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XANATHAR'S GUIDE To EVERYTHING CREDITS Lead Designers erery Cran, ie Mears Designer Hovet) Sarva Raa ecg Acar te, Cvitopher Ping, Mat Senet Developmen Sen Petror Managing Er een Craft ‘dina ing Mechel Cuter, tt FtegraldGny ‘Nilo et Dc Shaun Noes ‘Graphic Desig To over tlattr (erative Cove ‘ctor stator fob Alngraer Mark Gen, Ec else ‘imtoo Crasher Bedi Nesk ray, Sar Bury, ed Zito, Oe Dre, espe fing Way Egan. Leh. se oc oa ere ya Br sel Sper Coy Magee: be he Pron Serer Cys Caw jefoesn Dung, Dvd ‘This beok chides same subclass snd spel hat rina “Spyro in Par of he Apc 208) and Sho Coast Remar: Code (215) ‘ther 80 Team Members Eat Carel Teo Kid Christopher Cimon, sely easily Rese Li Schuh Nan Pyles Charles Resco Dan Mine, Dave Kove Daven Onis, Kena Engng eos Abad, Robert Ana Pi tlzon RobersAlzn, iy Anderson, Pai parc Pal Van Brion, Des hue, Ano Bis, chs don, Jaton Bae (ON THE COVER Nanathorgae ving on pat ch. ned his cove arte! basen Rel fetus x reat many Panatha’s sso areene.co7 G € ery Wetrena, Tey Benson Deb Bern, Stacy Beret im ee tavern Bloor re Ken rece, Roser. by: Bie, Matic ase, at burton, Dwi Calendes, Wit Clon Refare Charan Wayne Chang ve hang rhe Be Muto, Ghote Ad Dandy, Crt Duval by Rss Engel Adon pe Os M Eva stn Ft Jared Fegn Frank Ful, a i, rls Fl, ye Cars en Caton Lows Gers Cone ranule Marne: Cora, Beret io card Coen kevin ge, chstaper Hac, homer eneebeck Sing Here sth Hi Hotiman Scot lr, Pai Hughes, Dal chap ‘Sener amon Mata Jc ota, Sn ost Kec nar Joc auto Bl raat Ken ake Kee Chet King Bs Meiners, Sevan Erg, Dad koi Yan aca jn arin Mare -amkin Shane aay, Stephen Line Herre Neha tang onan tenga Cn Lowe. tevin vibe Michael yon Matter avanda foe Mars sb Masato Che MeBunicl Crs MeCever im Kay, fia heres rk rds, cu hel, Bod Midler Mie Mite Markle Paige Mir, an il Slay Nl, Dai Mima Daren ache 7 Fasqut Malina, Seat Moore, David Mois sre WatahawJoDee Mure, Josue Mure, wil Hers Wier Kvn Nef, Oni! “KB Olver, Cigar Pewihatey-AlanPoich, ss Prase, Mat; Petzl Zachary Pela Cvs besa he Pulao, jcc Rect Rly, Rent ‘an in Sam Robertson, Care bles, Era Rodarte, Mathew Ich-Zme forse Nathan Ror ave Rose, Dvd Ras fy Rtccbery AC. Rye Area Saucer Bean Scindevel Fen seteurjnes Somes, he eer Jonathan Conor Se, Nchelas Serer Artur Severance Son Sele. iy SB¥3 the Dead Squnfrancas Ps Llewe Keaton Stsros Matnew ‘Tie Daryl stn A. Thomas, au Themen, jan jun Mathew ari, Cae Water Wathen, Ere Weber Werner, Gayest Body Wield, rsh Wilas, Cavs (ON THE ALTERNATIVE COVER Hydro nes for a swenin tis sy pried sh ns kno mth bh tot CONTENTS Introduction : (Gh. IsCharacter Options ‘Primal Paths thot the Ancestral Guardian Path ofthe Storm Herald Path ofthe Zea Callege of Swords Collegeof Whispers ter z Divine Domain Slicer Servings Pathoon Philosphy or Fore. Circle of the Shepherd Learning east Shapes. Maral Archers, Arcane Archer Cavalier ay ofthe Dranen Masor ‘Sacred Oaths Outhof Congest Oath of Redemption Rang. Rance Archetypes. Gham Staler. Horizon Walker Monster lye Rogish Archetypes Inguistve Sore nn ‘Sorcerou Grigio Shadow Meg Storm Sorcery Other work Pavone The Hexblade. Elite lvoetions Waar ‘Acsne Treo, ‘This Is Your Life Origins (Ch. 2: Dungeon Master's Tots ‘Simuanents Efex. Fang Flying Creatures and Falling. ‘Waking Someone Adamansine Weapons ‘Tool Profcencis, Toolsand Skills Toate Perceiving Caster at Work Heating» Spel Invalid Spell Targets Eneounter Building. ‘Quick Matchups Random EncountersiA Word ef Possitles Desert Eacounser. Noustsin Enooumers, Swamp Encounters Underdark Encounters Underwater Ereoonters Urtan Encounters Traps Revised Sidebar: Makiog Traps Mec Designing Sinole Traps. Compr apt Stdebars Comgten Traps ad Legendary Monsters Downtime Revised Ceateg an tem. Religious Service Research Seriya Spell Sco Selig Magi Rem Tesining 3 13 13 05, 130 120 131 11 134 14 Awarding Mage Hens ‘Sider Behind the Desa: Magic item Distribution Comen Magi Items Nescoomyine Caner? ‘Common Hem a Magi Ten Tales ‘Dawn es Ch. 3e Spat ‘App: A Shared Campaigns. ‘App-Bs Character Names BI, Half Hale English re French S German Jepnoese INTRODUCTION rveatl THE BUSTLING CrTY oF WaTeDsE?, 4 beholder erime lord keeps tabs on everyone land everything ors the beheldos thinks Known as Xanathar, this bizarre being be Tieyesitean gather information on everything inthe Dunczons & Dkacons multiverse ‘The beholder desiresto know ial! But no matter what the beholder lerns and what treasures it Acquires, ls most prized possession in