Professional Documents
Culture Documents
of Everything
On the Cover
On a brief evening’s respite, Drizzt sits by his campfire
at night, his loyal spirit panther Guenhwyvar curled up
beside him, writing another entry in his travelogue, in
this beautiful painting by Ben Mansfield.
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2 Credits
Contents
Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Chapter 1: Player Options. . . . . . . . . . . . . . . . 5
Tactician . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Class Features. . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Grandmaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Mentalist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
War Mind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Multiclassing. . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Mechanic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Plague Doctor. . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Path of the Avalanche. . . . . . . . . . . . . . . . . . . . 18
Path of Revelry. . . . . . . . . . . . . . . . . . . . . . . . . . 19
Path of the Berserker Redux. . . . . . . . . . . . . . . 21
Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
College of the Promenade. . . . . . . . . . . . . . . . 22
College of Wordsmiths. . . . . . . . . . . . . . . . . . . 23
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Chaos Domain . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Spirit Domain. . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Circle of the Streets. . . . . . . . . . . . . . . . . . . . . . 28
Circle of Winter. . . . . . . . . . . . . . . . . . . . . . . . . 29
Fighter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Animal Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . 32 Fey Essence . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Dimachaerus . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Undead Soul. . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Warlock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Way of Redirection. . . . . . . . . . . . . . . . . . . . . . .35 Fate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Way of Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 The Deceiver. . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Way of the Sun Soul Redux. . . . . . . . . . . . . . . 37 Wizard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Planar Weaving . . . . . . . . . . . . . . . . . . . . . . . . . 55
Oath of the Many. . . . . . . . . . . . . . . . . . . . . . . . 38 Somniamancy. . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Oath of the Weave. . . . . . . . . . . . . . . . . . . . . . . 39 Chapter 2: Magic Items . . . . . . . . . . . . . . . . . 60
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Chapter 3: Dungeon Master Tools. . . . . . . . 75
Emissary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Creature Domestication. . . . . . . . . . . . . . . . . . 75
Journey Conclave. . . . . . . . . . . . . . . . . . . . . . . . 43 Intrigue and Mystery. . . . . . . . . . . . . . . . . . . . . 77
Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Reskinning Monsters . . . . . . . . . . . . . . . . . . . . 85
Agitator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Shopping and Businesses Revised. . . . . . . . . 87
Blade Spinner. . . . . . . . . . . . . . . . . . . . . . . . . . .45 Traps as Stories and Encounters. . . . . . . . . . 88
Contents 3
My name is Drizzt Do’Urden, and
rather than dying in my infancy as
a sacrifice to the goddess Lolth, I
went on to live a life fuller than
any I could ever imagine, and I don’t
intend to die just yet. I have fought,
befriended, and fought and befriended
all manner of folks and creatures,
from my dear fellows in the Companions
of the Hall, to the relentless assassin
Artemis Entreri (currently my reluc-
tant ally, but only time will tell). I
have seen wonders of magic, and awesome
sights during my journeys. Through
the joys and tragedies I have experi-
enced, I decided one day to organize
and sort my thoughts in a sort of
travelogue which I wrote in whenever I
had a moment of peace. My dear Catti-
brie stumbled upon me writing one
night and to my surprise, insisted I
share my book with the world. That is
what you now hold in your hands or are
viewing in your scrying device. Pardon
my scattered thoughts and varied
accounts, as I often write what comes
to mind as it flows. You may think me
a liar or embellisher for the fantastic
accounts written within. I am no
stranger to skepticism or judgment,
but only ask you to keep an open mind,
and not be the overconfident fool I
was once. I hope that what you read
here inspires you to open your eyes to
the wonders around you and, perhaps, to
seek out adventure yourself.
–Drizzt Do’Urden
Each class offers a character-defining choice at
Chapter 1: Player 1st, 2nd, or 3rd level that unlocks a series of special
features, not available to the class as a whole. That
Options choice is called a subclass. Each class has a collective
term that describes its subclasses; in the fighter, for
The main figures in any D&D campaign are the instance, the subclasses are called martial archetypes,
characters created by the players. The heroics, folly, and in the paladin, they’re sacred oaths. The table
righteousness, and potential villainy of your characters below identifies each of the subclasses in this book.
are at the heart of the story. This chapter provides a Each of the class presentations leads off with advice
variety of new options for them, focusing on additional on how to add depth and detail to your character’s
subclasses for each of the classes. This chapter also personality. You can use the tables in these sections as
provides a new class: the Tactician. a source of inspiration, or roll a die to randomly deter-
mine a result if desired.
