Professional Documents
Culture Documents
Oath of Glory
Using This Book Oath of the Watchers
Chapter 1: Character Options RANGER
Customizing Your Origin Optional Class Features
Changing a Skill Fey Wanderer
Changing Your Subclass Swarmkeeper
ARTIFICER Beast Master Companions
Class Features ROGUE
Alchemist Optional Class Features
Armorer Phantom
Artillerist Soulknife
Battle Smith SORCERER
Arti icer Infusions Optional Class Features
BARBARIAN Aberrant Mind
Optional Class Features Clockwork Soul
Path of the Beast WARLOCK
Path of Wild Magic Optional Class Features
BARD Eldritch Invocation Options
Optional Class Features The Fathomless
College of Creation The Genie
College of Eloquence WIZARD
CLERIC Optional Class Features
Optional Class Features Bladesinging
Order Domain Order of Scribes
Peace Domain FEATS
Twilight Domain Chapter 2: Group Patrons
DRUID How Patrons Work
Optional Class Features Academy
Circle of Spores Ancient Being
Circle of Stars Aristocrat
Circle of Wild ire Criminal Syndicate
FIGHTER Guild
Optional Class Features Military Force
Maneuver Options Religious Order
Psi Warrior Sovereign
Rune Knight Being Your Own Patron
Battle Master Builds Chapter 3: Magical Miscellany
MONK Spells
Optional Class Features Blade of Disaster
Way of Mercy Booming Blade
Way of the Astral Self Dream of the Blue Veil
PALADIN Green-Flame Blade
Intellect Fortress Fulminating Treatise
Lighting Lure Ghost Step Tattoo
Mind Sliver Guardian Emblem
Spirit Shroud Heart Weaver’s Primer
Summon Aberration Illuminator’s Tattoo
Summon Beast Libram of Souls and Flesh
Summon Celestial Lifewell Tattoo
Summon Construct Luba’s Tarokka of Souls
Summon Elemental Lyre of Building
Summon Fey Masquerade Tattoo
Summon Fiend Mighty Servant of Leuk-o
Summon Shadowspawn Moon Sickle
Summon Undead Nature’s Mantle
Sword Burst Outer Essence Shard
Tasha’s Caustic Brew Planecaller’s Codex
Tasha’s Mind Whip Prosthetic Limb
Tasha’s Otherworldly Guise Protective Verses
Personalizing Spells Reveler’s Concertina
MAGIC ITEMS Rhythm-Maker’s Drum
Absorbing Tattoo Shadowfell Brand Tattoo
Alchemical Compendium Shadowfell Shard
All-Purpose Tool Spellwrought Tattoo
Amulet of the Devout Teeth of Dahlver-Nar
Arcane Grimoire Chapter 4: Dungeon Master’s Tools
Astral Shard Session Zero
Astromancy Archive SIDEKICKS
Atlas of Endless Horizons Expert
Baba Yaga’s Mortar and Pestle Spellcaster
Barrier Tattoo Warrior
Bell Branch Parleying with Monsters
Blood Fury Tattoo Supernatural Regions
Bloodwell Vial Blessed Radiance
Cauldron of Rebirth Far Realm
Coiling Grasp Tattoo Haunted
Crook of Rao Infested
Crystalline Chronicle Mirror Zone
Demonomicon of Iggwilv Psychic Resonance
Devotee’s Censer Unraveling Magic
Duplicitous Manuscript Magical Phenomena
Eldritch Claw Tattoo Eldritch Storms
Elemental Essence Shard Emotional Echoes
Far Realm Shard Enchanted Springs
Feywild Shard Magic Mushrooms
Mimic Colonies
Primal Fruit
Unearthly Roads
Natural Hazards
Avalanches
Falling into Water
Falling onto a Creature
Spell Equivalents of Natural Hazards
Puzzles
Puzzle Handouts
Using This Book player characters, and on supernatural
environments. The chapter ends with a
Tasha’s Cauldron of Everything offers a host of collection of puzzles ready to be deployed
new options for Dungeons & Dragons, and in any adventure that the DM would like
our journey through those options is to spice up with some puzzling.
accompanied by the notes of the wizard
Tasha. Creator of the spell Tasha’s hideous It’s All Optional
laughter, Tasha’s life is one of the most storied
in the D&D multiverse. Raised by Baba Yaga, Everything in this book is optional. Each
the Mother of Witches herself, Tasha group, guided by the DM, decides which of
adventured across the world of Greyhawk and these options, if any, to incorporate into a
became the friend and sometimes enemy of campaign. You can use some, all, or none of
other famous adventurers, like them. We encourage you to choose the ones
Mordenkainen. In time, she ruled as the Witch that it best with your campaign’s story and
Queen and later changed her name to with your group’s style of play.
Iggwilv—a igure of legend who is whispered
about, feared, and admired. Whatever options you choose to use, this
book relies on the rules in the Player’s
Written for players and Dungeon Masters Handbook, Monster Manual, and Dungeon
alike, this book offer options to enhance Master’s Guide, and it can be paired with the
characters and campaigns in any D&D world, options in Xanathar’s Guide to Everything and
whether you’re adventuring in Greyhawk, other D&D books.
another of icial D&D setting, or a world of
your own creation.
Unearthed Arcana
What You’ll Find Within Much of the material in this book originally
appeared in Unearthed Arcana, a series of
Chapter 1 brims with new features and online articles we publish to explore rules
subclasses for the classes in the Player’s that might of icially become part of the
game. Some Unearthed Arcana offerings
Handbook, and it presents the arti icer
don’t end up resonating with fans and are
class, a master of magical invention. The set aside. The Unearthed Arcana material
chapter also offers feats for groups that that inspired the options in the following
use them. chapters was well received and thanks to
Chapter 2 contains patrons who can become feedback from thousands of D&D fans, has
one of the driving forces behind your been re ined into the of icial forms
group’s adventures. presented here.
Chapter 3 sparkles with new magical options,
including spells, magical spell books, Ten Rules to Remember
artifacts, and magic-infused
tattoos—available for both player 1. The DM Adjudicates the Rules
characters and monsters to use. The rules of D&D cover many of the twists
Chapter 4 holds various rules that a DM may and turns that come up in play, but the
incorporate into a campaign, including possibilities are so vast that the rules can’t
rules on sidekicks who level up with the
cover everything. When you encounter otherwise. Once you take a reaction, you can’t
something that the rules don’t cover or if take another one until the start of your next
you’re unsure how to interpret a rule, the DM turn.
decides how to proceed, aiming for a course
that brings the most enjoyment to your whole 5. Pro iciency Bonus
group. If your pro iciency bonus applies to a roll, you
can add the bonus only once to the roll, even
2. Exceptions Supersede General if multiple things in the game say your bonus
Rules applies. Moreover, if more than one thing tells
General rules govern each part of the game. you to double or halve your bonus, you
For example, the combat rules tell you that double it only once or halve it only once
melee weapon attacks use Strength and before applying it. Whether multiplied or
ranged weapon attacks use Dexteirty. That’s a divided, or left at its normal value, the bonus
general rule, and a general rule is in effect as can be used only once per roll.
long as something in the game doesn’t
explicitly say otherwise.
6. Bonus Action Spells
If you want to cast a spell that has a casting
The game also includes elements—class time of 1 bonus action, remember that you
features, spells, magic items, monster can’t cast any other spells before or after it on
abilities, and the like—that sometimes the same turn except for cantrips with a
contradict a general rule. When an exception casting time of 1 action.
and a general rule disagree, the exception
wins. For example, if a feature says you can
7. Concentration
As soon as you start casting a spell or using a
make melee weapon attacks using your
special ability that requires concentration,
Charisma, you can do so even though that
statement disagrees with the general rule. your concentration on another effect ends
instantly.
3. Advantage and Disadvantage
8. Temporary Hit Points
Even if more than one factor gives you
Temporary hit points aren’t cumulative. If you
advantage or disadvantage on a roll, you have
it only once, and if you had advantage and have temporary hit points and receive more
disadvantage on the same roll, they cancel of them, you don’t add them together, unless a
game feature says you can. Instead, you
each other.
decide which temporary hit points to keep.
4. Reaction Timing
Certain game features let you take a special
9. Round Down
Whenever you divide or multiply a number in
action, called a reaction, in response to an
the game, round down if you end up with a
event. Making opportunity attacks and
casting the shield spell are two typical uses of fraction, even if the fraction is one half or
reactions. If you’re unsure when a reaction greater.
occurs in relation to its trigger, here’s the rule:
10. Have Fun
the reaction happens after its trigger, unless
You don’t need to know every rule to enjoy
the description of the reaction explicitly says
D&D, and each group has its own
style—different ways it likes to tell stories the multiverse’s in inite audacities. And
and to use the rules. Embrace what your even if not, read on and maybe you’ll learn
group enjoys most. In short, follow your bliss! something my archmage semi-peers are
terri ied of you learning.
My dear, sweet, lucky reader, I’m drawing back the curtain of reality for
you, reader dearest. Summon your courage,
You know me. You’ve heard of my exploits. and take a peek.
You’ve spread my titles. Natasha the Dark, TASHA
Hura of Ket, Baba Yaga’s daughter, witch par
excellence, and, if you’re not trying to
impress, just plain Tasha.
Proficiency Replacement Proficiency Languages. You can speak, read, and write
Common and one other language that you
Skill Skill and your DM agree is appropriate for your
character.
Armor Simple/mar al weapon or
tool
For example, high elf adventurers have
Simple weapon Simple weapon or tool pro iciency with longswords, which are
Mar al weapon Simple/mar al weapon or martial weapons. Consulting the Pro iciency
tool Swaps table, we see that your high elf can
swap that pro iciency for pro iciency with
Tool Tool or simple weapon another weapon or tool. You elf might be a
musician, who chooses pro iciency with a
musical instrument—a type of tool—instead
of with longswords. Similarly, elves start with
Custom Lineage
pro iciency in the Perception skill. Your elf
Instead of choosing one of the game’s races
might not have the keen senses associated
for your character at 1st level, you can use
with your kin and could take pro iciency in a
the following traits to represent your
different skill, such as Performance.
character’s lineage, giving you full control
over how your character’s origin shaped
The “Equipment” chapter of the Player’s
them:
Handbook includes weapons and tools
suitable for these swaps, and your DM might
Creature Type. You are a humanoid. You
allow additional options.
determine your appearance and whether
you resemble any of your kin. Personality
The description of a race might suggest
Size. You are Small or Medium (your
various things about the behavior and
choice).
personality of that people’s archetypal
adventurers. You may ignore those
Speed. Your base walking speed is 30 feet.
suggestions, whether they’re about
alignment, moods, interests, or any other
personality trait. Your character’s personality or other goods needed for the transition. The
and behavior are entirely yours to determine. cost is typically 100 gp times your new level.
This cost might be accompanied by a quest of
some sort. For example, a sorcerer who wants
Changing a Skill to adopt a Draconic Bloodline could be
Sometimes you pick a skill pro iciency that required to receive blood, a blessing, or both
ends up not being very useful in the campaign from an ancient dragon.
or that no longer its your character’s story. In
those cases, talk to your DM about replacing If you return to a subclass that you previously
that skill pro iciency with another skill held, you forgo the gold cost, and the time
pro iciency offered by your class at 1st level. A required for the transition is halved.
convenient time for such a change is when
you reach a level that grants you the Ability Sudden Change
Score Increase feature, representing that your Sometimes a character undergoes a dramatic
character has spent a level or two studying transformation in their beliefs and abilities.
the new skill and letting the old one atrophy. When a character experiences a profound
self-realization or faces an entity or a place of
overwhelming power, beauty, or terror, the
Changing Your Subclass DM might allow an immediate subclass
change. Here are a few examples:
Each character class involves the choice of a
subclass at 1st, 2nd, or 3rd level. A subclass
● An Oath of Devotion paladin failed to stop
represents an area of specialization and offers
a demonic horde from ravaging her
different class features as you level up. With
homeland. After spending a night in
your DM’s approval, you can change your
sorrowful prayer, she rises the next
subclass when you would normally gain a
morning with the features of the Oath of
new subclass feature. If you decide to make
Vengeance, ready to hunt down the horde.
this change, choose another subclass that
● A wizard lies down for a nap beneath an
belongs to your class and replace all your old
oak tree whose roots reach into the
subclass features with the features of the new
Feywild. In his dreams, he faces visions of
subclass that are for your new level and
multiple possible futures. When he
lower.
awakens, his subclass features have been
Training Time replaced by those of the School of
Divination.
