name Cost Damage Weight Properties


Martial Melee Weapons
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb. Thresh
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special, two-handed
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 2 lb. Finesse, light, versatile (1d8)
Trident 5 gp 1d6 piercing 4 lb. Defensive, thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb. Special
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d6 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp - 3 lb. Special, thrown (range 10/30)

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Cliffs overlooking a source of radiant light, an ideal resting place against monsters fearing light.
Rest for the Weary, James Paick

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2 Upper Limb Injury. Threatening Injury. You can
Within this chapter are the changes to how the core no longer hold anything with two hands, and
systems of Dungeons & Dragons are made, and replace you can hold only a single object at a time.
3 Fracturing Injury. Threatening Injury. One of
the rules within the Player’s Handbook that share the
your internal organs is destroyed. When you
same titles.
attempt an action in combat, you must make a
DC 20 Constitution saving throw. On a failed
When you gain a level of exhaustion, you incur a save, you lose your action and cannot use
cumulative -1 penalty to all rolls, plus a reduction in reactions until the start of your next turn. The
speed, per level of exhaustion. 6th level remains death. injury heals if you receive magical healing. If
you receive this injury again while unhealed, it
With the overexertion options above, you may well becomes threatening.
accumulate exhaustion during combat. The gradual 4 Blinding Injury. Nonthreatening Injury. You
accumulation of effects with variant exhaustion limits cannot see, and make all attacks with
the immediate impact of these. For a heroic setting, you disadvantage. Receiving this injury again makes
may wish to limit this further by having new exhaustion it threatening.
levels only come into effect at the end of combat, as the 5+ Internal Injury. Nonthreatening Injury.
Whenever you attempt an action in combat,
players push through with a heroic last stand. This can
you must make a DC 15 Constitution saving
even be extended to death (i.e. irreversibly dying,
throw. On a failed save, you lose your action
rather than dead), allowing you to role-play a fitting end and cannot use reactions until the start of your
outside the heat of battle. next turn. The injury heals if you receive
Table: Exhaustion Effects magical healing. If you receive this injury again
Level Cumulative Effect while unhealed, it becomes threatening.
1 -1 penalty to all rolls; speed reduced by up 9+ Infected Injury. Nonthreatening Injury. Your hit
to 10 ft point maximum is reduced by 1 every hour the
2 -2 penalty to all rolls; speed reduced by up wound persists. If your hit point maximum
to 15 ft drops to 0, you die. If you receive this injury
3 -3 penalty to all rolls; speed reduced by up again, it is threatening.
to 20 ft 14+ Horrible Scar. Nonthreatening Injury. The
4 -4 penalty to all rolls; speed reduced by up injury heals into a scar at the end of your next
to 25 ft rest. The scar is horrific. You have disadvantage
5 -5 penalty to all rolls; speed reduced by up on Charisma (Persuasion) checks and
to 30 ft advantage on Charisma (Intimidation) checks
6 Death against any creature that can see the scar.
19+ Minor Scar. Nonthreatening Injury. The injury
heals into a scar at the end of your next rest,
not having any adverse effect.
A creature that rolls a critical hit against a player can
forgo dealing damage to instead roll a second attack
Nonthreatening Injuries
roll, dealing an injury on a hit.
The injury persists until you receive proper medical
The attacked character must make a special care, or receive magical healing, making the injury’s
constitution saving throw. The character has effects end if you so desire.
disadvantage on the saving throw if they are bloodied Threatening Injuries
(less than half their hit point total). On a failure, a At the start of each of your turns after receiving a
character suffers an injury equal to their saving throw threatening injuries, you must make a constitution
result. saving throw.
D20 Injury A creature within 5 feet of you can use their action to
1 Lower Limb Injury. Threatening Injury. You expend 5 uses of medicine kit, or magically restore a
cannot walk, able to crawl along the ground.

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minimum of 15 hit points to make you to succeed on Using Augmentations
this saving throw. Your character can have a total number of
augmentations equal to the percentage of their body
On three failures, you fall unconscious and begin that is machine divided by 10 (rounded down).
making death saving throws. On three successes, you
remain conscious. Augmentations & Magic
Your spellcasting becomes impacted by the technology
A threatening injuries cannot be recovered from you now wield. Your spell slots are determined by your
without magic that regenerates, or intensive medical augmentation level:
care that requires a character to undergo
augmentation. Prosthetic. Decrease the number of your highest-level
spell slots by 1. For example, if you can cast fifth level
spells, and have two fifth level slots, you lose one fifth
level slot.
Characters can gain injuries in the crossfire of deadly Partial or Full Conversion. The number of spell slots you
combat or through tragic, violent accidents. have for each level of spell is decreased by 1.
Augmentation, at a base level, allows a creature
Augmentations & Ki
affected as such to regain the ability to function as a
If you are Partial or Full-Conversion, your Ki Point total
normal person.
is halved.
However, augmentation can be taken much further
than just regaining lost function. One can become
something beyond what they were. Adventurers
typically make use of these augments, but anyone with You can have your augmentations modified by someone
the required funds and the drive can make use of these who has expertise in medicine and tinker’s tools. Each
augments. modification has a suggested cost, and a requirement
for how much of a conversion you have.
There are three degrees of augmentations. Any
spellcaster would be hesitant to use augmentation, they Table: Modifications
inhibit magical capability. Cost Aug Modification
12,000 FC You gain resistance to nonmagical
Certain countries may subject spellcasters to damage.
involuntary augmentation for a crime instead of other 12,500 PR Your adrenaline system is overhauled.
forms of punishment. You have advantage on initiative saving
throws.
Prosthetics (PR). Prosthetics are designed to replace a 13,200 PR You gain one tool or weapon, hidden
lost limb, organ, and other bodily function. These are and attached to your mechanical body,
readily available to the public and allow one to return making you incapable of being
normal life. You are now at least 10 percent machine. unarmed.
14,000 PR You can hold your breath for up to an
Partial-Conversion (PC). Partial Conversion is used for hour.
those who suffer more drastic wounds, or desire 14,300 PC When you start your turn, any creature
stronger technological capabilities. Roughly fifty percent grappling you takes 3d6 lightning
of your body is now machine. damage.
15,200 PR Choose Strength, Dexterity, or
Full-Conversion (FC). Making you more machine than
Constitution. That ability and its
mortal, you gain access to powerful capabilities borne maximum for that score increases by 2.
from technology, but you are at least eighty percent 15,200 PC You need to fail an additional death
machine. saving throw to die.
15,300 PR Your mouth secretes poisons, one use
per minute. The poison retains its

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potency outside your body for 1 minute.
This poison deals 1d4 poison damage.
15,400 PR You have fangs installed. You gain a +2
to Charisma (Intimidation) checks, and
they count as daggers for you.
15,700 PC You have had your flesh reworked to a
more pleasing form. You gain a +2 on
Charisma checks against creatures that
would be attracted to you.
16,300 PR Your unarmored AC increases by 1.
16,400 PR Your grip is improved. You cannot be
disarmed, and you add +2 to a check
whenever you need to maintain your
grip.
16,500 PR You gain a tail. You have advantage on
Dexterity (Acrobatics) checks. Choose
one of the following: club, sickle, or
dagger. The tail counts as the chosen
weapon.
16,600 PR You have a hydraulic step; gaining a +2
bonus to Dexterity (Acrobatics) checks,
and your jump distance is doubled.
17,000 PC Your strength score is now 18. You
cannot increase it through ability score
increases.
17,300 PC Your dexterity score is now 18. You
cannot increase it through ability score
increases.
17,500 PC You can heal quickly. Whenever you roll
your hit die, roll twice, using either roll.
17,750 PR You can drive a vehicle you own
remotely. You must be able to see the
vehicle to drive it.
18,000 FC You no longer require sleep and cannot
sleep.
18,500 PR You have filters in your lungs. You are
immune to airborne poisons and agents.
20,000 PC Your unarmored AC is 18.
21,000 FC Your body is resilient against attack. You
reduce all damage you take by 2.