Character Options
Class Subclass Description
Tactician - Brilliant thinkers that utilize cunning and planning to win battles and aid allies
Tactician Grandmaster Positions and maneuvers allies and schemes like a master chess player
Tactician Mentalist Uses extreme insight and deductive skills to manipulate and prevail
Tactician War Mind Balances martial skills to fight alongside and lead allies to victory on the battlefield
Tactician Scholar Dabbles in magic in their pursuit of knowledge and learning
Artificer Mechanic Consructs an arcane ride vehicle that they can deck out with cutting-edge upgrades
Artificer Plague Doctor Utilizes healing vapors and medicinal expertise to heal allies and intoxicate foes
Barbarian Path of the Avalanche Charges ahead by building momentum to become unstoppable
Barbarian Path of Revelry Delights in battle, brashly attacking and provoking foes
Barbarian Path of the Berserker Redux A revised and enhanced version of the original classic
Bard College of the Promenade Performs magnificent dances which greatly aid their dance partners
Bard College of the Wordsmiths Bombards and confounds foes with magic born from their poetic rhymes and verses
Cleric Chaos Domain Serves a deity of chaos and wields unpredictable powers
Cleric Spirit Domain Deals with the spirits of the departed and manifests ghostly powers
Druid Circle of Winter Wields powers of cold and freezing of the harshest aspect of nature
Druid Circle of the Streets Thrives in urban cities and locales where nature merely takes a different form
Fighter Animal Warrior Channels mighty animal spirits to gain unique abilities and costumed garb
Fighter Dimachaerus Fights masterfully with two weapons, chaining strikes together to overwhelm foes
Monk Way of Redirection Masters the flow of momentum to redirect blows and control the battlefield
Monk Way of Terror Strikes fear into the hearts of foes with pragmatic brutality and improvised attacks
Monk Way of the Sun Soul Redux A revised and enhanced version of the original classic
Paladin Oath of the Many Harnesses the power of camaraderie and teamwork to promote unity and empathy
Paladin Oath of the Weave Swears an oath to stop those who abuse magic and wields powers effective against mages
Ranger Emissary Carries divine messages and wields holy powers
Ranger Journey Conclave Guides and protects travelers like the leader of a pack
Rogue Agitator Fights with devious tricks to sabotage and thwart foes
Rogue Blade Spinner Dances between foes, switfly landing multiple attacks in style
Sorcerer Fey Essence Wields mighty fey magic and controls and alters the terrain with plants from the Feywild
Sorcerer Undead Soul An arcane caster with a strong bond to undeath
Warlock The Deceiver Employs trickery and deception, difficult to pin down in more ways than one
Warlock The Fate Serves a patron of destiny and utilizes a tarokka deck to predict and alter outcomes
Wizard Planar Weaving Harnesses the energies of the many planes
Wizard Somniamancy Wields the power of sleep and rest to hinder foes and aid allies
Quick Build
Resourceful Thinkers You can make a tactician quickly by following these
Blessed with neither magical powers nor physical great- suggestions. First, make Intelligence your primary
ness, at first glance many would assume that tacticians ability score, followed by Dexterity. Second, choose the
have a difficult time making do. Looks can be deceiving sage or soldier background.
and this underestimation is what allows the tactician to
thrive. The power of a tactician’s mind is a frightening
thing, overflowing with potential and focus that benefits
Class Features
anyone that stands by their side. Whether it’s to lead an Hit Points
army to victory or direct a small strike team, tacticians
Hit Dice: 1d8 per tactician level
find themselves seeking knowledge wherever it may be
Hit Points at 1st Level: 8 + your Constitution modifier
found.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitu-
Uncommon Minds tion modifier per tactician level after 1st
Intelligence, nerve, and communication are the three Proficiencies
pillars of a tactician. This makes them unique, as their
Armor: Light armor
intelligence directs them away from the traditional path
Weapons: Simple weapons, hand crossbow, longsword,
of magical studies and towards the mastery of combat
rapier
maneuvers. These natural born leaders often find them-
Tools: Any two of your choice
selves pursuing a life of adventure in which they can
Saving Throws: Intelligence, Wisdom
push themselves to the limits and truly test their mental
Skills: Choose three from History, Insight, Investiga-
abilities.
tion, Medicine, Nature, Perception, Persuasion, or
Survival
Perfect Plan
Beginning at 1st level, you become a master at devising
the best course of action for the future. When you
complete a long rest, you gain a number of Perfect
Plan dice, as shown in the Perfect Plan Dice column
of the Tactician table, which are d4s. Upon receiving
these dice, you can spend 10 minutes concocting a plan
that includes a number of willing creatures up to 1 +
your Intelligence modifier (minimum of 2 creatures).
Whenever a creature that is a part of your Perfect Plan
Tactician
Perfect
Prof.
Level Features Plan
Bonus
Dice
1st +2 Perfect Plan, Intelligent Defense, 2
Polyglot
2nd +2 Analyze, Contingency Plan 3
3rd +2 Strategic Focus, Expertise 4
4th +2 Ability Score Improvement 5
5th +3 Guiding Guile 6
6th +3 Strategic Focus Feature 7
7th +3 Resilient Mind, Improved Perfect 8
Plan
8th +3 Ability Score Improvement 9
9th +4 Advanced Planning Techniques, 10
Mind’s Eye
10th +4 Strategic Focus Feature, Expertise 11
11th +4 Analytic Advantage 12
12th +4 Ability Score Improvement 13
13th +5 Improvised Plan 14
14th +5 Battlefield Commander, Improved 15
Contingency Plan
15th +5 Strategic Focus Feature 16
16th +5 Ability Score Improvement 17
17th +6 Piercing Eye, Improved Advanced 18
Planning Techniques
18th +6 Strategic Focus Feature 19
19th +6 Ability Score Improvement 20
20th +6 Ultimate Knowing 21
Intelligent Defense Analysis Ability
Also at 1st level, you rely on predictive measures and You use your Intelligence to closely evaluate your foes
careful observation to protect yourself, rather than raw in combat. You use your Intelligence modifier when
agility. You can use your Intelligence instead of your setting the saving throw for a tactician feature.