To change your subclass, your DM might
require you to spend time devoted to the ● A cleric of the War Domain has spent
transition, as you study the ways of the new years in con lict with the enemies of her
specialization. This transition requires a temple. But one day, she wanders into a
sun-dappled glade, where her god once
number of days equal to twice your new level
shed a tear of mercy over the world’s
in the class; a higher level represents more to
learn. suffering. Drinking from the glade’s brook,
the cleric is illed with such compassion
for all people that she now bears the
The DM might also require an expenditure of
money to pay for training, magical reagents,
powers of the Life Domain, ready to heal
rather than make war.
ARTIFICER cosmos-spanning business that lures
adventurers to ix problems that others deem
Masters of invention, arti icers use ingenuity un ixable. In Vi’s home-world, Eberron, magic
and magic to unlock extraordinary is harnessed as a form of science and
capabilities in objects. They see magic as a deployed throughout society, largely as a
complex system waiting to be decoded and result of the wondrous ingenuity of arti icers.
then harnessed in their spells and inventions.
You can ind everything you need to play one
Arti icers invent cutting-edge problems,
of these inventors in the next few sections. then try to solve them—loudly and often
with collateral damage.
Arti icers use a variety of tools to channel TASHA
their arcane power. To cast a spell, an arti icer
might use alchemist’s supplies to create a
potent elixir, calligrapher’s supplies to Creating an Arti icer
inscribe a sigil of power, or tinker’s tools to To create an arti icer, consult the following
craft a temporary charm. The magic of subsections, which give you hit points,
arti icers is tied to their tools and their pro iciencies, and starting equipment. Then
talents, and few other characters can produce look at the Arti icer table to see which
the right tool for a job as well as an arti icer. features you get at each level. The
descriptions of those features appear in the
Arti icers in Many Worlds “Arti icer Features” section.
Throughout the D&D multiverse, arti icers
create inventions and magic items of peace The Arti icer Table
and war. Many lives have been brightened or —Spell Slots per
Profi Infu
saved because of the work of kind arti icers, cien sion
Infu Spell Level—
cy s sed Cantrips
Level Features
but countless lives have also been lost Bon Kno
Ite
ms
Known 1 2 3 4 5
us wn s n r t t
because of the mass destruction unleashed by t d d h h
11th +4 Spell-Storing 8 4 3 4 3 3 - -
The secrets of gunpowder weapons have been
Item discovered in various corners of the D&D
12th +4 Ability Score 8 4 3 4 3 3 - - multiverse. If your Dungeon Master uses the
Improvemen
t rules on irearms in chapter 9 of the Dungeon
13th +5 - 8 4 3 4 3 3 1 -
Master’s Guide and your arti icer has been
exposed to the operation of such weapons,
14th +5 Magic Item 10 5 4 4 3 3 1 -
Savant your arti icer is pro icient with them.
Starting Equipment
15th +5 Ar ficer 10 5 4 4 3 3 2 -
Specialist
feature
You start with the following equipment, in
16th +5 Ability Score 10 5 4 4 3 3 2 -
Improvemen addition to the equipment granted by your
t
background:
17th +6 - 10 5 4 4 3 3 3 1
Whenever you gain a level in this class, you Choose the type of specialist you are:
can replace one of the arti icer infusions you Alchemist, Armorer, Artillerist, or Battle
learned with a new one. Smith, each of which is detailed at the end of
the class’s description. Your choice grants you you can use your reaction to add your
features at 5th level and again at 9th and 15th Intelligence modi ier to the roll.
level.
You can use this feature a number of times
The Right Tool for the Job equal to your Intelligence modi ier (minimum
of once). You regain all expended uses when
3rd-level arti icer feature you inish a long rest.
You’ve learned how to produce exactly the
tool you need: with thieves’ tools or artisan’s Magic Item Adept
tools in hand, you can magically create one set 10th-level arti icer feature
of artisan’s tools in an unoccupied space
within 5 feet of you. This creation requires 1 You’ve achieved a profound understanding of
hour of uninterrupted work, which can how to use and make magic items:
coincide with a short or long rest. Though the
product of magic, the tools are nonmagical, ● You can attune to up to four magic items
and they vanish when you use this feature at once.
again. ● If you craft a magic item with a rarity of
common or uncommon, it takes you a
Ability Score Improvement quarter of the normal time, and it costs
you half as much of the usual gold.
4th-level arti icer feature
When you reach 4th level and again at 8th, Spell-Storing Item
12th, 16th, and 19th level, you can increase 11th-level arti icer feature
one ability score of your choice by 2, or you
can increase two ability scores of your choice You can now store a spell in an object.
by 1. As normal, you can’t increase an ability Whenever you inish a long rest, you can
score above 20 using this feature. touch one simple or martial weapon or one
item that you can use as a spellcasting focus,
Tool Expertise and you store a spell in it, choosing a 1st- or
2nd-level spell from the arti icer spell list that
6th-level arti icer feature
requires 1 action to cast (you needn’t have it
Your pro iciency bonus is now doubled for prepared).
any ability check you make that uses your
pro iciency with a tool. While holding the object, a creature can take
an action to produce the spell’s effect from it,
Flash of Genius using your spellcasting ability modi ier. If the
spell requires concentration, the creature
7th-level arti icer feature must concentrate. The spell stays in the object
until it’s been used a number of times equal
You’ve gained the ability to come up with to twice your Intelligence modi ier (minimum
solutions under pressure. When you or of twice) or until you use this feature again to
another creature you can see within 30 feet of store a spell in an object.
you makes an ability check or a saving throw,
Magic Item Savant Alchemist
14th-level arti icer feature An Alchemist is an expert at combining
reagents to produce mystical effects.
Your skill with magic items deepens: Alchemists use their creations to give life and
to leech it away. Alchemy is the oldest of
● You can attune to up to ive magic items at arti icer traditions, and its versatility has long
once. been valued during times of war and peace.
● You ignore all class, race, spell, and level
requirements on attuning to or using a
magic item. The magic of both alchemists and witches
relies on powerful multiversal truth:
mortals can’t resist anything with bubbles.
Magic Item Master TASHA
18th-level arti icer feature
Tool Pro iciency
You can now attune to up to six magic items at 3rd-level Alchemist feature
once.
You gain pro iciency with alchemist’s
Soul of Arti ice supplies. If you already have this pro iciency,
you gain pro iciency with one other type of
20th-level arti icer feature artisan’s tools of your choice.
You have developed a mystical connection to
Alchemist Spells
your magic items, which you can draw on for
3rd-level Alchemist feature
protection:
You always have certain spells prepared after
● You gain a +1 bonus to all saving throws you reach particular levels in this class, as
per magic item you are currently attuned shown in the Alchemist Spells table. These
to. spells count as arti icer spells for you, but
● If you’re reduced to 0 hit points but not they don’t count against the number of
killed out-right, you can use your reaction arti icer spells you prepare.
to end one of your arti icer infusions,
causing you to drop to 1 hit point instead Alchemist Spells
of 0.
Ar ficer Spell
Level
Classic arti icer logic right here: “What if, You gain the following bene its while wearing
when our invention goes explosively wrong, this armor:
we’re inside it?”
TASHA
● If the armor normally has a Strength
requirement, the arcane armor lacks this
Tools of the Trade requirement for you.
3rd-level Armorer feature
● You can use the arcane armor as a targets other than you until the start of
spellcasting focus for your arti icer spells. your next turn, as the armor magically
● The armor attaches to you and can’t be emits a distracting pulse when the
removed against your will. It also expands creature attacks someone else.
to cover your entire body, although you
can retract or deploy the helmet as a Defensive Field. As a bonus action, you
bonus action. The armor replaces any can gain temporary hit points equal to
missing limbs, functioning identically to a your level in this class, replacing any
limb it replaces. temporary hit points you already have.
● You can doff or don the armor as an You lose these temporary hit points if you
action. doff the armor. You can use this bonus
action a number of times equal to your
The armor continues to be Arcane Armor pro iciency bonus, and you regain all
until you don another suit of armor or you expended uses when you inish a long
die. rest.
Guardian. You design your armor to be in the Dampening Field. You have advantage on
front line of con lict. It has the following Dexterity (Stealth) checks. If the armor
features: normally imposes disadvantage on such
checks, the advantage and disadvantage
Thunder Gauntlets. Each of the armor’s cancel each other, as normal.
gauntlets counts as a simple melee
weapon while you aren’t holding anything
Extra Attack
5th-level Armorer feature
in it, and it deals 1d8 thunder damage on
a hit. A creature hit by the gauntlet has
disadvantage on attack rolls against
You can attack twice, rather than once, In iltrator. Any creature that takes lightning
whenever you take the Attack action on your damage from your Lightning Launcher
turn. glimmers with magical light until the start of
your next turn. The glimmering creature
Armor Modi ications sheds dim light in a 5-foot radius, and it has
9th-level Armorer feature disadvantage on attack rolls against you, as
the light jolts it if it attacks you. In addition,
You learn how to use your arti icer infusions the next attack roll against it has advantage,
to specially modify your Arcane Armor. That
and if that attack hits, the target takes an
armor now counts as separate items for the
extra 1d6 lightning damage.
purposes of your Infuse Items feature: armor
(the chest piece), boots, helmet, and the
armor’s special weapon. Each of those items
Artillerist
can bear one of your infusions, and the An Artillerist specializes in using magic to
infusions transfer over if you change your hurl energy, projectiles, and explosions on a
armor’s model with the Armor Model feature. battle ield. This destructive power is valued
In addition, the maximum number of items by armies in the wars on many different
you can infuse at once increases by 2, but worlds. And when war passes, some members
those extra items must be part of your Arcane of this specialization seek to build a more
Armor. peaceful world by using their powers to ight
the resurgence of strife. The world-hopping
Perfected Armor gnome arti icer Vi has been especially vocal
15th-level Armorer feature about making things right: “It’s about time we
ixed things instead of blowing them all to
Your Arcane Armor gains additional bene its
hell.”
based on its model, as shown below.
Guardian. When a Huge or smaller creature Some arti icers ask the hard questions.
you can see ends its turn within 30 feet of “Couldn’t there be even more collateral
damage?”
you, you can use your reaction to magically
TASHA
force the creature to make a Strength saving
throw against your spell save DC, pulling the
Tool Pro iciency
creature up to 30 feet toward you to an
unoccupied space. If you pull the target to a 3rd-level Artillerist feature
space within 5 feet of you, you can make a You gain pro iciency with woodcarver’s tools.
melee weapon attack against it as part of this If you already have this pro iciency, you gain
reaction. pro iciency with one other type of artisan’s
tools of your choice.
You can use this reaction a number of times
equal to your pro iciency bonus, and you Artillerist Spells
regain all expended uses of it when you inish 3rd-level Artillerist feature
a long rest.
You always have certain spells prepared after
you reach particular levels in this class, as
shown in the Artillerist Spells table. These is cast on it, it regains 2d6 hit points. It
spells count as arti icer spells for you, but disappears if it is reduced to 0 hit points or
they don’t count against the number of after 1 hour. You can dismiss it early as an
arti icer spells you prepare. action.
Cannon Ac va on
Eldritch Cannon Flamethrower The cannon exhales fire in an adjacent
3rd-level Artillerist feature 15-foot cone that you designate. Each
creature in that area must make a Dexterity
You’ve learned how to create a magical saving throw against your spell save DC,
taking 2d8 fire damage on a failed save or
cannon. Using woodcarver’s tools or smith’s
half as much damage on a successful one.
tools, you can take an action to magically The fire ignites any flammable objects in
create a Small or Tiny eldritch cannon in an the area that aren’t being worn or carried.
unoccupied space on a horizontal surface
Force Ballista Make a ranged spell a ack, origina ng from
within 5 feet of you. A Small eldritch cannon the cannon, at one creature or object
occupies its space, and a Tiny one can be held within 120 feet of it. On a hit, the target
takes 2d8 force damage, and if the target is
in one hand.
a creature, it is pushed up to 5 feet away
from the cannon.
Once you create a cannon, you can’t do so
Protector The cannon emits a burst of posi ve energy
again until you inish a long rest or until you
that grants itself and each creature of your
expend a spell slot to create one. You can have choice within 10 feet of it a number of
only one cannon at a time and can’t create one temporary hit points equal to 1d8 + your
while your cannon is present. Intelligence modifier (minimum of +1).
● The cannon’s damage rolls all increase by In the world of Eberron, Battle Smiths played
1d8. a key role in House Cannith’s work on battle
● As an action, you can command the constructs and the original warforged, and
cannon to detonate if you are within 60 after the Last War, these arti icers led efforts
feet of it. Doing so destroys the cannon to aid those who were injured in the war’s
and forces each creature within 20 feet of horri ic battles.
it to make a Dexterity saving throw
against your spell save DC, taking 3d8
Commanding nothing less than the power
force damage on a failed save or half as to create life, many battle smiths turn their
much damage on a successful one. genius toward foraging technologically
remarkable puppies and kitties.
