PILANTEIRYS JHINNIDIBOOIK
CY 3 Retelling some of the most.iconic subclasses, spells,
and feats for the world’s greatest roleplaying game.Table of Contents
Introduction______. 3
Chapter 1: Artificer ue
Optional Class Feature:
Alchemist
Chapter 2: Barbarian Options 0m!
Optional class Features
Path of the Beserker.
Chapter 3: Bard Options enmeemnmenm’
Optional Class Feature:
College of Swords.
Chapter 4: Cleric Options._.__10
Optional Class Feature:
Death Domain...
Knowledge Domain.
Nature Domain...
Trickery Domain... :
Chapter 5: Druid Options. 15
Optional class Feature:
Circle of Dreams.
Circle of Wildfire
Chapter 6: Fighter Options. cnn 19
‘Champion.
Chapter 7: Monk Options.
‘Optional Class Features...
Way of the Four Elements...
Way of the Kensel nnn
‘Way of the Sun Soul.
Chapter 8: Paladin Cee a
‘Optional Class Features.. as
Oath of Devotion...
Chapter 9: Ranger Options enna 28
28
30
Monster Slayer. 31
Chapter 10: Rogue Options mmnnn 32
‘Optional Class Feature: 32
Assassin. we BD
Chapter 11: Sorcerer Options.____34
Optional Class Features. 34
Clockwork SOUL enn 37
Draconic Bloodline. 38
Storm Sorcery
Chapter 12: Warlock Options m4
Optional Class Features.
The Celestial.
The Great Old One.
Chapter 13: Wizard Options mans
Optional Class Features. 46
‘School of Necromancy.
Chapter 14: Other Player Options. 49
‘Adventuring Equipment.. 49
Feats coe ee soeeedco)
SPEUS renee 82
Epic AdVentur eS smonun'2
63
65
67
69
70
72
73
76
77
Rogue 79
“80
83
“ae
Credits
Lead Desiorer: Ryan Rose
Mariaging Editor: Ryan Rose
Content Development: Shiloh Berscheid, Miles Davila,
Rob Gunningham, Jake Hilton, Ryan Rose
Editire: Miles Davila
Cover Illustration: Billy Christian
Interior liustration: Ekaterina Burmak, Heonhwa Choe,
Yongjae Choi, Andrea De Dominicis, Eric Deschamps,
Jason A. Engle, Evyn Fong, Steve Prescott, Anna
Podedworna, Chris Rallis, Rudy Siswanto, Magali
Villeneuve, Kev Walker, Tyler Walpole
Benefactors: Castreek, Christian D, Ellulth, KennedyBud,
Paul Eachus, SortakindaCoolGuy, VeryGreatFrog,
UnknqwnShepherd
‘Sponsors: Brooke 8, Cao, Kanbaru
Content prt under the Open Gaming License isnot approved endorsed by leads of
Set sec ray be property of Wizards of the Coast. Copyrighe Weardsof the Coast LigaIntroduction
« omplaints about official material are rampant in
2 the Sth Edition community. Whether ts the
general dislike of whole classes or others
wishing or litle little tweaks here and there to
make more versatile and equitable subclasses
‘or the thousandth misunderstanding of problem
spells ike witch boty, there are things that Sth
Edition could do better. While Portent Press sin'no way the
expert on Se, we've found that there are ways to make the
‘game all around more balanced and enjoyable for its
layers
First and foremost, this book looks tothe subclasses with
strong narrative presence or historical tradition and seeks to
bring their mechanics inline with the narratives that they
can create, redesigning them from the ground up,
sometimes using existing features, sometimes starting with
only the flavor text written by Wizards of the Coast. After
that it takes a look at the things that support these
subclasses: optional class features, spells, class specific
options Uke Eldritch invocations, and even takes an eye to
the weapons we've come to accept as standard. All ofthese
small and large tweaks can be found in the following pages,
and we encourage you to take those to your table that ft
‘your version of the game.
On Power Creep
Many of the subclasses and optional class features
presented in the following pages are markedly more
powerful than the original versions, which may raise
Concerns about power creep, or the idea that the players get
stronger while the creatures and challenges presented in
adventures and campaigns remain untouched.
The Player's Handbook Retold looks at the "best"
subclasses of each class (such Hexblade or Battle Master)
and re-imagines the ‘suboptimal’ subclasses that were
chosen for this book in the same vein of power. f you play in
parties where every player picks an optimal class and
subclass, choosing subclasses from this book should have
no effect on the game's balance, but if your game is not as
described, you may see a slight change in party ability.
Uitimately, however, we designed the following to be
balanced against the current expectations of the game, and
‘we do not believe they will create unintended power creep.
Intended Power Creep
In some rare cass, such as wth the Optional Class Features
we've presented forthe Ranger, we have intended to create
2 stronger version than the current strongest version ofthe
pre-existing material n these cases, we wil include a note
block that explains the reasoning behind our changes and
remind players that all optional features and homebrew
should always remains atthe DM's discretion
Chapter 1: Artificer a
fase” he artficer class receives new features and.
subclasses in this section, which are
presented by level and then alphabetically.
XN tional Class
ees
You gain class features in Tasha's Cauldron of Everything
when you reach certain levels in your class. This section
offers additional features that you can gain as an artificer.
Unlike the features in Tasha's Cauldron of Everything, you
don't gain the features here automatically. Consulting with
your DM, you decide whether to gain a feature inthis.
section if you meet the level requirement noted in the
feature’s description. These features can be selected
separately from one another; you can use some, al, or none
of them,
Magical Tinkering Improvement
éitvevel articer feature, which moditis the Magical
Tkering etre
You can afect Smallor smaller nonmagialobects with
Your Magia Tinkerng.
‘You can effect arger objects as you gain levels inthis
alas, Large at at oth eve Huge at th evel and
Gargantuan at 20th level.
Artificer Infusion Options
When you choose artifcer infusions, you have access to
additional options. Options are presented alphabetically.
CONJURING COMPONENT PoucH
Prerequisite: th-evel atificer
‘tem: component pouch
\When you reach into this pouch to withdraw a material.
‘component worth 250 gp or less for a spell, the pouch
creates it,
Force SABER
‘tem: a simple or martial weapon that deals stashing
weapon
‘This magic weapon deals force damage instead of sla
damage.
Vor Hammer
‘tem: a simple or martial weapon that deals bludgeoning
weapon
‘This magic weapon deals necrotic damage instead of
bludgeoning damage.
Zap STABBER
‘tem: a simple or martial weapon that deals piercing
weapon
‘This magic weapon deals lightning damage instead of
piercing damage.Alchemist
‘An Atchemist is an expert at combining reagents to produce
mystical effects. Alchemists use their creations to give Ufe
and to leech it away. Alchemy is the oldest of artificer
traditions, and its versatility has long been valued during,
times of war and peace,
Tool Proficiency
Srblevel Alchemist feature
You gain proficiency with alchemist’s supplies. if you aveady
have this proficiency, you gain proficiency with one other
‘type of artisan’s tools of your choice.
Alchemist Spells
Srd-level Alchemist feature
‘Your experiments allow you to continuously change your
chemical solutions. You can choose two spells from any
spell list and infuse them into your alchemist supplies. The
spells must be from the schools of Evocation, Necromancy,
OF Transmutation and they must be of ist evel. You always
have these spells prepared and they count as artiicer spells
for you, but they don’t count against the number of artificer
spells you prepare.
‘At Sth level, you can choose two additional spells to have
prepared in this way, so long as they are of 2nd level. At th
level, you can choose two additional 3rd level spells; at 13th
level, you can choose two additional 4th level spells; and at
‘TIthlevel, you can choose two additional Sth level spells. All
must be from the schools of Evocation, Necromancy, or
Transmutation, you always have them prepared, and they
don't count against the number of artiicer spells you
prepare,
Create Potion
rdtevel Alchemist feature
‘When you finish a short or tong rest, you can magically
produce up to two potions of your choice from the following
options in an empty flask you touch, using your alcherist
supplies. A creature in possession of one of your potions can
can drink the potion as a bonus action or administer it to a
willing or incapacitated creature as an action.
Experimenter’s Liquid Flame, The drinker immediately
exudes a 15-oot-cone offre. Each creature in the cone must
make a Dexterity saving throw against your spell save DC,
taking fire damage equal to 2d6 + your inteligence modifier
‘on afailure or half as much on a success.
Healer’s Alchemic Curia. The drinker regains a number
of hit points equal to half your atificer level (rounded up) +
Yyour Intelligence modifier (minimum of ).
Philasopher's Handy Trick. The drinker can immediately
touch a Medium or smaller nonmagical object made of
metal and transmute it into an adamantine version ofthe
‘object for 1 minute. Whenever an adamantine weapon or
piece of ammunition hits an object, the hitis a critical hit;
‘Whenever a creature wearing adamantine armor is hit with a
‘tical hit, it becomes a normal hit.
You can have up to two of these potions at atime. if you
pt to create an additional potion, the oldest potion
5 into water or wine (your choice).
Alchemical Savant
‘xtvlevel Alchemist feature
Youve developed master comand of magical chemicals
enhancing the healing and damage you create trough
them, Whenever you cast a spell sing your alchemists
supplies asthe spelcasting focus, you gan a bonus to one
Tal ofthe spell. That roll must restore it points or be 2
Gamage ol that dels aca, fre, necrotic or poison
damage, andthe bonws equals your neigence modifier
(minimum of +).
Create Greater Potions
StrlevelAlcherist feature
Your potions enhance, upgrading as follows:
+ The fire damage dealt by your Experimenter's Liquid
Flame increases to 4d6.
‘+ When a creature drinks your Healer's Alchemic Curio.
It can end one disease or one condition afflicting it.
‘The condition can be blinded, deafened, or poisoned,
‘+The duration of your Philaspher's Handy Trick
Increases to 10 minutes, the creature can target
Medium or smaller objects~-magical and nonmagical—
land an adamantine weapon created in this way deals,
‘an additional 1d6 damage on a hit.
Chemical Mastery
{Sdvlevel Alchemist feature
You have been exposed to so many chemicals that they
pose little risk to you, and you can use them to quickly end
certain ailments:
+ You gain resistance to acid damage and poison
‘damage, and you are immune to the poisoned
condition.
*+ You can cast greater restoration and your choice of
‘harm or heal which you can make each time you use
this feature) without expending a spel slot, without
preparing the spell, and without material components,
provided you use alchemist’s supplies as the
spellcasting focus. Once you cast either spell with this
feature, you can't cast that spell with it again until you
finish a tong rest.Chapter 2: Barbarian
he barbarian class receives new features and.
subclasses in this section, which are
presented by level and then alphabetically.
tional Class
Bee
You gain class features in the Player's Handbook when you
reach certain levels in your class. This section offers.
additional features that you can gain as a barbarian. Unlike
‘the features in the Player's Handbook, you don't gain the
features here automatically. Consulting with your DM, you
decide whether to gain a feature in this section if you meet
the level requirement noted in the feature's description.
‘These features can be selected separately from one another;
{you can use some, all, or none of them,
Fathom's Fury
Sth-level barbarian feature, which replaces the Fast
Movement teatre
Your rage sustains you while submerged, White you are
raging, you gain a swimming speed equal to your walking
speed and you can hold your breath twice as long
Universal Language
7ivlevel barbarian feture
owe transcend the Spoken word Ary creatine that ex
nrdersttels Lesions Can asta at you Ey to
youmake dweatsofvoience.
Path of the Berserker
For some barbarians, rage is a means to an end—that end.
being violence. The Path of the Berserker is a path of
Uuntrammeted fury slick with blood. As you enter the
berserker's rage, you thilln the chaos of battle, heedless of
your own health or well-being,
Berserk
Srat-evelBeserker feature
‘You gain proficiency withthe Intimidation skill You can
double your proficiency bonus for checks made with this
skill while raging.
Frenzy
Jralevel Beserker feature
You learn to harness your fury and point it at your enemies.
‘When you enter your rage, you can take the Dash Action (no
action required), but you must move in the direction of a
hostile creature.
‘Adgitionally, when you use your Reckless Attack while
raging but before you make your first attack, creatures
within 10 feet of you sense your bloodlust and cringe away
from your fury. Each creature within range must make a
Wisdom saving throw (DC equal to 10+ half your barbarian
level) or take psychic damage equal to your Strength
‘modifier + your rage borus. fa creature is frightened when
it makes this saving throw, it does so with disadvantage.
