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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 Liga Introduction « 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 strikeX College 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 level Attune 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 Bee ae eet trans scarin arpa fy ale bearer vtcaton nthe terre of te oe eee Ret riguesforticptng te rear you tac. rom BR eee rtes fcr torerng gens anc tertifying dragons. 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 flood Storm 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

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