Bringing all 2014 subclasses into 2024
A special project that allows everyone to enjoy the 2014 player options with the new rules. Updated, tweaked or redesigned, all subclasses of the 12 PHB classes and the Artificer have been included. Enjoy!
Credits to Shades the Mothman, Spaghetti0 Homebrew and PerfectlyCircularSeal
Path of the Ancestral Guardian 22
Warrior of the Ascendant Dragon 64
Updated by Spaghetti0
Core Artificer Traits | |
Primary Ability | Intelligence |
Hit Point Die | D8 per Artificer level |
Saving Throw Proficiencies | Constitution and Intelligence |
Skill Proficiencies | Choose 2: Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand |
Weapon Proficiencies | Simple weapons |
Tool Proficiencies | Thieves’ Tools, Tinker’s Tools and choose 1 type of Artisan’s Tools |
Armor Training | Light and Medium armor and Shields |
Starting Equipment | Choose A or B: (A) Chain Shirt, Shield, a Simple weapon of your choice, Thieves’ Tools, Tinker’s Tools, Scholar’s Pack and 3 GP or (B) 180 GP |
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting magical objects. To cast a spell, an artificer could use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power on an ally's armor, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.
Artificers in Other WorldsEberron is the world most associated with Artificers, yet the class can be found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor Vi—has run a multiverse-spanning business from there since leaving the world of her birth, Eberron. In the world-city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds—except, perhaps, by the tinker gnomes of Krynn. |
Update log
The Artificer | Spell Slots per Spell Level | ||||||||||
Level | Proficiency Bonus | Features | Ingenuity Points | Infusions Known (Active) | Cantrips Known | Prepared Spells | 1 | 2 | 3 | 4 | 5 |
1 | +2 | Spellcasting, Arcane Tinkerer, Artificer’s Ingenuity | 2 | - | 2 | 2 | 2 | - | - | - | - |
2 | +2 | Infuse Item, Tinkerer’s Talent | 2 | 4 (2) | 2 | 3 | 2 | - | - | - | - |
3 | +2 | Artificer Subclass, Right Tool for the Job | 4 | 4 (2) | 2 | 4 | 3 | - | - | - | - |
4 | +2 | Feat | 4 | 4 (2) | 2 | 5 | 3 | - | - | - | - |
5 | +3 | Honed Talent | 4 | 4 (2) | 2 | 6 | 4 | 2 | - | - | - |
6 | +3 | Subclass Feature, Tool Expertise | 6 | 6 (3) | 2 | 6 | 4 | 2 | - | - | - |
7 | +3 | Flash of Genius Improvement | 6 | 6 (3) | 2 | 7 | 4 | 3 | - | - | - |
8 | +3 | Feat | 6 | 6 (3) | 2 | 7 | 4 | 3 | - | - | - |
9 | +4 | Subclass Feature | 8 | 6 (3) | 2 | 8 | 4 | 3 | 2 | - | - |
10 | +4 | Magic Item Adept, Tinkerer’s Talent Improvement | 8 | 8 (4) | 3 | 8 | 4 | 3 | 2 | - | - |
11 | +4 | Spell Storing Item | 8 | 8 (4) | 3 | 10 | 4 | 3 | 3 | - | - |
12 | +4 | Feat | 10 | 8 (4) | 3 | 10 | 4 | 3 | 3 | - | - |
13 | +5 | Artisan’s Knack | 10 | 8 (4) | 3 | 11 | 4 | 3 | 3 | 1 | - |
14 | +5 | Magic Item Savant | 10 | 10 (5) | 4 | 11 | 4 | 3 | 3 | 1 | - |
15 | +5 | Subclass Feature | 11 | 10 (5) | 4 | 12 | 4 | 3 | 3 | 2 | - |
16 | +5 | Feat | 11 | 10 (5) | 4 | 12 | 4 | 3 | 3 | 2 | - |
17 | +6 | Synergistic Infusions | 11 | 10 (5) | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Magic Item Master | 12 | 12 (6) | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Epic Boon | 12 | 12 (6) | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Soul of Artifice | 12 | 12 (6) | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
You’ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don’t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. See chapter 7 of the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer spell list later in this class's description.
Cantrips. You know two cantrips of your choice from the Artificer spell list. Fire Bolt and Mending are recommended.
Whenever you gain an Artificer level, you can replace one of your cantrips with another cantrip of your choice from the Artificer spell list.
When you reach Artificer levels 10 and 14, you learn another cantrip of your choice from the Artificer spell list, as shown in the Cantrips column of the Artificer Features table.
Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1 spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Faerie Fire and Identify are recommended.
The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number in the Artificer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of level 1 or 2 in any combination.
If another Artificer feature gives you spells that you may always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Artificer spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.
Tools Required. You produce your Artificer spell effects through your tools. You must have a spellcasting focus—specifically Thieves’ Tools or some kind of Artisan’s Tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 6, “Equipment,” in the Player’s Handbook for descriptions of these tools.
After you gain the Infuse Item feature at level 2, you can also use any item bearing one of your infusions as a spellcasting focus.
Your knack for tinkering has taught you to store minor magical effects in mundane objects. You know the Magical Tinkering cantrip, which doesn’t count against the number of cantrips you know.
Further, whenever you make an ability check with Tinker’s Tools, you can use your Intelligence as the ability, instead of Dexterity.
Your prowess with tinkering and technology has provided you with a knack for solving problems, which manifests as a pool of Ingenuity Points.
Number of Points. You have a number of Ingenuity Points as shown in the Ingenuity column of the Artificer Features table, and you regain all expended points when you finish a Long Rest. When you finish a Short Rest, you can regain up to half your maximum amount (rounded down). You then cannot do so again until you finish a Long Rest.
Flash of Genius. When you or a creature within 30 feet of you fails an ability check, you can use your Reaction to expend one Ingenuity Point and add your Intelligence modifier to the roll, potentially turning it into a success.
You have developed means of protecting yourself in a fight. Select one of the following two Talents:
You prefer to use equipment to protect yourself.
Extra Proficiencies. You have proficiency with Martial weapons.
Intelligent Attacks. When you make an attack with a magic weapon with which you have proficiency, you can choose to use your Intelligence modifier for the attack and damage rolls, instead of Strength or Dexterity.
Weapon Mastery. Whenever you finish a Long Rest, you can touch a weapon with which you have proficiency. Until you next finish a Long Rest, you can use the Mastery property of that weapon. Starting at level 10, you can touch two weapons when you finish a Long Rest and gain their Mastery Properties, instead of one.
You favor focussing on your spellcasting to protect you.
Extra Proficiency. Your devotion to learning arcane magic grants you proficiency with the Arcana skill. If you already have this proficiency, you instead gain Expertise.
Extra Cantrip. You know one extra cantrip from the Artificer spell list. You gain another extra Artificer cantrip of your choice at level 10.
Spell Recovery. Whenever you finish a Short Rest, you can regain one expended spell slot of your choice. The level of the spell slot cannot exceed your highest spell slot level as shown on the Artificer Features table, even if you are a multiclassed character.
Note: Flavoring Weapon MasteryWhile a Fighter typically uses the Mastery property of a weapon through extensive training to use that weapon to its full potential, a Weaponsmith Artificer is more likely to have fitted their weapon with modifications or arcane technology to achieve the same effect. For example, they might fit a Longbow with an arcane freezing agent to produce the effects of the Slow Mastery property. |
You gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known. When you gain this feature, pick four Infusions to learn, choosing from the “Artificer Infusions” section in Tasha’s Cauldron of Everything. You learn additional Infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer Features table.