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Utility: Affixed
Following are typical upgrades that can be made to Type: all weapons Cost: 500gp
certain weapons. This weapon does not require the use of a hand to wield
it.
Accurized: Attack Bonus
Type: all weapons Cost: 500gp for +1 Utility: Non-Lethal
2000gp for +2 Type: ranged weapons Cost: 500gp
7000gp for +3 When this weapon reduces a creature to 0 hit points,
This weapon is extremely accurate. It gains a bonus to the target is knocked unconscious, and is stabilized.
attack rolls with it based on which upgrade you
Utility: Silencer
purchased. Type: firearms Cost: 500gp
Accurized: Range This weapon does not make sound when fired.
Type: ranged weapons Cost: 5000gp
This weapon is designed to perform at long ranges. The
normal and long-range distances of this weapon are
doubled.
Kinetic Shot Module
Type: melee weapons Cost: 500gp per charge
This weapon has been upgraded to operate at longer
ranges. When you make an attack with this weapon,
you can expend a charge to make a ranged attack with
it. The weapon gains Reload (X) (30/120).
Kinetic Smite Module
Type: melee weapons Cost: 500gp per charge
This weapon has a number of charges. When you hit a
creature with this weapon, you can expend a charge to
deal an extra 1d8 kinetic damage.
Lethality: Critical Hits
Type: all weapons Cost: 5000gp for 19-20
10000gp for 18-20
This weapon rolls a critical hit on the listed values when
you make a weapon attack.
Lethality: Damage Bonus
Type: all weapons Cost: 750gp for +1
3000gp for +2
10500gp for +3
This weapon is designed to inflict more damage to your
targets. It gains a bonus to damage rolls with it based
on which upgrade you purchased.
Lethality: Damage Die
Type: all weapons Cost: 5000gp
One of weapon’s damage die increases by one size.
Lethality: Deadly Criticals
Type: firearms Cost: 500gp
This weapon has been modifier to be particularly lethal.
On a critical hit, roll the weapon’s damage die and add
it to the damage result of the critical hit.

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A weapon's composition is just as important as its Nonmagical material
wielder's skill. While every weapon has a default A gold-colored alloy of copper and tin. Though replaced
material, different substances provide circumstantial by iron and steel, bronze weapons are known for their
benefits. The material of a weapon cannot be changed magical affinity. When you create a magical weapon,
after its creation. All the materials listed here can be armor, or piece of ammunition with bronze, it takes half
used to make melee weapons, ranged weapons, armor, the time and price. Bronze weapons cost 50% more
ammunition, and foci, though not all have an effect in than their iron counterparts but are produced and sold
each form. by few smiths. Most bronze weapons are antiques,
though the use of bronze-cast cannon and bombards
has caused it to return.
Nonmagical material
An ultra-hard jet-black metal with a multicolored sheen,
weapons made from this meteoric iron devastate other Nonmagical material
objects. When you hit an object with an adamantine They may rust and deform more quickly than steel, but
weapon or piece of ammunition, the hit is a critical hit, iron weapons hold a key advantage besides their low
and when determining the damage of a critical hit, roll cost and ubiquity: they are anathema to fey. Iron
an additional damage die. weapons ignore fey creatures' resistances and
immunities to nonmagical weapons and damage, and
An adamantine item costs 500 gp more than the normal
when a fey creature starts its turn in contact with an
version, whether the item is made of the metal or
item made of iron, it takes fire damage equal to the
coated with it.
damage of the weapon. Iron is one of the most common
materials used to make weapons, a fact that most fey
Magical material are not pleased with.
A rare material magically created in the Underdark, it is
used extensively by drow, this material has all
Magical material
properties of adamantine, but also temporarily absorbs
A magical material hailing from the upper planes, this
poison into itself. When you apply an injury poison to
metal takes on a bright sheen when refined. When used
an adamantite weapon or piece of ammunition, the
to attack an evil creature or an undead, a weapon made
poison isn't removed after the first injury, but is instead
from brightsteel is considered magical for the purposes
applied every time you deal piercing or slashing damage
of overcoming resistance and immunity to nonmagical
to a creature until the poison dries naturally. When
damage. If used to create a cleric's or paladin's holy
exposed to sunlight, adamantite weapons disintegrate.
symbol, brightsteel increases the Hit Points that a cleric
can destroy with destroy undead by 20 hit points.
Nonmagical material
A strong, off-white material scavenged from animal,
Magical material
monster, or humanoid corpses which is carved or cut
A substance grown and tempered by warrior-druids for
into useful shape. Used in areas without access to wood
weapons and armor, this fireproof wood is as dense and
or metal, items made of this inflexible material are as
resilient as steel. Ironwood items are considered wood,
durable as their standard versions, but weigh half as
rather than metal, for the purposes of spells and other
much and have triple the cost. Wearing armor made
effects that target those materials and can't be set on
from bone (an incredibly rare item thanks to bones'
fire by effects that ignites objects that aren't being worn
inflexibility and inconsistent quality) grants you
or carried.
advantage on saving throws against necromancy spells,
and when you cast a necromancy spell through a focus
made from bone you can reroll one of the spell's Magical material
damage dice. A light, flexible material, mithral armor removes
Strength requirements and disadvantage on Stealth

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checks inflicted by wearing certain armor. Weapons
made from mithral are similarly light, weighing half as Nonmagical material
much as their conventional counterparts. Softer and more flexible than most materials, wood is
used to make most ranged weapons and some
ammunition and does not alter the statistics of those
Nonmagical material
weapons. A wooden weapon or piece of ammunition
A precious volcanic glass, weapons made with this
deals bludgeoning damage if it is not made from wood
delicate material are incredibly sharp. Whenever a
by default, and costs half as much. If the weapon's
weapon that deals piercing or slashing damage is made
default material is wood, it works as normal, and uses
of obsidian, the weapon deals an extra die of damage
its listed cost.
on a critical hit. Weapons made from obsidian cost four
times as much as their mundane counterparts.

Nonmagical material
Some monsters with immunity or resistance to
nonmagical weapons are susceptible to silver, so
cautious adventurers invest extra coin to plate their
weapons with silver. The cost represents not only the
price of the silver, but the time and expertise needed to
add silver to the weapon without making it less
effective. It costs 100 gp to silver a weapon or 10 pieces
of ammunition. Unlike most materials, a weapon that is
silvered retains all the properties of its original material.

Nonmagical material
The best mundane metal that can be made by a typical
weaponsmith. It has no magical properties, but its
nature allows smiths to select for sharpness, flexibility,
hardness, and durability. Its relative resistance to wear
and ease of maintenance has made it a material of
choice across the world. Steel weapons cannot be
damaged by monster features that corrode, damage, or
dissolve metal, such as black puddings' corrosive form,
and cost 50% more than their iron counterparts.
Weapons made from steel by default are listed with
their cost when made of steel.

Magical material
An exceptional magical material, Canian Ice is a material
derived from the eighth layer of the Nine Hells.
Elementals aligned with fire or water are vulnerable to
the damage from weapons fashioned from this
material, and the damage this weapon deals is cold
damage. Armor made from Canian Ice grants resistance
to fire damage and immunity to atmospheric hazards in
hot environments, but halves the time required to make
saves against cold.

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A wizard casts a spell of light, letting it comfort them before unleashing its devastation.
Revel in Silence, Uriah Voth

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The following keywords are described in alphabetical
order.

Ability. An ability is any feature granted that can be


used as an active effect, and typically has multiple, but
limited uses.

Cast. Casting refers to when someone magically creates


an effect.

Passive. A passive is any feature that grants an effect


that is always active.