‘A creature who is immune to the frightened condition is
Immune to this feature.
Mindless Rage
th level Beserker feature
You can't be charmed or frightened while raging, f you are
charmed or frightened when you enter your rage, te effect.
is suspended forthe duration ofthe rage. you reduce a
‘reatutetoO hitpoints during your age, your bloodlust
overrides the suspended condition, ending it immediately
Relive Carnage
Iotvtevel Beserker feature
You are so familar with scenes of brutality that you can
identify them with litle effort. You choose an area that you
‘can see; the area can be a cube a number of feet equal to 10,
time your Barbarian level. If you spend 10 minutes in that
‘area, reliving the carnage that took place, you know if,
‘combat occurred within the area in the last 24 hours, and if
0, the following adaitional details:
+ The exact details of each weapon attack made during,
the combat
+ The number, size, and creature type of each creature
that died during that combat
+ The exact direction all survivors traveled leaving the
area.
Untit you finish a Long rest, the visceral details of the
scene thrum in your veins, making your bloodlust palpable,
and you can use an action while raging to roar, releasing
that fury. Creatures of your choice within 60 feet that can,
hear you must make a Wisdom saving throw (DC equals 10 +
half your barbarian level) or be frightened of you for 1
‘minute. On a success, a creature is immune to ths feature
for 24 hours. A frightened creature can make repeat its
ssaving throw if it ends its turn without seeing or hearing you.
‘Once you use your action in this way, you can't do so
‘again until you reve carnage in a new area.
Retaliation
ttr-level Beserker feature
When you take damage from a creature thats within 5 feet
of you, ou can se your reaction to make a melee Weapon
attack agalnat that creature.
Ifyou did not use your Reckless Altack on feature on you
tum you can do'soasapartofthsreacton,Chapter 3: Bard
he bard class receives new features and
subclasses in this section, which are
presented by level and then alphabetically.
tional Class
Bae
You gain class features in the Player's Handbook when you
reach certain levels in your class. This section offers
additional features that you can gain as a bard. Unlike the
features in the Player's Handbook, you don't gain the
features here automatically. Consulting with your DM, you
decide whether to gain a feature in this section if you meet
the level requirement noted in the feature's description.
‘These features can be selected separately from one another;
{you can use some, all, or none of them,
College Spells
3rd-level bard feature, which modifies the Bard College
feaure
Each College gains ast of associated spel, You gain
access to these spells at the levels speced inthe college
description, Once you gain access to a college spell, you
know ft tdoest count against your numberof spelis
krown, and itcounts asa bard spell or you.
College Spells (Creation)
Srttevel College of Creation feaure
You gain the college spell at the bard levels listed in the
College of Creation table. See the Bard College feature for
how college spells work.
COLLEGE OF CREATION TABLE
Bard Level Spell
3rd find steed
5th create food and water,
7th secret chest
oth creation
College Spells (Eloquence)
Srdlevel College of Eloquence feature
‘You gain the colege spell the bard levels Usted inthe
Collage of Eloquence table, See the Bard College feature for
row college spells work
COoLtee oF ELoQueNct TABLE
Bard Level Spell
ard suggestion
sth sending
7th compulsion
sth gees
College Spells Glamour)
3rd-Level College of Glamour feature
You gain the college spell atthe bard levels listed in the
College of Glamour table. See the Bard College feature for
how college spells work.
Cottect or GLAMOUR TABLE
Bard Level Spel
3rd enthrall
Sth hypnotic pattern
7th hallucinatory terrain
Sth seeming
College Spells (Lore)
3rctevelColege of Lore feature
You gain the college spell atthe bard levels listed in the
College of Lore table. See the Bard College feature for how
college spells work.
CotteGt OF Lore Taste
Bard Level Spell
ard enhance ability
Sth tongues
7th divination
sth legend lore
College Spells (Spirits)
3rdLevelColege of Spins feature
‘You gain the college spell at the bard levels listed in the
College of Spirits table. See the Bard College feature for
how college spells work.
COLLEGE OF Spirits TABLE
Bard Level Spell
3rd augury
Sth speak with dead
7th divination
‘9th commune
College Spells (Swords)
3rd-level College of Swords feature
You gain the college spell atthe bard levels listed in the
College of Swords table. See the Bard College feature for
how college spells work.
Cottect or Sworns Taste
Bard Level Spell
ard ‘magic weapon
Sth blink
7th staggering smite
sth steel wind strikeXCollege Spells (Valor)
Srcttevel Colege of Valor feature
You gain the college spell at the bard levels listed in the
College of Valor table. See the Bard College feature for how
college spells work.
COLLEGE OF VALOR TABLE
Bard Level Spell
ard blur
sth haste
7th fire shield
oth hold monster
College Spells (Whispers)
Srtlevel College of Whispers feature
You gain the college spell atthe bard levels listed nthe
Collage of Whispes table. See the Bard Colege feature for
Tr college spels work.
COLteGe OF Wuisrers Taste
Bard Level Spell
ard detect thoughts
Sth nondetection
7th confision
Sth modify memory
Anticharm
‘th-level bard feature, which replaces the Countercharm
feature
‘You gain the ability to disrupt mind-influencing effects.
‘When a creature you can see or hear within 30 feet of you
attempts to charm or frighten a creature within 30 feet of
YyoU, you can use your reaction to expend a Bardic
Inspiration die and force the creature to succeed on a
‘Wisdom saving throw against your spell save DC or be
Unable to charm or frighten creatures until the start of its
next tun.
Collegiate Performance
1Otvlevel bard feature, which replaces te Expertise feature
20h level
Your Bard College bestows upon youa scrip, book of sheet
Imusic or other medium by which you can learn a short
agornanca Over tha coves of &shost rest you can
IS SF pcetse or rehearse version for yoused ay
estireol your ice but can hear you forthe uration,
When you do sa you gain the benef Usted under your Bard
Colege
“This feature can be used in conjunction with your Song of
Restfeature, but once you use ths feature, you cant do 50,
again utl'you tisha tong rest.
Collegiate Performance:
Creation Myth
Iotvtevel College of Creation feature
Your college's performance egales your audience with
story of creation, whether tbe of a peope, place, or object
thavencourages inventive tendencies. For the next & hous,
each creature preset for your performance, including you,
Can add your Song of Rest eto checks made with ool.
Gan choose to athe die after makes the 20 rll but
must do so before the DM resolves the check.
Additionally, for the next 8 hours, you can add your
proficiency Bonus to any tool check you make.
Collegiate Performance:
Logical Argument
10th-level College of Eloquence feature
Your college's performance regales your audience wth a
logical argument, dramatic reteling of a famous debate, or
persuasive speech that encourages discussion regarding the
hature of evidence For the next hour, each creature present
for your performance, including you, can add your Song of
Rest die to Deception, insight, and Persuasion checks. t can
choose to add the de after makes the d20 roll, but must
do so before the DM resolves the check.
‘Additional, for the next 8 hours, you can use an action to
speak an argument composed of facts and evidence to a
Creature tht can hear you. the creature has no logical
Counterargument (OMS discretion, the creature becomes
charmed by you for I minute or until deduces a flaw in
yur argument
Collegiate Performance: Fey Form
10th-level College of Glamour feature
Your college's performance regales your audience with an
expressive sculpture, artistic fashion show, or passionate
lode that encourages a discussion of aesthetics For the next
B hous, each creature present for your performance,
including you, can cast the osguise setfspel once without
expending a spell slot, sing our spelicastng ality and
spellsave DC.
‘Additionally fo the next 8 hours, you can add your Song
of Rest de to ability checks you make to investigate
illusions, perceive disguises, and to gather information
about a creature's anatomy such 3 whether a creature
tight possess uncommon strength ora proficiency witha
Skill using Strength or Dexter,Collegiate Performance:
istered Odyssey
l0th-level College of Lore feature
‘Your college's performance regales your audience with an
epic poem, triumphant score, or similar mythos rooted in the
beliefs ofthe land that encourages a conversation of lore.
For the next 8 hours, each creature present for your
performance, including you, can add your Song of Rest die
‘o Intelligence checks or saving throws it makes. can
choose to add the die after it makes the d20 roll, but must
do so before the DM resolves the check or saving throw.
Additionally, you can choose a skill rom Arcana, History,
Insight, or Religion. For the next 8 hours, you can add your
proficiency bonus to ability checks you make with the SKIL If
‘you already add your proficiency bonus, you can add it
‘twice, instead of once.
Collegiate Performance: Seance
Todrlevel Colege of Spirits feature
Your college's performance regales your audience wth an
artistic rendition ofa seance that encourages a conversation
of spirituality. For the next @ hours, each creature present for
your performance, including you, can add your Song of Rest
Ge to Religion checks and speak with undead asIthey
shared a language
Additionally, for the next 8 hours, you can cast the speak
with dead spell without expending a spell slot.
Collegiate Performance: Bladework
rocvlevel Coltegeof Swords feature
‘Your college's performance regales your audience with
word juggling, knife trowing, ora blade dance that
encourages a conversation of weapon safety. For the next 8
hours each creature present fr your performance, including
you, gains resistance to nonmagical slashing damage.
‘Adéltionalt, you can choose a spel from the paladin or
ranger spellist spel. The spell must have site or strike In
the name, For the next & hours, the spell counts asa bard
spell or you and when you cast. you can rll your Song of
Rest de. On aroll of @ or higher, ou cat the spell without
expending 2 spell sot.
Collegiate Performance:
Bisa al of a Warrior
Todrlevel College of Valor feature
Your college's performance regales your audience withthe
story ofa hero's fe by way ofan arstic media of your
choice and encourages a sense of heroism. For the next
hour each creature preset for your performance, including
you, gain the benefts of the heroism spel
“Adationally forthe duration, you can add your Charisma
modifier to your weapon attack and damage rls
Collegiate Performance:
Beaten Dance
Todrtevel College of Whispers feature
‘Your ability to impersonate other bards allows you to
choose a Collegiate Performance granted to any Bard
College, gaining the feature as iit were your own.
a
College of Swords
Bards of the College of Swords are called blades, and they
entertain through daring feats of weapon prowess. Blades
perform stunts such as sword swallowing, knife throwing
and juggling, and mock combats. Though they use thelr
Weapons to entertain, they are also highly trained and
skilled warriors in their own right.
‘Their talent with weapons inspires many blades to lead
double lives. One blade might use a circus troupe as cover
for nefarious deeds such as assassination, robbery, and
blackmail. Other blades strike at the wicked, bringing justice
to bear against the cruel and powerful. Most troupes are
happy to accept a blade's talent for the excitement it adds
to a performance, but few entertainers fully trust a blade in
their ranks,
Blades who abandon thelr lives as entertainers have often.
‘un into trouble that makes maintaining thelr secret
activities impossible. A blade caught stealing or engaging in
Vigilante justice is too great a liability for most troupes. With
their weapon skills and magic, these blades elther take up
work as enforcers for thieves’ uilds or strike out on their
‘own as adventurers.
Bonus Proficiencies
3rtlevel College of Swords feature
You gain proficiency with medium armor and the scimitarif
you're proficient with a simple or martial melee weapon, you
‘an use it as a spellcasting focus for your bard spells.
Fighting Style
3rclevelColege of Swords feature
You adopt a syle of fighting as your speclalty, Choose one
of the folowing options. YoU can't take a Fighting Style
‘option more than once, even if something in the game lets
you choose again.
Bunn FIGHTING
You have blindsight with arange of 10 feet: Within that
range, you can effectively see anything that isnt behind
total cover, even if you're blinded or in darkness. Moreover,
you can see an invisible creature within that range, unless
the creature successfully hides from you.
Duetinc
When you are wielding a melee weapon in one hand and no.
‘ther weapons, you gain a +2 bonus to damage rolls with
that weapon.