Dexterity when determining your Armor Class. Analysis save DC = 8 + your proficiency bonus + your Intelligence
modifier
Polyglot
Also at 1st level, your mind grasps more information Contingency Plan
than the average person. You learn two languages of
Also at 2nd level, with a little time to rest and think,
your choice.
you can adjust your plans to new situations. Whenever
Analyze you complete a short rest, you can choose to regain a
number of expended Perfect Plan dice equal to 1 + half
At 2nd level, you gain the ability to focus your intellec- your maximum.
tual prowess into breaking down the defenses of your Once you have used this feature, you cannot do so
opponent and utilizing the information gained to your again until you complete a long rest.
advantage. As a bonus action, you can begin analyzing When you reach 14th level, you can use this feature
a creature that you can see within 60 feet of you. Your any number of times.
analysis lasts for 1 minute and provides a number of
benefits as shown below, as well as additional benefits Strategic Focus
as you gain levels in this class. Your analysis ends early
At 3rd level, you’ve decided to hone your tactical
if you are incapacitated, you end your turn unable to see
prowess into a specific long-term Strategic Focus of
the creature, you begin analyzing a different creature,
your choice: Grandmaster, Mentalist, Scholar, or War
or you die.
Mind, all detailed at the end of the class description.
You can use this feature a number of times equal
Your choice grants you features at 3rd level and again at
to your proficiency bonus, regaining expended uses
6th, 10th, 15th, and 18th level.
whenever you complete a short or long rest.
14
Your arcane ride cannot gain the benefits of the same
Arcane Ride customization more than once.
Also at 3rd level, you have engineered a brilliant motion The number of customizations your ride can have
machine, an arcane ride that stays by your side. As an increases as you gain artificer levels, increasing by two
action on your turn, you can assemble your arcane ride, at 11th, and then two more 15th level.
which is a Medium or Large object with an AC equal to During a long rest, you can choose one or more of
your artificer spell save DC and hit points equal to 5 + the customizations currently active on your arcane ride
your artificer level. Its Strength score is 14, its Dexterity and replace each of them with a different customization
score is 18, and its Constitution score is 13. It is immune of your choice, spending 1 hour with your arcane ride
to poison and psychic damage. and a set of tinker’s tools, and expending 25 gp for each
While within 5 feet of your arcane ride, you can use changed customization.
5 feet of movement to begin piloting it, treating it as a
creature you have mounted. When piloting your arcane Customizations
ride, you gain the following benefits: Crew Capacity. One other Medium or smaller
• Your walking speed increases by 10 feet. creature of your choice within 5 feet of you can use half
• You can take the Dash or Disengage action as a its movement on its turn to become a passenger on
bonus action. You can also take one of these actions as your arcane ride. While a creature is a passenger in this
a part of your action to form your ride. way, it gains the following benefits:
• When you need to make a Strength (Athletics) or • It occupies your space, moves wherever you move
Dexterity (Acrobatics) check, you can make an Intelli- and cannot move otherwise except to dismount your
gence (land vehicles) check instead. ride, which costs half its movement.
• You gain advantage on ability checks and saving • Whenever you take the Disengage action, any passen-
throws made against effects that would move you gers on your arcane ride also gain the benefits of that
against your will. action.
• Your jump distance is tripled. • Whenever the passenger falls, the falling damage it
• You can use a reaction to reduce any falling damage takes is equal to the amount you take and it falls prone
you take by an amount equal to three times your arti- only if you do.
ficer level and, unless you suffer damage, you are not
A passenger can use half its movement on its turn to
knocked prone from falling 10 feet or more.
dismount your arcane ride, moving into a space within
Other creatures cannot pilot your arcane ride, as they 5 feet of you. A creature is forcibly dismounted if it falls
fail to understand its workings. prone.
As a bonus action, you can disassemble your arcane Combat Drifting. Whenever you enter a space within
ride, collapsing it into a compact form that fits within a 5 feet of another creature, you can immediately move
1-foot cube. into another unoccupied space within 5 feet of that
When your arcane ride is reduced to 0 hit points, it creature and within 10 feet of you.
immediately disassembles and you fall prone if you are You can use this feature a number of times equal to
piloting it. your proficiency bonus, regaining all expended uses
As long as your arcane ride is disassembled, it when you complete a short or long rest.
regains all lost hit points when you complete a long Grav Magnets. You gain a climbing speed equal to
rest. your walking speed and can move up, down, and across
If you lose your arcane ride, you can craft another by vertical surfaces and upside down along ceilings, while
spending 8 hours with 50 gp worth of materials. When leaving your hands free.
you create a new arcane ride, any other arcane ride you Localized Shield. As a bonus action, you engage
have created ceases to function. a magical barrier around your arcane ride. You gain
Your arcane ride takes on whatever appearance you temporary hit points equal to your Intelligence modifier
choose, as long as it fits within a 10-foot cube. Its shape + your artificer level, which last for 1 minute. While you
has no bearing on its capabilities. Suitable appearances have these temporary hit points, you and any creature
for your arcane ride might include: lightning-powered mounted on your arcane ride gain a +2 bonus to your
boots, a motorcycle, or a mechanical animal mount. AC and to Dexterity saving throws.
You can use this feature a number of times equal to
Mechanical Tinkering your proficiency bonus, regaining all expended uses
At 5th level, you can employ tweaks to your arcane ride, when you complete a long rest.
specializing it for any occasion. Your arcane ride gains Micro Missiles. As a bonus action, you can have your
two customization options, detailed below. Customiza- arcane ride fire off three homing darts of arcane energy.
tions are benefits granted to the arcane ride for as long You can fire them at one target or several. Each target
as you are piloting it. must succeed on a Dexterity saving throw against your
artificer spell save DC for each dart targeting them or
take 1d4 force damage.
Magnificent Vapors
Starting at 15th level, your concoctions are the stuff of
legends.
Harmful Vapors. On a successful save, creatures
now take half damage from your Harmful Vapors.