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being damaged by a creature within 60 feet of you that
This section addresses the new additions to spells. you can see)
Range: 60 feet
Components: V, S, M (a small arcane signet)
Duration: Instantaneous
This section lists the additions available to the paladin You balk at creatures that would dare strike a
and ranger classes due to their increase to 6th level practitioner of the arcane arts. Make a spell attack
spells. against the creature which damaged you. On a hit, the
Spells denoted with a D+D are included in this creature takes 4d8 force damage.
document. At Higher Levels. When you cast this spell using a spell
Paladin slot of 3rd level or higher, the damage increases by 1d8
Level Spell Name for each spell slot level above 2nd.
6 Forbiddance
6 Sacred Smite*
6 Harm 3rd-level evocation
6 Heal Classes: Sorcerer, Wizard
6 Planar Ally Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a shard of elemental ice)
Ranger
Duration: Concentration, up to 1 minute
Level Spell Name
6 Conjure Fey A lance of ice bursts forth from you to impale a creature
6 Primeval Strike* within range. The target must make a Dexterity saving
6 Primordial Ward throw. The target takes 3d8 piercing damage and 3d8
6 Transport via Plants
cold damage on a failed save. The target takes only the
6 Wall of Thorns
3d8 cold damage on a successful save.

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


The following new spells are available for characters slot of 4th level or higher, you can create an additional
and are listed alphabetically. shard of ice for every two slot levels above 3rd. Each
shard can target the same or different creatures.

4th-level enchantment
Classes: Bard 3rd-level enchantment
Casting Time: 1 bonus action Classes: Bard
Range: 30 feet Casting Time: 1 action
Components: V Range: 60 feet
Duration: Concentration, up to 1 minute Components: V
Duration: Concentration, up to 1 hour
You create a quick and lively tune, speeding your allies
to victory. Any ally within range can move up to 15 feet. You utter words of encouragement and focus to your
allies, granting them boons for working together.
At Higher Levels. When you cast this spell using a spell Choose a creature within range. Whenever an ally deals
slot of 5th level or higher, the distance increases by 5 damage to that creature, that ally gains 2d8 temporary
feet for every slot level above 4th. hit points that last until the spell ends.

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


2nd-level evocation slot of 4th level or higher, the temporary hit points
Classes: Wizard granted increase by 1d8 for every two slot levels above
Casting Time: 1 reaction (which you take in response to 3rd.

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Components: V, S, M (a tiny frozen creature)
1st-level transmutation Duration: Concentration, up to 1 minute
Classes: Ranger, Warlock, Wizard
You attempt to freeze a creature solid. Make a ranged
Casting Time: 1 bonus action
spell attack against a creature in range. On a hit, the
Range: 60 feet
target takes 7d8 cold damage, and begins to freeze. At
Components: V, S, M (a cut bundle of reed)
the start of each of its turn, the target must make a
Duration: Concentration, up to 1 minute
constitution saving throw. On a failed saving throw, the
You sweep the material component used in the casting creature takes 7d8 cold damage. On a successful save,
and become like the wind. For the duration, your the creature only takes half damage.
movement does not provoke opportunity attacks, and
Once the creature has failed three saving throws, it is
at the end of each of your turns, you can move up to
petrified, and no longer makes saving throws against
5ft.
this spell. While petrified, the creature has a
At Higher Levels. When you cast this spell using a spell vulnerability to fire damage.
slot of 2nd level or higher, the movement at the end of
At Higher Levels. When you cast this spell using a spell
your turn increases by 5ft for each slot level above 2nd.
slot of 6th level or higher, the damage of the spell
increases by 2d8 (in all instances) for each slot level
4th-level conjuration above 5th.
Classes: Sorcerer, Wizard
Casting Time: 1 action
1st-level illusion
Range: 150 feet
Classes: Bard
Components: V, S, M (a shaken snow globe)
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: 30 feet
Until the spell ends, a blizzard howls in a 20-foot-tall Components: V
cylinder with a 20-foot radius centered on a point you Duration: Instantaneous
choose within range. The area is heavily obscured, and
You string together an arcane tune that occludes the
exposed flames in the area are doused.
mind of your foe, distracting it as you maneuver it into
The ground in the area is covered with slick ice, making position. One creature within range must make an
it difficult terrain. When a creature enters the spell's intelligence saving throw. On a failed save, the creature
area for the first time on a turn or starts its turn there, it moves 10 feet in a direction of your choice.
must make a Dexterity saving throw. On a failed save, it
At Higher Levels. When you cast this spell using a spell
falls prone and takes 4d8 cold damage. On a successful
slot of 2nd level or higher, the distance the creature
save, it only takes half damage
moves increases by 5 feet for every two slot levels
If a creature starts its turn in the spell's area and is above 1st.
concentrating on a spell, the creature must make a
successful Constitution saving throw against your spell
6th-level divination
save DC or lose concentration.
Classes: Cleric, Warlock
At Higher Levels. When you cast this spell using a spell Casting Time: 1 reaction (taken when a creature falls to
slot of 5th level or higher, the damage increases by 1d8 0 hit points or dies outright from damage)
for each slot level above 4th. Range: 120 feet
Components: V, S, M (a small hourglass filled with
diamond dust, worth 150 gp)
5th-level transmutation
Duration: Instantaneous
Classes: Sorcerer, Wizard
Casting Time: 1 action You bend fate to your will, confounding the inherent
Range: 90 feet order of the world as you shape it to your whims. A

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creature within range that would have died or been At Higher Levels. When you cast this spell using a spell
reduced to 0 hit points from taking damage instead slot of 6th level or higher, the damage increases by 1d8
takes no damage. Another creature of your choice for every slot level above 5th.
within range instead takes the triggering damage + 5d8
damage of the same type as the triggering damage.
3rd-level evocation
At Higher Levels. When you cast this spell using a spell Classes: Wizard
slot of 7th level or higher, the damage increases by 1d8, Casting Time: 1 action
every spell slot level above 6th. Range: 90 feet
Components: V, S, M (a diamond worth 50 gp)
Duration: 1 round
5th-level transmutation
Classes: Druid, Ranger, Sorcerer, Wizard You brandish the material component used to cast this
Casting Time: 1 action spell, unleashing chromatic energies in a devastating
Range: Touch burst of energy. When you cast this spell, choose either
Components: V, S, M (100 gp of steel dust which is Acid, Cold, Fire, Lightning, or Poison.
consumed)
Make a ranged spell attack against a creature within
Duration: 8 hours
range. On a hit, the creature takes 6d6 damage of the
You enhance the flesh of a creature you touch against chosen type, and the target explodes with arcane
destruction. The target has resistance to bludgeoning, energy. Each creature within 10 feet of the target must
piercing, and slashing damage for the duration of the make a dexterity saving throw. On a failed saving throw,
spell a creature takes 3d6 damage of the chosen type, or half
damage on a successful save.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the duration of the spell At Higher Levels. When you cast this spell using a spell
increases by 8 hours for each spell slot level above 5th. slot of 4th level or higher, the damage of the spell
If you cast this spell with an 8th level spell slot, it lasts increases by 2d6, and the damage of the explosion
until dispelled. increases by 1d6 every spell slot level above 1st.