Two-Wearon FIGHTING
When you engage in two-weapon fighting, you can add your
ability modifier to the damage ofthe second attack
Inspiring Strikes
Br LevelColege of Swords feature
You earn to embellish your attacks so theaticaly they
inspire your allies. Asa bonus action, you can expend a use
of your Bardic inspiration to make a melee attack against a
creature within ange. On a hit you can grant your
expended Bardic inspiration oa creature within 60 feet
could see the attack as Ifyou had used your Bard
Inspiration feature.Secrets of the Sword
‘tirlevel College of Swords feature
Spells withthe blade tag are added to the bard spells for
you, and you lear a blade spell of your choice Your choice
must be ofa level you can cast, as shown onthe Bard table,
oa cantrp, tthe chosen spell. count doesnt count
agalnst the numberof bard spells or cantrips you know.
Blade Dance
tathr-level College of Swords feature
Your flourishes have become so mesmorzing your attacks
are more dance than duel As a bonus action, you can adopt
a magically entrancing presence while you fight, which ass
for minute, untilyou are incapacitate, or if you end your
turn without making an attack When you adopt tis mantle,
Yyou can immediately make a melee attack against a creature
within range.
For the dutation, creatures within 30 fet that can see you
can take reactions, your AC increases by anumber equal to
your Charisma modifier, you add your Charisma modifier to
Brack rolis and damage rolls made with weapons, and you
can't be grappled except by magical means.
‘Once you adopt this mantle, you can do so again untit.
you tisha ong rest.
Blade Tag Spells
The following spells gain the blade tag,
CANTRIPS 3RD
+ lade ward * blinding smite
* booming blade + conjure barrage
+ green-‘lame blade + elemental weapon
+ sword burst * haste
+ thom whip
+ true strike Ati
+ fire shield
1st + greater invisibility
+ armor of Agathys + staggering smite
+ ensnaring strike
+ ice knife STH
+ mage armor ® animate objects
+ searing smite + banishing smite
* shield * conjure volley
+ thunderous smite * holy weapon
+ wrathfol smite + steel wind strike
+ zephyr strike
=U 6rH
2np + blade barrier
+ branding smite
* cloud of daggers 7TH
+ flame blade * Mordenkainen's sword
+ magic weapon
+ shadow blade 8TH
Rerislvicapor + antimagic field
oTH
* blade of disaster
Chapter 4: Cleric
Biss he cleric class receives new features and
subclasses in this section, which are
presented by level and then alphabetically.
Optional Class
Features
You gain class features in the Player's Handbook when you
reach certain levels in your class, This section offers
additional features that you can gain as a cleric. Unlike the
features in the Player's Handbook, you don't gain the
features here automatically, Consulting with your DM, you
decide whether to gain a feature in this section if you meet
the level requirement noted in the feature’s description.
‘These features can be selected separately from one another;
you can use some, al, or none of them.
Minor Miracle
2nd-Level cleric feature, which replaces the Channel Divinity:
Turn Undead and Destroy Undead features
By expending a use of your Channel Divinity, you can cast
‘one of your it-level domain spells without expending a
spell slot You can cast higher level spells as you reach
certain levels in this clas, increasing to 2nd-level or tower
at 8th evel 3rd-level or lower at Ath evel, and tirLevel or
lower at 20th level.
‘Also, at Sth level, whenever you casta cleric spell or
expend a use of your Channel Divinity, you can create a
magical effect a if by the thaumaturgy cantip.
‘Once you cast a spell in this way, you can't cast that spell
Using ths feature again until you nish a long res.
Potent Spellcasting Improvement
‘Atyour DM's discretion, Potent Spelicasting improves in the
following ways:
Potent Spellcasting Improvement
Meh-level Arcana Domain feature
You can cast detect magic and magic missile a st level as a
bonus action instead of an action.
Potent Spellcasting Improvement
thvlevel Grave Domain featire
You can halve the gp value of material components used to
restore a creature t life,
Potent Spellcasting Improvement
‘thvlevel Light Domain feature
When you cast a spell of ist Level or higher that deals fre
damage, you can add your Wisdom modifier to one of the
damage rolls.
Potent Spellcasting Improvement
1atrLevel Peace Doman feature
You can cast a cleric spell with a range of touch at a
range of 15 feet.Beth Domain
‘The Death domain is concerned with the forces that cause
death, as well as the negative energy that gives rise to
Undead creatures. Deities such as Chemosh, Myrkul, and
‘Wee Jas are patrons of necromancers, death knights, tiches,
mummy tords, and vampires. Gods of the Death domain
also embody murder (Anubis, Bhaal, and Pyremius), pain (uz
of Loviatar), disease or poison (Incabulos, Tatona, or
Morgion), and the underworld (Hades and Hel).
DeatH Domatn Sretts
Cleric Level Spells
Ist false life, inflict wounds
2nd _blindness/deafness, hold person
3rd spirit shroud, vampiric touch
4th blight, shadow of moil
5th hold monster, negative energy flood
Bonus Proficiencies
Ist-level Death Domain featre
‘You gain proficiency with martial melee weapons and heavy
armor and in the Medicine skill.
You learn to reap the life that drains around you. When a
creature within 15 feet of you loses hit points, you can use
your reaction to draw itinto yourself. You regain a number
Of hit points equal to the total the creature loses, toa
maximum equal to 3 + your cleric level.
‘You have a number of uses of this feature equal to your
proficiency bonus, and you regain all expended uses when
you inisha tong rest.
Channel Divinity: Death's Spirit
‘2ndevel Death Doman feature
‘You can use a bonus action to strike your weapon against
your holy symbol and call ypon death's spirit. For I minute,
or untilyou are incapacitated, de, or use a bonus action to
end this effect, you are swathed in the spiritual shadow of a
deathly being. Once per turn while swathed in this way, you
can make an additional melee spell attack against a
creature within 5 feet of you when you hit with a melee
attack (no action required). On a it, the attack deals
necrotic damage equal to dé + your Wisdom modifier.
Within Death's Reach
6threvel Death Domain feature
Death extends its reach through you. You gain resistance to
necrotic damage.
“aditionally when you are under the effects of Death's
Spin, your sprit’ reach increases by 5 feet and deals
necrotic damage equal to 2d6 your Wisdom modifier.
Divine Strike
&thtevel Death Domain feature
You can infuse your weapon strikes withthe power of death
(nce on each of your tums when youhita creature with a
weapon attack, you can cause the attack fo deal an extra 8
necrotic damage tothe target. When you each ath Level,
the extra damage Increases to 208.
Death Knight
‘Tevel Death Domain feature
“The touch of death infuses your body. You gain immunity to
necrotic damage. In addition, white you are under the effects
‘of Death's Spirit, you gain the benefts of the death ward
spell forthe feature’s duration.
Knowledge Domain
‘The gods of knowledge— including Oghma, Boccob, Gilean,
Aureon, and Thoth—valve learning and understanding
above all Some teach that knowledge so be gathered and
Stared in braries and universes, or promate the practical
Knowledge of craft and invention, Some delties hoard
Knowledge and keeps secrets to themselves And sore
ppownise ter followers that they wil gan tremendous
over if they unlock the secrets ofthe rad verse Followers
Of these gods study esoteric oe, collet old tomes, detve
into the secret places of the earth, and learn all they can.
‘Some gods of knowledge promote the practical knowledge
of craft and invention, including smith deites Uke Gone,
Reorx,Onatar, Moradin, Hephaestus, and Goibhni.
Knowtenct Domain Srttts
Cleric Level Spells
Ist comprehend languages, identify
2nd detect thoughts, mind spike
3rd clairvoyance, intellect fortress
4th confusion, divination
Sth modify memory, synaptic static
Blessings of Knowledge
Istleve Knomledge Domain feature
You connection to your domains wisdom enhances your
knowledge. You gain proficiency in two sks of your choc.
‘Additionally when you would make an nteligence abity
checkusing ashi with which youre pofcent, you can
make a Wisdom check instead.
Minor Secrets
Istlevel Knowledge Domain feature
You learn to coax the trth out ofthe world around you.
(Over the course of 10 minutes, which can be accomplished
during a short or long rest, you can perform aritual to learn
the truths ofan area that you can see. The area isa cube of a
numberof feet equal to 10 x your ceric evel.‘At the completion of the ritual, you learn any two of the
following details about the area:
* Ifthe area is currently under the effects of a curse or an
illusion, such as a programmed illusion spell or the
illusions present in an aboteth’ lair.
+ If ahumanoid of your choice has spoken a lie within
the area in the last hour-though you do not lear the
lie,
* If any humanoids died within itin the last 8 hours, and
Iso, how--though you do not learn who killed the
humanoid if they were murdered.
+ Ifthere are any secret doors or traps within the area
though not the precise locations of them.
‘+ Ifany magical objects spent more than 1 minute in the
area during the last 24 hours.
Once you use this feature, you can't do so again until you
finish a long rest.
Channel Divinity: Reveal Truth
2nd-level Knontedge Domain feature
You can use your Channel Divinity to reveal dsguse and
ilusion. As an action, you can present your holy symbol
Each creature or object in a 30-oot cone originating from
your holy symbol glows a color of your choice unt the end
Or your next tum any ofthe fllowing applies
+ Itisa shapechanger or is currently invisible.
+ Itisunder the effects of ilusion or transmutation
magic.
+ Ithas told a Ue within the past minute.
A creature can attempt to resist this revelation by
succeeding on a Charisma saving throw against your spell
save DC.
Gifted
{thrLevelKnowtedge Domain feature
Your prowess for research and discovery has hardened your
mind. You gain proficlenc in ntalgence saving tow, and
You have advantage on ability checks and saving throws
against Ilsions.
‘Adaltonaly as an action you can gaze over an object
depicting writing, iconography, or imagery such as a page
froma book, a sro, a wall decorated in hierogyphics, or 2
tapestry. Uni you use ths feature agaln you can accurately
recall all details and information present onthe object.
Potent Spellcasting
‘urlevel Knowledge Domain feature
Yau add your Wisdom modifier tothe damage you deal with
ry der eatrp
[At lth evel when you casa spell of Ist evel or higher
that deste psc caroge you ean add your Wisiom
modifier to one ofthe damage rol
Major Secrets
I7th-level Knowledge Domain feature
You learn to uncover the truths of the multiverse. You always
have legend lore prepared, it doesn't count toward your
‘number of spells prepared, and you ignore the spells
‘material components.
‘Adgitionally, when you use your Minor Secrets feature,
you can cast a divination spell of 5th level or lower as a part
Of the ritual without expending a spell slot. Ifthe spell
would normally affect a range or area that is smaller than
that of your Minor Secrets area, it instead affects the entire
area,
Nature Domain
Gods of nature are as varied as the natural world itself, from
inscrutable gods of the deep forests (such as Silvanus,
bad Hai, Chislev, Balinor, and Pan) to friendly deities
associated with particular springs and groves (such as
Eldath). Druids revere nature as a whole and might serve
tone ofthese deities, practicing mysterious rites and reciting
alLbut forgotten prayers in their own secret tongue. But
many ofthese gods have clerics as well, champions who
take a more active role in advancing the interests of a
Particular nature god. These clerics might hunt the evit
‘monstrosities that despoll the woodlands, bless the harvest
ofthe faithful, or wither the crops of those who anger thelr
gods.
‘Nature Domain Sretts
Cleric Level. Spells
Ist entangle, goodberry
2nd locate animals or plants, spike growth
3rd plant growth, speak with plants
4th guardian of nature, polymorph
Sth commune with nature, tree stride
Acolyte of Nature
‘selevei Nature Domain feature
Nature bestows secrets reserved forts defenders. You learn
Ahuideraft nd one adtonal oui cantrip of your choice
You also gain proficiency with heavy armor and one ofthe
following skills of your choice: Animal Handling, Nature, or
Survival.Channel Divinity: Verdant Cage
Z2ndevet Nature Domain feature
‘You can use your Channel Divinity to lock your foes within
nature's grasp and your reach. As an action, you can present
‘your holy symbol and call upon nature. Magical vines, roots,
branches, or other natural matter of your choice erupt from
your body, forming an immobile 10-foot radius dome
centered on you, which faces in a direction you choose when
YyoU create it. The dome persists for I minute or untilyou
dismiss it (no action required). A creature that would be
surrounded by the dome can use its reaction to make a
Dexterity saving throw against your spell save DC. On a
success, it can move up to half its speed to escape the
dome.