Forti ied Position
15th-level Artillerist feature Maybe I’ve underestimated them.
TASHA
You’re a master at forming well-defended
emplacements using Eldritch Cannon:
Tool Pro iciency
● You and your allies have half cover while 3rd-level Battle Smith feature
within 10 feet of a cannon you create with
Eldritch Cannon, as a result of a You gain pro iciency with smith’s tools. If you
shimmering ield of magical protection already have this pro iciency, you gain
that the cannon emits. pro iciency with one other type of artisan’s
● You can now have two cannons at the tools of your choice.
same time. You can create two with the
Battle Smith Spells you and your companions, and it obeys your
3rd-level Battle Smith feature commands. See its game statistics in the Steel
Defender stat block, which uses your
You always have certain spells prepared after pro iciency bonus (PB) in several places. You
you reach particular levels in this class, as determine the creature’s appearance and
shown in the Battle Smith Spells table. These whether it has two legs or four; your choice
spells count as arti icer spells for you, but has no effect on its game statistics.
they don’t count against the number of
arti icer spells you prepare. In combat, the defender shares your initiative
count, but it takes its turn immediately after
Battle Smith Spells yours. It can move and use its reaction on its
Arti icer Spell own, but the only action it takes on its turn is
Level the Dodge action, unless you take a bonus
action on your turn to command it to take
3rd heroism, shield another action. That action can be one in its
stat block or some other action. If you are
5th branding smite, warding bond
incapacitated, the defender can take any
9th aura of vitality, conjure barrage action of its choice, not just Dodge
13th aura of purity, ire shield If the mending spell is cast on the defender, it
regains 2d6 hit points. If it has died within the
17th banishing smite, mass cure last hour, you can use your smith’s tools as an
wounds action to revive it, provided you are within 5
feet of it and you expend a spell slot of 1st
level or higher. The defender returns to life
after 1 minute with all its hit points restored.
Battle Ready
3rd-level Battle Smith feature At the end of a long rest, you can create a new
steel defender if you have your smith’s tools
Your combat training and your experiments with you. If you already have a defender from
with magic have paid off in two ways: this feature, the irst one immediately
perishes. The defender also perishes if you
● You gain pro iciency with martial die.
weapons.
● When you attack with a magic weapon,
you can use your Intelligence modi ier,
STEEL DEFENDER
instead of Strength or Dexterity modi ier,
Medium construct
for the attack and damage rolls.
Armor Class 15 (natural armor)
Steel Defender Hit Points 2 + your Intelligence modi ier +
3rd-level Battle Smith feature ive times your arti icer level (the defender
has a number of Hit Dice [d8s] equal to
Your tinkering has borne you a faithful your arti icer level)
companion, a steel defender. It is friendly to Speed 40 ft.
STR DEX CON INT WIS CHA Arcane Jolt
14 12 14 4 10 6 9th-level Battle Smith feature
(+2) (+1) (+2) (-3) (+0) (-2)
You’ve learned new ways to channel arcane
Saving Throws Dex +1 plus PB, Con +2 energy to harm or heal. When either you hit a
plus PB target with a magic weapon attack or your
Skills Athletics +2 plus PB, Perception +0
steel defender hits a target, you can channel
plus PB x 2
Damage Immunities poison magical energy through the strike to create
Condition Immunities charmed, one of the following effects:
exhaustion, poisoned
Senses darkvision 60 ft., passive ● The target takes an extra 2d6 force
Perception 10 + (PB x 2) damage.
Languages understands the languages you ● Choose one creature or object you can see
speak
Challenge — within 30 feet of the target. Healing
Pro iciency Bonus (PB) equals your bonus energy lows into the chosen recipient,
restoring 2d6 hit points to it.
Vigilant. The defender can’t be surprised.
You can use this energy a number of times
equal to your Intelligence modi ier (minimum
ACTIONS
of once), but you can do so no more than once
Force-Empowered Rend. Melee Weapon
on a turn. You regain all expended uses when
Attack: your spell attack modi ier to hit,
reach 5 ft., one target you can see. Hit: 1d8 you inish a long rest.
+ PB force damage.
Improved Defender
Repair (3/Day). The magical mechanisms 15th-level Battle Smith feature
inside the defender restore 2d8 + PB hit
points to itself or to one construct or object At 15th level, your Arcane Jolt and steel
within 5 feet of it. defender become more powerful:
Some infusions specify a minimum arti icer ● When the wearer makes a Strength check
level. You can’t learn such an infusion until or a Strength saving throw, it can expend
you are at least that level. 1 charge to add a bonus to the roll equal
to its Intelligence modi ier
Unless an infusion’s description says ● If the creature would be knocked prone, it
otherwise, you can’t learn an infusion more can use its reaction to expend 1 charge to
than once. avoid being knocked prone.
Mind Sharpener
HOMUNCULUS SERVANT Item: A suit of armor or robes
Tiny construct
The infused item can send a jolt to the wearer
Armor Class 13 (natural armor) to refocus their mind. The item has 4 charges.
Hit Points 1 + your Intelligence modi ier +
When the wearer fails a Constitution saving
your arti icer level (the homunculus has a
number of Hit Dice [d4s] equal to your throw to maintain concentration on a spell,
arti icer level) the wearer can use its reaction to expend 1 of
Speed 20 ft., ly 30 ft. the item’s charges to succeed instead. The
item regains 1d4 expended charges daily at
STR DEX CON INT WIS CHA dawn.
4 15 12 10 10 7
(-3) (+2) (+1) (+0) (+0) (-2)
Radiant Weapon
Saving Throws Dex +2 plus PB Prerequisite: 6th-level arti icer
Skills Perception +0 plus PB x 2, Stealth +2 Item: A simple or martial weapon (requires
plus PB attunement)
Damage Immunities poison
Condition Immunities exhaustion, This magic weapon grants a +1 bonus to
poisoned
Senses darkvision 60 ft., passive attack and damage rolls made with it. While
holding it, the wielder can take a bonus action In the tables, an item’s entry tells you
to cause it to shed bright light in a 30-foot whether the item requires attunement. See
radius and dim light for an additional 30 feet. the item’s description in the Dungeon Master’s
The wielder can extinguish the light as a Guide for more information about it, including
bonus action. the type of object required for its making.
Necklace of adapta on
Repulsion Shield
Yes
Prerequisite: 6th-level arti icer
Periapt of wound closure Yes Item: A shield (requires attunement)
Returning Weapon
Item: A simple or martial weapon with the
thrown property
Spell-Refueling Ring
Prerequisite: 6th-level arti icer
Item: A ring (requires attunement)
When you enter your rage, you can transform, The feral power within you increases, causing
revealing the bestial power within you. Until the natural weapons of your Form of the
the rage ends, you manifest a natural weapon. Beast to count as magical for the purpose of
It counts as a simple melee weapon for you, overcoming resistance and immunity to
and you add your Strength modi ier to the nonmagical attacks and damage.
attack and damage rolls when you attack with
it, as normal. You can also alter your form to help you adapt
to your surroundings. When you inish a short
You choose the weapon’s form each time you or long rest, choose one of the following
rage: bene its, which lasts until you inish a short or
long rest:
Bite. Your mouth transforms into a bestial
muzzle or great mandibles (your choice). ● You gain a swimming speed equal to your
It deals 1d8 piercing damage on a hit. walking speed, and you can breathe
Once on each of your turns when you underwater.
damage a creature with this bite, you ● You gain a climbing speed equal to your
regain a number of hit points equal to walking speed, and you can climb dif icult
your pro iciency bonus, provided you surfaces, including upside down on
have less than half your hit points when ceilings, without needing to make an
you hit. ability check.
● When you jump, you can make a Strength
Claws. Each of your hands transforms into a (Athletics) check and extend your jump by
claw, which you can use as a weapon if it’s a number of feet equal to the check’s total.
empty. It deals 1d6 slashing damage on a You can make this special check only once
hit. Once on each of your turns when you per turn.
attack with a claw using the Attack action,
you can make one additional claw attack
Infectious Fury
as part of the same action. 10th-level Path of the Beast feature
7th Level
Additional Bard Spells
1st-level bard feature Dream of the blue veil*
Prismatic spray
The spells in the following list expand the
bard’s spell list in the Player’s Handbook. The 8th Level
list is organized by spell level, not character Antipathy/sympathy
level. If a spell can be cast as a ritual, the
9th Level
ritual tag appears after the spell’s name. Each
spell is in the Player’s Handbook, unless it has Prismatic wall
an asterisk (a spell in chapter 3). Xanathar’s
Guide to Everything also offers more spells.
Magical Inspiration
2nd-level bard feature
1st Level
If a creature has a Bardic Inspiration die from
Color spray
you and casts a spell that restores hit points
Command
or deals damage, the creature can roll that die that primeval song through dance, music, and
and choose a target affected by the spell. Add poetry, and their teachers share this lesson:
the number rolled as a bonus to the hit points “Before the sun and the moon, there was the
regained or the damage dealt. The Bardic Song, and its music awoke the irst dawn. Its
Inspiration die is then lost. melodies so delighted the stones and trees
that some of them gained a voice of their own.
Bardic Versatility And now they sing too. Learn the Song,
4th-level bard feature students, and you too can teach the
mountains to sing and dance.”
Whenever you reach a level in this class that
grants the Ability Score Improvement feature,
Dwarves and gnomes often encourage their
you can do one of the following, representing bards to become students of the Song of
a change in focus as you use your skills and Creation. And among dragonborn, the Song of
magic:
Creation is revered, for legends portray
Bahamut and Tiamat—the greatest of
● Replace one of the skills you chose for the dragons—as two of the song’s irst singers.
Expertise feature with one of your other
skill pro iciencies that isn’t bene iting Mote of Potential
from Expertise. 3rd-level College of Creation feature
● Replace one cantrip you learned from this
class’s Spellcasting feature with another Whenever you give a creature a Bardic
cantrip from the bard spell list. Inspiration die, you can utter a note from the
Song of Creation to create a Tiny mote of
potential, which orbits within 5 feet of that
Bard Colleges creature. The mote is intangible and
At 3rd level, a bard gains the Bard College invulnerable, and it lasts until the Bardic
feature, which offers you the choice of a Inspiration die is lost. The mote looks like a
subclass. The following options are available musical note, a star, a lower, or another
to you when making that choice. College of symbol of art or life that you choose.
Creation and College of Eloquence.
When the creature uses the Bardic Inspiration
College of Creation die, the mote provides an additional effect
based on whether the die bene its an ability
One bard’s song of creation is the score to check, an attack roll, or a saving throw, as
another person’s nightmares. detailed below:
TASHA
Ability Check. When the creature rolls the
Bards believe the cosmos is a work of Bardic Inspiration die to add it to an
art—the creation of the irst dragons and ability check, the creature can roll the
gods. That creative work included harmonies Bardic Inspiration die again and choose
that continue to resound through existence which roll to use, as the mote pops and
today, a power known as the Song of Creation. emits colorful, harmless sparks for a
The bards of the College of Creation draw on moment.
Attack Roll. Immediately after the creature an item from this feature, the irst one
rolls the Bardic Inspiration die to add it to immediately vanishes.
an attack roll against a target, the mote
thunderously shatters. The target and The size of the item you can create with this
each creature of your choice that you can feature increases by one size category when
see within 5 feet of it must succeed on a you reach 6th level (Large) and 14th level
Constitution saving throw against your (Huge).
spell save DC or take thunder damage
equal to the number rolled on the Bardic
Inspiration die. DANCING ITEM
Saving Throw. Immediately after the creature Large or smaller construct
rolls the Bardic Inspiration die and adds it
to a saving throw, the mote vanishes with Armor Class 16 (natural armor)
the sound of soft music, causing the Hit Points 10 + ive times your bard level
Speed 30 ft., ly 30 ft. (hover)
creature to gain temporary hit points
equal to the number rolled on the Bardic STR DEX CON INT WIS CHA
Inspiration die plus your Charisma 18 14 16 4 10 6
modi ier (minimum of 1 temporary hit (+4) (+2) (+3) (-3) (+0) (-2)
point).
Damage Immunities poison, psychic
Condition Immunities charmed,
Performance of Creation exhaustion, poisoned, frightened
3rd-level College of Creation feature Senses darkvision 60 ft., passive
Perception 10
As an action, you can channel the magic of the Languages understands the languages you
Song of Creation to create one nonmagical speak
item of your choice in an unoccupied space Challenge —
within 10 feet of you. The item must appear Pro iciency Bonus (PB) equals your bonus
on a surface or in a liquid that can support it.
Immutable Form. The item is immune to
The gp value of the item can’t be more than any spell or effect that would alter its form.