5th-level enchantment 4th-level enchantment (curse)


Classes: Bard Classes: Sorcerer, Warlock
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V Components: V, S, M (a gem carved in the likeness of a
Duration: Concentration, up to 1 minute brain)
Duration: Concentration, up to 10 minutes
You mock your foes, insulting their bravery as if it was
cowardice or stupidity. Choose any number of creatures You attempt to curse a target within range,
within range. A chosen creature must make a wisdom overwhelming its mind with psychic energies. The target
saving throw. On a failed save, the creature takes 5d8 must make a wisdom saving throw or become cursed.
psychic damage, and is frightened of you. On a
While cursed, as an action, you can force the target to
successful save, a creature only takes half damage and
take 3d10 psychic damage.
is not frightened.
If the target attempts to lie while cursed, you know the
A frightened creature takes 2d8 psychic damage
creature is lying, and can cause the psychic damage
whenever it ends its turn closer to you than when it
without an action, but can only do this once per round.
started its turn, and it can make a wisdom saving throw.
On a successful save, the spell ends on it. If you maintain concentration on this effect for the full
minute without the target dying, the spell ends, and the
target takes the psychic damage every time it lies. This

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
effect can only be removed with a 4th level or higher Wall. When cursed, the target is dragged 30ft to the
Remove Curse. nearest vertical surface, becoming restrained. If there is
no vertical surface within 30ft of the target, the spell
At Higher Levels. When you cast this spell using a spell
fails, and the spell slot is wasted.
slot of 5th level or higher, the damage of the spell
increases by 1d10, and the level of the Remove Curse At the end of each of its turns, and each time it takes
required increases by 1 level for each slot level above damage, a cursed target can make another Wisdom
4th. saving throw. The target has advantage on the saving
throw if it is triggered by damage. On a success, the
spell ends for the target.
3rd-level evocation
Classes: Warlock, Wizard If you maintain concentration on this effect for the full
Casting Time: 1 action minute without the target dying or the spell ending, the
Range: 90 feet spell ends, and the target is chained until you dismiss
Components: V, S, M (a small meteorite) this effect. This effect can only be removed with a 3rd
Duration: Concentration, up to 1 round level or higher Remove Curse.

You unleash the cold darkness, only borne from the At Higher Levels. When you cast this spell using a spell
space between the frigid stars. You manifest a dark slot of 2nd level or higher, you can target one additional
beam, targeting a creature within range. Make a spell creature for each slot level above 1st. The creatures
attack against the creature. On a hit, the creature takes must be within 30 feet of each other when you target
4d8 cold damage, and is shrouded in darkness for the them.
duration.

A creature shrouded in darkness grants attacks against 1st-level evocation


it advantage, and the creature’s own attacks have Classes: Sorcerer, Warlock, Wizard
disadvantage. Casting Time: 1 action
Range: 30 feet
At Higher Levels. When you cast this spell using a spell
Components: V, S, M (a twig from a tree that has been
slot of 3rd level or higher, you manifest an additional
struck by lightning)
beam for every two spell slot levels above 2nd. You
Duration: Concentration, up to 1 minute
direct these beams at the same creature or different
creatures within range. A beam of bright, crackling energy lances out toward a
creature within range, forming a sustained arc of
lightning between you and the target. Make a ranged
1st-level evocation (curse)
spell attack against that creature. On a hit, the target
Classes: Warlock
takes 2d10 lightning damage, and static shrouds the
Casting Time: 1 action
target for the duration. On each of your turns for the
Range: 90 feet
duration, you can use your action to deal 1d10 lightning
Components: V, S, M (a small, spiked chain)
damage automatically to the shrouded target if it is in
Duration: Concentration, up to 1 minute
range of the spell.
You attempt to curse a target within range, causing
At Higher Levels. When you cast this spell using a spell
spectral chains to burst from the ground or walls. The
slot of 2nd level or higher, the initial damage increases
target must make a wisdom saving throw or become
by 1d10 for each slot level above 1st. The automatic
cursed.
damage increases by 1d10 for every two slot levels
Choose Ground or Wall for each creature you curse with above 1st.
this spell.

Ground. While the target is cursed it is prone and


restrained for the duration.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
required increases by 1 level for each slot level above
4th-level necromancy 4th.
Classes: Druid
Casting Time: 1 reaction (taken when a creature dies
2nd-level conjuration (curse)
within 60 feet)
Classes: Druid, Warlock
Range: 60 feet
Casting Time: 1 action
Components: V
Range: 90 feet
Duration: Instantaneous
Components: V, S, M (a bone of a feral fey)
You make use of the dead to restore the living, as Duration: Concentration, up to 1 minute
nature intends. Choose one ally within range when the
You attempt to curse a target within range, marking
creature dies. That ally regains 3d8 hit points.
your target as a beacon to be assaulted by ferocious fey
At Higher Levels. When you cast this spell using a spell beyond the veil. The target must make a wisdom saving
slot of 6th level or higher, the hit points restored throw or become cursed and take 3d8 slashing or
increase by 1d8 for every slot level above 5th. piercing damage (you choose). On a successful save, the
target is not cursed and only takes half damage.

5th-level illusion (curse) While cursed, the target must make a dexterity saving
Classes: Sorcerer, Warlock throw at the end of its turn. On a failed save, the
Casting Time: 1 action creature takes 3d8 slashing or piercing damage (you
Range: 60 feet choose). On a successful save, the creature takes half
Components: V, S, M (a black stone carved in the damage
likeness of an onion)
At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 10 minutes
slot of 3rd level or higher, the damage increases by 1d8
You attempt to curse a target within range, shrouding for every spell slot level above 1st.
their eyes in darkness. The target must make a wisdom
saving throw or become cursed.
7th-level evocation (curse)
While cursed, the target cannot perceive farther than Classes: Druid, Warlock
20 ft from itself with any its senses. The edges of its Casting Time: 1 action
visual range consumed by darkness. Outside this radius Range: 60 feet
the target is blind, and attacks from outside this radius Components: S, M (a handful of stardust)
is considered attacks made against a blind creature. Duration: Concentration, up to 1 minute

At the end of each of its turns, and each time it takes You curse a creature within range, binding its fate with
damage, the cursed target can make another Wisdom five stars of ill omen. The target must make a wisdom
saving throw. The target has advantage on the saving saving throw or become cursed.
throw if it is triggered by damage. On a success, the
While the target is cursed, whenever the target makes a
spell ends.
saving throw or an attack roll, you roll a d20. If your
If you maintain concentration on this effect for the full result is higher than the target’s un-modified die roll,
minute without the target dying, the spell ends, and the the target’s attack misses, or the target’s saving throw
target is permanently affected by this spell. This effect fails.
can only be removed with a 5th level or higher Remove
At the end of each of their turns, the target must make
Curse.
a wisdom saving throw. On a successful save, the spell
At Higher Levels. When you cast this spell using a spell ends.
slot of 6th level or higher, the sight radius of the target
At Higher Levels. When you cast this spell using a spell
decreases by 5ft, and the level of the Remove Curse
slot of 6th level or higher, you can target one additional
creature within range for each slot level above 5th.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
4th-level conjuration 3rd-level enchantment
Classes: Bard, Sorcerer, Warlock, Wizard Classes: Bard
Casting Time: 1 action Casting Time: 1 action
Range: 500 feet Range: 60 feet
Components: V Components: V
Duration: Instantaneous Duration: Instantaneous

You teleport yourself from your current location to any You magically create a song at two separate pitches,
other spot within range. You arrive at exactly the spot sundering your foe and soothing your allies. Make a
desired. It can be a place you can see, one you can spell attack against creature of your choice within
visualize, or one you can describe by stating distance range. On a hit, the creature takes 2d8 psychic damage,
and direction, such as "200 feet straight downward" or and one ally of your choice within range regains 2d8 hit
"upward to the northwest at a 45-degree angle, 300 points.
feet."
At Higher Levels. When you cast this spell using a spell
You can bring along objects as long as their weight does slot of 4th level or higher, the healing or damage
not exceed what you can carry. You can also bring one increases by 1d8 for every slot level above 3rd.
willing creature of your size or smaller who is carrying
gear up to it carrying capacity. The creature must be
4th-level enchantment
within 5 feet of you when you cast this spell.
Classes: Bard
If you would arrive in a place already occupied by an Casting Time: 1 bonus action
object or a creature, you and any creature traveling Range: 60 feet
with you each take 4d6 force damage, and the spell fails Components: V
to teleport you. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell You mock your foes, drawing their ire away from one of
slot of 5th level or higher, the range of this spell your allies. Choose one creature and one ally within
increases by 100ft for each slot level above 4th. range. That ally becomes invisible to the chosen
creature for the duration. The ally remains invisible to
the chosen creature until it casts a spell on or deals
2nd-level enchantment
damage to the chosen creature.
Classes: Bard
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a spell
Range: 30 feet slot of 5th level or higher, you can target an additional
Components: V creature or ally for every slot level above 4th.
Duration: Concentration, up to 1 minute