Whenever you gain a level in this class, you can replace one of the Infusions you learned with a new one.
Infusing an Item. Whenever you finish a Long Rest, you can touch a non-magical object and imbue it with one of your Infusions, turning it into a magic item. An Infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your Infusion remains in an item indefinitely, but when you die, the Infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The Infusion also vanishes if you give up your knowledge of the Infusion for another one.
You can infuse more than one nonmagical object at the end of a Long Rest; the maximum number of objects appears in parentheses in the Infusions Known column of the Artificer Features table. You must touch each of the objects, and each of your Infusions can be in only one object at a time. Moreover, no object can bear more than one of your Infusions at a time. If you try to exceed your maximum number of Infusions, one Infusion of your choice immediately ends, and then the new Infusion applies.
If an Infusion ends on an item that contains other things, like a Bag of Holding, its contents harmlessly appear in and around its space.
You gain an Artificer subclass of your choice: Alchemist, Artillerist, Armorer, or Battle Smith. Subclasses are detailed after this class’s description.
A subclass is a specialization that grants you special abilities at certain Artificer levels. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level and lower.
You learn how to produce exactly the tool you need: with Thieves’ Tools or Artisan’s Tools, you can magically create one set of Artisan’s Tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a Short or Long Rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Artificer Features table, you gain this feature again at levels 8, 12, and 16.
You gain a benefit depending on the Artificer’s Talent you chose at level 1:
Weaponsmith. Whenever you take the Attack action on your turn, you can attack twice, rather than once.
Arcanosmith. When you cast an Artificer spell, you can add your Intelligence modifier (minimum +1) to one of the spell’s damage rolls.
Whenever you make an ability check that uses your proficiency with a Tool, you have Expertise with that check.
You can now use your Flash of Genius Reaction on failed saving throws, as well as ability checks, following all the same rules.
You have achieved a profound understanding of how to use and make magic items:
Four Attunements. You can attune to up to four magic items at once.
Quick Craft. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
You learn how to store a spell in an object. Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a level 1 or 2 spell from the Artificer spell list that has an action casting time (you needn’t have it prepared).
While holding the object, a creature can take the Magic action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must Concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
Your magical connection to equipment allows you to utilize your gear extremely swiftly when the need arises. As a Bonus Action, you can use the Utilize action for a set of tools with which you’re proficient, or the Magic action to activate a magic item.
Your skill with magic items has only deepened, granting you the following benefits:
Five Attunements. You can attune to up to five magic items at once.
Omnitalented. You ignore all class, species, spell, and level requirements on attuning to or using a magic item.
Your mastery over artifice allows you to mix magics and apply your Infusions to items already harboring magic.
Magic items. A magic item can bear one of your Infusions, unless it is an artifact.
Mundane items. A nonmagical item now can bear up to two of your Infusions at once. You cannot apply the same Infusion to an object multiple times.
Numerical Bonuses. If both the magic item and the infusion (or both infusions) provide a bonus to attack and damage rolls, or to AC, add the bonuses together, but the combined bonus is reduced to +3 if it would otherwise exceed it.
Attunement. If both the magic item and the infusion (or both infusions) require attunement, you must attune to each set of benefits separately.
Your mastery over magic items reaches its zenith.
Six Attunements. You can attune to up to six magic items at once.
You gain an Epic Boon feat (see chapter 5 of the Player’s Handbook) or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
You have developed a mystical connection to your magic items, which you can draw on for protection:
Armored Soul. You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
Infusion Contingency. If you’re reduced to 0 Hit Points but not killed out-right, you can use your Reaction to end one of your Infusions, causing you to drop to 1 hit point instead of 0, and you instantly regain 30 Hit Points.
New spells not in the 2014 spell list are bold and underlined
* Spell from Xanathar’s Guide to Everything
** Spell from Tasha’s Cauldron of Everything
Consult with your DM as to whether spells from these books are available in your game.
Cantrips | ||
Spell name | School | Components |
Acid Splash | Conjuration | V, S |
Blade Ward | Abjuration | V, S |
Booming Blade** | Evocation | V, S, M |
Create Bonfire* | Conjuration | VS |
Dancing Lights | Evocation | V, S, M |
Fire Bolt | Evocation | V, S |
Frostbite* | Evocation | V, S |
Green Flame Blade** | Evocation | S, M |
Guidance | Divination | V, S |
Light | Evocation | V, M |
Lightning Lure* | Evocation | V |
Mage Hand | Conjuration | V, S |
Magical Tinkering | Transmutation | S, M |
Magic Stone* | Transmutation | V, S |
Mending | Transmutation | V, S, M |
Message | Transmutation | V, S, M |
Poison Spray | Conjuration | V, S |
Prestidigitation | Transmutation | V, S |
Ray of Frost | Evocation | V, S |
Resistance | Abjuration | V, S, M |
Shocking Grasp | Evocation | V, S |
Spare the Dying | Necromancy | V, S |
Sword Burst** | Conjuration | V |
Thaumaturgy | Transmutation | V |
Thorn Whip | Transmutation | V, S, M |
Thunderclap* | Evocation | S |
True Strike | Divination | S |
Level 1 Spells | ||
Spell name | School | Components |
Absorb Elements* | Abjuration | S |
Alarm | Abjuration | V, S, M |
Burning Hands | Evocation | V, S |
Catapult* | Transmutation | S |
Chromatic Orb | Evocation | V, S |
Color Spray | Illusion | V, S, M |
Cure Wounds | Evocation | V, S |
Detect Magic | Divination | V, S |
Detect Poison and Disease | Divination | V, S, M |
Disguise Self | Illusion | V, S |
Expeditious Retreat | Transmutation | V, S |
Faerie Fire | Evocation | V |
False Life | Necromancy | V, S, M |
Feather Fall | Transmutation | V, M |
Fog Cloud | Conjuration | V, S |
Grease | Conjuration | V, S, M |
Identify | Divination | V, S, M |
Illusory Script | Illusion | S, M |
Jump | Transmutation | V, S, M |
Longstrider | Transmutation | V, S, M |
Magic Missile | Evocation | V, S |
Purify Food and Drink | Transmutation | V, S |
Sanctuary | Abjuration | V, S, M |
Snare* | Abjuration | S, M |
Thunderwave | Evocation | V, S |
Tasha’s Caustic Brew** | Evocation | V, S, M |
Level 2 Spells | ||
Spell name | School | Components |
Aid | Abjuration | V, S, M |
Alter Self | Transmutation | V, S |
Arcane Lock | Abjuration | V, S, M |
Blindness/Deafness | Necromancy | V |
Blur | Illusion | V |
Cloud of Daggers | Conjuration | V, S, M |
Continual Flame | Evocation | V, S, M |
Darkvision | Transmutation | V, S, M |
Enhance Ability | Transmutation | V, S, M |
Enlarge/Reduce | Transmutation | V, S, M |
Heat Metal | Transmutation | V, S, M |
Invisibility | Illusion | V, S, M |
Knock | Transmutation | V |
Lesser Restoration | Abjuration | V, S |
Levitate | Transmutation | V, S, M |
Locate Object | Divination | V, S, M |
Magic Mouth | Illusion | V, S, M |
Magic Weapon | Transmutation | V, S |
Protect from Poison | Abjuration | V, S |
Pyrotechnics* | Transmutation | V, S |
Rope Trick | Transmutation | V, S, M |
See Invisibility | Divination | V, S, M |