all the mult terse remains its goldfish, Sylar. ‘The frst major rules expansion othe ith edition of D&D, anathar's Guide to Everything provides a wealth of new options forthe game. Xarathar might not be able to realize is dream to know everything, but this book floes deve into every major part ofthe game: adventur- fers theiradventares, and the magic they wie. UsinG TuIs Book ‘Writes for both players and Dungeon Masters, this book offers options to enkance campaigns in ny world, ‘whether you're adventuring in the Forgotten Realms, “nother official D&D setting, ofa word of your own creation, The options hers build onthe oficial rules Contained within the Payers HandBook, the Moastor ‘Manual, andthe Dungeon Masters Guide, Think ofthis book asthe companion to those volumes balls on their foundation, exploring pathways first ain those publications, Nothing herein is required fora D&D cam. paignthis is nota fourth core rulebook but we hope i will provide you new ways to enjoy the game, ‘Chapter 1 offers character opcons that expand on those offered inthe Player's Handbook Chapecr 2 isa toolkit for the DM that provides new resources for run ting the game and designing adventures al oft built ingen the Monster Mania! aod the Dungeon Master’ Guide. Caper 3 presents new spells for player charac ters and spellasting monsters to unleash, ‘Appendix A provides guidance on running a shared campaign, similar tothe activities staged by the DAD Adventurers League, and appendix B contains a host of tables that allow you to quickly generate names for she characters in Your D&D stories. ‘As you peruse the many options herein, youl come across observations from Xanathar itself Like the beliolder's roving mind, your reading wl ake you to placesin the game familiar and new. May you enjoy the journey! UNEARTHED Arcana Much ofthe material inthis book original appeared in Unezrthed Arcana, series of online aries we publish ‘toexplore rls that might ofcialy become par ofthe [Enme, Some Unearthed Arcana oferings don't ed up fesonating with fane and 38 ret aside the te being “The Unearthed Arcana mater that inspired the options au 2 inthe following chapters was wellrecived and, thanks to lads Baek, Saye {edad from thousands of ou, has been eeied ito the seb fib te oficial forms presented here o ; ar, Pigs ot TU pea kbs me tay apn eh Lion athe bogrr Tue Core RULES This book relies on the rales in the three coe rl books. The game especially makes frequent use of the rules in chapters 7-10 ofthe Players Handbook Using Abily Seores,"*Adventuring” “Comrbat," and ‘Spelcasting” That books appendix Ais also erucia incontnins definitions of conditions, like invisible and prone, You doa’ need to know the rulesby bear, bu its helpel to know were tofind them when you need them. if youre a DM, you should also know where to look. things up inthe Dangean Masters Gide, especially the rules on how magisHems work (oe chapter ofthat boo). The introduction ofthe Monster Marua ic your guide on how touse a monster's stat block. ‘Tue DM ApyjupIicATEs THE RULES (One rule overrides all others: the DMs the final author ity on bow the rules workin pla Rules are part ofwhat makes D&D a game, rather than just improvised storytelling The game’ rules are ‘meant o help organize, and even inspire, the ection of a D&D campaign. Tae eles area too, and we want our tools to be as effecive as possible. No mater how good ‘hose foo might he, they needa group of players 0 bring them tolife end a DM to guide thelr wee The DM is key. Many uneapected events can occur in & D&D campaign, and no set of ules could reasonably Account for every contingency the rules tried todo so, the gate would become a slog. Anallernaive would be forthe rules to sverey limi what characters can do, which would be contrary the open-endedness of D&D. ere’ the path the game takes: it lays fourdation of rules that a DM can bulé on, and it embraces the DM's role as the bridge between the things the rules address sod the things they dont. Ten RuLes To REMEMBER A few rules inthe core rulebooks sometimes trip up a new player or DM Here are ten of those rues. Keep ing them in mind wil help you iterpret the options in this book, EXCEPTIONS SUPERSEDE GENERAL RULES General rules govern each part of the game For exam le, the combat rks tel you that mie weapon attacks tise Strength and ranged weapon attacks use Dexterity. Thats a general rile, ané a general ue sie effect as long as somethingin the game doesnt explicitly say otherwise The game