You speak words of doubt, which foster like a plague in 4th-level evocation
the ranks of your foes. Choose a creature within range. Classes: Druid, Ranger, Sorcerer, Warlock
A chosen creature must make a wisdom saving throw. Casting Time: 1 action
On a failed save, the creature must make a weapon Range: Self (30-foot radius)
attack against an ally within range of its weapon. Components: V, S, M (the vocal cords of a warg)
Duration: 1 minute
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage of the weapon You unleash a baleful howl, charged with a dreadful
attack increases by 1d8 for every slot level above 2nd. presence. When you cast this spell, the howl can be
heard clearly within 10 miles. Each creature within 30
feet of you must make a constitution saving throw.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
On a failed save, a creature takes 5d8 thunder damage,
and is frightened for the duration. On a successful save, 2nd-level conjuration
the creature only takes half damage, and is not Classes: Sorcerer, Wizard
frightened. Casting Time: 1 bonus action
Range: Self
A frightened creature at the end of its turn must make a
Components: V
wisdom saving throw, ending the spell on itself.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell
Briefly surrounded by clinging fog reminiscent of the
slot of 5th level or higher, the damage increases by 1d8,
departed, you teleport up to 30 feet to an unoccupied
and the radius of the spell increases by 5 feet for every
space that you can see.
spell slot level above 1st.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the distance of the spell
6th-level evocation
teleports you increases by 10ft for each slot level above
Classes: Sorcerer, Warlock, Wizard
2nd.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (the scale of a chromatic dragon) 1st-level evocation
Duration: Instantaneous Classes: Ranger, Wizard
Casting Time: 1 action
You conjure forth primal elemental energy, unleashing
Range: Self
destructive power upon your foes. Choose a creature
Components: V, S, M (a weapon worth at least 1 sp)
within range. The chosen creature and any creature of
Duration: Instantaneous
your choice within 30 feet of it must make a dexterity
saving throw. On a failed saving throw, a creature takes You brandish the weapon used in the spell’s casting and
8d10 acid, cold, fire, lightning, or poison damage. make an attack with it against one creature within reach
or range of your weapon. On a hit, the target suffers the
The damage of the spell increases by 1d10 if the
weapon attack’s normal effects, and the target takes an
material component matches the damage of the spell
additional 2d6 thunder damage. On a hit or miss, each
(such as a red scale for fire damage).
creature of your choice within 5 feet of the target must
At Higher Levels. When you cast this spell using a spell make a dexterity saving throw. On a failed save, the
slot of 7th level or higher, the damage increases by target takes 2d6 thunder or fire damage (you choose),
2d10, and the radius from the creature increases by 5 or half on a successful save.
feet for every spell slot level above 6th.
At Higher Levels. When you cast this spell using a spell
slot of 2nd or higher, the additional damage and
2nd-level divination damage of the explosion increases by 1d6 above for
Classes: Druid, Sorcerer, Warlock, Wizard each spell slot level above 1st.
Casting Time: 1 reaction (taken when a creature takes
damage)
3rd-level transmutation
Range: 120 feet
Classes: Druid, Ranger, Warlock, Wizard
Components: V, S, M (a small black timepiece)
Casting Time: 1 action
Duration: Instantaneous
Range: Self (1000 feet)
You bend fate to your will, ensuring your foe gets what Components: V, S, M (a pair of spectacles)
you declare they deserve. The targeted creature takes Duration: 1 hour
2d10 of the triggering type.
You augment your eyes to see far distances. You can
At Higher Levels. When you cast this spell using a spell clearly see within range of this spell, able to make out
slot of 3rd level or higher, the damage increases by fine details.
1d10 for every spell slot level above 2nd.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At Higher Levels. When you cast this spell using a spell The damage of the spell increases by 1d6 for each 6th,
slot of 3rd level or higher, the range of the spell 7th, 8th, or 9th level spell slot you have expended since
increases by a 1000 feet for each spell slot level above your last long rest.
2nd.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 2d6
5th-level necromancy for each spell slot level above 2nd.
Classes: Cleric, Warlock
Casting Time: 1 action
4th-level evocation
Range: 60 feet
Classes: Druid
Components: V, S, M (a small likeness of an infernal
Casting Time: 1 action
contract)
Range: 60 feet
Duration: 1 round
Components: V
You make a deadly bargain, inflicting pain upon yourself Duration: Concentration, up to 1 minute
and another creature. You take 4d8 necrotic damage
You unleash elemental flames that scour your foes and
which cannot be reduced in any way.
heal your allies. Make a spell attack against a creature
Choose a creature in range. The target creature takes within range. On a hit, the creature takes 2d8 fire
8d8 necrotic damage. This damage cannot be less than damage, and is ignited.
the damage you took from this spell.
While ignited, a creature takes 1d8 fire damage at the
If you reduce your hit points to 0 with this spell, the start of its turn. At the end of its turn, the ignited
target creature takes an additional 2d8 necrotic creature can make a dexterity saving throw to end the
damage, and you cannot cast this spell again until you spell. If the creature is submerged in water, the spell
finish a short or long rest. also ends.

At Higher Levels. When you cast this spell using a spell Once the spell ends, choose one ally within range. That
slot of 6th level or higher, the damage you take ally regains 1d8 hit points for each time the ignited
increases by 1d8, and the damage the target creature creature took damage from this spell.
takes increases by 2d8, for every spell slot level above
At Higher Levels. When you cast this spell using a spell
5th.
slot of 5th level or higher, the fire damage from the
spell attack increases for every slot level above 4th. The
5th-level evocation fire damage from being ignited and the hit points
Classes: Wizard restored increase by 1d8 for every two spell slot levels
Casting Time: 1 action above 4th.
Range: 120 feet (20-foot radius)
Components: V, S, M (a diamond worth 300 gp)
5th-level necromancy
Duration: Instantaneous
Classes: Warlock, Wizard
You conjure a spell of fantastic and fearsome arcane Casting Time: 1 action
power. A bright streak flashes forth to a point you Range: 60 feet
choose within range and erupts into an explosion of Components: V, S, M (a strip of humanoid flesh)
arcane energy. Each creature in a 20-foot-radius sphere Duration: 1 round
centered on that point must make a Dexterity saving
You harness baleful necromantic energy, flaying a
throw. A target takes 10d6 damage on a failed save, or
creature with necromantic tendrils that scours its flesh
half as much damage on a successful one. The damage
and soul. Make a spell attack against a creature within
is either acid, cold, fire, lightning, or poison (you
range.
choose).

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
On a hit, the creature takes 10d6 necrotic damage, and At Higher Levels. When you cast this spell using a spell
it has disadvantage on attack rolls, ability checks, and slot of 5th level or higher, the damage increases by 2d6
saving throws until the start of your next turn. for each slot level above 4th.