20 times your bard level, and the item must
be Medium or smaller. The item glimmers Irrepressible Dance. When any creature
softly, and a creature can faintly hear music starts its turn within 10 feet of the item, the
when touching it. The created item item can increase or decrease (your choice)
disappears after a number of hours equal to the walking speed of that creature by 10
feet until the end of the turn, provided the
your pro iciency bonus. For examples of items
item isn’t incapacitated.
you can create, see the equipment chapter of
the Player’s Handbook.
ACTIONS
Once you create an item with this feature, you Force-Empowered Slam. Melee Weapon
can’t do so again until you inish a long rest, Attack: your spell attack modi ier to hit,
reach 5 ft., one target you can see. Hit: 1d10
unless you expend a spell slot of 2nd level or
+ PB force damage
higher to use this feature again. You can have
only one item created by this feature at a
time; if you use this action and already have
Animating Performance you create an item that would exceed that
6th-level College of Creation feature number, you choose which of the previously
created items disappears. Only one of these
As an action, you can target a Large or smaller items can be of the maximum size you can
nonmagical item you can see within 30 feet of create; the rest must be Small or Tiny.
you and animate it. The animate item uses the
Dancing Item stat block, which uses your You are no longer limited by gp value when
pro iciency bonus (PB). The item is friendly to creating items with Performance of Creation
you and your companions and obeys your
commands. It lives for 1 hour, until it is College of Eloquence
reduced to 0 hit points, or until you die.
Note to self: revisit work on a
In combat, the item shares your initiative speech-negating spell. Necessity level:
count, but it takes its turn immediately after ear-bleeding.
yours. It can move and use its reaction on its TASHA
own, but the only action it takes on its turns is
the Dodge action, unless you take a bonus Adherents of the College of Eloquence master
action on your turn to command it to take the art of oratory. These bards wield a blend
another action. That action can be one in its of logic and theatrical wordplay, winning over
stat block or some other action. If you are skeptics and detractors with logical
incapacitated, the item can take any action of arguments and plucking at heartstrings to
its choice, not just Dodge. appeal to the emotions of audiences.
Universal Speech
6th-level College of Eloquence feature
Infectious Inspiration
14th-level College of Eloquence feature
You can use your Channel Divinity to exert an Enemies you designate for destruction wilt
intimidating presence over others. under the combined efforts of you and your
allies. If you deal your Divine Strike damage
As an action, you present your holy symbol, to a creature on your turn, you can curse that
and each creature of your choice that can see creature until the start of your next turn. The
or hear you within 30 feet of you must next time one of your allies hits the cursed
succeed on a Wisdom saving throw or be creature with an attack, the target also takes
charmed by you until the end of your next 2d8 psychic damage, and the curse ends. You
turn or until the charmed creature takes any can curse a creature in this way only once per
damage. You can also cause any of the turn.
charmed creatures to drop what they are
holding when they fail the saving throw.
Divine Strike
8th-level Order Domain feature
Clerics of the Peace Domain preside over the 3rd aid, warding bond
signing of treaties, and they are often asked to
arbitrate in disputes. These clerics’ blessings 5th beacon of hope, sending
draw people together and help them shoulder
7th aura of purity, O luke’s
one another’s burdens, and the clerics’ magic
resilient sphere
aids those who are driven to ight for the way
of peace. 9th greater restora on, Rary’s
telepathic bond
Have these peaceful clerics even considered
that they’re subverting a most holy system, Implement of Peace
one where bad decisions coincide with the 1st-level Peace Domain feature
teaching power of pain?
TASHA You gain pro iciency in the Insight,
Performance, or Persuasion skill (your
Peace Deities choice).
Protective Bond
6th-level Peace Domain feature
Steps of Night
6th-level Twilight Domain feature
Divine Strike
8th-level Twilight Domain feature
Twilight Shroud
17th-level Twilight Domain feature
● You know the guidance cantrip While in a starry form, you retain your game
● You have the guiding bolt spell prepared. statistics, but your body becomes luminous;
It counts as a druid spell for you, and it your joints glimmer like stars, and glowing
doesn’t count against the number of spells lines connect them as on a star chart. This
you can have prepared. form sheds bright light in a 10-foot radius and
● You can cast guiding bolt without dim light for an additional 10 feet. The form
expending a spell slot. You can do so a lasts for 10 minutes. It ends early if you
number of times equal to your pro iciency dismiss it (no action required), are
bonus, and you regain all expended uses incapacitated, die, or use this feature again.
when you inish a long rest.
Whenever you assume your starry form,
If you lose the map, you can perform a 1-hour choose which of the following constellations
ceremony to magically create a replacement. glimmers on your body; your choice gives you
This ceremony can be performed during a certain bene its while in the form:
short or long rest, and it destroys the
previous map. Archer. A constellation of an archer appears
on you. When you activate this form, and
as a bonus action on your subsequent
turns while it lasts, you can make a You can use your reaction a number of times
ranged spell attack, hurling a luminous equal to your pro iciency bonus, and you
arrow that targets one creature within 60 regain all expended uses when you inish a
feet of you. On a hit, the attack deals long rest.
radiant damage equal to 1d8 + your
Wisdom modi ier. Twinkling Constellations
10th-level Circle of Stars feature
Chalice. A constellation of a life-giving goblet
The constellations of your Starry Form
appears on you. Whenever you cast a spell
improve. The 1d8 of the Archer and the
using a spell slot that restores hit points
to a creature, you or another creature Chalice becomes 2d8, and while the Dragon is
within 30 feet of you can regain hit points active, you have a lying speed of 20 feet and
can hover.
equal to 1d8 + your Wisdom modi ier.
Dragon. A constellation of a wise dragon Moreover, at the start of each of your turns
appears on you. When you make an while in Starry Form, you can change which
constellation glimmers on your body.
Intelligence or a Wisdom check or a
Constitution saving throw to maintain
Full of Stars
concentration on a spell, you can treat a
14th-level Circle of Stars feature
roll of 9 or lower on the d20 as a 10.
While in your Starry Form, you become
Cosmic Omen partially incorporeal, giving you resistance to
6th-level Circle of Stars feature bludgeoning, piercing, and slashing damage.
Whenever you inish a long rest, you can
consult your Star Map for omens. When you
do so, roll a die. Until you inish your next
long rest, you gain access to a special reaction
based on whether you rolled an even or an
odd number on the die:
You have formed a bond with a wild ire spirit, The spirit is friendly to you and your
a primal being of creation and destruction. companions and obeys your commands. See
Your link with this spirit grants you access to this creature’s game statistics in the Wild ire
some spells when you reach certain levels in Spirit stat block, which uses your pro iciency
this class, as shown on the Circle of Wild ire bonus (PB) in several places. You determine
Spells table. the spirit’s appearance. Some spirits take the
form of a humanoid igure made of gnarled
Once you gain access to one of these spells, branches covered in lame, while others look
you always have it prepared, and it doesn’t like beasts wreathed in ire.
count against the number of spells you can
prepare each day. If you gain access to a spell In combat, the spirit shares your initiative
that doesn’t appear on the druid spell list, the count, but it takes its turn immediately after
spell is nonetheless a druid spell for you. yours. The only action it takes on its turn is
the Dodge action, unless you take a bonus
Circle of Wild ire Spells action on your turn to command it to take
Druid Spells another action. That action can be one in its
Level stat block or some other action. If you are
incapacitated, the spirit can take any action of
2nd burning hands, cure wounds its choice, not just Dodge.
3rd laming sphere, scorching ray
The spirit manifests for 1 hour, until it is
5th plant growth, revivify reduced to 0 hit points, until you use this
feature to summon the spirit again, or until
7th aura of life, ire shield you die.
9th lame strike, mass cure wounds
WILDFIRE SPIRIT In addition, when you cast a spell with a
Small elemental range other than self, the spell can originate
from you or your wild ire spirit.
Armor Class 13 (natural armor)
Hit Points 5 + ive times your druid level Cauterizing Flames
Speed 30 ft., ly 30 ft. (hover)
10th-level Circle of Wild ire feature
STR DEX CON INT WIS CHA
You gain the ability to turn death into magical
10 14 14 13 15 11
(+0) (+2) (+2) (+1) (+2) (+0) lames that can heal or incinerate. When a
Small or larger creature dies within 30 feet of
Damage Immunities ire you or your wild ire spirit, a harmless
Condition Immunities charmed, spectral lame springs forth in the dead
frightened, grappled, prone, restrained creature’s space and lickers there for 1
Senses darkvision 60 ft., passive
minute. When a creature you can see enters
Perception 12
Languages understands the languages you that space, you can use your reaction to
speak extinguish the spectral lame there and either
Challenge — heal the creature or deal ire damage to it.
Pro iciency Bonus (PB) equals your bonus The healing or damage equals 2d10 + your
Wisdom modi ier.
ACTIONS
Flame Seed. Ranged Weapon Attack: your You can use this reaction a number of times
spell attack bonus to hit, range 60 ft., one equal to your pro iciency bonus, and you
target you can see. Hit: 1d6 + PB ire regain all expended uses when you inish a
damage. long rest.
The bond with your wild ire spirit enhances Once you use this feature, you can’t use it
your destructive and restorative spells. again until you inish a long rest.
Whenever you cast a spell that deals ire
damage or restores hit points while your
wild ire spirit is summoned, roll a d8, and you FIGHTER
gain a bonus equal to the number rolled to The ighter class receives new features and
one damage or healing roll of the spell. subclasses in this section.
Optional Class Features requires your target to make a saving throw
to resist the maneuver’s effects, the saving
You gain class features in the Player’s throw DC equals 8 + your pro iciency bonus +
Handbook when you reach certain levels in your Strength or Dexterity modi ier (your
your class. This section offers additional choice).
features that you can gain as a ighter. Unlike
the features in the Player’s Handbook, you You gain one superiority die, which is a d6
don’t gain the features here automatically. (this die is added to any superiority dice you
Consulting with your DM, you decide whether have from another source). This die is used to
to gain a feature in this section if you meet the fuel your maneuvers. A superiority die is
level requirement noted in the feature’s expended when you use it. You regain your
description. These features can be selected expended superiority dice when you inish a
separately from one another; you can use short or long rest.
some, all, or none of them.
Thrown Weapon Fighting
Fighting Style Options You can draw a weapon that has the thrown
1st-level ighter feature property as part of the attack you make with
the weapon.
When you choose a ighting style, the
following styles are added to your list of In addition, when you hit with a ranged attack
options. using a thrown weapon, you gain a +2 bonus
to the damage roll.
Blind Fighting
You have blindsight with a range of 10 feet. Unarmed Fighting
Within that range, you can effectively see Your unarmed strikes can deal bludgeoning
anything that isn’t behind total cover, even if damage equal to 1d6 + your Strength modi ier
you’re blinded or in darkness. Moreover, you on a hit. If you aren’t wielding any weapons or
can see an invisible creature within that a shield when you make the attack roll, the d6
range, unless the creature successfully hides becomes a d8.
from you.
At the start of each of your turns, you can deal
Interception
1d4 bludgeoning damage to one creature
When a creature you can see hits a target,
grappled by you.
other than you, within 5 feet of you with an
attack, you can use your reaction to reduce Martial Versatility
the damage the target takes by 1d10 + your 4th-level ighter feature
pro iciency bonus (to a minimum of 0
damage). You must be wielding a shield or a Whenever you reach a level in this class that
simple or martial weapon to use this reaction. grants the Ability Score Improvement feature,
you can do one of the following, as you shift
Superior Technique the focus of your martial practice.
You can learn one maneuver of your choice
from among those available to the Battle ● Replace a ighting style you know with
Master archetype. If a maneuver you use another ighter style available to ighters.
● If you know any maneuvers from the Commanding Presence
Battle Master archetype, you can replace When you make a Charisma (Intimidation), a
one maneuver you know with a different Charisma (Performance), or a Charisma
maneuver. (Persuasion) check you can expend one
superiority die and add the superiority die to
the ability check.
Maneuver Options
If you have access to maneuvers, the following Grappling Strike
maneuvers are added to the list of options Immediately after you hit a creature with a
available to you. Maneuvers are available to melee attack on your turn, you can expend
Battle Masters but also to characters who one superiority die and then try to grapple
have a special feature like the Superior the target as a bonus action (see the Player’s
Technique: ighting style or the Martial Adept Handbook for rules on grappling). Add the
feat. superiority die to your Strength (Athletics)
check.
Ambush
When you make a Dexterity (Stealth) check or Quick Toss
an initiative roll, you can expend one As a bonus action, you can expend one
superiority die and add the die to the roll, superiority die and make a ranged attack with
provided you aren’t incapacitated. a weapon that has the thrown property. You
can draw the weapon as part of making this
Bait and Switch attack. If you hit, add the superiority die to
When you’re within 5 feet of a creature on the weapon’s damage roll.
your turn, you can expend one superiority die
and switch places with that creature, Tactical Assessment
provided you spend at least 5 feet of When you make an Intelligence
movement and the creature is willing and (Investigation), an Intelligence (History), or a
isn’t incapacitated. This movement doesn’t Wisdom (Insight) check, you can expend one
provoke opportunity attacks. superiority die and add the superiority die to
the ability check.