Healing Vapors. In addition to the healing options
provided by your Potent Vapors feature, you can also
select from the following options:
• Reduce each creature’s exhaustion level by one
• End any reduction to the targets’ ability scores
• End one effect reducing the targets’ hit point
maximums
Rage damage bonus is doubled if you move at least 30 an unfortunate necessity and view those who relish it
feet on your turn. with scorn. However, it is not cruelty that fuels the
passions of the Path of Revelry but a spirit of fun
that is almost… childlike in nature. It confuses and
unnerves me.
-Drizzt
Battle Bliss
Also at 3rd level, when you enter a
rage, you instead enter a blissful state
of glee and energy. When a creature
or object targets you with an attack
or deals damage to you while you are
raging, your melee weapon attacks
deal 1d4 extra damage to that creature
or object until the end of your next
turn. The die rolled for this extra damage
increases in size as you gain barbarian levels,
increasing by one size at 6th (1d6), 10th (1d8),
and 14th (1d10).
Adrenaline Rush
At 6th level, you’re always looking to get to the
center of the action. While you’re raging, you
can use your bonus action to move up to your
speed towards a hostile creature. You can use this
feature a number of times equal to your proficiency
bonus, regaining all expended uses when you complete
a short or long rest.
Brash Taunter
Beginning at 10th level, you can shout vulgar insults
and make taunting gestures at your foes, drawing them
toward you. As a bonus action while you’re raging, you
can taunt any number of creatures you choose within
Euphoric Revelry
By the time you reach 14th
level, while you’re raging you
can use a bonus action to
briefly enter a state of pure
passion and energy, which
lasts until the end of your turn.
While it lasts, whenever you enter
a space within 5 feet of another
creature, you can make a melee
weapon attack against that creature (no
action required) provided that you have not
already hit that creature with a weapon attack
on your turn. You can make a number of attacks
this way up to your Constitution modifier
(minimum of one).
Additionally, you can use your Adrena-
line Rush feature as a part of the same
bonus action.
Once you have used this feature,
you cannot do so again until you
complete a long rest.
Frenzy
Starting when you choose this
path at 3rd level, your rage
becomes all the more ferocious
and mindless. Your damage
bonus while raging increases
by 2, to a total of +4. This bonus
increases to +5 at 9th level and
+6 at 16th level.
Additionally, while raging,
you have resistance to psychic
damage.
Fearless Rage
Beginning at 6th level, your bravery is
unchallenged. You have advantage on
saving throws to avoid being frightened.
Additionally, while raging, whenever a
creature forces you to make a saving throw to resist
being frightened, you can use your reaction to move 30
feet closer to them. If this brings you within range, you
can make one weapon attack against that creature as
part of your reaction. You make this attack immediately
before making the saving throw. If the attack hits, your
save automatically succeeds, in addition to the attack’s
normal effects.
Terrifying Presence
Beginning at 10th level, your mien inspires fear. You
gain proficiency in the Intimidation skill if you don’t
already have it. If you already have proficiency in this
skill, your proficiency bonus is doubled for any ability
check you make with that proficiency.
It Takes Two
Beginning at 3rd level, when you inspire someone, they
can share your inspiration with a partner. When you
grant a creature a Bardic Inspiration die, that creature
can choose another creature within 5 feet of it to share
its inspiration. This second creature gains a Bardic
Inspiration die identical to the first. This second die
does not cost you an additional use of your Bardic
Inspiration.
Social Butterfly
Beginning at 3rd level, your knowledge of social
dancing expands your repertoire in related areas.
Choose one of the following skills: Acrobatics, Athletics,
Insight, Performance, or Persuasion. You become
proficient in that skill and your proficiency bonus is
doubled when you use it.
Tandem Tactics
Beginning at 6th level, those inspired by you are
able to share the benefits of certain spells, so long
as they are nearby when it is cast. When you cast a
spell targeting a creature that has an unspent Bardic
Inspiration die granted by you, that creature can use
Chaos Domain
As an acolyte dedicated to the whims of chaos and
spontaneity, you are different from most other mortals Bonus Cantrips
with connections to divine beings. Clerics of this Starting at 1st level, you learn the vicious mockery
domain tend to mock notions of tradition and battle cantrip plus one additional cantrip of your choice from
against tyranny, and they frequently cavort with the wizard spell list. For you, these cantrips count as
swashbucklers and thieves. They believe that laws, cleric cantrips.
bureaucracy, and authoritarianism stifle growth, and it
is only through chaos and randomness that mortals can Divine Chaos
evolve. Some may use their powers to better the fate of
Also at 1st level, your spellcasting can unleash surges
the downtrodden. Others may be more sinister, gaining
of untamed magic. Once per turn, you can roll a d20
their powers from malicious forces who seek nothing
immediately after you cast a cleric spell of 1st level or
more than discord and destruction.
higher. If you roll a 1, roll on the Divine Chaos table
In the Forgotten Realms, chaos deities include Cyric,
to create a magical effect. If the effect is a spell, it is
Mask, and Tymora. In the Eberron campaign setting,
too wild to be affected by any class feature or magic
gods include Olandra, the Mockery, and the Traveler. In
item that influences a spell you cast, and if it normally
Theros, gods of chaos include Keranos and Phenax.
requires concentration, it doesn’t require concentration
in this case; the spell lasts for its full duration.
My first inclination is to distrust chaos, but I have
come to respect it as a crucial component of the
balance of existence. However, I suspect even clerics
who serve the Chaos Domain do not fully understand
what they are getting into.
-Drizzt
Survivor of Spirits
At 6th level, you become better able to resist the touch
of the dead. You gain resistance to necrotic damage and
your hit point maximum cannot be reduced by attacks
or effects that do necrotic damage.