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


slot of 6th level or higher, the damage increases by 2d6 1st-level conjuration
for every spell slot level above 5th. Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: 30 feet
Divination cantrip
Components: V, S, M (a small piece of chain)
Classes: Bard, Sorcerer, Warlock, Wizard
Duration: Instantaneous
Casting Time: 1 action
Range: 120 feet You create a spiked chain, launching it against your foe.
Components: S Make a ranged spell attack against a creature in range.
Duration: Concentration, up to 1 round On a hit, you deal 1d8 piercing damage, and drag the
creature to be within 5 feet of you.
The magic of this spell grants you a brief insight into the
defenses of a single target in range. Whenever you At Higher Levels. When you cast this spell using a spell
make an attack roll before the spell ends, you can roll a slot of 2nd level or higher, the damage increases by
d4 and add the number rolled to your attack roll. 1d8, and the range increases by 15 feet for each slot
level above 1st.
Additionally, as part of the action used to cast this spell,
you can make a weapon attack against one creature
within the spell's range, after which the spell ends. 2nd-level illusion
Classes: Sorcerer, Warlock, Wizard
When you reach 5th level, if you hit with the weapon
Casting Time: 1 bonus action
attack that is benefiting from this spell, you deal an
Range: Self
extra 1d8 damage. This damage is the same as your
Components: V, S
weapon’s. This damage increases at higher levels: 11th
Duration: 1 minute
(2d8), and at 17th (3d8).
An illusory duplicate of yourself appears in your space.
Until the spell ends, the duplicate moves with you and
4th-level transmutation
mimics your actions, shifting position so it is impossible
Classes: Warlock, Wizard
to track which image is real. You can use your action to
Casting Time: 1 bonus action
dismiss the illusory duplicate.
Range: Self
Components: V, S, M (a weapon at least worth 1 sp) Each time a creature targets you with an attack during
Duration: Instantaneous the spell's duration, roll a d20 to determine whether the
attack instead targets your duplicate. You must roll a 11
You flourish the material component used in the
or higher to change the attack's target to your
casting, twisting it through the dirt around you. Any
duplicate.
creature in a 30ft cone originating from yourself must
make a dexterity saving throw. On a failure, the target A duplicate's AC equals 10 + your Dexterity modifier. If
takes 6d6 psychic damage and is stunned until the start an attack hits a duplicate, the duplicate is destroyed. A
of your next turn. The magical damage is the same type duplicate can be destroyed only by an attack that hits it.
as your weapon’s. It ignores all other damage and effects. The spell ends
when all duplicates are destroyed.
On a success, a target only takes half damage and
suffers a -2 penalty to their AC until the start of your A creature is unaffected by this spell if it cannot see, if it
next turn. relies on senses other than sight, such as blindsight, or if
it can perceive illusions as false, as with truesight.

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At Higher Levels. When you cast this spell using a spell spell. Each creature of your choice within 10ft of the
slot of 2nd level or higher, you gain one additional corpse must make a Dexterity saving throw. On a
duplicate for each slot level above 2nd, to a maximum failure, a creature takes 1d10 fire damage for each time
of 5 duplicates. If you have two or three duplicates, you the cursed target took damage from this spell. On a
must roll an 8 or higher to change the attack's target to success, a creature only takes half damage.
a duplicate. If you have three or more duplicates, you
At Higher Levels. When you cast this spell using a spell
must roll a 6 or higher.
slot of 4th level or higher, the necrotic and fire damage
increases by 1d10 for each spell slot level above 3rd.
3rd-level transmutation
Classes: Artificer, Wizard
1st-level divination
Casting Time: 1 action
Classes: Bard
Range: Touch
Casting Time: 1 bonus action
Components: V, S, M (A sharpening stone)
Range: 30 feet
Duration: 1 hour
Components: V
You imbue a nonmagical weapon you touch with Duration: Instantaneous
elemental energies. Choose acid, cold, fire, lightning, or
You sing a song that inspires your allies to glory as you
poison. On a hit with the weapon, a creature takes an
strike at your foe. On the next attack you make this
additional 1d8 fire damage when struck.
turn, if you hit, one creature of your choice within range
When you cast this spell on another weapon, the spell gains a +2 bonus to the next attack roll or saving throw
ends on the first weapon. it makes.

At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage on a hit increases slot of 2nd level or higher, the bonus granted by this
by 1d8 for every two slot levels above 3rd level. spell increases by +2 for every slot level above 1st.

3rd-level transmutation (curse) 6th-level enchantment


Classes: Sorcerer, Warlock Classes: Bard
Casting Time: 1 action Casting Time: 1 reaction (taken when an ally takes
Range: 30 feet damage)
Components: V, S, M (a bone infused with the ashes of Range: 60 feet
a dormant volcano) Components: V
Duration: Concentration, up to 1 minute Duration: Instantaneous

You attempt to curse a target within range, decaying its You snarl a baleful insult, degrading your foe as weak
insides into a fiery material. The target must make a against the tide of you and your allies. The creature that
wisdom saving throw or become cursed. caused damage to your ally must make a wisdom saving
throw. On a failed save, the creature is frightened of
On a failed wisdom saving throw, the target takes 2d10
your ally it damaged, and takes 4d8 psychic damage.
necrotic damage and 2d10 fire damage, as the curse
transmutes the target’s organs into fiery material. On a On a successful save, the creature is not frightened.
success, the target takes the damage, but is not cursed.
At Higher Levels. When you cast this spell using a spell
While cursed, as an action on each of your turns, you slot of 7th level or higher, the damage dealt increase by
can make a spell attack against the target. On a hit, the 2d8 for every slot level above 6th.
target takes 1d10 necrotic damage and 1d10 fire
damage.
2nd-level evocation
Death Knell. If the target dies while affected by this Classes: Sorcerer, Warlock, Wizard
spell, you can choose to explode the corpse and end the Casting Time: 1 action

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Range: 60 feet Components: V, S, M (an effigy of an eye stained black)
Components: V, S, M (A small effigy of a brain) Duration: 1 round
Duration: Instantaneous
You draw bolt of psychic energies, unleashing a strike of
You unleash a bolt of unstable psychic energies at a foe. violence that leaves you hidden against your foes.
Make a spell attack against a creature within range. On
Make a ranged spell attack against a creature within
a hit, the creature takes 2d8 psychic damage, and the
range. On a hit, the creature takes 1d8 psychic damage,
psychic energy leaps to another creature of your choice
and you are invisible to the target until the end of your
within 30 feet of your target, causing it to make an
next turn, or until you make a weapon attack or cast a
intelligence saving throw against your spell save DC.
spell.
On a failed save, the target takes 2d8 psychic damage,
At Higher Levels. When you cast this spell using a spell
and the psychic energy can leap again. This psychic
slot of 2nd level or higher, the damage of the spell
energy can only leap twice.
increases by 1d8 every spell slot level above 1st.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the psychic energy can leap
2nd-level divination
an additional time for each slot level above 2nd, and the
Classes: Ranger, Warlock, Wizard
damage increases by 1d8 for every two slot levels above
Casting Time: 1 bonus action
2nd.
Range: Self
Components: V, S, M (a weapon worth at least 1 sp)
5th-level necromancy Duration: 1 round
Classes: Warlock, Wizard
You draw magic into the material component used in
Casting Time: 1 action
the casting, allowing you to strike with uncanny
Range: 60 feet
accuracy. Until the start of your next turn, whenever
Components: V, S, M (shards of a broken bone)
you make a weapon attack against a creature, the
Duration: Instantaneous
target’s AC for your attack is 10 + its dexterity modifier,
You wash a flood of negative energy through one your weapon gains a +2 bonus to its damage roll, and
creature you can see within range. Unless the target is the damage of your weapon is considered magical for
undead, it must make a Constitution saving throw. On a the purpose of overcoming resistance and immunity.
failure, the target takes 8d10 necrotic damage and is The spell then ends after you hit.
sickened. A sickened target has disadvantage on all
At Higher Levels. When you cast this spell using a spell
saving throws and weapon attacks until the end of your
slot of 3rd level or higher, the bonus to the damage rolls
next turn. On a successful save, the target is not
increases by 1 for every spell slot level above 1st. When
sickened.
you cast this spell with a 6th level spell slot, rather than
If you target an undead with this spell, the target does making a weapon attack, the weapon attack hits.
not make a saving throw. Instead, roll 8d10. The target
gains half the total as temporary hit points.
6th-level evocation
At Higher Levels. When you cast this spell using a spell Classes: Ranger
slot of 6th level or higher, the damage or temporary hit Casting Time: 1 action
points of the spell increase by 1d10 for each slot level Range: Self
above 5th. Components: V, S, M (a melee or ranged weapon worth
at least 1 sp)
Duration: Instantaneous
1st-level illusion
Classes: Warlock, Wizard You unleash the power of the wilds against a creature
Casting Time: 1 action that you have designated for death. You brandish the
Range: 30 feet weapon used in the spell’s casting and make a melee or