‘The sphere's AC is equal to your spell save DC, and its hit
points are a number equal to 5 x,your cleric level itis
Immune to psychic damage and all conditions. The dome
provides three-quarters cover from attacks and effects that,
pass through it. Additionally, creatures cant pass through
the dome, and ability checks made to see anything past the
dome are made with disadvantage.
‘While the dome has hit points, you gain a +2 bonus to AC
and attacks against you can't benefit from advantage.
Dampen Elements
Stvlevel Nature Domain feature
When you o a creature within 30 feet of you takes acid,
Cold fre, lightning, or thunder damage you can use your
reaction to grant resistance to the creature against hat
instance ofthe damage
Divine Strike
Strlevel Nature Domain feature
You gain the abitty to infuse your weapon strikes with dvine
energy. Once on each of your turns when you hita creature
witha weapon attack, you can cause the attack to deal an
titra 1d8 cold fre, or Ughting damage tyour choice) to the
target. When you reach Mth level, the extra damage
increases to 208.
Unstoppable Nature
IMivtevel Nature Domain feature
Nature's wrath accelerates your form. While you are
concentrating on a domain spel, you can atack twice
instead of once when you take the Attack action, and each
of these attacks can benefit from your Divine Strike
Additionally, you ae always under the effects of the tree
stride spell, and you can enter into and out of stone, mud,
Sand, and other natural materials in addition to trees.
Trickery Domain
Gods of trickery—such as Tymora, Beshaba, Oldammara,
the Traveler, Gat Gltergol, and Loki—are mischiet
makers and instigators who stand asa constant challenge
fo the accepted order among both gods and mortals.
Theyre patrons of thieves, scoundrels, gamblers, reels,
_aberaors. The ries area dpe force ne
Betising pride, odng tyrants stealing fom the
freeing captives, and flouting Follow traditions. They
‘subterfuge, pranks, deception, and theft rather than
confrontation,
Trickery Domatn SPEtts
Cleric Level Spells
Ist disguise self hideous laughter
3rd _miror image, pass without trace
Sth hypnotic pattern, major image
Tth confusion, dimension door
9th modify memory, telekinesis
Blessing of the Trickster
Istlevel Trickery Domain feature
You gain proficiency with your choice of Deception, Stealth,
or Sleight of Hand.
Establish Alibi
Istlevel Trickery Domain feature
You gain the ability to alter how you appear to others. AS an
action, choose an activity you're capable of performing
without casting a spell. You create an ilusion in the space
you occupy, which can make sounds but can't move beyond
a S-foot cube centered on you, it stays in your space and
plays out the course of action you described to the best of
its ability. Any actions you performin its space are
disguised, though a creature can use its action to make an
Intelligence (investigation) check against your spell save DC;
‘ona success, the illusion becomes faint, transparent, and
clearly false to itbut remains.
The illusion persists until you dle or you move from the
space where you created it
‘At 6th level, the ilusion can also produce other sensory
effects such as body heat or odors.
Channel Divinity: Invoke Duplicity
2nd-level Trickery Domain feature
You can use your Channel Divinity to create an illusory
duplicate of yourself, As a bonus action, you create a perfect
ilusion of yourself that lasts for I minute, until you are
incapacitated, or until you dismiss it (no action required).
The illusion appears in an unoccupied space that you can
see within 30 feet of you. While your duplicate remains, you
‘can use a bonus action to move the ilusion up to 30 feet to
a space you can see, but it must remain within 120 feet of
you.
For the duration, you can cast spells as though you were
inthe ilusion’s space, but you must use your own senses,
Additionally, when you use your Establish Alibi, you can.
‘choose for the illusion to apply to the duplicate instead of
yourself, and when both you and your illsion are within 5
feet of a creature that can see the illusion, you have
advantage on attack rolls against that creature, given how
distracting the ilusion isto the target.Mischievous Malcontent
Sthrlevel Trickery Domain feature
Your mischievous nature dstrbs and confuses your
enemies. When a creature you can se deals damage to you
with an attack or spel that targets only you, you can use
your reaction to force the creature to make a Wisdom saving
throw against your spelt save DC. Ona succes, a creature is
immune to ths feature for 24 hours. On a fale, the
creature becomes frightened of you for! minute.
Wie frightened inthis way, the creature beleves
harming you o taking hostile action towards you is exactly
‘what you want to dof might believe makes you
stronger with every attack youre actualy invincible and jist
wasting ts time, oF that youve disqused its ally as yoursel.
Regardless of ts belle, the frightened creature must use ts
bonus action to communicate its elle to any ales that can
hear IA frightened creature can make 2 saving tow atthe
end ofeach of ts tums, ending the effect on a success.
You have a number of uses ofthis feature equal to your
proficlency bonus, and you regain al expended uses atthe
tnd ofa long rest
Potent Spellcasting
‘thlevel Trickery Domain feature
You add your Wisdom modifier to the damage you deal with
any cleric cantip.
‘At Mth level when you cast a spel fist evel or higher
through your duplicate that deals damage, you can add your
‘Wisdom modifier to one ofthe damage ros.
Doubled Duplicity
IMtvtevel Trickery Domain feature
You can create upto four duplicates of yoursel, instead of
ane, when you se invoke Duplity As a bonus action on
your turn you can move any number of them up to 30 feet,
toa maximum range of 120 feet.
Chapter 5: Druid
fase” he druid class receives new features and
subclasses in this section, which are
presented by level and then alphabetically.
XN tional Class
es
You gain cass features inthe Payers Handbook when you
Teach certain levels in your Case This section offers
adoltional features that you con ganas acid, Unie the
featuresin the Payers Handbook you dott gain the
features here automatically. Consuting with your DM, you
decide whether o gain 2 feature nth section f you meet
the evel requirement noted inthe feature's description,
‘These features canbe selected separately from one another,
you can use some all or none of them.
Druidic
Istleve cra feature, which modifies the Druid feature
You know the crueraft carr, which doesnt count against
yur number of eantrips known, and you know Dru, the
Zecretanguage of dries You can speak the language and
ze to leave hidden messages, You and others who know
this language automatically spot sucha message. Others
Spot the message's presence with a successRA DCS
Wisdom (Perception) check but can't decipher it without
mage.
When you cast druid spell with a verbal component, you
can chose to speak the commponertin Dreidie When you
do so, you can create a magical effec, a fby the orudcraft
spell as a part of the spell's casting.
Wild Growth
2nd-level drvid feature
You gain the ability to summon magical plants in even the
most desolate ground. Asan action, you can expend a se
of your Wild Shape feature to cause magical plants to grow
in a Soot radius around you the plants moving with you as
you move.
The raius the plants grow out to increases when you
reach certain eves in tis cass Increasing t 10 feet at 4th
level and's feet a th evel. The area of plants i cfu
terrain for creatures other than you and any creatures of
your choice. a creature within the area makes an
‘opportunity attack, you can use your reaction to grant the
target half cover against that attack.
The plants remain fora number of hours equal to half your
druid level, or until you use a bonus action to dismiss them,Circle of Dreams
Druids of the Circle of Dreams hail from regions that have
strong ties to the Feywild and its dreamlike realms. The
druids’ guardianship of the natural world makes for a
natural alliance between them and good-aligned fey. These
druids seek to fil the world with dreamy wonder. Their
‘magic mends wounds and brings joy to downcast hearts,
and the realms they protect are gleaming, fruitful places,
‘where dream and reality blur together and where the weary
rest.
Circle Spells
2nd-level Circle of Dreams feature
Your connection to the Feywild and the dreams of those
around you grants access to some spells when you reach
certain levels in this class as shown on the Circle of Dreams
spells table,
‘Once you gain access to one of these spells, you always
have it prepared, and it doesn't count against the number of
spells you can prepare each day. if you gain access to a spell
doesn't appear on the druid spel st, the spell is
nonetheless a druid spell for you.
Circte oF DREAMS SPELLS
Druid Level Spells
2nd detect evil and good, sleep
3rd__calm emotions, misty step
Sth _catnap, hypnotic pattern
7th hallucinatory terrain, phantasmal killer
9th dispelevil and good, dream
Balm of the Summer Court
2nd/Level Circle of Dreams feature
‘You become imbued with the blessings of the Summer
Court. You are a font of energy that offers respite from
Injuries. You have a pool of fey energy represented by a
umber of dés equal to your druid level.
‘Asa bonus action, you can choose one creature you can
see within 120 feet of you and spend a number of those dice
equal to half your druid level or less. Roll the spent dice and
add them together. The target regains a number of hit points
equal to the total. The target also gains 1 temporary hit point
per die spent.
You regain all expended dice when you finish a long rest.
Lucidity
éitrevel Cle of Dreams feature
You arn to make real the rears of thase around you: As
Jn action you can touch the mind ofan unconscious
creature that you can see within 30 feet of you. When the
creature retuns to consciousness, abit of ts dreams etn
with Unt fishes along rest te creature gains 3
Special reaction tat it can use to warp realty as Tina lucid
dear. When the creature rols aon a d20 rly itcan use
this reaction to treat the oll asa 20,
You can target a numberof creatures equa to your
proficiency bonus with tis feature. you stempt to target
th adalional create beyond fis Ui, he reste wi
fas possessed ths speci reaction te longest acest ag
the new target gains
Seelie Serenity
Iotvtevel Grcteof Dreams feature
Your balm draws calming energy from the Summer Court.
“The temporary hit points provided by your Balm of the
‘Summer Court increases to 5 temporary hit points per die
spent, and while a creature has these temporary hit point, it
[s immune to being charmed or frightened. Ifa creature is.
already charmed or frightened when it gains these
temporary hit points, it can reroll its saving throw against
the effect with advantage.
Dreamscape
tath-evel Circle of Dreams feature
Your foray into a creature's dreams allows you to recreate
them in the world around the dreamer. When you use your
Lucidity feature, you can cast hallucinatory terrain as a part
of the action, but the spel’s duration is reduced to 1 hour.
When you do so, the spells area is centered on the target of.
your Lucidity it moves with the creature, and the creature
‘an use an action to change its appearance using the spell’s,
normal parameters forthe illusion, provided that it can see
the illusion. In addition, for the spel's duration, the target
gains a flying speed equal to its walking speed, it has
advantage on Wisdom and Charisma saving throws, and it
regains 2 hit points for every 1hit point it would normally
regain.
‘The frst time you cast hallucinatory terrain in this way, you
‘can do so without expending a spell slot. Once you've done
0, You can't do so again until you finish a long rest.Circle of wildfire
Druids of the Circle of Wildfire understand that destruction
is sometimes the precursor of creation, such as when a
forest fre promoted later growth, and that entropy is the
base of the universe. These druids draw energy from
entropy, releasing it a cleansing fire to bring new life in
destructive wake.
Circle Spells
2nd-Level Circle of Wildfire feature
‘Your connection to nature and entropy grants access to
some spells when you reach certain levels in ths class as
shown on the Circle of Wildfire spells table, Once you gain
‘access to one of these spells, you always have it prepared,
and it doesn’t count against the number of spells you can
prepare each day. If you gain access to a spell doesn't
‘appear on the druid spel list, the spell is nonetheless a
druid spell for you.
Carcté OF Witprire Spetts
Druid Level Spells
2nd burning hands, cure wounds
3rd_—_healing spirit, scorching ray
Sth fireball, gaseous form
7th aura of life, wal of fire
Sth conjure elemental, mass cure wounds
Fire Form
2nd-level Cc of Wide feature
You can release stored entropy in a disseminating wave tke
the origin ofa fire. As a bonus action, you can expend a use
‘of your Wild Shape to take on your fire form, rather than
transforming into a beast, for i minute. It ends early if you
dismiss it (no action required), are incapacitated, or die.
While in your fire form, you retain your game statistics,
but you are enflamed and an aura of fire burs away from
you. When you activate this feature, the aura extends to a
range of 10 feet, and the aura increases in radius by 5 feet at
the start of each of your turns.
‘The aura sheds bright light within its radius and dim light
for an additional 10 feet. Any creature of your choice who
starts its turn within you aura must make a Dexterity saving
throw or take fire damage equal to 1d6 + half your druid
level in addition, when you target a creature within your
aura with a spell that regains hit points, the creature regains
{an additional 1d6 hit points.