Shatter | Evocation | V, S, M |
Skywrite* | Transmutation | V, S |
Spider Climb | Transmutation | V, S, M |
Web | Conjuration | V, S, M |
Level 3 Spells | ||
Spell name | School | Components |
Blink | Transmutation | V, S |
Catnap* | Enchantment | S, M |
Clairvoyance | Divination | V, S, M |
Create Food and Water | Conjuration | V, S |
Dispel Magic | Abjuration | V, S |
Elemental Weapon | Transmutation | V, S |
Flame Arrows* | Transmutation | V, S |
Fly | Transmutation | V, S, M |
Glyph of Warding | Abjuration | V, S, M |
Haste | Transmutation | V, S, M |
Intellect Fortress** | Abjuration | V |
Leomund’s Tiny Hut | Evocation | V, S, M |
Lightning Bolt | Evocation | V, S, M |
Protection from Energy | Abjuration | V, S |
Revivify | Necromancy | V, S, M |
Sending | Evocation | V, S, M |
Slow | Transmutation | V, S, M |
Tiny Servant* | Abjuration | V, S |
Water Breathing | Transmutation | V, S, M |
Water Walk | Transmutation | V, S, M |
Level 4 Spells | ||
Spell name | School | Components |
Arcane Eye | Divination | V, S, M |
Elemental Bane* | Transmutation | V, S |
Fabricate | Transmutation | V, S |
Freedom of Movement | Abjuration | V, S, M |
Greater Invisibility | Illusion | V, S |
Leomund’s Secret Chest | Conjuration | V, S, M |
Locate Creature | Divination | V, S, M |
Mordekainen’s Faithful Hound | Conjuration | V, S, M |
Mordekainen’s Private Sanctum | Abjuration | V, S, M |
Otiluke’s Resilient Sphere | Evocation | V, S, M |
Stone Shape | Transmutation | V, S, M |
Stoneskin | Abjuration | V, S, M |
Summon Construct | Conjuration | V, S, M |
Level 5 Spells | ||
Spell name | School | Components |
Animate Objects | Transmutation | V, S |
Bigby’s Hand | Evocation | V, S, M |
Cloudkill | Conjuration | V, S |
Creation | Illusion | V, S, M |
Greater Restoration | Abjuration | V, S, M |
Legend Lore | Divination | V, S, M |
Mass Cure Wounds | Abjuration | V, S |
Passwall | Transmutation | V, S, M |
Scrying | Divination | V, S, M |
Skill Empowerment* | Transmutation | V, S |
Transmute Rock* | Transmutation | V, S, M |
Wall of Stone | Evocation | V, S, M |
Spell: Magical TinkeringTransmutation Cantrip (Artificer) Casting Time: Action Range: Touch Components: S, M (a set of Artisan’s Tools) Duration: Instantaneous You touch a Tiny nonmagical object with a set of Artisan’s Tools and invest a spark of magic into it. The object gains one of the following magical properties of your choice: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Speech Recorder. Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. Ambient Audio. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. Visual Effect. A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As a Magic action, you can touch the object and end the property early. You can affect multiple objects with this spell, touching one object each time you cast the spell, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your spellcasting modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. |
Updated by Spaghetti0
Brew and Administer Magical Elixirs
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
You have proficiency with Alchemist’s Supplies. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.
Your skills in alchemy ensures you always have certain spells ready. When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.
Artificer Level | Spells |
3 | Healing Word, Ray of Sickness |
5 | Flaming Sphere, Melf’s Acid Arrow |
9 | Gaseous Form, Mass Healing Word |
13 | Blight, Death Ward |
17 | Cloudkill, Raise Dead |
You have learned to produce magical potions called Experimental Elixirs, which sometimes have random effects:
Random Elixirs. Whenever you finish a Short or Long Rest, you can magically produce an Elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. The number of Elixirs you can make in this way increases to two at level 10, rolling for each elixir separately, and containing each in its own flask.
Controlled Elixirs. As a Magic action, you can expend two Ingenuity Points to produce one Elixir in a flask you touch. Instead of rolling, you choose the desired effect from the Experimental Elixir table.
Drinking and Administering Elixirs. As a Bonus Action, a creature can drink the elixir or administer it to an Incapacitated creature.
Alchemical Limitations. Creating an Experimental Elixir requires you to have Alchemist’s Supplies on your person, and any Elixir you create with this feature lasts until it is drunk or until the end of your next Short or Long Rest.
d6 | Effect |
1 | Healing. The drinker regains a number of Hit Points equal to 2d4 + half your Artificer level (rounded up). |
2 | Swiftness. The drinker’s Speed increases by 10 feet for 1 hour. |
3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes |
4 | Boldness. The drinker gains the benefits of the Bless spell for 1 minute. |
5 | Flight. The drinker gains a Fly Speed equal to half its Speed for 10 minutes. |
6 | Transformation. The drinker’s body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. If the drinker chose the ‘Change Appearance’ option, they cannot change their appearance as an action, as the spell describes. |
Through your explorations into alchemy you have learned to make explosive concoctions that can be lobbed at groups of enemies.
Creating a Grenade. When you start casting a spell using your Alchemist’s Supplies as the spellcasting focus, you can turn that casting into an Alchemical Grenade. The spell must deal Acid, Fire, Necrotic or Poison damage. You can ignore any verbal components for this casting of the spell.
Alchemical Explosion. When you cast a spell in this way and only target one creature with it, each creature within 5 feet of the target, other than the target itself, must make a Dexterity saving throw against your spell save DC. A creature that fails its saving throw takes damage of the spell’s type equal to half your Artificer level (rounded up). The spell does not gain this benefit if it already targets an area.
The radius of this explosion increases to 10 feet when you reach level 9 in this class.
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them.
Enhanced Healing. Whenever you cast a spell using your Alchemist’s supplies that restores Hit Points to a creature, you can add your Intelligence modifier (minimum +1) to one healing roll of the spell. You add the same bonus to the Healing roll of the Healing effect of your Experimental Elixir.
Deadly Toxins. Whenever you use your Alchemical Grenades feature and use the Alchemical Explosion benefit, you add your Intelligence modifier to the explosion’s damage. The affected creatures still take half damage on a successful saving throw.
You can incorporate restorative reagents into some of your works:
Fortifying Elixirs. Whenever a creature drinks an experimental elixir you created, the creature gains Temporary Hit Points equal to 2d6 + your Intelligence modifier (minimum of 1 Temporary Hit Point).
Lesser Restoration. You always have the Lesser Restoration spell prepared, and you can expend an Ingenuity Point to cast it without expending a spell slot, provided you use Alchemist’s Supplies as the spellcasting focus.
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
Chemical Resistance. You gain Resistance to Acid damage and Poison damage, and you have immunity to the Poisoned condition.
Mastered Alchemy. You can cast the Greater Restoration and Tasha’s Bubbling Cauldron spells without expending a spell slot, without preparing the spell, and without material components, provided you use Alchemist’s Supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a Long Rest.
Update log
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Don Magical and Customisable Armor
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Artificer’s magic, unleash potent attacks, and generate a formidable defense. The Artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
You have Training with Heavy Armor and proficiency with Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.