Divine Strike
At 8th level, you gain the ability to infuse
your weapon strikes with ethereal force.
Once on each of your turns when
you hit a creature with a weapon
attack, you can cause the attack
to deal an extra 1d8 force damage
to the target. When you reach 14th
level, the extra damage increases
to 2d8.
Spectral Warrior
At 17th level, you have a flying speed of 10 feet and
you can hover.
Additionally, when you are reduced to 0 hit points,
you can cause your spirit to continue fighting.
Your body drops prone but your spirit
remains standing. Your spirit retains all
of your statistics with the following
changes:
• It gains all the benefits of your
Step Beyond the Veil feature, but
does not require concentration.
• It has a Strength score of 1 and
gains no bonus to its Armor Class
from wearing armor.
• It cannot cast spells that require
material components.
• If it is reduced to 0 hit points, it is forced
back into its body. If the body is dead, the
spirit dies as well.
• If it begins its turn more than 100 feet from its
body while the body still lives, it must succeed on a
DC 15 Charisma saving throw or instantaneously
return to the body.
Chapter 1 | Player Options 27
Druid
At 2nd level, a druid gains the Druid Circle feature. The
following options are available to a druid, in addition to
those offered in the Player’s Handbook.
Beginning at 10th level, Through your attunement majesty of nature at its coldest.
Bestial Blessing
Beginning when you choose this archetype at 3rd
level, you gain the ability to forge spiritual bonds with
legendary creatures and receive their blessings. You
learn how to connect with a new creature at levels 3, 7,
10, and 15. Receiving a blessing requires the use of
a bonus action, and each blessing lasts for 10
minutes, until you end it as a bonus action,
until you use a new blessing, or until you
are incapacitated or die.
You can use this feature a number of
times equal to your proficiency modifier.
You regain any expended uses when you
finish a long rest.
Noble Eagle
Also at level 3, you form a connection with the
spirit of the Noble Eagle, which grants you its blessing.
As a bonus action, you can channel the spirit of the
Noble Eagle, and a spectral, feathered eagle costume
appears over your body covering whatever gear you
are wearing. While this blessing is active, your speed
increases by 5 feet for every point of your proficiency
bonus and opportunity attacks targeting you are made
with disadvantage. In addition, when a creature makes
an opportunity attack against you and misses while this
blessing is active, you can use your reaction to make a
single melee weapon attack against that creature.
armor class by your proficiency modifier until the begin- though even my skills pale in comparison to a Dimach-
aerus. These fighters were once known as the terror
ning of your next turn.
of colosseums, and I am most grateful I never had to
Sovereign Jaguar cross blades with the one I met.
-Drizzt
When you reach level 15, you master a connection with
the spirit of the Sovereign Jaguar, which grants you its
blessing. As a bonus action, you can channel the spirit
of the Sovereign Jaguar, and a spectral, spotted jaguar
costume appears over your body covering whatever
gear you are wearing. While this blessing is active,
you have advantage on saving throws and
Charisma (Intimidation) checks.
As a bonus action while this
blessing is active, you can
choose a creature you see
within 90 feet and mark it as
your prey. Each time you hit a
creature marked as your prey
with a weapon attack you deal
an extra 1d8 damage. This
extra damage is cumulative,
increasing by 1d8 each time you
hit the target up to a maximum
of a number of d8s equal to your
proficiency bonus.
Obsidian Elite
At 18th level, your mastery of the various
animal forms allows you to combine
them, choosing the appearance of your
spectral costume. When you activate one of
your animal blessings, you can choose to add
the effects of a second blessing as well without
expending a second use of Bestial Blessing.
Dimachaerus
The tradition of the dimachaeri grew in the
blood and savagery of the fighting pit, a gladi-
atorial style born to battle with the weight of a
weapon in each hand. But as time passed, the
dimachaeri gradually forged their techniques
into a pragmatic system of violence. While the
dimachaeri have abandoned the flashier tech-
niques still practiced by the bards of the College
of Swords, these fighters have taken the deadly
lessons they learned in the sand of the coliseum
to the field of war. Now, their style emphasizes a
quickness and precision without performance,
a deadliness without fanfare, and the spilling
of blood not for approval but for survival. The
moment their blades land, these warriors
Ceaseless Combat
At 18th level, when you roll initiative, you gain prowess
points equal to your proficiency bonus. In addition, you
can now expend up to 3 prowess each turn.
Anything is a Weapon
At 3rd level, in your hands, everyday
objects become deadly weapons and you
can even weaponize your surroundings
against your foes. You gain proficiency
with improvised weapons, and they
count as monk weapons for you. In
addition, you can initiate a grapple
using a Dexterity (Acrobatics) check
instead of Strength (Athletics) if you wish.
When you are grappling an opponent and
are within 5 feet of a solid surface such as a wall
or a tree you can force the grappled creature into that
surface as an attack, treating the surface as an impro-
vised weapon.
Parkour
At 3rd level, you have the ability to deftly run and
avoid most kinds of obstacles. When you take
the Dash action on your turn, you ignore diffi-
cult terrain, climbing doesn’t cost you extra
movement, and your jump distances are
doubled. Additionally, when you take
the dash action your movement does
not provoke opportunity attacks.
Constant Vigilance
At 6th level, you are always prepared for
battle. You gain a bonus to your initiative rolls
equal to your Wisdom modifier (minimum 1),
and you cannot be surprised while you are
not incapacitated.
Compounding Terror
Also at 6th level, when you hit a
creature that is frightened of you with
an unarmed strike or monk weapon, it
takes additional psychic damage equal to
one roll of your Martial Arts die.