also includes lements—class features, spell mag items, monster abilities, and he like—that sometimes contradit a general rue. When an exception anda general rule disagree, the exception wins, or ex ample, if feature saya you can make melee weapon a tacks using your Charisma, you can do so,eren though that statement disearees with the general rule Rounp Dowx Whenever you dive or muitiply a number inthe game, round down ifyou end up witha fraction, even ifthe fraction is one-half or greater ApvawTace AND DisADVANTAGE ves ifmore than one cir gives you advantage or disadvantage ona rol, you have « only once, df you have acvantage and disadvantage on the same roll they cancel each other. Comstnixe Dirrexewr Evrecrs Dilfereat game effects can aflecta tar ime, Far example, two diferent enelits ean give You ‘bonus to your Armor Class, Bu when two oF more effects have the same proper name, only one of them (the mest powerful one if ther benefits aren identical) applies while the durations ofthe effects overlap. Forex “mip, i bless seas o you when youre tll under the tffet ofan earlier bess, ou gan the benefit of only one tasting Similarly fyoure in the radi af mare than ‘one Aura of Protection, you benedtonly from the one REACTION TiMiNG Certain game features let you take a special action, called reaction, i response to some event. Making ‘opportunity attacks and casting the shield epell are two ‘gpleal uses of reactions. Ifyou unsure when arexc tion occurs in relation to its rigger, hee'the rue: the reaction happens afer its tigger completes, unless the Aleserition ofthe reaction expicty says otherwise ‘Once you take a resction, you ea take ancther one until the startof your next turn, RESISTANCE AND VULNERABILITY Here's he orer that you apply modifiers to damage: (1) any relevant damage immanity, (2) any addition of sub traction tothe damage, (3}one relevant damage resis tance, and ntcamage voleerabilty Evenif mule sources give you resistance a ype of damage youre taking, you can apply resistance tot nly once. The same is tre of vilerability Proriotency Bonus if your proficiency bonus applies toa roll you can add the bonus only once to the rol, even if mip things in the game say your bonus applies. Moreover, more shan tne thing tells you to double or halve your bons, you double only once or halve ical ance before apply Ing. Whether multiplied, divide, or left atts nortal valu, the bons can be used only once per rl, Bonus Action SrELts [you want to cast a spel that has a casting time of 1 | bonus action, remember that you cant cast any other spells tefore or after it on the same turn, except for can teips with a casting ime of 1 action, ConcenTRation {us soom a you start eastaga spllor using a special bility that reqsies concentration, our concentration fon another eflect ends insanty ‘Temporagy Hir Ports Temporary hit points arent cumulative. Ifyou have te porary hit points and receive more of them, you dit ‘ei dhem together, unless game feature says You can 4 Instead, you decide which temporary hit points to keep YZ ie Wain ricutes IN ANY D&D camPuten y fre the characters created by the players. Te heroics, fll righteousness, and po ( tential villainy of your characters area the \ heart of the story. This chapter provides a voristyof new options for them, focusing ‘on aditonal sulclases foreach of the classes in the Player’ Handbook Each class offers character-defining choice a Ist 2nd Se level that unlocks 8 series of special fea tures not available tothe cass asa whole. That choice {called a subclass. Fach class has a collective term that describes its subclasses; in the fighter for instance, the subelasses are called martial archetypes, and in the paladin, theyre sacred eaths, The table below identifies Suactasses lass Subclass vel vate serbia path oF tHE ARERR Guardian”) arian Patho he storm Herald a Barbarian Prthofthe Zalt aa Bard Colege of Clamour dee ad Coles of Swords ae are Colege of Whpee xd Clare Forge Dera Did Crdeaf overs 2a Druid __Cirde ofthe Shepherd 2d Fighter Areane cher nd Fighter Cavalier hd Fighter Samu sa Mork —-Wayofthe Drunken Naser ud Monk Way ofthe kenses 318 Monk Wayofthe sun Soul re Palads Oath of Conquest he Falasn Oath Redemption ye aight las Staer ¥ Ranger Hovzon Walker he Ranger Monster Sayer sia Rogie Inquisitive ya Rogue Mastermind sea Rogue Seeut we Rogie Swashbuce ua Sorcerer Divine Soul it Sorcerer shadow mage ra Sorcerer StarmSorary is Watock The Celestial 1st | Warck The Heide vat Wind War Magic 2d