Burn Barrier
&tvlevel Crce of Wilde feature
You learn to sculpt the flames within your fire form aura,
‘When you activate your fire form, and as a bonus action
While i's present, you can enflamed any creature within your
‘aura while it remains in your aura. While enflamed, a
Creature has resistance to fire damage and it deals an extra
1d8 damage when It deals fire damage once per turn,
Rising Flame
tothLevel Circle of Wiatre feature
‘Yyou gain a fly speed of 10 feet while in your fre form and
can hover, In addition, your aura begins at 15 feet, instead of
TO feet, and enftamed creatures regain 246 hitpoints when
targeted wth ahealing spell instead oft.
Stoke
Mth-level Circle of Wildfire feature
Life grows rapidly in the wake of your flames. As an action
While in your fire form, you can stoke your flames. Each
cenflamed creature in the aura regains 4dé hit points, and
‘any creature that isnot enflamed must make a Constitution
saving throw. On a fallure a creature takes your fire form
damage and is blinded until the end of its next turn. On a
success, a creature takes half as muuch damage and is not
blinded,
‘Once you use this action, you can't do so again until you
use your Wild Shape again.Chapter 6: Fighter
he fighter class recelves new features and
subclasses in this section, which are
presented by level and then alphabetically.
tional Class
pine
You gain class features in the Player's Handbook when you
reach certain levels in your class. This section offers
additional features that you can gain as a fighter Unlike the
features in the Player's Handbook, you don't gain the
features here automatically. Consulting with your DM, you
decide whether to gain a feature inthis section if you meet
the level requirement noted in the feature’s description.
‘These features can be selected separately from one another;
{you can use some, all, or none of them.
Fighting Style Options
Ist-level fighter feature
‘When you choose aang sty, te following sys are
ackied to your Ut of options at your DM's discretion
AKIMBO,
‘You can engage in two-weapon fighting with any ranged
‘weapon with the ight property, and you don't need a free
hand to load ammunition into a one-handed weapon.
CLOSE=QUARTER
You can use @ weapon with the ammunition property as a
melee weapon with the finesse property that deals 146
bludgeoning damage or 1d8 bludgeoning if ithas the heavy
property. You are proficient in its use.
GROUNDED
‘At the start of your turn, if you aren't incapacitated, you can
reduce your speed to 0 until the start of your next tur. If
you do, you can make one opportunity attack before the
start of your next turn without using your reaction.
Mariner
You gain a swimming speed equal to your walking speed,
and when you hit with a melee weapon attack while
underwater, you gain a +2 borus to the damage roll.
Stwericrty
You have a +1 bonus to attack rolls made with simple
weapons, and the damage die of simple weapons increases
by one size for you, For example, 4 would become Td6.
Action Packed
20thr-level fighter feature, which replaces the Extra Attack (3)
feature
Fighting is an instinct, a reflex, the true nature of your being,
such that you can work it into every aspect of your life.
‘When you take the Attack action, you can take one other
action as part of the same action.
a
Arcane Archer
‘An Arcane Archer studies a unique elven method of archery
that weaves magic into attacks to produce supernatural
effects. Arcane Archers are some of the most elite warriors
‘among the elves. They stand watch over the fringes of elven
domains, keeping a keen eye out for trespassers and using
‘magic:infused arrows to defeat monsters and invaders
before they can reach elven settlements, Over the centuries,
the methods of these elf archers have been learned by
‘members of other races who can also balance arcane
aptitude with archery.
Arcane Lore
Srd-level Arcane Archer feature
You learn magical theory or some ofthe secrets of nature—
typical for practitioners of this elven martial tradition. You
choose to gain proficiency in either the Arcana or the Nature
skill and you choose to leam either the prestdigitation or
the druidcraftcantrip.
Arcane Shot
Sralevel Arcane Archer feature
You learn to infuse your ammunition with magic. Over the
course of 10 minutes, which can be accomplished during a
short or long rest, you cantransmute a quiver or crossbow.
bolt case such that it infuses the ammunition with magical
properties while you cary it.
‘Attacks made with infused ammunition are considered
‘magical forthe purpose of overcoming resistance and
immunity to nonmagial attacks and damage, and when you
draw one from ts container, you can use a bonus ation to
‘magnify its arcane infusion, choosing one of Arcane Shot
Options to apply to the shot when you take the Attack
action on your tum with that ammunition.
You have a number of uses ofthis bonus action equal to.
your proficiency bonus, and you regain all expended uses
When you fish a shor or tong rest.
Scouting Shot
Ttevel Arcane Archer feature
You earn to blend your consciousness withthe magic
ammunition you fre. Asan action, you transport your senses
into apiece of magical ammunition that you have fired
within the ast minute. When you do so, you can see and
hear from the ammunition’ space until the start of your next
{um or until the ammunition is reduced to 0 it points.
During this time, you are deaf and blind with regard to your
own senses.
Catch and Release
J0th-level Arcane Archer feature
‘You've developed an uncanny ability to snag errant shots.
When a creature misses you with a ranged attack, you can
Use your reaction to catch the errant ammunition or spell
and transmute It into your own, Make a ranged weapon
attack, on a hit against a creature within your weapon's
rhormal range. On a hit, the creature becomes the target of
the attack that missed you.Ever Ready Shot
1strlevel Arcane Archer feature
You can make a single ranged weapon attack when you roll
for initiative and you aren‘ surprised.
Arcane Surge
Istirlevel Arcane Archer feature
Your magie pikes with your adrenalin. When you use your
Action Surge to take the Attack action, you can use an
‘Arcane Shot without using a bonus action or expending a
use ofthe feature
Arcane Shot Options
‘The Arcane Shot feature lets you choose options for itat
Certain levels, The options are presented here in
alphabetical order. They are all magical effects, and each
‘one is associated with one of the schools of magic.
Ifan option requires a saving throw, your Arcane Shot
save DC equals 8 + your proficiency bonus + your
Intelligence modifier.
BANISHER:
You use abjuration magic to try to temporarily banish your
target to a harmless location in the Feywild. The creature hit,
by the ammunition must also succeed on a Charisma saving
throw or be banished. While banished in this way, the
target's speed is 0, and its incapacitated. At the end of its
next tur, the target reappears in the space it vacated or in
the nearest unoccupied space if that space is occupied.
After you reach 18th level inthis class, a target also takes
246 force damage when the ammunition hits i.
BrGuitr
‘Your enchantment magic causes this ammunition to
temporarily beguile its target. The creature hit by the
‘ammunition takes an extra 2d6 psychic damage, and choose
tone of your allies within 30 feet of the target. The target
‘must succeed on a Wisdom saving throw, or itis charmed by
‘the chosen ally until the start of your next turn. Ths effect
tends early ifthe chosen ally attacks the charmed target,
deals damage to it, or forces it to make a saving throw.
‘The psychic damage increases to 4d6 when you reach 18th,
level in this class.
Burster
‘You imbue your ammunition with force energy drawn from
the school of evocation. The energy detonates after your
attack. Immediately after the ammunition hits the creature,
the target and all other creatures within 10 feet of it take 246
force damage each.
‘The force damage increases to 4d6 when you reach 18th
level in this class.
ENFEEBIER
‘You weave necromantic magic into your ammunition. The
‘creature hit by the ammunition takes an extra 26 necrotic
_ damage. The target must also succeed on a Constitution
‘saving throw, or the damage dealt by its weapon attacks is
ved until the start of your next turn.
necrotic damage increases to 4dé when you reach
level in this class.
GrasPer
When this ammunition strikes its target, conjuration magic
creates grasping, poisonous brambles, which wrap around,
the target. The creature hit by the amrunition takes an extra
2d6 poison damage, its speed is reduced by 10 feet, and It
takes 2d6 slashing damage the frst time on each tum it
‘Moves 1 foot or more without teleporting. The target or any
Creature that can reach it can use its action to remove the
brambles with a successful Strength (Athletics) check
‘against your Arcane Shot save OC. Otherwise, the brambles
last for I minute or until you use this option again.
‘The poison damage and slashing damage both increase
to 4d6 when you reach 18th level in this class.
Prercer
You use transmutation magic to give your ammunition an
ethereal quality. When you use this option, you don't make
an attac rll or the attack. Instead, the ammunition shoots
forward ina tne, whichis foot wide and 30 feet tong,
before aisappearing. The ammunition passes harmlessly
through objects, ignoring cover. ach creature in that Une
must make a Dexterity saving throw. On afalled save, a
creature takes damage as fit were hit by the ammunition,
plus an extra 1d6 piercing damage. On a successfl save, a
target takes half as much damage.
The piercing damage increases to 2d6 when you reach
tath evel in this class.
SEEKER
Using divination magic, you grant your ammunition the
ability to seek out a target. When you use this option, you
don’t make an attack rll for the attack. Instead, choose one
creature you have seen in the past minute. The ammunition
flies toward that creature, moving around corners if
necessary and ignoring three-quarters cover and half cover.
Ifthe target is within the weapon's range and there isa path
large enough for the ammunition to travel tothe target, the
target must make a Dexterity saving throw. Otherwise, the
‘ammunition disappears after traveling as far as it can. Ona
failed save, the target takes damage as ift were hit by the
ammunition, plus an extra 1d6 force damage, and you learn
the target’s current location. On a successful save, the target
takes half as much damage, and you don't learn its location.
The force damage increases to 246 when you reach 18th
level in this class.
SHADOW
You weave illusion magic into your ammunition, causing it to
‘occlude your foe's vision with shadows. The creature hit by
the ammunition takes an extra 2dé psychic damage, and it
‘must succeed on a Wisdom saving throw or be unable to
see anything farther than 5 feet away until the start of your
next un,
The psychic damage increases to 4d6 when you reach 18th
level in this class.Champion
“The archetypal Champion focuses onthe development of
raw physical power honed to deadly perfection. Those who
model themselves on this archetype combine rigorous
traning wit physica excellence to dea devastating bIOWs.
Incredible Athlete
5rat-Level Champion feature
Your physica excellence is apparent. You gain proficiency
with the Athletics and Acrobatics sls you already have
tne of more of these proficlences, you can choose another
Strength or Dexterity sil to replace it with.
Additionally, when you engage in a sil contest that uses
Strength or Athletics you can be truly remarkable. When you
do $0, you can choose to your Strength or Dexterity score in
place o the roll’ result You can make this cholce after you
fee te result ofthe roll but must do so before the DM
resolves the contest.
‘Once you replace a rollin this way, you can do so again
untilyou fish a short or tong rst.
Gladiator
3r-evel Champion feature
Your physical excellence draws dramatic attention, Your
weapon attacks score acca hiton aol of 9 or 2, and
When you score artical hiton a hostile creature, you can
embellish the attack When you do so, you grant each
creature of your choice other than you within 20 feet that
an see you advantage on the next attack rll or abilty
check k makes before the end ofits next tum.
Natural Victor
7thtevel Champion feature
Youre familiarity with winning empowers you to expect
success You can add half your proficency Bonus (rounded
up) to any Strength, Dexterity, or Charisma check you make
that doesn’t already use your proficiency bonus.
Additionally, if you take the Attack action on your turn and
miss with two ofthe attacks you make, you can immediately
make one additional atack as part of the same action
Uncontested
{0¢hr-Level Champion feature
You can add your proficiency bonus to any check made as a
part of a contested rol Ifyou would already add your
Proficiency Bonus to this check you can add the bonus twice
instead of once.
‘Additionally, when you succeed on a Strength or Dexterity
check contested by a hostile creature, you regain an
expended use of your Second Wind.
Supremely Remarkable
15th-level Champion feature
Your weapon attacks score a critical hit on a roll of 18-20. In,
Addition, you also benefit from your Gladiator
embellishment.
Survivor
1Bdlevel Chanpion feature
You attain the pinnacle of resilience. When you use your
indomitable to reroll a Strength or Dexterity saving throw,
you can succeed regardless of your new roll.
‘Additionally, at the start of each of your turns, you regain
hitpoints equal to your Constitution modifier ifyou have no
‘more than half of your hit points left. You don't gain this
benefit if you have O hitpoints.Chapter 7: Monk
he monk class receives new features and
subclasses in this section, which are
presented by level and then alphabetically.
tional Class
oh a
You gain class features in the Player's Handbook when you
reach certain levels in your class. This section offers
additional features that you can gain as a monk. Unlike the
features in the Player's Handbook, you don't gain the
features here automatically. Consulting with your DM, you
decide whether to gain a feature in this section if you meet
the level requirement noted in the feature’s description.