Roll the superiority die. Until the start of your
next turn, you or the other creature (your
choice) gains a bonus to AC equal to the
Martial Archetypes
number rolled. At 3rd level, a ighter gains the Martial
Archetype feature, which offers you the
Brace choice of a subclass. The following options are
When a creature you can see moves into the available to you when making that choice: Psi
reach you have with the melee weapon you’re Warrior and Rune Knight.
wiedling, you can use your reaction to expend
one superiority die and make one attack
against the creature using that weapon. If the
attack hits, add the superiority die to the
weapon’s damage roll.
Psionic Power
3rd-level Psi Warrior feature
Brains over brawn? Mind over matter? When you reach certain levels in this class,
These canny warriors rightly answer, “Why
the size of your Psionic Energy dice increases:
not both?”
TASHA at 5th level (d8), 11th level (d10), and 17th
level (d12).
10th 4
You’re researching ancient arts and
drawing runes. It’s okay to just say you 15th 5
want to be a witch!
TASHA
Whenever you inish a long rest, you can
touch a number of objects equal to the
Rune Knights enhance their martial prowess
number of runes you know, and you inscribe a
using the supernatural power of runes, and different rune onto each of the objects. To be
ancient practice that originated with giants.
eligible, an object must be a weapon, suit of
Rune cutters can be found among any family
armor, a shield, a piece of jewelry, or
of giants, and you likely learned your methods
something else you can wear or hold in a
irst or second hand from such a mystical hand. Your rune remains on an object until
artisan. Whether you found the giant’s work
you inish a long rest, and an object can bear
carved into a hill or cave, learned of the runes
only one of your runes at a time.
from a sage, or met the giant in person, you
studied the giant’s craft and learned how to The following runes are available to you when
apply magic runes to empower your you learn a rune. If a rune has a level
equipment.
requirement, you must be at least that level in
this class to learn the rune. If a rune requires
Bonus Pro iciencies
a saving throw, your Rune Magic save DC
3rd-level Rune Knight feature
equals 8 + your pro iciency bonus + your
You gain pro iciency with smith’s tools, and Constitution modi ier.
you learn to speak, read, and write Giant.
Cloud Rune. This rune emulates the deceptive
Rune Carver magic used by some cloud giants. While
3rd-level Rune Knight feature wearing or carrying an object inscribed with
this rune, you have advantage on Dexterity
You can use magic runes to enhance your (Sleight of Hand) checks and Charisma
gear. You learn two runes of your choice, from (Deception) checks.
among the runes described below, and each
time you gain a level in this class, you can In addition, when you or a creature you can
replace one rune you know with a different see within 30 feet of you is hit by an attack
one from this feature. When you reach certain roll, you can use your reaction to invoke the
levels in this class, you learn additional runes, rune and choose a different creature within
as shown in the Runes Known table. 30 feet of you, other than the attacker. The
chosen creature becomes the target of the
attack, using the same roll. This magic can
transfer the attack’s effects regardless of the Stone Rune. This rune’s magic channels the
attack’s range. Once you invoke this rune, you judiciousness associated with stone giants.
can’t do so again until you inish a short or While wearing or carrying an object inscribed
long rest. with this rune, you have advantage on
Wisdom (Insight) checks, and you have
Fire Rune. This rune’s magic channels the darkvision out to a range of 120 feet.
masterful craftsmanship of great smiths.
While wearing or carrying an object inscribed In addition, when a creature you can see ends
with this rune, your pro iciency bonus is its turn within 30 feet of you, you can use
doubled for any ability check you make that your reaction to invoke the rune and force the
uses your pro iciency with a tool. creature to make a Wisdom saving throw.
Unless the save succeeds, the creature is
In addition, when you hit a creature with an charmed by you for 1 minute. While charmed
attack using a weapon, you can invoke the in this way, the creature has a speed of 0 and
rune to summon iery shackles: the target is incapacitated, descending into a dreamy
takes an extra 2d6 ire damage, and it must stupor. The creature repeats the saving throw
succeed on a Strength saving throw or be at the end of each of its turns, ending the
restrained for 1 minute. While restrained by effect on a success. Once you invoke this rune,
the shackles, the target takes 2d6 ire damage you can’t do so again until you inish a short
at the start of each of its turns. The target can or long rest.
repeat the saving throw at the end of each of
its turns. The target can repeat the saving Hill Rune (7th Level or Higher). This rune’s
throw at the end of each of its turns, magic bestows a resilience reminiscent of a
banishing the shackles on a success. Once you hill giant. While wearing or carrying an object
invoke this rune, you can’t do so again until that bears this rune, you have advantage on
you inish a short or long rest. saving throws against being poisoned, and
you have resistance against poison damage.
Frost Rune. This rune’s magic evokes the
might of those who survive in the wintry In addition, you can invoke the rune as a
wilderness, such as frost giants. While bonus action, gaining resistance to
wearing or carrying an object inscribed with bludgeoning, piercing, and slashing damage
this rune, you have advantage on Wisdom for 1 minute. Once you invoke this rune, you
(Animal Handling) checks and Charisma can’t do so again until you inish a short or
(Intimidation) checks. long rest.
In addition, you can invoke the rune as a Storm Rune (7th level or Higher). Using this
bonus action to increase your sturdiness. For rune, you can glimpse the future like a storm
10 minutes, you gain a +2 bonus to all ability giant seer. While wearing or carrying an
checks and saving throws that use Strength or object inscribed with this rune, you have
Constitution. Once you invoke this rune, you advantage on Intelligence (Arcana) checks,
can’t do so again until you inish a short or and you can’t be surprised as long as you
long rest. aren’t incapacitated.
In addition, you can invoke the rune as a
bonus action to enter a prophetic state for 1 You can use this feature a number of times
minute or until you’re incapacitated. Until the equal to your pro iciency bonus, and you
state ends, when you or another creature you regain all expended uses when you inish a
can see within 60 feet of you makes an attack long rest.
roll, a saving throw, or an ability check, you
can use your reaction to cause the roll to have Great Stature
advantage or disadvantage. Once you invoke 10th-level Rune Knight feature
this rune, you can’t do so again until you
The magic of your runes permanently alters
inish a short or long rest.
you. When you gain this feature, roll 3d4. You
Giant’s Might grow a number of inches in height equal to
3rd-level Rune Knight feature the roll.
You have learned how to imbue yourself with Moreover, the extra damage you deal with
the might of giants. As a bonus action, you your Giant’s Might feature increases to 1d8.
magically gain the following bene its, which
last for 1 minute: Master of Runes
15th-level Rune Knight feature
● If you are smaller than Large, you become
You can invoke each rune you know from your
Large, along with anything you are
Rune Carver feature twice, rather than once,
wearing. If you lack the room to become
Large, your size doesn’t change. and you regain all expended uses when you
● You have advantage on Strength checks inish a short or long rest.
and Strength saving throws.
Runic Juggernaut
● Once on each of your turns, one of your
18th-level Rune Knight feature
attacks with a weapon or an unarmed
strike can deal an extra 1d6 damage to a You learn to amplify your rune-powered
target on a hit. transformation. As a result, the extra damage
you deal with the Giant’s Might feature
You can use this feature a number of times
increases to 1d10. Moreover, when you use
equal to your pro iciency bonus, and you
that feature, your size can increase to Huge,
regain all expended uses of it when you inish
and while you are that size, your reach
a long rest.
increases by 5 feet.
Runic Shield
7th-level Rune Knight feature Battle Master Builds
You learn to invoke your rune magic to A Martial Archetype option in the Player’s
protect your allies. When another creature Handbook, the Battle Master showcases just
you can see within 60 feet of you is hit by an how versatile a ighter can be. The suite of
attack roll, you can use your reaction to force maneuvers you choose, when combined with
the attacker to reroll the d20 and use the new a ighting style and feats, allows you to create
roll. a broad range of ighters, each with its own
lavor and play style. Below are Feats: Athlete, Durable, Grappler, Resilient,
recommendations for how you might build a Shield Master, Tavern Brawler, Tough
Battle Master to re lect various types of
warriors. When bottles start breaking and chairs start
lying, you’re in your element. You love a good
Each of these builds contains suggested scrap and you’ve likely seen your share of
ighting styles, maneuvers, and feats. Those them. You may or may not have formal
suggestions are from the Player’s Handbook, training, and while others might call you a
except for the ones followed by an asterisk, dirty ighter, you’re still alive.
which indicates an option introduced in this
book. Duelist
Fighting Style: Dueling, Two-Weapon
Archer Fighting
Fighting Style: Archery Maneuvers: Evasive Footwork, Feinting
Maneuvers: Disarming Strike, Distracting Attack, Lunging Attack, Parry, Precision
Strike, Precision Attack Attack, Riposte
Feats: Sharpshooter Feats: Defensive Duelist, Dual Wielder,
Observant, Savage Attacker, Weapon Master
You prefer to deal with your enemies from
afar, trusting to a well placed arrow, javelin, or You regard the duel as a proud tradition—a
sling bullet to end a ight without a response. test of skill and wits that bring honor to those
You rely on accuracy and probably subscribe who can detest an enemy while respecting the
to the axiom that “those who live by the art. Your search for improvement is a
sword die by the bow.” consuming passion, and you draw on the
expertise of the masters who’ve come before
Bodyguard you as you work to perfect your form.
Fighting Style: Interception*, Protection
Maneuvers: Bait and Switch*, Disarming Gladiator
Attack, Goading Attack, Grappling Strike* Fighting Style: Defense, Two-Weapon
Feats: Alert, Observant, Sentinel, Tough Fighting
Maneuvers: Goading Attack, Menacing
Love, money, or some other obligation Attack, Sweeping Attack, Trip Attack
motivates you to place your own body Feats: Athlete, Charger, Dual Wielder,
between harm and the one you’re sworn to Durable, Grappler, Savage Attacker, Tough,
protect. You have honed the ability to sniff out Weapon Master
potential threats and see your charge through
dangerous situations. You’ve fought to entertain crowds, whether
for sport or as punishment. Along the way,
Brawler you learned to use all manner of weapons to
Fighting Style: Blind Fighting*, Two-Weapon battle all kinds of adversaries. You’re practical
Fighting, Unarmed Fighting* yet theatrical, and you know how to employ
Maneuvers: Ambush,* Disarming Attack, fear as an effective tool in a ight.
Feinting Attack, Pushing Attack, Trip Attack
Hoplite Pugilist
Fighting Style: Defense, Thrown Weapon Fighting Style: Unarmed Fighting*
Fighting* Maneuvers: Disarming Attack, Evasive
Maneuvers: Brace*, Lunging Attack, Parry, Footwork, Grappling Strike*, Menacing Attack,
Precision Attack Pushing Attack, Riposte, Trip Attack
Feats: Athlete, Grappler, Polearm Master, Feats: Athlete, Durable, Grappler, Savage
Sentinel, Shield Master Attacker, Tavern Brawler
With spear and shield you follow in the Where others rely on steel, you’ve got your
footsteps of the heroes of ages past. You rely ists. Whether through training or experience,
on discipline and athleticism to overcome you’ve developed a superior technique that
improbable odds. Whether ighting in ranks can help you overcome an enemy in an
alongside your comrades or squaring off as a up-close ight.
lone warrior, you’re equal to the task.
Shock Trooper
Lancer Fighting Style: Great Weapon Fighting
Fighting Style: Dueling Maneuvers: Menacing Attack, Pushing
Maneuvers: Lunging Attack, Menacing Attack, Sweeping Attack
Attack, Precision Attack, Pushing Attack Feats: Charger, Great Weapon Master, Heavy
Feats: Heavy Armor Master, Mounted Armor Master
Combatant, Savage Attacker
Subtlety is not your style. You’ve trained to
When the cavalry is called in, that means you. get straight into the ighting, busting through
You ride out to greet your enemy with the enemy lines and applying tremendous
point of your weapon. As you charge, the pressure quickly. Those who ignore you in
ground trembles, and only the heaviest blows combat do so at their peril.
can deter you.