CHAPTER | _ CHARACTER OPTIONS ach of the subclasses in this book. n addition the sec tion for druids presents details cn how the Wild Shape feature works, and the warlock receives a collection of fnew choices forthe casss Eldritch Imocations feature Each ofthe class presentations leads off with advice ‘on how to eld depth and detail your character's per Sonality. You can use the tables in these sections a5 Source of inspiration, o ola die to randomly deter Following the subclasses, the section called “This is Your Life” presents «series of tables for adding detail to you charatter’s backston The chapter concludes with a selection of feats forthe races in the Player's Haebook, offering ways to deve deeper nto a character's racial entity Description Cells on the si atone cesta to preter aes Filed with rage that channels he pri magic ofthe storm Fledby religous za tat vis devtracton on foes Welds te begaing glorious magicofthe Fey Entertains and slays with daring ets cfweapen prowess Pians fear and doubt nthe minds of ethers Cladinheny armor, serves a gc ofthe forge orcteaton Opposes te bit oF urdeath ends weurds, guard the weir andes hough leans ‘Summons nature spits to bolts fends an hat foes Inbves rows wih spectacular map ees Defends lis and knocks down enemies, often on hoseback {Cemnines resilience wih courtly elegance and mighty ses Confounds foes through marl artstradonispred bythe saying ofa deurard “Transfers int brats of fire and searing bls ofhght Strikes tear in eeres and cushes re forces of chaos refuse mary ox epheousness (Una fhe dk lene tales and abuses foes Finds poral other worlds and charel plana’ mapc Huns dwn erstues ofthe rgh an wie of gi mage Roots ou sectts, ain toa matefl detective ‘Corrbines stealth wih track or sur Delivers ay stiles wth speed and pana arnesees magic bestowed by» god other dvine source ‘lcs the grim magic the Shadow Caches wth te ower of he torn Forges pact with abeng for celestial ralms Serves shadowy enity that bertows dead curses Maes eveation and aburation magieto dominate she baafelé BARBARIAN ‘ave WirwesseD THE INDOMITABLE PERFORMANCE OF ‘barherians onthe eld of battle, and itmakes me wonder ‘what force es tthe heart oftheir age —Seret,archwizard ‘The anger felt bya normal person resembies the rage of a barbarian in the same way thata gentle breeze is akin toa farous thunderstorm, The barbarian’ driving force Comes from 2 place that transcends mere emotion, mak ing its manifestation al the more terrible. Whether the Jmpetus for the fury comes entirely from within or from forging a link with a spirit animal, aging barbarian ‘becomes abe to perform supernatural feats of strength and endurance, The outburst i temporary, but while it lasts it takes over body and mind, driving the barbarian ‘on despite peri and jury, unl the last enemy falls ean be tempting o pla’ barbarian character that in straightforward application ofthe lassie arche type_abrute,and usually a dimwitted one at that, who rushes in where others fear to read. But ct all the barbarians inthe world ae cu rom that cloth, so you ca certainly pat your own spin on things. Either way. ‘onsider adding some fourishes to make your barbarian Standout from all others see the following section for ome ideas PERSONAL TOTEMS ‘Barbarians ent travel ight cartying Hie i the way fpersonalefects or other unecessary gear. The ew possessions they do carty often nce sal tems that Slgnifeance A personal totem significant a myetcal orga ort tled oan import are moment inthe character's ie—perhaps a remem brane from the brbarans past ora harbinger of what les afea. “A personal totem of this sort might be associated with a durberlas pit animal, or might actualy be the tem object ore ania ut suc a connection i not feeentla. One who nasa bear ttem spi, or instance, oul tl carry an eal’ feather asa persona tem. Conailer crating one ce toe personal tems for yourcharaerojete that hal a apecal ink o our Zharcter's past or fture. Thiak bout how a totem thigh act your characters actions PE ala Fines | desk fa ong sheer age en ie Shands be rien th one Pensonat Tores 6 Toem 1 Alufof fi fra salRan/wolFhatyou be fendes during hunt 2 Thrsncagle eaters giant you bya wise sha man who tol you they would ply a olen deter ining your fate 2 necklace rude fom theclavs oF ayoung ave bear hat you slew singlehandedly 83 cid 2 aml lester pouch oling tree stones tha repreent our ancestors few sl bones from he st beast Oued, ties togetheruth colored Wool Anegg-tzed stone in the spe