‘These features can be selected separately from one another;
{you can use some, all, or none of them,
Ki Option
2nd-Level monk feature
‘When you gain the ki feature, the following feature is added
‘to your list of options.
Ki-Inrusep BREATH
‘You can spend 1ki point as an action to breathe underwater,
for Ihour.
Strike the Mind
1Bti-level monk feature
‘You learn to assault the minds of those you touch. When you
hit a creature with an unarmed strike, you can spend a
‘number of ki point to deal additional psychic damage to the
creature. The damage equals one roll of your Martial Arts
dle for each ki point you spend (to a maximum of 5).
Exhuasting Strike
15th-level monk feature
‘You learn to overwhelm the ki of others, exhausting them of
their life force. When you hit a creature that is stunned with
‘a melee attack, you can spend 1k point to attempt an
exhausting strike. The target must succeed on a Constitution
saving throw or suffer a level of exhaustion,
Way of the Four Elements
You follow a monastic tradition that teaches you to harness
the elements. When you focus your ki, you can align yourself
with the forces of creation and bend the four elements to
your will, using them as an extension of your body. Some
‘members ofthis tradition dedicate themselves to single
element, but others weave the elements together.
Many monks ofthis tradition tattoo their bodies with,
representations of their ki powers, commonly imagined as
calling dragons, but also as phoenixes, fish, plants,
‘mountains, and cresting waves.
Bend Environment
Sit level Way ofthe Elements feature
Your ki allows you to shape the elements to your wil. You
team the control flames, gust, mold earth, and shape water
cantrips.
Elemental Ki
rt level Way ofthe Elements feature
You become tke the elements when you use your, When
you fnisha shor orton rest you can hamess two elements
{rom the Uist below, gaining the benefits of each unt you
finisha shor or long rest.
‘Ait. When you use your Step of the Wind feature, you can
bend your Uke the breeze to gain the benefits of both the
Dash and Disengage actions
Earth, When you se your Patient Defense feature you
can brace yourself with the hardiness ofthe ground, When
you do so, you also have advantage on Strength and
Constuton saving tows.
Fire. When you spend ak point with your Deflect Miles
feature you can bum a path of flaming retribution. The
missle catches flame and deals additional re damage
equal to one roll of your Martial rts dle. in addtion, each
Creature within 5 feet ofthe missles path must make 3
Dexterity saving trow or take this addtional re damage.
Water, When you hit with an unarmed strike using your
Fry of Blows feature, ou can surge lke the tides. When
you do so, you can force te target to make a Strength
$aving trow. Ona fale, the target takes addtional.
damage equal to one rll of your Martial rts de and tis
pushed 5 feet.
‘When you reach ith tevel, you can harness three
elements, and when you rach 7th you can harness al four.
Redirect Energies
tvtevel Way ofthe Elements feature
Your kinhates extremity and exhales elemental control You
Bre immune tothe effects of xtreme Cold and Extreme
Heat, and while you are inthe presence of such weather, you
Can choose to deal cold or fie damage, respectively, with
your unarmed strikes instead ofthe attacks normal
Bludgeoning damage.
‘Additionally, you can spend 2 ki points to cast the absorb
elements spell at st evel. You can spend adakional ki
Points to increase the level. The spell's level increases by 1
for each additional ki pointyou spend, The maximum
‘numberof ki points you can spend to cast spell in his Wa
{including ks base ki point cost and any addtional K pol
you spend to increase ts level) is equal thal your
levelAttune Element
Ieplevel Way ofthe Elements feature
You can meditate on the nature of an element to harness i
within your ki When you finish a short or long rest, you can
cast protection from energy on yourself without requiring
concentration.
Additionally, you can spend 4 ki point to cast protection
from energy as an action. When you do so, the duration
inereases to 8 hours, instead of hour, and fyou are
protected from the same damage type you have advantage
on saving throws to maintain concentration on ths casting
Ordered Chaos
Ttrevel Way ofthe Elements feature
You eam to channel the Elemental Chaos into your body. As
a bonus action ou can spend 4k points to create a
Suing aura of elemental energies around you toa range of
45 feet for rinute, Whenever acrectreof your choice
enters the ara for theft time or stats ts tum there, you
faiiofes to make a Dexterity saving throw. Ona fad
Save, the creature takes 2010 Gamage of your chace of
bludgeoning, cold, fire, lightning, or slashing. On a success,
a creature takes hal as much damage.
Way of the Kensei
Monks ofthe Way ofthe Kensel tran relentlessly with thei
weapons othe point where the weapon becomes an
extension of the body. Founded on a mastery of sword
fighting, the traction has expanded to include many
diferent weapons.
‘Akensel sees a weapon in much the same way a
callgrapher or painter regard a pen or bush, Whatever the
‘weapon, the Kensel views ia 2 tool used to express the
beauty and precision ofthe martial arts, That such mastery
makes a kensel a peerless warriors buta side effect of
intense devotion, practice, and study
Artistry
Src-level Way of the Kensei feature
You team to wield weapons with the grace of pens and sls.
Yu gain proficiency with caligraphers supplies and your
choice of the Acrobatics or Performance sil.
‘Additionally, while you are wielding a monk weapon in
one or both hands, your proficiency bonus is doubled for
your chosen ski
Extension
Srdt-level Way of the Kensei feature
‘You are proficient with ll melee weapons that lack the two-
handed or heavy properties, and they are considered monk
‘weapons for you.
‘Additionally, when you take the Attack action using a
monk weapon, you can choose to extend your reach 5 feet
‘greater than normal for that attack, and when you use your
Flunty of Blows, you can replace both of your unarmed
strikes with a single melee attack made with a monk
"weapon. You can replace all unarmed strikes from your
‘of Blows with melee attacks made with a monk
When you use your Flury of Blows this way, your AC
increases by 2 until the start of your next turn as you block
attacks with that weapon
Precision
6th-tevel Way of the Kensei feature
You've learned to hone your kit strike with deadly
precision. When you hit a target with a monk weapon, you
‘can spend 1ki point to cause the weapon to deal extra
damage to the target equal to your Martial Arts die
Devotion
Tifvlevel Way of the Kensei feature
Your digence and devotion to your arthone your reflexes.
When you miss with an attack rousing a monk weapon on
‘your turn, you can use your reaction to reroll the attack with
Advantage
Mastery
Mtrlevel Way ofthe Kensei feature
You are peertess among warriors. AS an action, you can
spend 3 ki points and use your speed to vanish from
Perception. Choose upto five creatures you can see within
60 feet of ou and make a melee weapon attack against
each target. You reappear in an unoccupied space you can
see within 5 feet of one ofthe targets you hit or missed,
Way of the Sun Soul
‘Monks of the Way of the Sun Sout learn to channel their ife
energy into searing bolts of light. They teach that meditation
‘can unlock the ability to unleash the indomitable light shed
by the soul of every living creature.
Inner Light
Srdt-level Way ofthe Sun Sout feature
You learn to coax the Inner ight of your kl. You learn your
choice of the dancing Ughts or light cantrip. You can cast it
without requiring components, and Wisdom is your
spellcasting ability for it.
‘Additionally, you gain darkvision out to a range of 60 feet.
if you already have darkvision from your race, its range
increases by 30 feet.
Radiant Bolt
Srd-level Way ofthe Sun Soul feature
You learn to manifest your ki as darts of energy. You gain a
‘new attack option that you can use with your Attack action,
Called a Radiant Bolt. You can create a boltin a free hand
{no action required), ithas the following properties:
+ It deals damage equal to your Martial Arts die, and its
‘damage type is radiant.
+ You add your Wisdom modifier to attack and damage
rolls for this ranged weapon attack.
+ Ithas a range of 30/60, though these ranges increase
by 10 feet each time your Martial Arts die increases in
size.
Whenever you would be able to make an unarmed strike,
‘you can choose to substitute your unarmed strike for an
attack made with your radiant bolt.Brilliant Flash
‘thrLevel Way of the Sun Soul feature
You lean to expand your ner Ught rapidly blinding those
2round you. Asan ation, you can expend 2K points to emit
a lash of bright Ugh in a15foot radius sphere centered on
yourset, Each creature of your cholce within range that can
See musta Constitution saving throw. On a allure, a
creature takes radiant damage equal to two rols of your
Maria arts dle and is Bnded for minute, Ona success, 2
creature is not blinded and takes haf as much damage. A
blinded creature can repeat its saving throw atthe end of
each of ts tums, ending the effect on a success.
You can spend addtional k points to increase the
damage. For each additonal K point you spend, you can
increase the damage by one Martial Art de. The maximum
umber of ki points (2 plus any ational points) that you
Can spend on the spell equals hal your monk level.
Photosynthetic
Mivlevel Way ofthe Sun Sou feature
You recognize the power of solar, and how to draw into
yourself When you start your tum in an area of bright light
Gr sunlight, you gain a number of temporary hit points equal
to your Wisdom moifer.
Adeltionaly, 25 an action white you aren an area of
bright light or sulight you can absorb solar K When you
doo, you regain ki points and a numberof hitpoints
equal 0 your 3 times your monklevel
‘Once you Use your action inthis way, you cat do so
again unti.you fish along rest.
Unleash Light
IMtvlevel Way ofthe Sun Sout feature
You tearn to ignite the light within acreatre to bur tup
from the inside, When you Hit a creature wth an unarmed
strike of a radiant bolt, you can spend 4 points to ignite
the creature. An ignited creature emits bright ight in a1
foot-radiv,10-mite-high cjinder for minute, and cant
benef from the invisible condition or being hidden, In
addition, ft must make a Constitution saving throw, taking
40 radiant damage and 40 fire damage ona fated save,
ar half as much damage ona success.
Chapter 8: Paladin
fie” he paladin class receives new features and
subclasses in this section, which are
presented by level and then alphabetically.
XN tional Class
enone
You gain class features in the Player's Handbook when you
reach certain levels in your class. This section offers
‘additional features that you can gain as a paladin. Unlike the
features in the Player's Handbook, you don't gain the
features here automatically. Consulting with your DM, you
decide whether to gain a feature in this section if you meet
the level requirement noted in the feature’s description.
‘These features can be selected separately from one another;
you can use some, al, or none of them.
Fighting Style Options
2nd:tevelpalain feature
‘When you choose a fighting style, the following styles are
‘added to your list of options at your DM's discretion.
Crost-QuARTER
You can use a weapon with the ammunition property as a
‘melee weapon with the finesse property that deals 146
bludgeoning damage or 1d8 bludgeoning fit has the heavy
property. You are proficient nits use.
GROUNDED
At the start of your tum, ifyou arent incapacitated, you can
reduce your speed to O until the start of your next tur. f
you do, you can make one opportunity attack before the
start of your next turn without using your reaction.
‘Stmptictty
You have a #1 bonus to attack rolls made with simple
weapons, and the damage die of simple weapons increases,
by one size for you. For example, 1d4 would become 1d6,.Oath of Devotion
‘The Oath of Devotion binds a paladin to the loftiest ideals of
justice, virve, and order. Sometimes called cavaliers, white
knights, or holy warriors, these paladins meet the ideal of
{the knight in shining armor, acting with honor in pursuit of
Justice and the greater good. They hold themselves to the
highest standards of conduct, and some, for better or worse,
hold the rest of the world to the same standards. Many who
swear this oath are devoted to gods of law and good and
Use their gods tenets as the measure of their devotion. They
hold angels—the perfect servants of good—as their ideals,
‘and incorporate images of angelic wings into their helmets
or coats of arms.
Tenets OF DEVOTION
‘Though the exact words and strictures of the Oath of
Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat, Let your word be your
promise.
‘Courage. Never fear to act, though caution Is wise.
Compassion. Aid others, protect the weak, and punish
those who threaten them. Show mercy to your foes, but
temper it with wisdom.
Honer, Treat others with fairness, and let your honorable
deeds be an example to them. Do as much good as possible
while causing the least amount of harm.
Duty. Be responsible for your actions and their
consequences, protect those entrusted to your care, and,
‘obey those who have just authority over you.