In addition, whenever you make an ability check with Smith’s Tools, you can use your Intelligence as the ability, instead of Strength.
Your tinkering with Arcane Armor ensures you always have certain spells ready. When you reach an Artificer level specified in the Armorer Spells table, you thereafter always have the listed spells prepared.
Artificer Level | Spells |
3 | Magic Missile, Thunderwave |
5 | Mirror Image, Shatter |
9 | Hypnotic Pattern, Lightning Bolt |
13 | Fire Shield, Greater Invisibility |
17 | Passwall, Wall of Force |
Your metallurgical pursuits have led to you making armor a conduit for your magic. As a Magic action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have Smith’s Tools in hand. The armor continues to be Arcane Armor until you don another suit of armor or you die.
You gain the following benefits while wearing this armor:
Self Supporting. If the armor normally has a Strength requirement, the Arcane Armor lacks this requirement for you.
Spellcasting Focus. You can use the Arcane Armor as a spellcasting focus for your Artificer spells.
Second Skin. The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a Bonus Action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
Quick Don/Doff. You can doff or don the armor as an action.
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Special Weapon. Each model includes a special weapon. You can only use the Mastery property of the weapon if another feature allows you to use it, as normal.
Changing the Model. You can change the armor’s model whenever you finish a Short or Long Rest, provided you have Smith’s Tools in hand.
You design your armor to be in the front line of conflict. It has the following features:
Thunder Gauntlets. Each of the armor’s gauntlets counts as a Simple Melee weapon while you aren’t holding anything in it, and it deals 1d8 Thunder damage on a hit. The gauntlets have the Push Mastery property.
Distracting Pulse. When you hit a creature with a melee attack, it has Disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field. As a Bonus Action, you can expend one Ingenuity Point to gain Temporary Hit Points equal to your level in this class. You lose these Temporary Hit Points if you doff the armor.
You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a Simple Ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 Lightning damage on a hit. The Lightning Launcher has the Vex Mastery property.
Lightning Arc. Once per turn when you hit a creature with a ranged attack, you can deal an extra 1d6 Lightning damage to that target, as your armor arcs electricity between itself and the target.
Powered Steps. As a Bonus Action, you can expend 1 Ingenuity Point to take the Disengage action. When you do so, your Speed is increased by 15 feet until the end of your turn.
Dampening Field. You have Advantage on Dexterity (Stealth) checks. If the armor normally imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.
As a Bonus Action while wearing your Arcane Armor, you can expend one Ingenuity Point to flood it with magical energy. You gain the following benefit depending on your armor model for 1 minute, until you have the Incapacitated condition, or until you doff the armor.
Guardian. You can make an attack with your Thunder Gauntlets as a Bonus Action, including as part of the Bonus Action you use to activate this feature.
Infiltrator. You gain a Fly Speed of 30 feet. When you activate your Powered Steps, this Speed increases by 15 feet until the end of your turn.
You learn how to use your Infusions to specially modify your Arcane Armor.
Infusing the Armor. Your Arcane Armor now counts as separate items for the purposes of your Infuse Item feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your Infusions, and the Infusions transfer over if you change your armor’s model with the Armor Model feature.
Free Infusions. The maximum number of items you can Infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to expend one Ingenuity Point and magically force the creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee attack against it as part of this Reaction.
Infiltrator. When you deal damage to a creature with an attack, or one fails a saving throw against one of your spells, you can expend one Ingenuity Point to cause your Lightning Launcher to light up that creature, which glimmers in a 5-foot radius until the start of your next turn. During this time, it has Disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, once per turn when it is targeted with an attack, that attack has Advantage, and if it hits, the target takes an extra 1d6 Lightning Damage.
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Blow Enemies Away with Magical Artillery
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.”
You gain proficiency with Woodcarver’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
In addition, whenever you make an ability check with Woodcarver’s Tools, you can use your Intelligence as the ability, instead of Dexterity.
Your experimentation with explosive magic ensures you always have certain spells ready. When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.
Artificer Level | Spells |
3 | Shield, Thunderwave |
5 | Scorching Ray, Shatter |
9 | Fireball, Wind Wall |
13 | Ice Storm, Wall of Fire |
17 | Cone of Cold, Wall of Force |
You've learned how to create a magical cannon.
Creating a Cannon. Using Woodcarver’s Tools or Smith’s Tools, you can take a Magic action to magically create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small Eldritch Cannon occupies its space, and a Tiny one can be held in one hand. You can have only one cannon at a time and can’t create one while your cannon is present. Once you create a Cannon, you cannot do so again until you finish a Short or Long Rest, unless you expend 2 Ingenuity Points to use it again.
Cannon’s Statistics. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of Hit Points equal to five times your Artificer level. It is immune to Poison damage and Psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 Hit Points. It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as an action.
Cannon Model. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the Flamethrower, Force Ballista and Protector. On each of your turns, you can take a Bonus Action to cause the cannon to activate if you are within 60 feet of it. As part of the same Bonus Action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower. The cannon exhales fire in an adjacent 15-foot Cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 Fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Ballista. Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 Force damage, and if the target is a creature, it is pushed up to 5 feet away from the Cannon.
Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of Temporary Hit Points equal to 1d8 + your Intelligence modifier (minimum of +1).
When you create an Eldritch Cannon, you can choose one of the following enhancements for it to have:
Adaptive Cannon. Immediately before you activate the Cannon, you can cause it to transform, changing its current type to one of the other options. Once you transform a Cannon twice, you cannot transform that Cannon again.
Remote Spells. When you cast one of your Artificer spells, you can cast it as if you were in the Cannon’s space, using your senses.
Once you enhance a cannon in this way, you can’t do so again until you finish a Long Rest, unless you spend an Ingenuity Point to use the feature again.
Every eldritch cannon you create is more destructive:
Extra Damage. The cannon’s damage rolls all increase by 1d8.
Self Destruct. As a Magic action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 4d8 Force damage on a failed save or half as much damage on a successful one.
You’re a master at forming well-defended emplacements using Eldritch Cannon:
Half Cover. You and your allies have Half Cover while within 10 feet of a Cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
Two Cannons. You can now have two Cannons at the same time. You can create two with the same action (but not the same Ingenuity Points), and you can activate both of them with the same Bonus Action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.
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Arm and Protect your Allies with a Mechanical Companion
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
In the world of Eberron, Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles.
You have proficiency with Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.
In addition, whenever you make an ability check with Smith’s Tools, you can use your Intelligence as the ability, instead of Strength.
Your combat training as a Battle Smith ensures you always have certain spells ready. When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.
Artificer Level | Spells |
3 | Heroism, Shield |
5 | Aid, Warding Bond |
9 | Aura of Vitality, Elemental Weapon |
13 | Aura of Purity, Fire Shield |
17 | Animate Objects, Mass Cure Wounds |
Your tinkering has borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
The Defender in Combat. In combat, the Defender shares your Initiative count, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you have the Incapacitated condition, the Defender can take any action of its choice, not just Dodge.
Repairing or Replacing the Defender. If the Mending spell is cast on the Defender, it regains 2d6 Hit Points. If it has died within the last hour, you can use your Smith’s Tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of level 1 or higher. The Steel Defender returns to life after 1 minute with all its Hit Points restored.