of your spit rma thatappearec one day in your bet pouch TaTToos | The members of many barbarian clans decorate their bodies with tatoos each of which represents a signif ieaat moment in the ie of the bearer or the bearer's ancestors, or which symbolizes afeling or an atu ‘As with personal totems, a barbarian’ tattoos might or tmight not be related to an animal spi. ach tatoo a barbarian displays contributes that in dividuals identity. your character wears tatoos, what fo they look lke, and what do they represen? Tarroos 86 Tatoo 1 The wings ofan ele are spread wide eos your upper back 2 Etched on the backs of our hands are he paws of. cave ben ‘The symbol af yaur Aah ate dpajein wy pat tein song yours. The anters of an elkare inked across you back. Inigesofyour spt animal are atone long your wesponarm and hard ‘The eyes ef wal are marked on our bck o hele you see ard ward of el spits. SUPERSTITIONS _ Barbarians vary widely i how they understand life ‘Some follow gods and lnk for guidance from those deities inthe eyees of nature and the animals they en ‘counter. These barbarians believe that spirit inhabit the plants and animals ofthe world, and the berbarians Took to thea fr omens and power ‘Other barbarians trust nly inthe blood that runs in their veins andthe ste! they hold i their hands. They have no use forthe invisible worl, instead relying on their senses to hust and sureve like the wild beasts ‘hey emulate. Both of these attitudes can give ese to supersti tions. These beliefs are often passed down within a family or shared among the memivers fa slan oF 3 hunting group. fyour barbarian character has any superstitions, ‘were they ingrained in you by your family, are they the result of personal experience? ‘Superstitions. 45 Superstition 1 ifjouectarS he Banas art de you inal ‘he ous tha plagued hem in ie 2 Never inst ied Theyreall devs in guise, spacial the fiery ae ares Fave loc paw eon ie ‘he unded. That's why theylive underground 4 Magicaehings bring rouble Never sleep with nag object within tn fet fou. 5) When youwalkthvougha praveard besureto wear sire ghost might ump nt your body, 6 Famalfooks youn the eyes, hes tyngto read your though PRIMAL PaTHS ‘At ed level, a arbarian gai the Primal Path feature. The folowing options ae availabe toa barbarian, a addition o those offered inthe Pyers Handbook: the Pathof he Ancestral Gardin, the Pah othe Sorm eral andthe Path ofthe Zealot Hk tee cece pn Goer spn ce ei fo wag gn Hk: of the gormation Loin x usce diyuny LY te joe etalon thing be ae - PATH OF THE ANCESTRAL GUARDIAN Some barbarians hal from cultures that revere their an cestors, These tribes teach that the warriors ofthe past linger in the world as mighty spirits, who can guide and pretest the living, When a barbarian who follows this path rages, the barbarian contacts the sprit world and Callson thewe guardian spirit for aid ‘Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In ‘order to cement testo their ancestral guardians, bar ‘arians wh follow this path cover themes in abe rate tattoos that celebrate theirancestors’ deeds. These tattoos tell sagns of victories aginst terrible monsters and ether fearsome ev Park OF THE ANCESTRAL GUARDIAN FEATURES barn evel Feature Sed Ancestral Protector 6th Sprit hil 248) 0th Conulthe Saris, Spirt Shield (948) 4h Vengeful Ancestors, Spit Shiels (48) Ancrsrnat. ProrEcrors ‘Starting when you choose this path at Se level, spectral ‘warriors appear when you enter your rage. While you're ‘aging the first creature you hit with an atack on your turn becomes the tanget ofthe warriors, which hinder ft attacks. Until the start of your next turn that arget hhas disadvantage on any attackroll that srt against, sou, and when the target hts creature other than you ‘with an attack, that creator has resistance tothe dam ‘ge dealt bythe attack The elect on the target ends arly your rage end Spinrr Suuetp Beginning at 6th level, the guardian spirits that aid you ‘ean provide supernatural protection to those you de fend: Ifyou sre raging and another creature you can see ‘within 30 fet of you takes damage, you can use your ‘reaction to reduce that damage by 246. ‘When you reach certain levels in this lass you can dice the damage by more: by 346 at 10th level and by 4d6 a Mth vel Consors rie Sprains ‘AL 10th level you gain the ability to consult with your fancesral spirits, When you do so, you cast the augury oF larvoyance spell withoat using 2 spel slot or materia ‘components, Rather than creating aspherical