Skirmisher
Outrider Fighting Style: Archery, Thrown Weapon
Fighting Style: Archer Fighting*
Maneuvers: Ambush*, Distracting Strike, Maneuvers: Ambush*, Bait and Switch*,
Goading Attack, Precision Attack, Quick Toss* Distracting Strike, Quick Toss*
Feats: Alert, Crossbow Expert, Mounted Feats: Alert, Dual Wielder, Mobile, Skulker
Combat, Observant, Sharpshooter
You thrive amid the chaos of battle. You use
You ind freedom in the saddle and a your mobility and versatility in combat to
companion in your mount. A headlong charge soften your adversaries and disrupt their
into combat as a blunt instrument for oafs. formations. An enemy’s plan rarely survives
You prefer mobility and range, opting for ind contact with you.
advantageous positions that allow you to deal
with foes at full gallop while evading the most Strategist
dangerous threats. Fighting Style: Defense
Maneuvers: Commander’s Strike,
Commanding Presence*, Maneuvering Attack,
Rally, Tactical Assessment*
Feats: Inspiring Leader, Keen Mind, Linguist
As an action, you can spend 2 ki points and Monks of the Way of Mercy learn to
roll a Martial Arts die. You regain a number of manipulate the life force of others to bring aid
hit points equal to the number rolled plus to those in need. They are wandering
your pro iciency bonus. physicians to the poor and hurt. However, to
those beyond their help, they bring a swift
Focused Aim end as an act of mercy.
5th-level monk feature
Those who follow the Way of Mercy might be
When you miss with an attack roll, you can members of a religious order, administering
spend 1 to 3 ki points to increase your attack to the needy and making grim choices rooted
roll by 2 for each of these ki points you spend, in reality rather than idealism. Some might be
potentially turning the miss into a hit. gentle-voiced healers, beloved by their
communities, while others might be masked
bringers of macabre mercies.
Monastic Traditions
At 3rd level, a monk gains the Monastic The walkers of this way usually don robes
Tradition feature, which offers you the choice with deep cowls, and they often conceal their
of a subclass. The following options are faces with masks, presenting themselves as
available to you when making that choice: the faceless bringers of life and death.
Way of Mercy or Way of the Astral Self.
Implements of Mercy
3rd-level Way of Mercy feature
Merciful Mask
d6 Mask Appearance
1 Raven
Way of Mercy
2 Blank and white
Plague doctor—some looks never go out of
style. 3 Crying visage
When you use Hand of Harm on a creature,
4 Laughing visage
you can subject that creature to the poisoned
5 Skull condition until the end of your next turn.
When you use Hand of Healing on a creature, Way of the Astral Self
you can also end one disease or one of the
following conditions affecting the creature: Note to self: create a spell that lets you
blinded, deafened, paralyzed, poisoned, or throat-punch people with your ghost.
stunned. TASHA
A monk who follows the Way of the Astral Self modi ier for the attack and damage rolls,
believes their body is an illusion. They see and their damage type is force.
their ki as a representation of their true form,
an astral self. This astral self has the capacity Forms of Your Astral Self
to be a force of order or disorder, with some
monasteries training students to use their The astral self is a translucent embodiment
power to protect the weak and other of the monk’s soul. As a result, an astral self
can re lect aspects of a monk’s background,
instructing aspirants in how to manifest their
ideals, laws, and bonds, and an astral self
true selves in service to the mighty. doesn’t necessarily look anything like the
monk. For example, the astral self of a lanky
Arms of the Astral Self human might be reminiscent of a
3rd-level Way of the Astral Self feature minotaur—the strength of which the monk
feels within. Similarly, an orc monk might
Your mastery of your ki allows you to manifest gossamer arms and a delicate
summon a portion of your astral self. As a visage, representing the gentle beauty of
bonus action, you can spend 1 ki point to the orc’s soul. Each astral self is unique, and
some of the monks of this monastic
summon the arms of your astral self. When
tradition are known more for the
you do so, each creature of your choice that appearance of their astral self than for their
you can see within 10 feet of you must physical appearance.
succeed on a Dexterity saving throw or take
force damage equal to two rolls of your When choosing this path, consider the
Martial Arts die. quirks that de ine your monk. Are you
obsessed with something? Are you driven
by justice or a sel ish desire? Any of these
For 10 minutes, these spectral arms hover
motivations could manifest in the form of
near your shoulders or surround your arms your astral self.
(your choice). You determine the arms’
appearance, and they vanish early if you are
Visage of the Astral Self
incapacitated or die.
6th-level Way of the Astral Self feature
While the spectral arms are present, you gain You can summon the visage of your astral self.
the following bene its: As a bonus action, or as a part of the bonus
action you take to activate Arms of the Astral
● You can use your Wisdom modi ier in Self, you can spend 1 ki point to summon this
place of your Strength modi ier when visage for 10 minutes. It vanishes early if you
making Strength checks and Strength are incapacitated or die.
saving throws.
● You can use the spectral arms to make The spectral visage covers your face like a
unarmed strikes. helmet or mask. You determine its
● When you make an unarmed strike with appearance.
the arms on your turn, your reach for it is
5 feet greater than normal. While the spectral visage is present, you gain
● The unarmed strikes you make with the the following bene its:
arms can use your Wisdom modi ier in
place of your Strength or Dexterity
Astral Sight. You can see normally in Your connection to your astral self is
darkness, both magical and nonmagical, to a complete, allowing you to unleash its full
distance of 120 feet. potential. As a bonus action, you can spend 5
ki points to summon the arms, visage, adn
Wisdom of the Spirit. You have advantage on body of your astral self and awaken it for 10
Wisdom (Insight) and Charisma minutes. This awakening ends early if you are
(Intimidation) checks. incapacitated or die.
Word of the Spirit. When you speak, you can While your astral self is awakened, you gain
direct your words to a creature of your choice the following bene its.
that you can see within 60 feet of you, making
it so only the creature can hear you. Armor of the Spirit. You gain a +2 bonus to
Alternatively, you can amplify your voice so Armor Class.
that all creatures within 600 feet can hear
you. Astral Barrage. Whenever you use the Extra
Attack feature to attack twice, you can instead
Body of the Astral Self attack three times if all the attacks are made
11th-level Way of the Astral Self feature with your astral arms.
● You are blessed with an otherworldly Vigilance. The threats you face are cunning,
powerful, and subversive. Be ever alert for
presence, gaining advantage on all
Charisma checks. their corruption.
Loyalty. Never accept gifts or favors from creatures have advantage on Intelligence,
friends or those who truck with them. Stay Wisdom, and Charisma saving throws.
true to your order, your comrades, and your
duty. Abjure the Extraplanar. You can use your
Channel Divinity to castigate unworldly
Discipline. You are the shield against the beings. As an action, you present your holy
endless terrors that lie beyond the stars. Your symbol and each aberration, celestial,
blade must be forever sharp and your mind elemental, fey, or iend within 30 feet of you
keen to survive what lies beyond. that can hear you must make a Wisdom
saving throw. On a failed save, the creature is
Oath Spells turned for 1 minute or until it takes damage.
3rd-level Oath of the Watchers feature
A turned creature must spend its turns trying
You gain oath spells at the paladin levels
to move as far away from you as it can, and it
listed in the Oath of the Watchers table See
can’t willingly end its move in a space within
the Sacred Oath class feature for how oath 30 feet of you. For its action, it can use only
spells work. the Dash action or try to escape from an effect
Oath of the Watchers Spells that prevents it from moving. If there’s
nowhere to move, the creature can take the
Paladin Spells Dodge action.
Level
Aura of the Sentinel
3rd alarm, detect magic
7th-level Oath of the Watchers feature
5th moonbeam, see invisibility
You emit an aura of alertness while you aren’t
9th counterspell, nondetection incapacitated. When you and any creatures of
your choice within 10 feet of you roll
13th aura of purity, banishment initiative, you all gain a bonus to initiative
17th hold monster, scrying equal to your pro iciency bonus.
You manifest a spark of divine power in If you take a feature that replaces another
defense of the mortal realms. As a bonus feature, you gain no bene it from the replaced
action, you gain the following bene its for 1 one and don’t qualify for anything in the game
minute: that requires it.
Thrown Weapon Fighting You can cast each of these spells once without
You can draw a weapon that has the thrown expending a spell slot. Once you cast a spell in
property as part of the attack you make with this way, you can’t do so again until you inish
the weapon. a long rest.
Ranger Spell
Level
4 Your shadow dances while no one is The royal courts of the Feywild have blessed
looking directly at it. you with the assistance of fey beings: you
know summon fey (a spell in chapter 3). It
5 Horns or antlers sprout from your
head. doesn’t count against the number of ranger
spells you know, and you can cast it without a
6 Your skin and hair change color to material component. You can also cast it once
match the season at each dawn. without a spell slot, and you regain the ability
to do so when you inish a long rest.
Otherworldly Glamour
3rd-level Fey Wanderer feature Whenever you start casting the spell, you can
modify it so that it doesn’t require
Your fey qualities give you a supernatural concentration. If you do so, the spell’s
charm. As a result, whenever you make a duration becomes 1 minute for that casting.
Charisma check, you gain a bonus to the check
equal to your Wisdom modi ier (minimum of Misty Wanderer
+1). 15th-level Fey Wanderer feature
In addition, you gain pro iciency in one of the You can slip in and out of the Feywild to move
following skills of your choice: Deception, in a blink of an eye: you can cast misty step
Performance, or Persuasion. without expending a spell slot. You can do so
a number of times equal to your Wisdom
Beguiling Twist modi ier (minimum of once), and you regain
7th-level Fey Wanderer feature all expended uses when you inish a long rest.
The magic of the Feywild guards your mind. In addition, whenever you cast misty step, you
You have advantage on saving throws against can bring along one willing creature you can
being charmed or frightened. see within 5 feet of you. That creature
teleports to an unoccupied space of your 3 Fluttering birds
choice within 5 feet of your destination space.
4 Playful pixies
Swarmkeeper
Once on each of your turns, you can cause the
I love insects—organized, relentless, swarm to assist you in one of the following
specialized little champions. And aligning
ways, immediately after you hit a creature
their single—minded will with your own:
beautiful. Just keep them out of my lab. with an attack:
TASHA
● The attack’s target takes 1d6 piercing
damage from the swarm.
Feeling a deep connection to the environment
● The attack’s target must succeed on a
around them, some rangers reach out through
Strength saving throw against your spell
their magical connection to the world and
save DC or be moved by the swarm up to
bond with a swarm of nature spirits. The
15 feet horizontally in a direction of your
swarm becomes a potent force in battle, as
choice.
well as helpful company for the ranger. Some
● You are moved by the swarm 5 feet
Swarmkeepers are outcasts or hermits,
horizontally in a direction of your choice.
keeping to themselves and their attendant
swarms rather than dealing with the
It’s Your Swarm
discomfort of others. Other Swarmkeepers
enjoy building vibrant communities that work A Swarmkeeper’s swarm and spells are
for the mutual bene it of all those they re lections of the character’s bond with
consider part of their swarm. nature spirits. Take the opportunity to
describe the swarm and the ranger’s magic
Gathered Swarm in play. For example, when your ranger
3rd-level Swarmkeeper feature casts gaseous form, they might appear to
melt into the swarm, instead of a cloud of
A swarm of intangible nature spirits has mist, or the arcane eye spell could create an
extension of your swarm that spies for you.
bonded itself to you and can assist you in
Such descriptions don’t change the effects
battle. Until you die, the swarm remains in of spells, but they are an exciting
your space, crawling on you or lying and opportunity to explore your character’s
skittering around you within your space. You narrative through their class abilities. For
determine its appearance, or you generate its more guidance on customizing spells, see
appearance by rolling on the Swarm the “Personalizing Spells” section in
Appearance table. chapter 3.
You learn the mage hand cantrip if you don’t ● The damage of Gathered Swarm increases
already know it. When you cast it, the hand to 1d8.
takes the form of your swarming nature ● If a creature fails its saving throw against
spirits. being moved by Gathering Swarm, you
can also cause the swarm to knock the
You also learn an additional spell of 1st level creature prone.
or higher when you reach certain levels in this ● When you are moved by Gathered Swarm,
class, as shown in the Swarmkeeper Spells it gives you half cover until the start of
table. Each spell counts as a ranger spell for your next turn.
you, but it doesn’t count against the number
of ranger spells you know. Swarming Dispersal
15th-level Swarmkeeper feature
Swarmkeeper Spells
You can discorporate into your swarm,
Ranger Spell avoiding danger. When you take damage, you
Level
can use your reaction to give yourself
3rd faerie fire, mage hand resistance to that damage. You vanish into
your swarm and then teleport to an
5th web unoccupied space that you can see within 30
feet of you, where you reappear with the
9th gaseous form
swarm.
13th arcane eye
You can use this feature a number of times
17th insect plague equal to your pro iciency bonus, and you
regain all expended uses when you inish a
Writhing Tide long rest.
7th-level Swarmkeeper feature
You can condense part of your swarm into a Beast Master Companions
focused mass that lifts you up. As a bonus
The Beast Master in the Player’s Handbook
action, you gain a lying speed of 10 feet and
forms a mystical bond with an animal. As an
can hover. This effect lasts for 1 minute or
alternative, a Beast Master can take the
until you are incapacitated.
feature below to form a bond with a special
primal beast instead.