Spell Censure
At 15th level, you can cast the antimagic field spell,
requiring only verbal components and without
expending a spell slot. Charisma is your spellcasting
ability for casting the spell in this manner.
When you cast this spell using this feature, it extends
out to a range of 30 feet.
Once you have used this feature, you can’t use it again
until you finish a long rest.
Divine Magic
Starting at 3rd level, you learn an additional spell when
you reach certain levels in this class, as shown in the
Emissary Spells table. The spell counts as a ranger
spell for you, but it doesn’t count against the number of
ranger spells you know.
Emissary Spells
Ranger Level Spells
3rd comprehend languages
5th skywrite
9th sending
13th Leomund’s secret chest
17th Rary’s telepathic bond
Additionally, whenever
you complete a long rest,
you prepare a list of spells,
choosing from the cleric
spell list. When you do so,
choose a number of cleric
spells equal to one third
your ranger level. The
spells must be of a level for
which you have spell slots.
If a spell prepared this way
is not on the ranger spell list,
that spell is nonetheless consid-
ered a ranger spell for you.
For example, if you are a
6th-level ranger, your prepared
spells can include two spells of 1st
or 2nd level, in any combination.
Extemporaneous Violence
Beginning when you choose this archetype at 3rd level,
you gain proficiency in improvised weapons, and impro-
vised weapons have the finesse property for you.
Dirty Fighting
Also at 3rd level, you know just how to bypass
your enemy’s defenses and strike them where it
hurts, throwing off their aim completely. When
you deal damage with your Sneak Attack to a
creature, you can force the target to make a
weapon attack against another creature within its
weapon’s range.
You can use this feature a number of times equal
to your proficiency bonus, regaining expended uses
whenever you complete a long rest.
Additionally, as long as it’s your turn, you gain a +5
bonus to your AC.
Improvisationalist
When you reach 9th level, you know just how to come
back from a failure, spinning it into something new.
Whenever you fail an ability check, you can expend a
use of your Dirty Fighting feature. If you do, you can
reroll the check, but you must use the new result.
Untouchable
At 13th level, you know just how to read your enemies,
predicting their next moves. Whenever a creature
misses you with a melee attack, you can use your
reaction to make a melee weapon attack against that
creature.
Superior Technique
You learn one maneuver of your choice from among
those available to the Battle Master archetype. If a
maneuver you use requires your target to make a saving
throw to resist the maneuver’s effects, the saving throw
DC equals 8 + your proficiency bonus + your Strength
or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die
is added to any superiority dice you have from another
source). This die is used to fuel your maneuvers. A
superiority die is expended when you use it. You regain
your expended superiority dice when you finish a short
or long rest.
Fey Magic
Beginning at 1st level,
you learn additional
spells when you reach
certain levels in this
class, as shown on the
Fey Spells table. Each
of these spells counts as a
sorcerer spell for you, but
it doesn’t count against
the number of sorcerer
spells you know.
Whenever you gain a
sorcerer level, you can
replace one spell you
gained from this feature
with another spell of the
same level. The new spell
must be an enchantment or an
illusion spell from the sorcerer,
warlock, or wizard spell list.
Soul Connection
At 14th level, you can target a creature you can see
within 30 feet of you and force it to make
a Charisma saving throw against your
sorcerer spell save DC. A creature
can choose to voluntarily fail the
save and undead and constructs
automatically succeed. On a failed
save, you form a bond of blood with
the creature that lasts 1 minute or
until you use this feature again.
Whenever you take damage while
this bond is in effect, you only take
half damage (rounded down), and the
bound creature takes the remaining half.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses when you complete a long rest.
Deathly Transformation
At 18th level, the power of undeath within you
resonates so strongly that it allows you to step
into a state of being similar to undead beings.
As an action, you undergo a transformation
that lasts 1 minute (or until you are incapaci-
tated, knocked unconscious, or die), and
gain the following effects:
• You gain a flying speed equal to
your walking speed and can hover.
• Your eyes retract into their
sockets and you gain blindsight out
to the range of your normal vision.
• You gain resistance to necrotic
damage; immunity to poison
damage and the poisoned condi-
tion; and resistance to bludgeoning,
piercing, and slashing damage from
nonmagical attacks.
• When you deal necrotic damage to
a creature, you always deal maximum
damage instead of needing to roll.
Tarokka Deck
Beginning at 1st level, you possess or gain possession of
a tarokka deck, one that has been imbued with the gift
of prophecy. You can use your deck or any card or cards
from it as a spellcasting focus for your warlock spells.
You can summon the deck or any unexpended card
from the deck that you have pulled with a class feature
to your hand with a bonus action.
If you lose your Tarokka Deck you can perform a
1-hour ceremony to receive a replacement from your
patron. This ceremony can be performed during a short
or long rest, and it destroys the previous deck. The deck
turns to ash when you die.
Arcane Tunneling
Also at 6th level, whenever you create a tunnel with
your dagger, you can choose for that tunnel to be two
way, allowing creatures to enter either end of the
tunnel.
Fleet of Falsehoods
At 10th level, you can create backnetworks through
reality with great ease and precision. Whenever you
move, you can teleport that distance instead of moving.
When you teleport in this way, you can use your
Mystic Mirage feature as if you were moving. When you
move the illusion created by that feature, you can also
cause it to teleport in this way.
Additionally, whenever you create a tunnel with your
deceiver’s dagger, you can create the exit up to 120 feet
from you.