sencor, {histuse of clairvoyance invisibly summons one of your ancesia spirits othe chosen lacation. Wisdom is your spellastng ability for these spells ‘Alter you cast ether spell nts way, you ean use this feature again unt ou finieh a short or long est. ‘VeNoxFUL ANCESTORS Ar Mth level, your ancestral spies grow powerful enough to retaliate. When you use your Spit Shield to ‘reduce the damage ofan ator the attacker takes a ‘inouat of force damage equal © the damage that your Spirit Shiele prevents PATH OF THE STORM HERALD All barbarians hasbor a fay within. Thie rage grants them superior strength durability, and speed. Barbar i wh fllow the Path of the Storm Herald learn to transform that rage incoa mente of primsl magic which ewirle around them, When in a fury, barbarian Of this path taps into the forces of nature to create pow erful magieal effec ‘Storm heralds are typically ete champions who train slongride druids, ranges, and others sworn to proect pature. Other storm heralds hone ther craft in lodges in ‘egiors wracked by storms, inte frozen reaches atthe ‘worlds end, or deep in the hottest deserts PaTH OF THE SrorM Herat FeaTures attaran eel Feature zd StormAura eth Stoom Soul Shing Stor fs tne ons of Ue gk oma 4f Ging ndaryound? No wale Dank war Uk ap fre & SrorM AURA Starting at rd level you emanate a stormy, magical ‘ura while you rage. The aura extends 10 feet from sou inevery disection, bat not hepugh total cover. ‘Your aura hae an effect that activates when you enter ‘your rage, and you can activate the effect again on each ‘of your turns asa bonus action, Choose desest, Sea, oF tundra. Your aura’ effect depends on that chosen en ronment, 8 detail below, You ean change your en ronment choice whenever you gain level ia tis class. Tf your auras effects require a saving throw, the DC equals 8+ your proficiency bonus your Constitu- tion medifier ‘Desert. When this effectis activated, all other eres tures in your aura take 2 fre damage cach. The damage ‘ncreases when you reach certain levels inthis lass, i creasing to 3 5h evel, 4a 10th evel, 5 at 15th evel, fad 6 at 20¢h evel ‘Sea, When this effect is activated, you can choose one other creature you cin seein your aura. The targee must ‘make a Dexterity saving throw. The target takes 146 lightning dasnage oa filed save, or half as much dan ‘ge ona suecesaal one. The damage increases when {outreach certain levels in this class, incressing to 206 {at 10th level, 346 a Sth evel, and 46 at 20% evel Tundra. When this effect satiated, each creature of {your choice in your aura gains 2 temporary hk point, as fey spints inure ito suifering, The temporary hitpoints increase when you reach certain levels in thi lass, in creasing to 3a Sth evel, 4 10th evel, 5 t 15th vel, nd Gat 20th evel Storm Sour [AcGth evel, the storm grants you beneits even when {your aura ft ative, The beneis are based on the en ‘ieonment you chose for your Storm Aura, Doser. You gain resistance to fre damage, ad you dont sufler the effects of extreme hea, as described in the Dungeon Master's Guide. Moreover, as an action you ean touch 8 larmable object that srt being worn fr carred by anyone cise and sett on Ere ‘Sea, You gun resistance to lightning damage, and syoucan breatie underwater. You also gain a swimming Speed of 30 fet “Tundra. You jain resistance to eold damage, and you dont suerte effects of extreme cld, as described in the Dungeon Masters Guide. Moreover, as an action, youean touch water and turn Sloat eubeofit int ce, Thich melts after I minute. This action fils ita creature isin the cube Snrecpine Storm {Ar 10th evel you lesen to wse your mastery ofthe storm {o protect others, Each creature of your choice has the damage resistance you gained frm the Storm Soul fez ture while the ereature isn your Storm Aura, Racine Storm At lath level, the power ofthe storm you channel grows ‘mightier, lashing ot at your foes, The effec ie Based om {he environment you chose for your Storm Aura ‘Desert, Immediately after aereature in your ara hits you with an attack, you can use your reaction to force that erature to make a Dexterity saving throw. On a failed sve, the creature takes Bre damage equal to ball ‘your barbarian level ‘Sea, When youn creature in your aura with an attack, you can use your rection fore that creature to make a Strength saving throw. Ona failed save the ‘creature isknocked prone, asf struck by a wave. “Tundra, Whenever the elfen of your Storm Aura i 2c tivated, you can choose one creaure