You can use this feature a number of times
equal to your pro iciency bonus, and you Primal Companion
regain all expended uses when you inish a 3rd-level Beast Master feature, which replaces
long rest. the Ranger’s Companion feature
ACTIONS
Shred. Melee Weapon Attack: your spell
attack modi ier to hit, reach 5 ft., one target.
Hit: 1d4 + 3 + PB slashing damage.
Steady Aim
3rd-level rogue feature
Phantom
As a bonus action, you give yourself
advantage on your next attack roll on the Collecting the souls of your defeated foes in
current turn. You can use this bonus action everyday objects—what a good idea.
Though, I’d probably need an encyclopedia
only if you haven’t moved during this turn,
to hold all my anti-admirers.
and after you use the bonus action, your TASHA
speed is 0 until the end of the current turn.
Psychic Veil
13th-level Soulknife feature
Sorcerous Versatility
4th-level sorcerer feature
3 You once suffered the dominating 3rd calm emotions, detect thoughts
powers of an aboleth, leaving a
psychic splinter in your mind. 5th hunger of Hadar, sending
Clockwork Spells
Sorcerer Spells
Level
I never understood why some people get so 3rd lightning bolt, sleet storm
jittery about tentacles. Have you ever had
octopus nigiri? One of the few pieces of 4th control water, summon elemental
evidence of a benevolent multiverse. (water only, a spell in chapter 3)
TASHA
5th Bigby’s hand (appears as a
tentacle), cone of cold
You have plunged into a pact with the deeps.
An entity of the ocean, the Elemental Plane of
Tentacle of the Deeps
Water, or another otherworldly sea now
1st-level Fathomless feature
allows you to draw on its thalassic power. Is it
merely using you to learn about terrestrial You can magically summon a spectral tentacle
realms, or does it want you to open cosmic that strikes at your foes. As a bonus action,
loodgates and drown the world? you create a 10-foot-long tentacle at a point
you can see within 60 feet of you. The tentacle
lasts for 1 minute or until you use this feature one of those creatures and reduce the damage
to create another tentacle. to that creature by 1d8. When you reach 10th
level in this class, the damage reduced by the
When you create the tentacle, you can make a tentacle increases to 2d8.
melee spell attack against one creature within
10 feet of it. On a hit, the target takes 1d8 cold Grasping Tentacles
damage, and its speed is reduced by 10 feet 10th-level Fathomless feature
until the start of your next turn. When you
You learn the spell Evard’s black tentacles. It
reach 10th level in this class, the damage
counts as a warlock spell for you, but it
increases to 2d8.
doesn’t count against the number of spells
As a bonus action on your turn, you can move you know. You can also cast it once without a
the tentacle up to 30 feet and repeat the spell slot, and you regain the ability to do so
when you inish a long rest.
attack.
You can summon the tentacle a number of Whenever you cast this spell, your patron’s
times equal to your pro iciency bonus, and magic bolsters you, granting you a number of
temporary hit points equal to your warlock
you regain all expended uses when you inish
level. Moreover, damage can’t break your
a long rest.
concentration on this spell.
Gift of the Sea
1st-level Fathomless feature
Fathomless Plunge
14th-level Fathomless feature
You gain a swimming speed of 40 feet, and
You can magically open temporary conduits to
you can breathe underwater.
watery destinations. As an action, you can
Oceanic Soul teleport yourself and up to ive other willing
6th-level Fathomless feature creatures that you can see within 30 feet of
you. Amid a whirl of tentacles, you all vanish
You are now even more at home in the depths. and then reappear up to 1 mile away in a
You gain resistance to cold damage. In body of water you’ve seen (pond size or
addition, when you are fully submerged, any larger) or within 30 feet of it, each of you
creature that is also fully submerged can appearing in an unoccupied space within 30
understand your speed, and you can feet of the others.
understand theirs.
Once you use this feature, you can’t use it
Guardian Coil again until you inish a short or long rest.
6th-level Fathomless feature
in their motivations, but most are arrogant 4th phantas stone greater fire control
and wield power that rivals that of lesser mal shape invisibili shield warmer
killer ty
deities. They delight in turning the table on
mortals, who often bind genies into servitude, 5th crea o wall of seemin flame cone of
n stone g strike cold
and readily enter into pacts that expand their
reach. 9th wish - - - -
The vessel’s AC equals your spell save DC. Its In addition, anyone (including you) who
hit points equal your warlock level plus your remains in the vessel for at least 10 minutes
pro iciency bonus, and it is immune to poison gains the bene it of inishing a short rest, and
and psychic damage. anyone can add your pro iciency bonus to the
number of hit points they regain if they spend
If the vessel is destroyed or you lose it, you any Hit Dice as part of a short rest there.
can perform a 1-hour ceremony to receive a
replacement from your patron. This Limited Wish
ceremony can be performed during a short or 14th-level Genie feature
long rest, and the previous vessel is destroyed
You entreat your patron to grant you a small
wish. As an action, you can speak your desire
to your Genie’s Vessel, requesting the effect of
one spell that is 6th level or lower and has a
casting time of 1 action. The spell can be from
any class’s spell list, and you don’t need to
meet the requirements in that spell, including
costly components; the spell simply takes
effect as part of this action.
3rd Level
Optional Class Features Intellect fortress* (abjur.)
You gain class features in the Player’s Speak with dead (necro.)
Handbook when you reach certain levels in Spirit shroud* (necro.)
your class. This section offers additional Summon fey* (conj.)
features that you can gain as a wizard. Unlike Summon shadowspawn* (conj.)
the features in the Player’s Handbook, you Summon undead* (conj.)
don’t gain the features here automatically.
4th Level
Consulting with your DM, you decide whether
to gain a feature in this section if you meet the Divination (divin., ritual)
level requirement printed in the feature Summon aberration* (conj.)
description. These features can be selected Summon construct* (conj.)
separately from one another; you can use Summon elemental* (conj.)
some, all, or none of them.
6th Level
Additional Wizard Spells Summon iend* (conj.)
1st-level wizard feature Tasha’s otherworldly guise* (trans.)
You can invoke an elven magic called the You can direct your magic to absorb damage
Bladesong, provided that you aren’t wearing while your Bladesong is active. When you take
medium or heavy armor or using a shield. It damage, you can use your reaction to expend
one spell slot, and reduce that damage to you
by an amount equal to ive times the spell Magic of the book—that’s what many folk call
slot’s level. wizardry. The name is apt, given how much
time wizards spend poring over tomes and
Song of Victory penning theories about the nature of magic.
14th-level Bladesinging feature It’s rare to see wizards traveling without
books and scrolls sprouting from their bags,
You can add your Intelligence modi ier and a wizard would go to great lengths to
(minimum of +1) to the damage of your melee
plumb an archive of ancient knowledge.
weapon attacks while your Bladesong is
active.
Among wizards, the Order of Scribes is the
most bookish. It takes many forms in different
worlds, but its primary mission is the same
everywhere: recording magical discoveries so
that wizardry can lourish. And while all
wizards value spellbooks, a wizard in the
Order of Scribes magically awakens their
book, turning it into a trusted companion. All
wizards study books, but a wizardly scribe
talks to theirs!
Wizardly Quill
2nd-level Order of the Scribes feature
Telepathic
You awaken the ability to mentally connect
with others, granting you the following
bene its:
Syndicate Types
Guild
Military Force
Religious Order
Sovereign
Ar ficer,
The chapter irst presents new spells for 0
Booming
Evoca on No
N Sorcerer,
Blade o Warlock,
player characters and monsters to use. Those Wizard
spells are followed by suggestions on
customizing the look of your spells. The Ar ficer,
Green-Flame N Sorcerer,
chapter then offers a selection of new magic 0 Evoca on No
Blade o Warlock,
items, including artifacts of mythic power and Wizard
To cast this spell, you must have a magic item Transit between these worlds is rare but
that originated on the world you wish to not impossible and can be accomplished in
reach, and you must be aware of the world’s various ways. One such method is called the
existence, even if you don’t know the world’s Great Journey, an epic voyage fraught with
name. Your destination in the other world is a peril and littered with obstacles to be
overcome. This journey most often occurs
safe location within 1 mile of where the magic
aboard a vessel powered by magic.
item was created. Alternatively, you can cast
the spell if one of the affected creatures was Another method is the Dream of Other
born on the other world, which causes your Worlds; travelers fall into a deep slumber
destination to be a safe location within 1 mile and dream themselves into a new realm.
of where that creature was born. The spell dream of the blue veil employs this
method of transit.
The spell ends early on a creature if that The most direct method is the Leap to
creature takes any damage, and the creature Another Realm; a spellcaster casts
isn’t transported. If you take any damage, the teleportation circle or teleport, aiming to
spell ends for you and all other creatures, appear in a known teleportation circle or
with none of you being transported. some other location in another world.
Intellect Fortress
3rd-level abjuration
Psychic Slam (Star Spawn Only). Melee Armor Class 11 + the level of the spell
Spell Attack: your spell attack modi ier to (natural armor)
hit, reach 5 ft., one creature. Hit: 1d8 + 3 + Hit Points 20 (Air only) or 30 (Land and
the spell’s level psychic damage. Water only) + 5 for each spell level above
2nd
Speed 30 ft., climb 30 ft. (Land only), ly 60
Summon Beast ft. (Air only), swim 30 ft. (Water only)
2nd-level conjuration
STR DEX CON INT WIS CHA
Casting Time: 1 action 18 11 16 4 14 5
Range: 90 feet (+4) (+0) (+3) (-3) (+2) (-3)
Components: V, S, M (a feather, tuft of fur, and
ish tail inside a gilded acorn worth at least Senses darkvision 60 ft., passive
Perception 12
200 gp)
Languages understands the languages you
Duration: Concentration, up to 1 hour speak
Challenge —
You call forth a bestial spirit. It manifests in Pro iciency Bonus equals your bonus
an unoccupied space that you can see within
range. This corporeal form uses the Bestial Flyby (Air Only). The beast doesn’t provoke
opportunity attacks when it lies out of an
Spirit stat block. When you cast the spell,
enemy’s reach.
choose an environment: Air, Land, or Water.
The creature resembles an animal of your Pack Tactics (Land and Water Only). The
choice that is native to the chosen beast has advantage on an attack roll
environment, which determines certain traits against a creature if at least one of the
in its stat block. The creature disappears beast’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.
when it drops to 0 hit points or when the spell
ends. Water Breathing (Water Only). The beast
can breathe only underwater.
The creature is an ally to you and your
companions. In combat, the creature shares
ACTIONS
your initiative count, but it takes its turn
Multiattack. The beast makes a number of
immediately after yours. It obeys your verbal
attacks equal to half the spell’s level
commands (no action required by you). If you (rounded down).
don’t issue any, it takes the Dodge action and
uses its move to avoid danger. Maul. Melee Weapon Attack: your spell
attack modi ier to hit, reach 5 ft., one target.
At Higher Levels. When you cast this spell Hit: 1d8 + 4 + the spell’s level piercing
using a spell slot of 3rd level or higher, use the damage.
higher level where the spell’s level appears in
the stat block.
Summon Celestial (+3) (+2) (+3) (+0) (+2) (+3)
5th-level conjuration
Damage Resistances radiant
Casting Time: 1 action Condition Immunities charmed,
Range: 90 feet frightened
Components: V, S, M (a golden reliquary Senses darkvision 60 ft., passive
Perception 12
worth at least 500 gp)
Languages Celestial, understands the
Duration: Concentration, up to 1 hour languages you speak
Challenge —
You call forth a celestial spirit. It manifests in Pro iciency Bonus equals your bonus
an angelic form in an unoccupied space that
you can see within range. This corporeal form
ACTIONS
uses the Celestial Spirit stat block. When you
Multiattack. The celestial makes a number
cast the spell, choose Avenger or Defender. of attacks equal to half this spell’s level
Your choice determines the creature’s attack (rounded down).
in its stat block. The creature disappears
when it drops to 0 hit points or when the spell Radiant Bow (Avenger Only). Ranged
ends. Weapon Attack: your spell attack modi ier
to hit, reach 150/600 ft., one target. Hit:
2d6 + 2 + the spell’s level radiant damage.
The creature is an ally to you and your
companions. In combat, the creature shares Radiant Mace (Defender Only). Melee
your initiative count, but it takes its turn Weapon Attack: your spell attack modi ier
immediately after yours. It obeys your verbal to hit, reach 5 ft., one target. Hit: 1d10 + 3 +
commands (no action required by you). If you the spell’s level radiant damage, and the
don’t issue any, it takes the Dodge action and celestial can choose itself or another
creature it can see within 10 feet of the
uses its move to avoid danger.
target. The chosen creature gain 1d10
temporary hit points.