Dimensional Warding
Beginning at 10th level, when you or a creature within
30 feet of you takes damage or makes a saving throw
that corresponds to a damage or saving throw type of
one of your planar powers, you can use your reaction
to grant the target resistance to that damage type for
that instance of the damage or advantage on that saving
throw.
In addition, as an action, you can use your Dimen-
sional Warding feature to grant all creatures within 30
feet of you immunity to the negative effects of planar
exposure for planes you have selected for your Planar
Weaving feature for 1 hour.
You can use this feature a number of times equal to
your proficiency bonus. You regain all expended uses
when you finish a long rest.
Restorative Repose
Beginning at 6th level, you add the catnap
spell to your spellbook if it is not there
already. When you cast catnap, you can
target one additional creature and each
affected target can choose to gain one of
the following additional benefits:
• The target reduces its exhaustion level by one.
• The target rolls any hit dice it expends during the
short rest twice, taking the higher of the two results for
each die.
Dream Familiarity
Also at 6th level, your ability to control your
own dreams allows you to better deal with
dreams and nightmares in the waking world.
You can use your reaction to grant yourself
advantage on ability checks to see through
illusions and saving throws against illusions
and fear. You can use this feature a number of
times equal to your proficiency bonus, regaining
expended uses whenever you complete a long
rest.
Dawnbolter
Dissonant Microphone
Weapon (heavy crossbow), very rare (requires attune-
ment) Wondrous item, uncommon (requires attunement by a
bard)
Crafted to fight off the horrors of the night, this
crossbow is made of dark oak inlaid with the holy This device was crafted by a team of renown Lantanese
symbols used by its previous wielders. It is strung with engineers. The magic within it allows it to amplify the
a silver thread that glows slightly with radiant energy. voice of someone who speaks into it. Using a bonus
You gain a +2 bonus to attack and damage made with action, you can speak a command word to turn the
this magic weapon. device’s amplifying feature on or off. While it is on, you
This weapon is wielded as a typical heavy crossbow, can speak normally into the microphone and be heard
but requires no ammunition. Instead, when an attack up to 500 feet away.
is made with this weapon, it creates a magical bolt that While holding the microphone, you can use an action
deals radiant damage in place of piercing. These bolts to cast one of the following spells from it, using your
dissipate moments after impacting their target. You can spell attack bonus and spell save DC: command, disso-
choose to use ammunition with this crossbow instead nant whispers, sleep, or Tasha’s hideous laughter. Once
of firing radiant bolts. When you do, you gain the attack you have cast a spell with the microphone, you can’t
and damage benefits of this magical weapon as normal. cast that spell again until you finish a long rest.
If you score a critical hit on a creature that is consid-
ered an undead or fiend with this crossbow, the attack
Divining Eye Amulet
deals maximum damage. Wondrous item, uncommon (requires attunement)
This silver amulet has the shape of an eye, similar to a
Deadwalker’s Ring symbol often ascribed to those who study the arcane art
Ring, very rare (requires attunement) of divination.
While attuned to this ring, whenever you cast a necro- While attuned to this amulet, you have advantage
mancy spell with a casting time of 1 minute, you can on Initiative checks and cannot be surprised. You can
cast it as an action instead. You can also create one also cast the augury spell without the need for material
additional undead creature if you cast a spell that components by staring into the eye of this amulet. Once
creates or summons undead creatures. you do so, this spell cannot be cast in this way again
In addition, the undead created or summoned by your until the following dawn.
spells gain a bonus to their attack rolls equal to half Cursed. Once attuned to this amulet, you cannot
your proficiency bonus. unattune or remove this amulet without the use of a
remove curse spell or similar magic. While attuned, you
always feel a strange sort of dread regarding the future
and have disadvantage on Wisdom saving throws made
against effects that cause you to be frightened.
Faerie Bomb
Wondrous item, uncommon
This fist-sized gray ball feels powdery and is pliable
to the touch. It can be thrown or set to be triggered
when a creature comes within 5 feet of it. When it hits
a target or is triggered, the bomb explodes, covering
each object within 10 feet in blue, green, and violet dust.
Creatures in this area are also covered in dust if they
fail a DC 15 Dexterity saving throw. A creature or
object covered in dust sheds dim light in a 10-foot
radius and cannot benefit from being invisible.
Attack rolls have advantage against them if
they are visible to the attacker. The dust
lasts for 24 hours and cannot be washed
off by mundane means, but magical
effects including prestidigitation can
be used as normal to remove the
dust.
Sentience. Yolchicachuac is a sentient lawful good Traits: I am decisive, straightforward, honest, and
weapon with an Intelligence of 15, a Wisdom of 15, and fearless. I am usually level-headed and reasonable, but
a Charisma of 10. It has hearing and darkvision out to a get quite passionate during a challenge or battle.
range of 60 feet. Ideals: Battle allows a warrior to prove their valor and
Yolchicachuac can speak, read, and understand one greatness. One’s conduct in battle clearly demonstrates
language of its current wielder, and can communicate their honor.
telepathically with its wielder and any creature within Bonds: I shall be a peerless weapon for a worthy
30 feet of it. While you are attuned to it, Yolchicachuac wielder, and serve them as best as I am able.
also understands every language you know. Flaws: Some say my craving for battle is cruel, but I
Yolchicachuac will state his terms and conditions do not heed the opinions of others easily.
when a new wielder picks the weapon up for the first Yolchicachuac’s Favor. As you behave in a way that
time: he expects his wielder to behave as an honorable Yolchicachuac deems worthy of a true warrior, you
warrior and earn true glory and, thereby, Yolchica- will rise in his esteem, or fall if you behave in a way he
chuac’s favor. As you gain his favor, he will reward you deems unworthy. Yolchicachuac grants rewards and
with power. As you lose his favor by behaving dishonor- imposes penalties based on the amount of favor his
ably and cowardly, he will penalize you. bearer gains from him as shown in the Yolchicachuac’s
Personality. For over a thousand years, Yolchica- Favor table.