Oath Spells
You gain oath spels at the paladin levels Usted,
OatH oF DevoTION Sretts
Paladin Level Spells
3rd bless, healing word
5th aid, healing spirit
9th beacon of hope, mass healing word
‘13th aura of life, guardian of faith
17th holy weapon, mass cure wounds
Channel Divinity
53r-Level Oath of Devotion feature
You gain the following two Channel Divinity options.
Devote Mina When you cast a paladin spel that requires
concentration, you can Use your Channel Divinity to devote
your mind to your service of good rather than onthe spell.
When you do 30, the spell n longer requires concentration,
instead lasting forthe duration.
Greater Good, You use your Channel Divinity to hold
yourself tothe highest of standards: self-sacrifice. As an
clon you can present your holy symbol and draw a
umber of hit points frm your Lay on Hands pool When
you doo, each creature of your choice thatyou can see
‘thin 30 fet of you regains that numberof hitpoints and
you take an equal number of necrotic damage.
Aura of Care
7thlevel Oath of Devotion feature
You emit an aura of care while you aren't incapactated
When you and any creatures of your choice within 10 feet of
yourola die or dice to regain hit points, the creature gains
2 bonus to one rll equal to your Charisma modifier.
{AcTBth level, the range ofthis aura increases to 30 feet.
Cleansing Presence
1Bdrlevel Oath of Devotion feature
When you use your Lay on Hands, you can expend 5 hit
points from your Lay on Hands pool to cure the target of
tne condition or reduce one evel of exhaustion affecting it.
You can cure multiple conditions and neutralize multiple
levels of exhaustion witha single use of Lay on Hands,
expending hit points separately for each one.
Savior Angel
20thrlevet Oath of Devotion feature
You can assume a form of angelic idealism as an action,
gaining the following benefits for 1 minute:
+ You gain a flying speed of 60 feet.
* Your Lay on Hands pool regains 10 hit points at the
start of each of your turns.
+ You have resistance to necrotic damage.
+ You can use your Lay on Hands as a bonus action,
‘Once you use this feature, you can't do so again until you
finish a tong rest.Chapter 9: Ranger
he ranger class receives new features and
subclasses in this section, which are
presented by level and then alphabetically.
b tional Class
ae
You gain class features in the Player's Handbook when you
reach certain levels in your class. This section offers
additional features that you can gain as a ranger. Unlike the
features in the Player's Handbook, you don't gain the
features here automatically. Consuiting with your DM, you
decide whether to gain a feature in this section if you meet
the level requirement noted in the feature’s description.
‘These features can be selected separately from one another;
you can use some, all, or none of them.
Friend of Nature
Ist-level ranger feature, which replaces the Natural Explorer
feature
‘When you call, nature's denizens answer and offer you aid
Over the course of 10 minutes, you can conduct a ritual that
attracts the attention of a number of beasts within | mile of
you. At the end of the ritual, a number of Medium beasts
equal to 1+ your proficiency bonus gather within 10 feet of
you. Your DM determines the beasts that appear, though
they can be of a CR no greater than 1/4, and will provide
their statistics if necessary.
‘These beasts are friendly to you and your companions, are
considered trained mounts, and are considered to be Large
beasts for the purposes of determining carrying capacity,
and what creatures are able to mount them. They can
accompany you for 8 hours, until you dismiss them (no
action required), or untilyour allies are attacked by hostile
creatures, at which point they use their frst turn in combat
to buck thelr rider and take the Dash action to flee.
While they accompany you, you gain the following
benefits:
‘+ Difficult terrain doesn't slow your group's travel.
+ Your group can't become lost except by magical
means.
+ You have advantage on Wisdom (Survival) checks to
find shelter provided by natural structures.
At 6thlevel, the maximim CR of these beast increases to
V2, they no longer flee when you are attacked, and you can
Use them as trained mounts in combat. At 10th level, the
‘maximum CR of these beasts increases to 1
Fighting Style
2nd-level ranger feature
When you choose a fighting style, the following styles are
‘added to your list of options at your DM's discretion.
tions
AKIMsO
You can engage in two-weapon fighting with any ranged
weapon with the light property, and you don't need a free
hand to toad ammunition into a one-handed weapon.
Mariner
You gain a swimming speed equal to your walking speed,
‘and when you hit with a melee weapon attack while
Underwater, you gain a +2 bonus to the damage roll
SIMPLICITY
You have a +! bonus to attack rolls made with simple
weapons, and the damage die of simple weapons increases
by one size for you. For example, Id4 would become 16.
Spellcasting
2nd-level ranger feature, which replaces the Spellcasting
feature
Drawing on the divine essence of nature itself, you can cast
spells to shape that essence to your will. See Spells Rules
for the general rules of spelicasting and the Spells Listing
for the ranger spelllist.
PREPARING AND CASTING SPELLS
‘The Ranger table shows how many spell slots you have to
cast your ranger spells of it level and higher. To cast one of
these ranger spells, you must expend a sit ofthe spel's
level or higher. You regain all expended spell slots when you
finish along rest.
You prepare the list of ranger spells that are available for
you to cast, choosing from the ranger spell list. When you
do so, choose a number of ranger spells equal to your
Wisdom modifier + your ranger level (minimum of one
spell). The spells must be of a level for which you have spell
slots.
For example, i you are a Sth-level ranger, you have four
Istlevel and two 2nd-Level spell stots. With a Wisdom of 15,
your lst of prepared spells can include four spels of ist or
2nd level, in any combination. If you prepare the ist-Level
spell cure wounds, you can cast it using a ist-level or a 2nd-
level slot. Casting the spell doesnt remove it from your lst
of prepared spells
You can also change your list of prepared spells when you
finish a long rest. Preparing a new list of ranger spells
requires time spent in contemplation outdoors: at least 1
rminute per spell level foreach spell on your list.SPELLCASTING ABILITY
‘Wisdom is your spelicasting ability for your dru spells,
since your magic draws upon your devotion and attunement
to nature. You use your Wisdom whenever a spell refers to
‘your spelicasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC fora druid spell
you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdorn modifier
Rrtuat CastinG
You can cast aranger spell as a ritual that spell has the
ritual tag and you have the spel prepared
SPELLCASTING Focus
‘You can use a druidic focus as a spellcasting focus for your
ranger spells.
Archetypal Spells
3rdt-level ranger feature, which moalfies the Ranger
Archetype feature
Each Ranger Archetype gains alist of associated spells. You
‘gain access to these spels at the levels specified in the
archetype description. Once you gain access to a archetypal
spell, you always have it prepared, it don’t count against the
number of spells you can prepare each day, and itis a
ranger spell for you.
Beast Master Magic
Srb-level Beast Master feature
You gain archetypal spells atthe Ranger levels listed.
BEast MasTER SPELLS
Ranger Level Spells
3rd sanctuary
5th enlargefeduce
Sth catnape®
13th dominate beast
Wth awaken
Drakewarden Magic
Srd-level Drakewarden feature
You gain archetypal spells at the Ranger levels sted.
DRAKEWARDEN SPELLS
Ranger Level Spells
3rd protection from evil and good
Sth dragon's breath
sth fear
13th charm monster"
17th summon draconie spirit”
a
ARCHETYPAL SPELLS PREPARED
The Achetypal Spells feature assumes that you
are using the Prepared Spellcasting OCF
presented in this chapter. If you are using
normal Ranger spellcasting, you learn the
spells instead of prepare
——e—EEeE———
Master Explorer
Toth-evel ranger feature, which replaces the Hide in Pain
Sight feature
Your knowledge of the natural and wild places of the world
allows you to interact with them like no other. Over the
Course of hour, which can be accomplished during a short
or long rest you can employ a combination of magical and
traditional survival techniques to gain knowledge ofthe
terrain within a numberof mies equalto twice your
proficiency bonus. When you do so, you learn two of the
following detals of your choice:
+ The location of and distance to any settlements of fifty,
‘or more Fey, Fiends, Giants, Humanoids, and/or
Undead, such as a large campsite, populated crypt, or
city,
‘+ The location of and distance to any ruins or
abandoned settlements in the area.
+ The names of Beasts and Monstrosities common to
the area.
+ If there are any magical or unnatural effects
influencing the natural features of the area, such as
those created by a black dragon's regional effects, a
plant growth spell, or a magical phenomenon, and
‘what effects are being created, but not their exact
locations or what is causing them.
+ Each terrain type present in the area.
pex Predator
20th-level ranger feature, which replaces the Foe Slayer
feature
You hunt, move, and survive ike no other. When you roll for
Initiative and aren't surprised, you can immediately enter a
state of uncanny predation, which lasts for 1 minute, until.
you end it (no action required), or you are knocked
Unconscious. While in ths state, you gain the following
benefits:
‘+ When you take the Attack action, you can cast a ranger
spell with a casting time of | bonus action as a part of
that action.
* You ignore the concentration requirements of ranger
spells cast at 2nd level or lower. A spell you cast this
way ends ifyou cast it again.
+ Your speed increases by 10 feet.
+ You have advantage on all saving throws and
contested ability checks if you can see the creature
that forced the saving throw or competes in the check.
finish a short or tong rest.aoe
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Hunter
Srdtlevel Hunter feature
‘You gain archetypal spells at the Ranger Levels sted.
Hunter Sperts
RangerLevel Spells
3rd hunter's mark:
sth see invisibility
9th clairvoyance
13th Jocate creature
17th serving
Informed Hunter
revel Hunter feature
You adaptto the enemy of the day. When you finish a long
Fest, you can choose one of the following features, gaining
its benefits until you choose a different one.
Colassus Slzyer. When you hit a creature that is Large or
larger with a weapon attack, the creature takes an extra 1d8
damage if t's below its hit point maximum, You can deal this
extra damage only once per tur.
Horde Breaker. Once on each of your turns when you
make a weapon attack, you can make another attack with
‘the same weapon against a different creature that is within
5 feet ofthe original target and within range of your
weapon.
Fursuant Trapper. As an action, you can designate a
creature that you're aware of, such as Strahd von Zarovich or
an owlbear. While the creature is within 300 feet of you,
‘your movernent speed doubles and once on each of your
‘turns when you hit that creature with a weapon attack, you
reduce its movement speed by half.
Tactical Defender
7th-level Hunter feature
When you finish a long rest, you can choose one of the
following features, gaining its benefits until you choose a
different one.
‘Multiattack Defense. When a creature tits you with an
attack, you gain a +4 borus to AC against al subsequent
attacks made by that creature forthe rest of the tum.
‘Stand Firm. You have advantage on Strength and
Constitution saving throws made to resist nonmagical
‘effects created by creatures, such a glant elk’s Charge or a
‘White dragon's Breath Weapon.
Withstand the Horde. Your AC increases by 1for each
“hostile creature within 5 feet of you.
Multiattacker
Mivtevet Hunter feature
You choose your fighting style to better match your enemies.
When you fish a long rest you can choose one ofthe
following features, gaining it benefits until you choose a
different one
Volley. You can use your action to make a ranged attack
against any numberof creatures within fet ofa point you
an see within your weapon's range. You nusthave
ammunition for each target, as normal, and you make a
Separate attack roll foreach target
Whirimind Attack You can use your action to make a
melee attack against ary number of creatures within 5 feet
Of you, wth a separate attack ol for each target
‘Additonal each ime you use this feature to choose a
feature, you can replace your choice of Fighting Se chosen
at 2nd level witha different option provided to ranger.
Superior Defense
1Sthvlevel Hunter feature
Your Tactical Defender features increase in effectiveness.
You gain the following benefits when you choose the
corresponding Defensive Tactics.
+ The best defense is a good offense. When a creature
hits you with a subsequent attack while you benefit
from your Multiattack Defense's AC bonus, you can
se your reaction to make a weapon attack against the
creature.
+ Sometimes standing stil is the wrong choice. When
you are forced to make a saving throw with advantage
Using your Stand Firm, you can instead use your
reaction to immediately move up to half your speed
without provoking opportunity attacks. Ifyou leave the
targeted area ofthe effect, you no longer make the
saving throw, evading the effect.
+The friend of your enemy Is your friend. When you are
targeted by a weapon attack while benefiting from
your Withstand the Harde you can use your reaction
to deflect the attack into a creature within 5 feet of
you. The creature instead makes its attack against the
‘creature, rolling an attack and damage as normal.Monster Slayer
‘You have dedicated yourself to runing down creatures of
{he nigh and wilders of grim magi. AMonster Slayer
seeks out vampires, dragons, ev ey, fends, and other
magical hrets Trained in supematoral techniques
Cvercome such monsters, slayer ae experts at unearthing
and defeating mighty, mystical foes.