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
ranged attack with it against one creature within the brandish the weapon used in the spell’s casting and
reach or range of your weapon. make a melee attack with it against one creature within
reach of your weapon.
On a hit, the target suffers the weapon attack’s normal
effects, and you can cause the target to become On a hit, the target suffers the weapon attack’s normal
afflicted with the destructive power of the wilds. effects, and you can cause the target to erupt in divine
Choose one of the following: energies, causing it to take 10d8 radiant or necrotic
damage (your choice), and cause one of the following
• Frozen Tomb. The target takes 6d8 cold damage
effects of your choice:
and must make a constitution saving throw. On
a failed save, the target is frozen until the start • You regain half the necrotic damage (rounded
of your next turn. While frozen the target is down) dealt to the target as hit points
considered petrified, but with a vulnerability to • Grant allied creature within 30 feet of you hit
fire damage. points equal to halve the radiant damage dealt
• Furious Tempest. The target takes 6d8 lightning (rounded down), divided between them
damage and two creatures within 60 feet of the • Cause attacks against the target to have
target must make a dexterity saving throw. On a advantage until the start of your next turn
failed save, a creature takes 6d8 lightning • Cause the target to take 2d8 radiant or necrotic
damage, or half damage on a successful save. damage (your choice) at the start of each of its
• Mortal Wound. The target takes 6d8 magical turns for 1 minute.
damage the same type as your weapon’s. The • Prevent the target from regaining hit points
target suffers a grievous wound, and cannot until the end of your next turn
gain advantage on any attack roll, saving throw,
or ability check for 1 minute. On a miss, the target suffers only 4d8 radiant or
necrotic damage (your choice).
• Serpent’s Fang. The target takes 6d8 poison
damage and must make a constitution saving
throw. On a failed save, the target is poisoned 3rd-level transmutation
for 1 minute. On a successful save, the target is Classes: Wizard
poisoned until the start of your next turn. Casting Time: 1 hour
• Volcanic Blaze. The target takes 6d8 fire Range: Touch
damage and must make a dexterity saving Components: V, S, M (A set of powdered rubies, worth
throw. On a failed saving throw, the target is 300 gp, which is consumed when cast)
magically lit aflame. While aflame the target Duration: Instantaneous
takes 3d8 fire damage at the start of its turn.
The target can only put out the flames using its You inscribe scarlet tattoos upon a creature within
action. range for the entirety of the spell’s casting. The tattoos
allow the target to endure as an arcane conduit.
On a miss, the target suffers only 3d8 magical damage
of the same type as your weapon’s. The target can use one of their attunement slots to
attune to an arcane spellcaster. While within 100ft of an
attuned spellcaster, the target and you gain the
6th-level evocation following features:
Classes: Paladin
Casting Time: 1 action You and the target can communicate telepathically.
Range: Self Additionally, as an action, you can see through the
Components: V, S, M (a melee weapon worth at least 1 target’s eyes and hear what they hear until the start of
sp) your next turn, gaining the benefits of any special
Duration: Instantaneous senses that they have. During this time, you are deaf
and blind regarding your own senses.
You draw upon your faith, transforming your weapon
strike into an assault of unfettered divine energy. You

This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards. Portions
of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Finally, when you cast a spell with a range of touch, the teleports you increases by 10ft for each slot level above
target can use their reaction to deliver the spell as if you 3rd.
had cast the spell. If the spell requires an attack roll, the
target can make a weapon attack to deliver the spell,
3rd-level evocation
dealing the damage of their weapon and the effects of
Classes: Sorcerer, Wizard
the spell on a hit.
Casting Time: 1 action
Range: 120 feet
2nd-level divination (curse) Components: V, S, M (a snowball)
Classes: Warlock Duration: Concentration, up to 1 minute
Casting Time: 1 action
You unleash a gale of ice and snow at a point in range.
Range: 60 feet
Each creature in a 30-foot radius of that point must
Components: V, S, M (a statuette with its eyes carved
make a Constitution saving throw. On a failed save, a
out)
creature takes 6d8 cold damage and is restrained until
Duration: 1 minute
the start of your next turn. On a successful save, the
You attempt to curse a target within range, making its target takes half as much damage and isn't restrained.
eyes your own. The target must make a wisdom saving
At Higher Levels. When you cast this spell using a spell
throw or become cursed. On a successful save, the
slot of 4th level or higher, the damage increases by 1d8
creature is not cursed.
for each slot level above 3rd.
For the duration, your eyes stream black tears. You can
perceive from the cursed target’s space, using any
7th-level evocation
special senses it possesses. Furthermore, you can cast
Classes: Bard
spells from the space of the cursed creature, as if you
Casting Time: 1 reaction (taken when an ally takes an
were located in its space.
action)
If you cast this spell on another creature, this spell ends Range: 60 feet
on the first creature. Components: V
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the duration of the spell You encourage an ally, helping them regain themselves
increases to 1 hour. If you cast this spell using a 6th and get back in the fight. Choose one ally within range.
level spell slot or higher, the duration increases to 24 That ally regains 4d8 hit points, and gains advantage on
hours. If you cast this spell using a spell slot of 9th level, its next attack roll or saving throw it makes (you choose
the duration lasts indefinitely. which).

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


3rd-level conjuration slot of 8th level or higher, the hit points regained
Classes: Warlock increase by 2d8 for every slot level above 7th.
Casting Time: 1 bonus action
Range: Self
1st-level conjuration
Components: V
Classes: Sorcerer, Warlock, Wizard
Duration: Instantaneous
Casting Time: 1 action
You teleport up to 30 feet to an unoccupied space that Range: 60 feet
you can see. After you teleport, you are surrounded by Components: V, S, M (a small effigy of a humanoid)
clinging shadows, causing you to be lightly obscured Duration: Instantaneous
until the start of your next turn.
You harness your magic to better position the
At Higher Levels. When you cast this spell using a spell battlefield. Choose one creature within range. The
slot of 4th level or higher, the distance of the spell creature must make a charisma saving throw against

This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards. Portions
of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
your spell save DC. A creature can choose to fail this movement speeds are reduced to 0, and it becomes
saving throw. immune to all damage until the start of your next turn.

On a failed save, you can teleport the creature 10 feet At Higher Levels. When you cast this spell using a spell
to a location within range of this spell. On a successful slot of 6th or higher, you can target an additional
save, you can use your reaction to deal 1d6 force creature within range of the spell for each spell slot
damage to any creature that succeeded on the saving level above 5th.
throw.