chuac has been wielded by one great Maztican warrior Gaining and Losing Favor. Yolchicachuac is
after another, and has developed a warlike personality constantly judging you, causing you to gain and lose
amalgamated from all who wielded it. favor with him depending on what you do. The more
you act in accordance with his personality and align-
ment, the greater the favor you will gain, and the
Habituation
Before a creature can be trained, it must
first become used to humanoid contact. This
habituation period varies and is recorded in the
table below. A character attempting to habituate
The experience of
solving a mystery can
be deeply satisfying—
or, if clues can’t be
found, incredibly frus-
trating. These rules
provide a framework
for setting up satis-
fying mysteries and
intrigues and can be
used in any situation
where the party
needs to discover
information through
roleplay or skill
checks, rather than
simply receiving it
from a helpful NPC
or item.
figuring out why the murderer is killing people may take
Important Questions inductive reasoning to solve. Only then can the party
Any good mystery or intrigue needs to answer six ques- identify who the murderer is.
tions: who, what, when, where, why, and how. The other strategy is to break up the answer to the
• Who is usually a villain; however, it could also be resolving question into multiple smaller clues. Perhaps
almost any individual or group, such as a lost civiliza- the party learns that the killer has brown hair when
tion, a wizard with the magical key to the next part of they discover a strand left at a crime scene; that the lost
the adventure, or a kidnapped prince. city is located east of a major river, or that the lover has
• What is happening, or has happened, is the inciting been acting erratically. None of these are, in them-
incident, a secret, or the plot: the kidnapping, the city, or selves, enough to solve the mystery, but several such
the villain’s plan. smaller clues can, together, point toward a resolution.
• When usually indicates the time at which the what Number of Clues
will—or did—occur. Adding a ticking clock may not
always be appropriate, but it can add some tension to a The challenge of running a mystery or intrigue at the
mystery or intrigue. table is that players can get stuck if they miss a crucial
• Where is the location that the party needs to go next clue. This can be solved by creating multiple clues for
or the place that the what occurred at. each of the six questions that are essential to resolving
• Why is the motivation that the who had for their act the mystery. Placing three clues that answer each
or secret. crucial question in different places is a good rule of
• Finally, how fleshes out the what more thoroughly, thumb. The trope of having a single clue that unravels
tying it to the other factors and providing a satisfying the entire mystery is a satisfying one, but remember:
resolution to the mystery. your players don’t know about the clues that they don’t
discover, so any clue that they find can potentially be
When writing a good mystery or intrigue, identifying the that clue for them. In practice, having there truly be
answer to each of these questions will provide you with only one crucial clue is likely to result in the party
a starting place for writing clues. Each of the questions standing around awkwardly, hoping for guidance.
has either a known answer (often what motivates the
party to solve the mystery), an answer that can serve Foreshadowing and Genre
as a clue, or an answer that resolves the mystery. If you
Some mysteries benefit from having the solution
are trying to set your party on the trail of a serial killer,
appear completely obvious once it is solved; others do
the what may be fairly obvious—someone is killing
better if they preserve a sense of wonder. A serial killer
people, usually with a specific method (how). When and
can be someone known to the party, and discovering
where the killings occurred may provide further infor-
their identity can have great emotional impact, while
mation; at night in the victim’s homes, on the full moon
discovering the location of a lost city should lead to
in a cornfield, or behind the inn after it closes are all
a completely novel experience. You can look to genre
possible examples. When and where can also be crucial
expectations when you are deciding how you might
information to attempt to intercept the killer—perhaps
want to foreshadow a mystery’s resolution. In a murder
the characters can catch them at the scene of their next
mystery, the party will almost always already know the
murder. Why is the motivation for the murders, and ulti-
person who is revealed to be the killer. When searching
mately, you want your characters to discover who did it.
for a lost city, a dream or prophecy might provide
Clue Order hints at the city’s nature. However, the interpersonal
dynamics of a missing lover don’t typically benefit from
In the example above, it is clear that the answers to foreshadowing, unless there is another mystery folded
some questions can result in the resolution of the into that intrigue.
intrigue, possibly prematurely. If the party discovers the
identity of the murderer, the case is solved; likewise for
the location of the forgotten city, the motivation behind
a lover’s departure, or any other form of intrigue. There
are two ways to handle this, which can—and usually
should—be used in conjunction.
The first is to make all other clues available to the
party before they can determine the answer to the final
question. For example, if your party is investigating a
serial killer, they may work out the what and the how
within minutes of setting foot on the scene. Deter-
mining if there is a pattern to when and where the
murders are being committed may take some time, and
16 Pockmarked 66 Bow-legged
17 Amputee 67 Barrel-chested
35 Muscular 85 Sunburnt
36 Lean 86 Pale
88 Opinionated suppose I have never seen an orc with gills and a fish
tail.
89 Delicate
-Drizzt
90 Strong
91 Pretentious
92 Down-to-earth
93 Feline
94 Funny
95 Zealous
96 Pugnacious
97 Lucky
98 Impressionable
99 Rash
00 Composed
• The trap is in a building or lab woman has even still met their untimely end falling
• The imprisoned creature is a sentient magic item to their deaths at the bottom of a chasm despite
held by a statue their skill. To this day, I view bridges with a healthy
• The creatures that animate on initiative 20 are amount of skepticism and a reminder that death is