Monster Slayer Magic
4rd level Monster Slayer feature
‘You gain archetypal spells at the Ranger level listed.
Hunter Spetts
Ranger Level Spells
3rd___protection against good and evil
Sth spider climb
Sth daylight
13th greater invisibility
17th dispelevil and good
Slay Sense
5rb-evel Monster Slayer feature
You gain the bitty to peer ata creature and magically
discem how best to hur i. AS a bonus action, you can
choose one creature you can see within 60 feet of you. You
immediately earn whether the creature has any damage
immunities, resistances o vlnerablties and what they ae.
ifthe creature is idden from divination magic you lean that
bt nothing ese.
You can Use tis feature a numberof times equal to your
profciency bonus, and you regain all expended uses of it
‘When you finish a tong rest.
Slayer's Prey
Srt-Level Monster Slayer feature
You can focus your ire on one foe atthe drop of ahat. When
‘you roll for initiative and you aren't surprised or as a bonus
action on your turn, you can designate one creature you can
See within 60 feet of you asthe target ofthis feature. The
frst time each tun that you hi that target with a weapon
attack, it takes an extra 1d6 damage from the weapon.
This benefit asts until you finish shart or Long rest I
ends early ifyou designate afferent creature.
Supernatural Defense
7ilevel Monster Slayer feature
You gain extra resilience against your pre's assaults on
yourmind and body. Whenever the target of your Slayers
Prey ora creature on whom you'ved Slay Sense forces you
tomake a saving throw, you can add d6 to your rol.
Monstrous Self
Iirlevel Monster Slayer feature
To defeat monsters you must become monstrous yours
Over the course of along rest, you can condcta tual that
‘magically transforms you to better bunt your prey or atime
{Ate end ofthe rtval you can choose one of the following
features, gaining ts benefit unt you fish along rest
+ Aberration. You are always under the effects of see
invisibility unless you choose not to be.
+ Beast. You can cast dominate beast once without
‘expending a spell stot.
+ Celestial. You add an additional 1d8 to healing spells
you cast.
+ Construct. You are immune to potson and disease.
+ Dragon. You can cast fear once without expending a
spell stot. When you do so, it is considered a ranger
spell for you.
+ Elemental. You gain resistance to your choice of acid,
bludgeoning, cold, fire, lightning, or thunder damage.
+ Fey.You have advantage on saving throws against
charmed or frightened, and you can never suffer
either condition for Longer than 1 minute continuously
+ Fiend, You can cast hellish rebuke at 3rd-Level once
without expending a spell slot. When you do so, itis
considered a ranger spell for you.
+ Giant. Your reach increases by 5 feet and you have
advantage on Strength checks and Strength saving
throws.
+ Manstrasity. You can cast fly targeting yourself once
without expending a spel stot. When you do so, itis
‘considered a ranger spell for you.
+ Caze, You can move through a space as narrow as 1
inch wide without squeezing and you can cast spider
climb once without expending a spel slot.
+ Plant. You can cast speak with plants at will without
‘expending a spell stot.
+ Undead. You don't need to eat, sleep, or breathe, and
you have resistance to necrotic damage.
Slayer’s Counter
15th-ievel Monster Slayer feature
‘You gain the ability to counterattack when your prey tries to
sabotage you. Ifthe target of your Slayer's Prey forces you
to make a Saving throw, you can use your reaction to make
‘one weapon attack against the quarry. You make this attack
immediately before making the saving throw. If your attack
bits, your save automatically succeeds, in addition to the
attack’s normal effects.Chapter 10: Rogue
he rogue class receives new features and
subclasses in this section, which are
presented by level and then alphabetically.
b tional Class
ae
You gain class features in the Players Handbook when you
reach certain levels in your class. This section offers.
additional features that you can gain as a rogue. Unlike the
features in the Player's Handbook, you don't gain the
features here automatically. Consuiting with your DM, you
decide whether to gain a feature in this section if you meet
the level requirement noted in the feature’s description.
‘These features can be selected separately from one another;
{you can use some, all, or none of them,
Remarkable Finesse
Tth-level rogue feature
‘Your movements become effortless, extending your natural
finesse to the most brutal of objects. While you are wielding
‘a melee weapon with which you are proficient, it gains the
finesse property ifit doesn't have it already.
Roguish Archetype: Assassin
‘You focus your training on the grim art of death. Those who
adhere to this archetype are diverse: hired Killers, sples,
bounty hunters, and even specially anointed priests trained
to exterminate the enemies of their deity. Stealth, poison,
and disguise help you eliminate your foes with deadly
efficiency.
Murder Kit
Srd-level Assassin feature
You galn proficiency withthe disguise kit and the polsoner’s,
kit
Additionally, over the course of a short or tong rest, you
can convert 50 gp of materials into a Basic Poison (see
Chapter 5 in the Player's Handbook for more information)
Using your poisoner's kit. When you do so, the poison.
becomes enhanced for Thour, after which it reverts into a
‘normal Basic Poison. While enhanced, the poison’s save DC
increases by an amount equal to half your rogue level, it
deals poison damage equal to half your Sneak Attack dice
instead of 1d4, and it remains potent for Thour instead of 1
minute.
Removal
SrdbLevel Assassin feature
You excel at removing targets from the field of play. While
‘you're hidden from a creature, your weapon attacks against
It score a critical hit on a roll of 19 or 20.
‘Adgitionally, when you deal Sneak Attack damage to a
creature on your first tun in combat, you can attempt to
silence it. The target must make a Constitution saving throw
{OC = 8 + your proficiency bonus + your Dexterity modifier)
‘or be sturined until the end of its next turn. While stunned in
this way, the creature can't speak or make sounds with its
that can be heard more than 5 feet from the creature's
space.
Infiltration Expertise
Strevel Assassin feature
Youve perfected the creation of false identities and socal
infitration. While you ar disguised, suchas with a disguise
ki, and you arent dsgused as someone ele who exes,
other creatures believe you are the person youve disguised
yourself as unl given an obvious reason not
‘Adtionally while cisquisedin this way, you are
considered hidden when making an attack against a
creature tat believes your identity. Once a creature sees
you making an attack while aisgulsea, you can't gain this
Benefit against that create using your crrent identi.
Efficient Executioner
[Btvtevel Assassin feature
Your murder kit expands. You gain proficiency with the
forgery kit and another tool of your choice, which you can
Use to establish a false identity.
‘Additionally, when you deal Sneak Attack damage to a
creature on your first turn in combat, you can forgo silencing
. When you do so, you can immediately make another
weapon attack against the creature.
Death Strike
Mitvleve Assassin feature
Moving white hidden does not reveal your poston. In
dalton, when you make a weapon attack against a
creature while hidden from it, you can roll twice as many
420s forthe attack rll Ito or more of the results onthe
dice would score a erica ht, you can roll additional defor
teach additional resut past the first.For example, f you rola
4,12, 18, and 20, you would rll the damage dice tree times,
rather than twice.Chapter 11: Sorcerer
he sorcerer class receives new features and
subclasses in this section, which are
presented by level and then alphabetically.
b tional Class
ae
You gain class features in the Player's Handbook when you
reach certain levels in your class. This section offers
additional features that you can gain as a sorcerer. Unlike
‘the features in the Player's Handbook, you don't gain the
features here automatically. Consulting with your DM, you
decide whether to gain a feature in this section if you meet
the level requirement noted in the feature’s description.
‘These features can be selected separately from one another;
{you can use some, all, or none of them.
Origin Spells
Istlevel sorcerer feature, which modies the Sorcerous
Origin feature
Each Sorcerous Origin gains alist ofassocated spells. You
gain acess to these spels a the levels spected inthe
arigin description. Once you gan accessto a origin spell
you know it It doesn't count against your number of spels
Known, and it counts 35a sorcerer spel for you.
Divine Origin Spells
Ise-level Dine Sou feature, which replaces the Divine
Magi feature
You tearm adltional spells when you each certain levels in
this dass, as shown onthe Divine Spells table. Whenever
you gaina sorcerer level you can replace one spell you
{Gained from this feature with anther spell ofthe same
level The new spellrust be a divination or evocation spell
from te cer, sorcerer, or paladin spel Ust
Divine Specs
Sorcerer Level Spells
1st detect evil and good, guiding bolt
2nd augury, prayer of healing
3rd clairvoyance, mass healing word
4th divination, sickening radiance
Sth holy weapon, scrying
i
Tasua's SORCERERS
The Aberrant Mind and Clockwork Soul origins
already include origin sels, As such the
Psionic Spells and Clockwork Magic features
should be considered renamed to Aberrant
Origin Spells and Clockwork Origin Spells,
respectively, alongside this feature.
——_—_—_—_——EEEe
Draconic Origin Spells
Istlevel Draconic Bloodine feature
You learn adaltional spells when you reach certain eves in
this dass, as shown onthe Dracoic Spel table. Whenever
you gaina sorcerer level you can replace one spell you
Gained from hs feature wit another spel of the same
tevet The new spell must bean evocation or transmutation
spell from the srcere, warlock or wizard spll Us.
Draconic SPetts
Sorcerer Level Spells
‘Ast chaos bolt, feather fall
‘and dragon's breath, scorching ry
3rd Bee)
4th elemental bane, fire shield
Sth skill empowerment, wall of force
Shadow Origin Spells
Ist-level Shadow Magic feature
You learn adaltional spells when you reach certain evel In
this das, as shown on the Shadow Spel table. Whenever
you gain a sorcerer level, you can replace one spell you
Gained from this feature with another spell ofthe same
{evel The new spell must be a conjration or necromancy
spell from the sorcerer, warlock, or wizard spell st.
SHADOW SPEtIs
Sorcerer Level Spells
Vst_ arms of Hadar, ray of sickness
2nd ray of enfeeblement
3rd hunger of Hadar, vampiric touch
4th black tentacles, shadow of moil
Sth enervation, negative energy floodStorm Origin Spells
istlevel Storm Sorcery feature
‘You lear ational spells when you each catanevels a
this dass, as shown on the Storm Spells table. Whenever
you gaina sorcerer level, you can replace one spell you
‘gained from ts feature vith another spel ofthe same
level. The new spell must be conjuration or evocation spell.
from the dr, sorcerer, or wizard spel Ist
STORM SPELLS
Sorcerer Level Spells
Ast ice knife, thunderwave
2nd dust devit, gust of wind
3rd lightning bolt, thunder step
4th ice storm, storm sphere
sth control winds, maelstrom
‘Wild Origin Spells
Istlevel Wild Magic feature
You tearm adltonalspels when you each certain tvelsin
this class as shown on the Wild Spells table, Whenever you
gain a sorcerer level you can replace one spell you gained
ffom this feature wth another spel ofthe same level The
new spell must be decided by rolling 2d4 onthe Replace
with Chaos Tables
‘Witp Sretts
Sorcerer Level Spells
Ist chaos bolt, magic missile
2nd blur, Fortune's favor
3rd link, counterspell
4th confusion, polymorph
Sth contact other plane, reincarnate
REPLACE WITH CHAOS TABLES
d4 Spell List 4 Spell Schoo!
1 Wizard 1. Conjuration
2 Warlock 2 Evocation
3. Sorcerer 3. Transmutation
4 Any 4 Any
lt
Automatic ORIGIN Metamacics
‘Optionally, DMs can grant players that meet
the prerequisites for all origin-specific
metamagics those metamagic options at 3rd
level, or allow the player to-choose one each
time they gain an additional metamagic. in
‘each case, the metamagic options don't count
against the number of metamagics known.
——_—_—_a—
a
Origin-Specific Metamagi
Sr tevel sorcerer feature
When you choose Metamagic options, you have access to
the following additional options. You must meet the
‘metamagic's sorcerous origin prerequisite to choose it.
BypassinG Spett
Prerequisite: Clockwork Sou Sorcerous Origin
When you cast a damaging spell that targets one creature,
you can spend 2 sorcery points to cause thei to magically
bypass defenses. For the purposes ofthe spel the targeted