At Higher Levels. When you cast this spell using a spell 4th-level conjuration
slot of 3rd level or higher, the distance you can teleport Classes: Ranger, Warlock, Wizard
the creature increases by 5 feet for each slot level Casting Time: 1 action
above 2nd level. The number of creatures you can Range: 60 feet
target with the spell increases by 1, and the damage Components: V, S, M (a weapon worth at least 1 sp)
increases by 1d6 for every two slot levels above 2nd. Duration: Instantaneous

You flourish the material component used in the casting


2nd-level transmutation and then vanish, striking like the wind. Choose up to
Classes: Sorcerer, Warlock, Wizard four creatures you can see within range. Make a
Casting Time: 1 bonus action weapon attack or melee spell attack against each
Range: Touch target. On a hit, a target takes 6d8 magical damage. The
Components: V, S, M (a spider, which is swallowed) magical damage is the same type as your weapon’s.
Duration: Concentration, up to 1 hour
You can then teleport to an unoccupied space you can
Until the spell ends, one willing creature you touch see within 5 feet of one of the targets you hit or missed.
gains the ability to move up, down, and across vertical
At Higher Levels. When you cast this spell using a spell
surfaces and upside down along ceilings, while leaving
slot of 5th level or higher, you can target one additional
its hands free. The target also gains a climbing speed
creature within range for each slot level above 4th, and
equal to its walking speed.
the damage against each target increases by 1d8.
At Higher Levels. When you cast this spell using a spell
slot of 3rd or higher, the spell duration is increased by 1
5th-level evocation
hour for each spell slot level above 2nd. If you cast this
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
spell using a 5th level spell slot or higher, the spell no
Casting Time: 1 action
longer requires concentration.
Range: Self
Components: V, S
5th-level enchantment Duration: Concentration, up to 1 hour
Classes: Sorcerer, Warlock, Wizard
A 10-foot-radius sphere of sunlight spreads out from a
Casting Time: 1 action
point you choose within range. The sphere is bright
Range: 60 feet
sunlight and sheds dim light for an additional 10 feet.
Components: V, S, M (a small purple glass globe)
Duration: Instantaneous If you chose a point on an object, you are holding or one
that is not being worn or carried, the light shines from
You affect others directly, removing their threat, if but
the object and moves with it. Completely covering the
for a moment. Choose three creatures within range of
affected object with an opaque object, such as a bowl
this spell, which can include yourself.
or a helm, blocks the light.
A targeted creature must make an intelligence saving
If any of this spell's area overlaps with an area of
throw. A creature can choose to fail the saving throw.
darkness created by a spell of 4th level or lower, the
On a failed save, a creature is incapacitated, its
spell that created the darkness is dispelled.

This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards. Portions
of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At Higher Levels. When you cast this spell using a spell You unleash a jubilant shout as your strike a foe,
slot of 6th level or higher, this spell dispels darkness of a harrying it, all while encouraging your allies to follow
level equal to the spell slot expended or lower. your lead. You push the creature you damaged 5 feet in
a direction of your choice, and one ally within range can
move 5 feet.
6th-level illusion
Classes: Bard At Higher Levels. When you cast this spell using a spell
Casting Time: 1 reaction (taken whenever you or an ally slot of 2nd level or higher, the distance you push the
within 30 feet succeeds on a saving throw) creature and the distance your ally moves increases by
Range: 30 feet 5 feet for each spell slot level above 1st.
Components: V
Duration: Concentration, up to 1 minute
7th-level evocation
You create a temporary illusion, allowing your allies a Classes: Wizard
moment of healing respite before continuing into the Casting Time: 1 action
fray. Any ally within range (including yourself) that Range: 60 feet
succeeds on a saving throw against the same effect Components: V, S, M (a miniature platinum sword with
(such as a fireball) does not take any damage from the a grip and pommel of copper and zinc, worth 250 gp)
effect and instead regains 5d8 hit points. Duration: 1 minute

At Higher Levels. When you cast this spell using a spell You create a sword-shaped plane of force that hovers
slot of 7th level or higher, the hit points regained within range. It lasts for the duration. When the sword
increase by 1d8 every slot level above 6th. appears and as a bonus action on your turn, you can
mentally command to the sword to do one of the
following:
7th-level evocation
Classes: Druid, Sorcerer, Wizard Attack: You can move the sword up to 20 feet towards
Casting Time: 1 action a creature and make a melee spell attack with the
Range: 60 feet sword against a target of your choice within 5 feet of
Components: V the sword. On a hit, the target takes 3d10 + your
Duration: Instantaneous spellcasting ability modifier force damage.

You unleash a devastating clap of thunder at a point Guard: You can move the sword up to 20 feet towards a
within range. Any creature within 10 feet of the point creature. While the sword shares the space of an allied
must make a constitution saving throw. On a failed creature, it attempts to guard it, granting the allied
save, a creature takes 8d12 thunder damage, and is creature half cover. The first time a hostile creature
stunned until the start of your next turn. On a moves within 5 feet of the guarded creature, you can
successful save, a creature only takes halve damage and make a melee spell attack. On a hit, the target takes
is not stunned. 3d10 + your spellcasting ability modifier force damage,
and you cannot attack with the sword again until you
At Higher Levels. When you cast this spell using a spell
mentally command it again.
slot of 8th level or higher, the damage increases by
2d12 every slot level above 7th. At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, the damage of the spell
increases by 1d10 for each spell slot level above 7th.
1st-level enchantment
Classes: Bard
Casting Time: 1 reaction (which you take in response to 4th-level illusion
dealing damage to a creature) Classes: Ranger, Warlock, Wizard
Range: 30 feet Casting Time: 1 bonus action
Components: V Range: Self
Duration: Instantaneous

This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards. Portions
of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Components: V, S, M (a weapon worth at least 1 sp) the creature must be capable of the movement, and it
Duration: Concentration, up to 1 minute will not move into anything it perceives as hazardous.

You flourish the material component used in the casting At the end of its turn, the target must make a wisdom
and vanish from sight. For the duration, at the end of saving throw. On a successful save, this spell ends.
each of your turns, you become invisible. This invisibility
At Higher Levels. When you cast this spell using a spell
lasts until you make an attack or cast a spell.
slot of 3rd level or higher, the distance the creature
Additionally, as a bonus action whenever you hit a moves increases by 5 feet for every spell slot level
creature with an attack you made while invisible against above 1st.
a target that cannot see or sense you, the target must
succeed on a Constitution saving throw or be stunned.
5th-level transmutation
At Higher Levels. When you cast this spell using a spell Classes: Wizard
slot of 4th level, the damage of the attack while invisible Casting Time: 1 action
increases by 1d8 for each slot level above 3rd. Range: Self
Components: V, S, M (a shield or weapon adorned with
a crest)
2nd-level enchantment
Duration: 1 Hour
Classes: Bard
Casting Time: 1 bonus action You endow yourself with endurance and martial
Range: 60 feet prowess fueled by magic. Until the spell ends, you can’t
Components: V cast spells, and you gain the following benefits:
Duration: Concentration, up to 1 minute.
• You gain 50 temporary hit points. If any of these
You speak a verse of battle, coordinating your attacks remain when the spell ends, they are lost.
with that of an ally. Choose an ally within range. That • You have advantage on attack rolls that you make
ally can make one weapon attack. with simple and martial weapons.
• When you hit a target with a weapon attack, that
At Higher Levels. When you cast this spell using a spell
target takes an extra 1d8 magical damage of the
slot of 3rd level or higher, the damage of the attack the
same type as your weapon’s.
ally makes increases by 1d8 for every slot level above
• You have proficiency with all armor, shields,
2nd.
simple weapons, and martial weapons.
• You have proficiency in Strength and Constitution
2nd-level enchantment (curse) saving throws.
Classes: Warlock • You can attack twice, instead of once, when you
Casting Time: 1 action take the Attack action on your turn. You ignore
Range: 90 feet this benefit if you already have a feature, like
Components: V, S, M (a small statue of something you Extra Attack, that gives you extra attacks.
fear) • You can end the spell using an action, but you are
Duration: Concentration, up to 1 minute stunned until the start of your next turn.
You attempt to curse a target within range, unleashing a Immediately after the spell ends, you must succeed on a
nightmare in its waking moments. The target must DC 15 Constitution saving throw or suffer one level of
make a wisdom saving throw or become cursed and exhaustion for every two hours spent under the effects
take 3d8 psychic damage. On a successful save, the of the spell.
creature only takes half damage and is not cursed.
At Higher Levels. When you cast this spell using a spell
While cursed, the cursed creature perceives horrific slot of 6th level or higher, the temporary hit points
images around it. When you cast this spell and on your granted increases by 10 for each slot level above 5th,
subsequent turns for the duration, you can cause the and the damage on a hit with a weapon attack increases
creature to move 10 feet in a direction of your choice, by 1d8 for every two slot levels above 5th.

This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards. Portions
of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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