At the end of a Long Rest, you can create a new Steel Defender if you have Smith’s Tools with you. If you already have a Defender from this feature, the first one immediately perishes. The Defender also perishes if you die.
Steel Defender Medium Construct | |||||||||||
Armor Class 15 (natural armor) Hit Points 10 + five times your Artificer level (the Defender has a number of Hit Dice [d8s] equal to your Artificer level) Speed 40 ft. | |||||||||||
Mod | Save | Mod | Save | Mod | Save | ||||||
Str | 14 | +2 | +2 | Dex | 12 | +1 | +1 +PB | Con | 14 | +2 | +2 +PB |
Int | 4 | -3 | -3 | Wis | 10 | +0 | +0 | Cha | 6 | -2 | -2 |
Skills Athletics +2 +PB, Perception +0 + 2xPB Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 10+2xPB Languages understands the languages you know CR - (XP 0; PB = your Proficiency Bonus) Traits | |||||||||||
Vigilant. While you are within 30 feet of the Defender, you (and by extension, the Defender) cannot be Surprised Actions | |||||||||||
Force-Empowered Rend. Melee Attack Roll: your spell attack modifier to hit, reach 5 ft,, one target you can see. Hit: 1d8 + your Intelligence modifier Force damage. Repair. You expend one Ingenuity Point and the Defender restores 2d8 + your Intelligence modifier Hit Points (minimum 1 Hit Point) to itself or to one Construct or object within 5 feet of it. Reactions | |||||||||||
Deflect Attack. The Defender imposes Disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Defender. |
You've learned new ways to channel arcane energy to harm or heal. Once per turn when you hit a target with an attack, when a creature fails a save against your one of your spells, or your Steel Defender hits a target, you can expend an Ingenuity Point to channel magical energy through the strike to create one of the following effects:
Damaging Jolt. The target takes an extra 2d6 Force damage.
Healing Jolt. Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 Hit Points to it.
You have learned to modify your Steel Defender, such that it can specialize its role on the battlefield. Whenever you finish a Long Rest, you can grant your Steel defender one of the following sets of benefits, provided you have Smith’s Tools in hand. The modification remains indefinitely, unless you exchange it for another one by using this feature again.
Forceful Rend. You make your Steel Defender a more threatening offensive force on the battlefield. The damage die of its Force Empowered Rend changes to 1d10, and when it hits a Large or smaller creature with it, the target must succeed on a Strength save against your spell save DC or have the Prone condition.
Mounting Support. You make your Steel Defender more suitable to ride as a mount. The Defender’s Speed increases by 10 feet, and you can use the Defender as a mount, even if your size is Medium. While you are mounted on your Defender, it acts as a Controlled Mount, meaning it acts on your Initiative. However, it is not restricted to the actions a controlled mount can take if you use your Bonus Action to command it, and it can use its Deflect Attack Reaction as normal without direction.
Vigilant Deflector. You make your Defender even more protective of your allies on the battlefield. When a creature within 15 feet of it makes an attack, it can use its Reaction to Move up to 10 feet toward that creature without provoking Opportunity Attacks and immediately use Deflect Attack.
Your Arcane Jolt and steel defender become more powerful:
Improved Jolt. The extra damage and the healing of your Arcane Jolt both increase to 4d6.
Protected Defender. Your Steel Defender gains a +2 bonus to Armor Class.
Forceful Deflect. Whenever your Steel Defender uses its Deflect Attack, the attacker takes Force damage equal to 1d4 + your Intelligence modifier.
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Defend your Allies with Ancestral Spirits
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Spectral warriors appear when you enter your Rage. While your Rage is active, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has Disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has Resistance to the damage of the attack. The effect on the target ends early if your Rage ends.
The guardian spirits that aid you can provide supernatural protection to those you defend. While your Rage is active and another creature you can see within 30 feet of you takes damage, you can use your Reaction to reduce that damage by 2d6. The damage reduction increases by an extra 1d6 at level 10 (3d6) and level 14 (4d6).
You gain the ability to consult with your ancestral spirits. You can cast the Augury or Clairvoyance spell without using a spell slot or material components. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can't do so again until you finish a Short or Long Rest.
Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes the same amount of Force damage.
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Assail Grappled Enemies with Spiked Armor
Often followers of gods of war, these furious Barbarians pride themselves in very close combat. They adorn their armor with metal pins and spikes that pierce a foe upon contact. These Barbarians often fight bare handed, preferring to instead grab and wrestle with their enemies as their armor pokes bleeding holes in them.
You adorn your armor with crude spikes with which you can slam your enemies. You gain a set of Smith’s Tools and you have proficiency with them. You can spend 1 minute using the Smith’s Tools to turn a set of Light or Medium Armor into your Ravager Armor, fastening metal spikes to it.
While wearing your Ravager Armor, you gain the following benefits:
Barbed. You have Advantage on saving throws to avoid or end the Grappled condition.
Spiked Slam. When you make an Unarmed Strike and take the Damage option, you can slam into the target with your armor, dealing Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage for an Unarmed Strike.
Spiky Embrace. At the start of each of your turns while you have a creature Grappled, it takes Piercing damage equal to your Strength modifier (minimum 1 damage).
Your furious grip becomes extremely tight as you press your spiked armor into your enemies. When your Rage is active, you gain the following benefits:
Tight Grip. You add half of your Constitution modifier (rounded up, minimum +1) to the saving throw DC of your Unarmed Strikes.
Raging Hold. You add your Rage Damage bonus to the damage of your Spiky Embrace.
When a creature hits you with a melee attack, you can use your Reaction to make an Unarmed Strike against it. This Unarmed Strike can only be used to Grapple.
While your Rage is active and you have one or more creatures Grappled, you can use your Bonus Action to perform a Death Roll. You move yourself to an unoccupied space you can see within 10 feet of you, dragging the Grappled creatures along with you. This movement doesn’t provoke Opportunity Attacks. During this movement, you violently spin and slam your Grappled targets around you, dealing 2d8 Piercing damage to each target. The damage increases by 1d8 at level 15 (3d8) and at level 20 (4d8).
Once per turn, while your Rage is active and you have one or more creatures Grappled, you can forgo one of your attacks to use the Grappled creature as a weapon, provided the creature is the same size as you or smaller and you have nothing in your hands. You choose one of the following options:
Roundhouse Sweep. You spin one of the Grappled creatures around you. Each creature within 10 feet of you must make a Dexterity saving throw (DC equal to 8 plus your Proficiency Bonus plus your Strength modifier). On a failed save, a creature takes 3d8 Bludgeoning damage and is pushed 10 feet away from you. The Grappled creature takes 2d8 Bludgeoning damage.
Seismic Toss. You throw one of the Grappled creatures at a target you can see within 20 feet of you. The Grappled creature and the target make a Strength save (DC equal to 8 plus your Proficiency Bonus plus your Strength modifier). On a failed save, a creature takes 2d8 Bludgeoning damage and has the Prone condition.
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Transform to Gain Savage Bestial Traits
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.