you can seein the ‘aura, That ereature mast succeed ona Strength saving throw, or ts speod is redaced 1 O wall the start of your rex turn, as mages frost coversit PATH OF THE ZEALOT ‘Some dei insrre their followers to pitch themselves intoa ferocious battle fury. These barbarians ae real ‘ts_-warrios who chansel thelr rage ino powerful dis play of divine power. ‘Avariey of gods across the words f D&D inspire thee followers to embrace thie path Tempus fom the Forgotten Realms and Hextor and Erythnul of Grey hawk areal prime examples, In general, the gods who inspite zealots are deities of combat destrction, and violence. Nota are el but few are good. Par oF THE ZEALOT FEATURES aban evel Feature id LON ary WRISTS th FaratcalFoeus uth age beyond Death vive Fury ‘Starting when you choose this path at 3d evel, you can ‘channel divine far into your weapon strikes, While Youle raging the fist creature rou hiton each of your {urns with a weapon attack takes extra damage equal to 1d6 +halfyour barbarian level. The extra damage is ‘necrotic or radiant you choose the typeof damage when you gain this feature Wannion o THe Gops {A devel, your sou s marked for endless bate. Ifa spel, such as rise dead, has the sole effet of restoring you tolite (but not undeah, the caster dest need ma terial components a cast the spl on Yo Faxaricar Focus ‘Starting at th evel, the divine power thet fuels your rage can protect you, Iyo fall saving throw while Yyoureraging, you can eroll i, and you must use the ‘ew roll You can ase this ability only ance per rae Zeatous PReseNce Al 10th level, you lara to chansel divine power cin spire zealotry in others, Asa bonus action, you unleash battle er infused with divine eneray Upto ten other Creatures of your choice within 60 feet of you that ean thea you gain advantage on altakrlls and saving ‘hrows until the start of your nex turn ‘Once you se this feature, you cant use it again unt you isha long rest RAGE BEYOND DEATH Beginning at th evel, the divine power that Fels your age allows you to shrug of fatal Blow ‘While you're raging, having hit points doesn't knock sow uaconsciows, You sil must make death saving throws, and you sur the normal effects of aking ‘damage while at Ut points, However you would die {due tfalling death saving throws, you don de uni Your mge ends, and you die thes only you stil have O hit pont Jeanine WordsfCeton. Bu the ueon esky an atordgo tte otf te” Can onetap tthe sonreaf dex pover Ah ena manner ofthe wouldbringo suo “FeichesDansrnmasterbard Bards bring levity during grave times; they impart wis dom to offeet ignorance: and they make the ridiculous Seem sublime. Bards are preservers of ancient history their songs and tales perpetuating the memary of great ‘events clown through thme—knowlede so important that itis memorized and passed along.as orl history, to strvive even when 90 written record remains Teisalso the bard's rleto chronicle smaller and more contemporary events-the stores ofteday's heroes, Including tei feats of valor as well as theless than impressive failures. ‘Ofcourse the world has many people who can carry ‘tune or ella good story and there's much more any ‘adventuring bard than agib tongue aad a melodious ‘oice. Yet what truly set bards apart from ochers~and From one another are the style and substance of their performances. “To grab and hod the attention ofan audience, bards are typically famboyaat aed outgoing when they per form, The most famous o tem are essentially the D&D ‘world’ equivalent of pop stars. If you're playing a bard, ‘onsier using one of your favorite musicians asa role ‘model for your charac "Youcan add some unique aspects to your bard charec terby considering the suggestions that follow. DEFINING WORK Every successful bard is renowned frat Teast one plece tf performance ar typicalya song or a poem that js porular with everyane who hearst. These perfor frances are spoken abort for years by those who view them, and some spectators have had their ives forever changed because ofthe experience If your characteris jus starting ot, your ultimate de fining work likely in the future. But in order to make ‘any sort of ling at your profession, chances are you sleeady have a pose or two in your repertoire that have preven 1 De audience pessers. DeFininc Works 5 —_Dsfining Wok “The Thre Hains," abalé song coreg risiaken dees an unfettered dese 2. “Walz ofthe Myconi” ar upbeat tunethat i renin partes enjoy 3 “heredeuss Golden Arse a dramatic poem yeu claim wisinspved by