At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, use the Healing Touch (1/Day). The celestial
higher level whenever the spell’s level touches another creature. The target
appears in the stat block. magically regains hit points equal to 2d8 +
the spell’s level.
REACTIONS
CONSTRUCT SPIRIT
Medium construct Berserk Lashing (Clay Only). When the
construct takes damage, it makes a slam
Armor Class 13 + the level of the spell attack against a random creature within 5
(natural armor) feet of it. If no creature is within reach, the
Hit Points 40 + 15 for each spell level construct moves up to half its speed toward
above 3rd an enemy it can see, without provoking
Speed 30 ft. opportunity attacks.
The creature is an ally to you and your Slam. Melee Weapon Attack: your spell
attack modi ier to hit, reach 5 ft., one target.
companions. In combat, the creature shares Hit: 1d10 + 4 + the spell’s level bludgeoning
your initiative count, but it takes its turn damage (Air, Earth, and Water only) or ire
immediately after yours. It obeys your verbal damage (Fire only).
commands (no action required by you). If you
don’t issue any, it takes the Dodge action and Summon Fey
uses its move to avoid danger. 3rd-level conjuration
At Higher Levels. When you cast this spell Casting Time: 1 action
using a spell slot of 5th level or higher, use the Range: 90 feet
higher level wherever the spell’s level appears Components: V, S, M (a gilded lower worth
in the stat block. at least 300 gp)
Duration: Concentration, up to 1 hour
STR DEX CON INT WIS CHA Rotting Claw (Putrid Only). Melee Weapon
12 16 15 4 10 9 Attack: your spell attack modi ier to hit,
(+1) (+3) (+2) (-3) (+0) (-1) reach 5 ft., one target. Hit: 1d6 + 3 + the
spell’s level slashing damage. If the target is
Damage Immunities necrotic, poison poisoned, it must succeed on a Constitution
Condition Immunities exhaustion, saving throw against your spell save DC or
frightened, paralyzed, poisoned be paralyzed until the end of its next turn.
Senses darkvision 60 ft., passive
Perception 10
Languages understands the languages you Sword Burst
speak Conjuration cantrip
Challenge —
Pro iciency Bonus equals your bonus Casting Time: 1 Action
Range: Self (5-foot radius)
Festering Aura (Putrid Only). Any Components: V
creature, other than you, that starts its turn
Duration: Instantaneous
within 5 feet of the spirit must succeed on a
Constitution saving throw against your
spell save DC or be poisoned until the start You create a momentary circle of spectral
of its next turn. blades that sweep around you. All other
creatures within 5 feet of you must succeed
Incorporeal Passage (Ghostly Only). The
on a Dexterity saving throw or take 1d6 force
damage At Higher Levels. When you cast this spell
using a spell slot of 3rd level or higher, you
This spell’s damage increases by 1d6 when can target one additional creature for each
you reach 5th level (2d6), 11th level (3d6), slot level above 2nd. The creatures must be
and 17th level (4d6). within 30 feet of each other when you target
them.
Tasha’s Caustic Brew
1st-level evocation Tasha’s Otherworldly Guise
6th-level transmutation
Casting Time: 1 action
Range: Self (30-foot line) Casting Time: 1 bonus action
Components: V, S, M (a bit of rotten food) Range: Self
Duration: Concentration, up to 1 minute Components: V, S, M (an object engraved
with a symbol of the Outer Planes, worth at
A stream of acid emanates from you in a line least 500 gp)
30 feet long and 5 feet wide in a direction you Duration: Concentration, up to 1 minute
choose. Each creature in the line must
succeed on a Dexterity saving throw or be Uttering an incantation, you draw on the
covered in acid for the spell’s duration or magic of the Lower Planes or Upper Planes
until a creature uses its action to scrape or (your choice) to transform yourself. You gain
wash the acid off itself or another creature. A the following bene its until the spell ends:
creature covered in the acid takes 2d4 acid
damage at start of each of its turns. ● You are immune to ire and poison
damage (Lower Planes) or radiant and
Tasha’s Mind Whip necrotic damage (Upper Planes).
2nd-level enchantment ● You are immune to the poisoned
condition (Lower Planes) or the charmed
Casting Time: 1 action
condition (Upper Planes).
Range: 90 feet
● Spectral wings appear on your back,
Components: V
giving you a lying speed of 40 feet.
Duration: 1 round ● You have a +2 bonus to AC.
● All your weapon attacks are magical, and
You psychically lash out at one creature you
when you make a weapon attack, you can
can see within range. The target must make
use your spell casting ability modi ier
an Intelligence saving throw. On a failed save, instead of Strength or Dexterity for the
the target takes 3d6 psychic damage, and it attack and damage rolls.
can’t take a reaction until the end of its next
● You can attack twice, instead of once,
turn. Moreover, on its next turn, it must
when you take the Attack action on your
choose whether it gets a move, an action, or a turn. You ignore this bene it if you already
bonus action; it gets only one of the three. On have a feature, like Extra Attack, that lets
a successful save, the target takes half as you attack more than once when you take
much damage and suffers none of the spell’s
the Attack action on your turn.
other effects.
Personalizing Spells
Just as every performer lends their art a
personal lair and every warrior asserts
th<missing>
through the lens of their own<missing>
a spellcaster use magic to express<missing>
individuality. Regardless of what<missing>
spellcaster you’re playing, you c<missing>
cosmetic effects of your character<missing>
Perhaps you wish the effects of <missing>
spells to appear in their favorite<missing>
the training they received from <missing>
mentor, or to exhibit their conn<missing>
season of the year. The possibilit<missing>
might cosmetically customize y<missing>
spells are endless. However, such<missing>
change the effects of a spell. The<missing>
one spell seem like another—you<missing>
Example, make a magic missile <missing>
Magic Themes
Magic Tattoos The rarer a magic tattoo is, the more space it
typically occupies on a creature’s skin. The
Blending magic and artistry with ink and Magic Tattoo Coverage table offers guidelines
needles, magic tattoos imbue their bearers for how large a given tattoo is.
with <missing>
abilities. Magic tattoos are initially bound to Magic Tattoo Coverage
magic needles, which transfer their magic Tattoo Rarity Area Covered
<missing>
Common One hand or foot or a
Once inscribed on a creature’s body, damage quarter of a <missing>
or injury doesn’t impair the tattoo’s
Uncommon Half a limb or the scalp
function<missing>
tattoo is defaced. When applying a magic Rare One limb
tattoo, a creature can customize the tattoo’s
<missing> Very Rare Two limbs or the chest or
upper <missing>
magic tattoo can look like a brand,
scari ication, a birthmark, patterns of scale, or Legendary Two limbs and the torso
any other<missing>
alteration.
MAGIC ITEMS Cauldron of Rebirth
Crook of Rao
Bell Branch
Crystalline Chronicle
Blood Fury Tattoo
Bloodwell Vial
Ghost Step Tattoo
Guardian Emblem
Illuminator’s Tattoo
Lifewell Tattoo
Protective Verses
Reveler’s Concertina
Rhythm-Maker’s Drum
Shadowfell Shard
Spellwrought Tattoo
Moon Sickle
Nature’s Mantle
● Are any of the characters related to each 5 A festival brings the characters
other? together.
Party Origin
d6 Origin Story
At 4th level and again at 8th, 10th, 12th, 16th, Reliable Talent
and 19th level, the sidekick increases one 14th-level Expert feature
ability score of your choice by 2, or the
sidekick increases two ability scores of your The sidekick has re ined its skills to an
choice by 1. The sidekick can’t increase an exceptional degree. Whenever the sidekick
ability score above 20 using this feature. makes an ability check that includes its whole
pro iciency bonus, it can treat a d20 roll of 9
Coordinated Strike or lower as a 10.
6th-level Expert feature
Sharp Mind
The sidekick is adept at ighting in concert 18th-level Expert feature
with a companion. When the sidekick uses its
Helpful feature to aid an ally in attacking a The sidekick gains pro iciency in one of the
creature, that target can be up to 30 feet away following saving throws of your choice:
from the sidekick, and the sidekick can deal Intelligence, Wisdom, or Charisma.
an extra 2d6 damage to it the next time the
sidekick hits it with an attack roll before the
end of the current turn. The extra damage is
the same type of damage dealt by the attack.
Evasion
7th-level Expert feature
Inspiring Help
11th-level Expert feature
Spellcaster 17th +6 — 4 10 4 3 3 3 1
veins.
Bonus Pro iciencies
To gain the Spellcaster class, a creature must 1st-level Spellaster feature
have at least one language in its stat block
that it can speak. The sidekick gains pro iciency in one saving
throw of your choice: Wisdom, Intelligence, or
A sidekick gains the following class features Charisma.
as it gains levels in this class, as summarized
on the Spellcaster table. In addition, the sidekick gains pro iciency in
two skills of your choice from the following
The Spellcaster list: Arcana, History, Insight, Investigation,
Lev Prof Features Cantrips Spells 1 2 3 4 5
Medicine, Performance, Persuasion, and
el icie
ncy
Known s
t
n
d
r
d
t
h
t
h
Religion.
1st +2 Bonus 2 1 2 — — — —
Proficiencies, The sidekick gains pro iciency with light
Spellcas ng
armor, and if it is a humanoid or has a simple
2nd +2 -— 2 2 2 — — — — or martial weapon in its stat block, it also
3rd +2 -— 2 3 3 — — — — gains pro iciency with all simple weapons.
4th +2 Ability Score 3 3 3 — — — —
Improvement Spellcasting
5th +3 — 2 4 4 2 — — — 1st-level Spellcaster feature
6th +3 Potent 3 4 4 2 — — —
Cantrips The sidekick gains the ability to cast spells (if
the creature already has the Spellcasting trait,
7th +3 — 3 5 4 3 — — —
this feature replaces that trait). Choose the
8th +3 Ability Score 3 5 4 3 — — —
Improvement Spellcaster’s role: Mage, Healer, or Prodigy.
9th +4 — 3 6 4 3 2 — —
This choice determines the spell list and
spellcasting ability used by the sidekick, as
10th +4 — 4 6 4 3 2 — —
shown on the Spellcasting table.
11th +4 — 4 7 4 3 3 — —
Spellcasting
12th +4 Ability Score 4 7 4 3 3 — —
Improvement
Role Spell List Ability
13th +5 — 4 8 4 3 3 1 —
A sidekick gains the following class features The sidekick gains pro iciency in one saving
as it gains levels in this class, as summarized throw of your choice: Strength, Dexterity, or
on the Warrior table. Constitution.
2nd +2 Second Wind (1 use) The sidekick gains pro iciency with all armor,
and if it is a humanoid or has a simple or
3rd +2 Improved Cri cal martial weapon in its stat block, it gains
4th +2 Ability Score Improvement pro iciency with shields and all simple and
martial weapons.
5th +3 —
Martial Role
6th +3 Extra A ack (1 extra)
1st-level Warrior feature
7th +3 Ba le Readiness
Each warrior focuses on offense or defense in
8th +3 Ability Score Improvement their training. Choose one of the following
options:
9th +4 —
Extra Attack
6th-level Warrior feature
Battle Readiness
7th-level Warrior feature
Improved Defense
10th-level Warrior feature
Parleying with Monsters
Supernatural Regions
Blessed Radiance
Far Realm
Haunted
Infested
Mirror Zone
Psychic Resonance
Unraveling Magic
Magical Phenomena Necrotic Tempest. Storms in<missing>
skulls and bone-white lightning<missing>
must succeed on a DC13 Cons<missing>
Eldritch Storms
damage.
When magical currents beco<missing>
A creature that dies in a nec<missing>
Flaywind. Supernaturally pow<missing>
later.
third layer of Carceri—can spa<missing>
other debris in addition to <missing>
A necrotic tempest lasts for <missing>
exposed to the storm takes <missing>
after its passing.
or shelter offers protection <missing>
Thrym’s Howl. These bone-ch<missing>
A laywind leaves 4d6 feet of <missing>
projects extreme cold (see<missing>
(Nature) check or Wisdom (S<missing>
blue-white ice particles, the <missing>
it strikes, allowing time to se<missing>
<missing>
Avalanches
A typical avalanche (or rockslide) is 300
feet<missing>
avalanche can avoid it or escape it if
they’re<missing>
Skeleton Keys
Members Only
All That Glitters
Exact Change
Eye of the Beholder
Four Elements
Four by Four
Haunted Hallway
Dif iculty: Hard
Illusive Island
Many unquiet spirits linger in the world
because they can’t bear to leave something
Material Components behind. In this puzzle, inding the solution
Dif iculty: Medium also means helping a lost soul ind peace.