your perro it 0 4 “The rates of Lustan” yur fsthand acount of being hidnaped by ea reavers 2 child 5 “AH, two Pigeons, anda Hell Hound 3b tle parody ofan incompetet noble {6 "AFool i the Abyss comedic poem shout 2 jester’ travels among demons INSTRUMENT Tabard quest forthe wtimate performance andthe highest scclaim, one's instrument is at last as impoct ont asone's vocal ability. The instruments quality of manufacture isa eral factor, of course: the best ones ‘ake the best misc, nd some bards are concinally ft the lookout for an improvement. Perhaps jest s m= portant, though, ithe instruments own entertainment tle; those that are bizarrely constructed or made of ‘aot materials ar likely to Teave a lasting impression ‘onan rience. "You might have an “off the rack" instrument, perhaps because it’ al you can afford right pow. Or, if¥our frat instrument was gifted to ou, it might be ofa more tlaborate sort. Are you satistied wit the instrument you have, or do you aspire co replace ie with something truly distinctive? Insrauments. 4 Insrument ‘A raster cad bling ae ‘Amthat horn made by ees ‘her made with row spider sik ‘An orcs drum ‘A wooden blywg cork box ‘tinker’ harp of gromsh des EMBARRASSMENT ‘Almost every bart bas sufered nt least one bad exper ‘ence in front ofan audience, and chances are youre no ‘exception, Noone Becomes famous right away, after all perhaps you hada few small dificulles eariyin your ca Feer, ar maybe i tock you a while to restore your repute tion after one agonizing nigh when the fates conspired to being about your theatriea ruin. wiU damp og oind tho / t fae Tape Ue fk Boe an re Leak \ wt mbm ops fer ok EOS ie sa ets gl coe Change my mind The ways tha performance can go wrong are as vaied asthe ish nthe sea, No matter wht sor of Uisaster might occur, however « han has the courage fd the confidence to rebound from iether pressing fon with the show [i possible) oF promising to come back tomorrow with a new performance that's guaranteed toplease EMBARRASSMENTS. 45 Embarassment 1) THe tine when your comedic song Big Tom's Hlinks—hch, by the way, you thought was bri [ants not go ove wall with 8g Tom 2 Themtine performance when a dra ovlbear tle and terrorized the cowd 2. Whonyour opening song as eur enthusiastic ut universally hated rertion of Song of he Frogneroth” 4 Thefistand lst public performance “Mit, Man © Thetimeon sagewher youre ugh fe and youthrew it down-—utich set fire ote stage © Whenyos sat onyour te by mite durngthe Sina stanza of Starlight Serenade A Barp's MusE [Naturally every bard has a repertoire of soaas and sto ries Some hardsare geseralists who can draw from ‘a wide range of epee foreach performance, and who take pride in thet versatiliy, Others adopta more per sonal approach te their at driven by thee ‘ammuse—a particular concept that inspires much of what ‘howe bards do in fron of en audience ‘Abed who fllows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance your bard character has a muse, itcould be one of the three described here, or one of your own devising ‘Nature, You fe! a kinship wile the natural world, and its beauty and mystery inspire you. For you, ree is Geply symboi. ts oots delving int the dark unknown to draw forth the power ofthe earth, while its branches ‘reach toward the sun to nosrish their Bowers and fruit. Nature is the ancient witness who has seen every ‘kingdom rise and fal even those whose names have ‘been forgotten and walt to be rediscovered. The gos of nature share their seerets with druids and sages, en ing their hearts and minds to nev ways of zeing, and ‘as with Ghose jpdviduas, you find that your ereativity blossems wile you wander in an open field of waving frase or walkin silent reverence through a grove ofan Seat oaks. ‘Love, You are on aquest to identify the essence of Arve love. Though you donot disdain the superficial leve of lest and form, the deeper form of ive that can {inspire thousands o bring joy © one's every moment is what you are interested in, Lave ofthis sor takes on ‘any forms, and you can se its presence evecywhere— from the sparkling of beautiful em othe song ofa simple fisher thanking the sea forts Bounty. You are ‘on the tral oflov, that most precious and asterious ‘emotions, and your search fils your stories and your ‘songs with veality and passin. Conflict. Drama embodies cenit, andthe best stories have conflict kay element From the mora: ingafer tale ofa tavern bral tthe saga ofan epic bale, fom a lover's spat toa rift between powerful