1d4 | Origin |
1 | One of your parents is a lycanthrope, and you've inherited some of their curse. |
2 | You are descended from an archdruid and inherited the ability to partially change shape. |
3 | A fey spirit gifted you with the ability to adopt different bestial aspects. |
4 | An ancient animal spirit dwells within you, allowing you to walk this path. |
While your Rage is active, the bestial power within you manifests into a natural weapon, which counts as a Simple Melee Weapon for you. You choose the weapon’s form each time you enter your Rage, and you can use its Mastery property:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 Piercing damage on a hit and has the Sap Mastery property. Once per turn, when you damage a creature with it, you regain a number of Hit Points equal to your Constitution Modifier, provided you are Bloodied.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 Slashing damage on a hit and has the Slow Mastery property. Once per turn, when you use the Attack action with it, you can make an extra attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 Piercing damage on a hit and has the Reach property and the Topple Mastery property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your Reaction to swipe your tail between you and the attack. Roll a d8 and add the result to your Armor Class for triggering attack.
The feral power within you increases.
Supernatural Beast. Whenever you deal damage with your natural weapon, you can deal your choice of Force damage or its normal damage type.
Whenever you finish a Short or Long Rest, choose one of the following benefits, which lasts until you finish your next Short or Long Rest
When you hit a creature with the natural weapons of your Form of the Beast, you can curse your target with rabid fury. It makes a Wisdom save (DC equal to 8 plus your Strength Modifier plus your Proficiency Bonus). On a failed save it has one of the following curses:
Confusion. The target must use its Reaction to make a melee attack against another creature of your choice that you can see.
Dread. The target takes 2d12 Psychic damage.
You can use this feature a number of times equal to your Strength modifier, and regain all expended uses when you finish a Long Rest.
The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your Rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Strength modifier (minimum of 1). You gain 5 Temporary Hit Points for each creature that accepts this feature. While your Rage is active, once on their turns, the chosen creatures can deal an extra 1d6 damage on an attack they make. You can use this feature a number of times equal to your Strength Modifier (minimum of 1) and regain all expended uses when you finish a Long Rest.
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Channel the Stature and Power of Giants
Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.
The primal force of giants wreaths within you.
Giant's Tongue. You can speak, read, and write Giant or one other language of your choice if you already know Giant.
Giant Magic. You learn the Elementalism cantrip and one other cantrip of your choice: either Druidcraft or Thaumaturgy. Wisdom is your spellcasting ability for these spells.
Your rage pulls strength from the primal might of giants, transforming you into a hulking force of destruction. When your Rage is active, you gain the following benefits:
Giant's Cleaver. You choose one weapon you are holding and infuse it with primordial power. It gains the Thrown (20/60) property and if it already has the Thrown property its normal and long range increase by 20 feet. If you throw the weapon, it instantly reappears in your hand after you hit or miss a target. The weapon's infusion is suppressed while a creature other than you wields it.
Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you can choose to become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.
Your physique is bolstered by the primordial elements.
Elemental Fortitude. You have Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Thunder, or Lightning. You can choose a different type when you finish a Short or Long Rest.
Elemental Cleaver. When you use your Giant's Cleaver, the weapon is infused with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. Its damage type changes to the chosen type and it deals an extra 1d6 damage on a hit. You can use your Bonus Action to change the damage type.
Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a Bonus Action while your Rage is active, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of you. An unwilling creature must succeed on a Strength save (DC equals 8 plus your Proficiency Bonus plus your Strength modifier) to avoid the effect. If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
The primordial power of your rage intensifies.
Colossal Stature. While your Rage is active, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.
Improved Elemental Cleaver. The extra damage dealt by your Elemental Cleaver feature increases to 2d6.
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Tap into the Roiling Storm Within
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
While your Rage is active, a storm whips around you in a 10 foot Emanation. As part of the Bonus Action you use to activate or maintain your Rage, you can cause one of the following effects. You choose which when you activate your Rage. If the effect requires a saving throw, the DC equals 8 plus your Proficiency Bonus and your Strength modifier.
Desert. All other creatures within the Emanation take Fire damage equal to 1d4 plus your Rage Damage bonus.
Sea. You choose one other creature you can see within the Emanation. It must make a Dexterity save. On a failure, it takes Lightning damage equal to 1d6 plus your Strength modifier and half as much on a successful save. This damage increases by 1d6 at level 10, level 15, and at level 20.
Tundra. Each creature of your choice within the Emanation gains Temporary Hit Points equal to 1d4 plus your Rage Damage bonus, which last until your Rage ends.
The storm grants you benefits even when your Storm Aura isn't active. Whenever you finish a Short or Long Rest choose one of the following effects, which lasts until you finish your next Short or Long Rest:
Desert. You have Resistance to Fire damage and you don’t suffer effects caused by extreme heat, and as an action you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Sea. You have Resistance to Lightning damage, you can breathe underwater, and you have a Swim Speed equal to your Speed.
Tundra. You have Resistance to Cold damage and you don’t suffer effects caused by extreme cold, and as an action you can touch a 5-foot Cube of water and turn it into ice, which melts after 1 minute. This action fails if a creature is in the Cube.
You learn to use your mastery of the storm to protect others. Each creature of your choice has Resistance to the damage type of your Storm Soul feature while it is within your Storm Aura.
The power of your Storm Aura grows mightier, lashing out at your foes.
Desert. Immediately after a creature within the Emanation hits you with an attack, you can use your Reaction to force that creature to make a Dexterity save. On a failed save, the creature takes Fire damage equal to your Barbarian level.
Sea. When you hit a creature within the Emanation with an attack, you can use your Reaction to force that creature to make a Strength save. On a failed save, the creature takes an extra 2d6 Cold damage and has the Prone condition.
Tundra. Whenever you activate the effect of your Storm Aura, you choose one creature you can see within the Emanation. That creature must succeed on a Strength save, or has its Speed reduced to 0 until the start of your next turn.
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Create Chaotic Effects with your Rage
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
As an action, you can cast the Detect Magic spell without spending a spell slot. Strength is your spellcasting ability for it. When you do so, the range is 60 feet and you don’t need to Concentrate on it. You can use this feature a number of times equal to your Strength modifier (minimum of 1) and regain all expended uses when you finish a Long Rest.
The magical energy roiling inside you sometimes erupts from you. When you enter your Rage, roll on the Wild Magic table to determine the magical effect produced. If the effect requires a save, the DC equals 8 plus your Proficiency Bonus + your Strength modifier.
You can harness your wild magic to bolster yourself or a companion. As an action, you can touch a creature and confer one of the following benefits of your choice to it:
Might. Whenever the creature makes a D20 Test it can roll a d4 and add it to the result. This effect lasts for 10 minutes.
Mana. The creature rolls a d4 and regains an expended spell slot of the level equal to the number rolled or lower (the creature’s choice). Once a creature receives this benefit, it can’t receive it again until they finish a Long Rest.
You can this feature a number of times equal to your Strength modifier (minimum of 1) and regain all expended uses when you finish a Long Rest.
When you are imperiled during your rage, the magic within you can lash out. When you take damage or fail a saving throw while your Rage is active, you can use your Reaction to roll on the Wild Magic table and immediately produce the effect. This effect replaces the active Wild Magic effect.
Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
d8 | Effect |
1 | Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution save or take 1d12 Necrotic damage. You also gain 1d12 Temporary Hit Points. |
2 | You teleport up to 30 feet to an unoccupied space you can see. While your Rage is active, you can use this effect again as a Bonus Action. |
3 | An intangible spirit appears within 5 feet of a creature of your choice that you can see within 30 feet of you. At the end of the current turn the spirit explodes and each creature within 5 feet of it must succeed on a Dexterity save or take 1d6 Force damage. While your Rage is active, you can use this effect again as a Bonus Action. |
4 | Magic infuses one weapon of your choice that you are holding. While your Rage is active, the weapon's damage type changes to Force, and it gains the Light and Thrown (20/60) properties. If the weapon leaves your hand, it reappears in your hand at the end of your turn. |
5 | Whenever a creature hits you with an attack roll while your Rage is active, that creature takes 1d6 Force damage, as magic lashes out in retribution. |
6 | While your Rage is active, you are surrounded by multicolored, protective lights. You have a +1 bonus to your Armor Class, and your allies have the same bonus while within 10 feet of you. |
7 | Flowers and vines temporarily grow around you. While your Rage is active, the ground within 15 feet of you is difficult terrain for creatures that are hostile towards you. |
8 | A bolt of light shoots from your chest. A creature of your choice that you can see within 30 feet of you must succeed on a Constitution save or take 1d6 Radiant damage and have the Blinded condition until the start of your next turn. While your Rage is active, you can use this effect again as a Bonus Action. |
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Use the World’s Song to manifest your own Creations
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: “Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.”
Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat—the greatest of dragons—as two of the song’s first singers.
Whenever you give a creature a Bardic 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 creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take Thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain Temporary Hit Points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 Temporary Hit Point).
As a Magic action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your Charisma modifier (minimum 1 hour). For examples of items you can create, see the equipment chapter of the Player’s Handbook.
Once you create an item with this feature, you can’t do so again until you finish a Long Rest, unless you expend a spell slot of level 2 or higher to use this feature again. You can have only one item created by this feature at a time; if you take this action and already have an item from this feature, the first one immediately vanishes.
The size of the item you can create with this feature increases by one size category when you reach level 6 (Large) and level 14 (Huge).
As a Magic action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn’t being worn or carried. The animated item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 Hit Points, or until you die.
In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can Move and use its Reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you have the Incapacitated condition, the item can take any action of its choice, not just Dodge.
When you use your Bardic Inspiration feature, you can command the item as part of the same Bonus Action you use for Bardic Inspiration. Once you animate an item with this feature, you can’t do so again until you finish a Long Rest, unless you expend a spell slot of level 3 or higher to restore your use of it (no action required). You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.
You are no longer limited by gp value when creating items with Performance of Creation.
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Dancing Item Large or smaller construct | |||||||||||
Armor Class 16 (natural armor) Hit Points 10 + five times your Bard level Speed 30 ft., Fly 30 ft. (Hover) | |||||||||||
Mod | Save | Mod | Save | Mod | Save | ||||||
Str | 18 | +4 | +4 | Dex | 14 | +2 | +2 | Con | 16 | +3 | +3 |
Int | 4 | -3 | -3 | Wis | 10 | +0 | +0 | Cha | 6 | -2 | -2 |
Damage Resistances Poison, Psychic Condition Immunities Charmed, Exhaustion, Poisoned, Frightened Senses Darkvision 60 ft., Passive Perception 10 Languages understands the languages you speak CR - (XP 0; PB = your PB) Traits | |||||||||||
Immutable Form. The item is immune to any spell or effect that would alter its form. Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the Speed of that creature by 10 feet until the end of the turn, provided the item isn’t Incapacitated. Actions | |||||||||||
Force-Empowered Slam. Melee Attack Roll: your spell attack modifier to hit, reach 5 ft,, one target you can see. Hit: 1d10 + your Charisma modifier Force damage. |
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Command Mastery over the Spoken Word
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 7 or lower as an 8.
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a Bonus Action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to a D20 Test and the roll fails, the creature can keep the Bardic Inspiration die.
You have gained the ability to make your speech intelligible to any creature. As a Magic action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a spell slot of level 1 or higher to restore its use (no action required).
When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to a D20 Test and the roll succeeds, you can take a Reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this Reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
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Consult Spirits for Stories and Guidance
Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life. Using occult trappings, these Bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a Bard summons isn’t always entirely under their control.
You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes.
Spiritual Focus. You can use the following objects as a spellcasting focus for your Bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.
Guiding Whispers. You can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn’t count against the number of Bard cantrips you know. When you cast it while holding your Spiritual Focus, it has a range of 60 feet.
You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a Bonus Action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.
You can use a Magic action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.
You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.
Bardic Insp. Die | Tale Told Through You |
1 | Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, Wisdom, or Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die’s number to the check. The extra die is the same type as your Bardic Inspiration die. |
2 | Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes Force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. |
3 | Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains Temporary Hit Points equal to a roll of your Bardic Inspiration die plus your Charisma modifier. |
4 | Tale of the Runaway. The target can immediately take a Reaction to Teleport up to 30 feet to an unoccupied space it can see. When the target Teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately take the same Reaction. |
5 | Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes Force damage equal to one roll of your Bardic Inspiration die. |
6 | Tale of the Traveler. The target gains Temporary Hit Points equal to one roll of your Bardic Inspiration die + your Bard level. While it has these Temporary Hit Points, the target’s Speed increases by 10 feet and it gains a +1 bonus to its AC. |
7 | Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take Psychic damage equal to two rolls of your Bardic Inspiration die, and the target has the Incapacitated condition until the end of its next turn. |
8 | Tale of the Phantom. The target has the Invisible condition until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes Necrotic damage equal to one roll of your Bardic Inspiration die and has the Frightened condition until the end of the frightened creature’s next turn, with the attacker serving as the source of the fear. |
9 | Tale of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes Thunder damage equal to three rolls of your Bardic Inspiration die and has the Prone condition. A creature that succeeds on its saving throw takes half as much damage and isn’t Prone. |
10 | Tale of the Dragon. The target spews fire from the mouth in a 30-foot Cone. Each creature in that area must make a Dexterity saving throw, taking Fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one. |
11 | Tale of the Angel. The target regains Hit Points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: Blinded, Deafened, Paralyzed, Petrified, Poisoned or Stunned. |
12 | Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take Psychic damage equal to three rolls of your Bardic Inspiration die and have the Stunned condition until the end of its next turn. |
When you cast a Bard spell that deals damage or restores Hit Points while you are holding your Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.
Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a Short or Long Rest) using your Spiritual Focus.
Ritual Participants. You can conduct the ritual with a number of willing creatures equal to half your Bard level (rounded down, maximum 9, including yourself).
Spell Knowledge. At the end of the ritual, you temporarily learn one spell of your choice from any class. The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of Divination or Necromancy. You always have the spell prepared until you use this feature again.
Once per Long Rest. Once you perform the ritual, you can’t do so again until you start a Long Rest.
You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
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Turn Combat Mastery into a Performance
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
Your training in martial combat has granted you Medium Armor Training and proficiency with the Scimitar, Shortsword and the Rapier. In addition, if you have proficiency with a Simple or Martial Melee Weapon, you can use it as a spellcasting focus for your Bard spells.
You can select one of the Fighting Style feats of your choice from the following options: Dueling, Interception or Two-Weapon Fighting. Whenever you gain a level in this class, you can exchange your selection for another option.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any number of other creatures of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to a number of feet equal to three times the number you roll on that die, rounded to the nearest 5 foot increment. You can then immediately take a Reaction to move up to your Speed to an unoccupied space within 5 feet of the target.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
In addition, whenever you finish a Long Rest you can select one weapon with which you have proficiency. Alternatively, you can select two weapons, provided they both have the Light property. You can use the Mastery Property of the selected weapon(s) until you next finish a Long Rest.
Whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
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Inspire Paranoia and Use Social Sabotage
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other Bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
When you hit a creature with an attack roll or when a creature fails a saving throw against one of your Bard spells, you can expend one use of your Bardic Inspiration to deal extra Psychic damage to that target. The damage equals two rolls of the Bardic Inspiration die. You can do so only once per round on your turn.
The Psychic damage increases to 3 rolls of your Bardic Inspiration die when you reach level 6 in this class, and to 4 rolls when you reach level 14.
You have learned to infuse innocent-seeming words with an insidious magic that can inspire terror. As a Magic action, you can attempt to seed paranoia into the mind of a creature within 5 feet. The target must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition for 1 hour. You can choose for the source of the fear to be yourself or another creature of your choice. The condition ends early if you or your allies attack it, damage it, or force it to make a saving throw. If the target succeeds on its saving throw, it has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
You gain the ability to adopt a humanoid’s persona. When a creature dies within 30 feet of you, you can take a Reaction to magically capture its shadow. The creature must be a Humanoid, or it must have the general appearance and size of a Humanoid (for example, a Night Hag). You retain this shadow until you use it or you finish a Long Rest.
You can use the shadow as a Magic action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you dismiss it as a Bonus Action.
While you’re in the disguise, you gain access to all information that the creature would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check against your spell save DC, but it suffers a penalty equal to your Charisma modifier (minimum penalty of -1).
Once you capture a shadow with this feature, you can’t capture another one with it until you finish a Short or Long Rest.
You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As a Magic action, you can whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
On a failed saving throw, the target has the Charmed condition for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.
The Charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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Channel Magic from its Divine Origin
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Detect Magic, Magic Missile, Magic Weapon, Nystul's Magic Aura |
5 | Dispel Magic, Magic Circle |
7 | Arcane Eye, Leomund's Secret Chest |
9 | Planar Binding, Teleportation Circle |
You have proficiency in the Arcana skill and you learn two cantrips of your choice from the Wizard spell list, which count as Cleric cantrips for you.
You can use your Channel Divinity to bestow divine knowledge on yourself and your allies. As a Magic action, you present your holy symbol to emanate a divine source of truth in a 15 foot Emanation for 1 minute. You and all allies that are within the Emanation have Advantage on Charisma, Intelligence, and Wisdom saving throws and gain a +1 bonus to their Armor Class.
When you restore Hit Points to an ally with a spell of level 1 or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
You choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of Domain spells. Like your other Domain spells, they are always prepared and count as Cleric spells for you.
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Reap the Souls of the Unworthy Living
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Death Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Blindness/Deafness, False Life, Ray of Enfeeblement, Ray of Sickness |
5 | Animate Dead, Vampiric Touch |
7 | Blight, Death Ward |
9 | Antilife Shell, Cloudkill |
You learn one Necromancy cantrip of your choice from any spell list. When you cast a Necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 15 feet of each other.
You can use Channel Divinity to destroy another creature's life force. When you hit a creature with an attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + your cleric level.
Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores Resistance to Necrotic damage.
When you cast a Necromancy spell that is level 5 or lower that targets only one creature, the spell can instead target two creatures within range and within 15 feet of each other. If the spell consumes its material components, you must provide them for both targets.
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Create your Divine Masterwork
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Forge Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Heat Metal, Identify, Magic Weapon, Burning Hands |
5 | Elemental Weapon, Protection from Energy |
7 | Fabricate, Wall of Fire |
9 | Animate Objects, Creation |
You gain the ability to imbue magic into a weapon or armor.
Bonus Proficiency. You gain a set of Smith’s Tools and have proficiency with it.
Blessed Smithing. At the end of a Long Rest, you can touch one nonmagical object that is a suit of armor or a weapon. Until the end of your next Long Rest or until you die, the object becomes a magical, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. Once you use this feature, you can't use it again until you finish a Long Rest.
You can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Your mastery of the forge grants you special abilities. You have Resistance to Fire damage and while wearing metal armor, you have a +1 bonus to your Armor Class.
Your blessed affinity with fire and metal becomes more powerful. You have Immunity to Fire damage and while wearing metal armor, you have Resistance to Bludgeoning, Piercing, and Slashing damage.
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Ease the Dying to Their Final Rest
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Grave Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Bane, False Life, Gentle Repose, Ray of Enfeeblement |
5 | Revivify, Vampiric Touch |
7 | Blight, Death Ward |
9 | Antilife Shell, Raise Dead |
You gain the ability to manipulate the line between life and death.
Solace. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 Hit Points, you instead use the highest number possible for each die.
Preservation. You learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know and you can take a Bonus Action to cast it. When you cast the spell, you can choose to restore the creature to a number of Hit Points equal to half your Cleric level. You can cast the spell in this way a number of times equal to your Wisdom modifier (minimum of once) and you regain all expended uses whenever you finish a Long Rest.
You can use your Channel Divinity to mark another creature’s life force for termination. As a Magic action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally hits the cursed creature with an attack, the creature has Vulnerability to all of that attack's damage, and then the curse ends.
You gain the ability to impede death’s progress. As a Reaction when you or an ally that you can see within 30 feet of you suffers a Critical Hit, you can turn that attack into a normal hit. Any effects triggered by a Critical Hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a Long Rest.
You can seize a trace of vitality from a parting soul and use it to heal the living. When a creature you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the creature’s number of Hit Dice. You can use this feature only if you don’t have the Incapacitated condition. Once you use it, you can't do so again until the start of your next turn.
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Uncover and Record Ancient Lore
The gods of knowledge – including Oghma, Boccob, Gilean, Aureon, and Thoth – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
In Amonkhet, knowledge is the second virtue of society. Kefnet’s task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Augury, Command, Identify, Suggestion |
5 | Nondetection, Speak with Dead |
7 | Arcane Eye, Confusion |
9 | Legend Lore, Scrying |
You learn two languages of your choice and have Expertise in two of the following skills: Arcana, History, Nature, or Religion.
You can use your Channel Divinity to tap into a divine well of knowledge. As a Magic action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
You can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it. As a Magic action, choose a creature that you can see within 60 feet of you. It must make a Wisdom save. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its save against the spell. If the creature succeeds on the initial saving throw, you can't use this feature on it again until you finish a Long Rest.
You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain Concentration during that time, as if you were casting a spell. Choose one of the following effects:
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot Cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
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Protect the Natural World and Harness its Power
Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Animal Friendship, Summon Beast, Speak with Animals, Spike Growth |
5 | Conjure Animals, Plant Growth |
7 | Dominate Beast, Grasping Vine |
9 | Insect Plague, Tree Stride |
You are attuned to the magic of both divine and nature.
Nature Magic. You learn one cantrip of your choice from the Druid spell list. This cantrip counts as a Cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. Whenever you gain a level in this class, you can exchange this cantrip for a different Druid cantrip of your choice.
Natural Talent. You have proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
You can call on natural plantlife to serve your needs. As a Magic action, you can expend a use of your Channel Divinity and select one non-magical, inanimate plant within 30 feet of you, producing one of the following effects of your choice, which lasts for 1 minute, until you use this feature again, or until you have the Incapacitated condition:
Difficult Terrain. The ground in a 15 foot Emanation around the plant becomes Difficult Terrain.
Grasping Limbs. Whenever a creature enters a space within 5 feet of the plant for the first time on a turn or starts its turn there, it must succeed on a Strength or Dexterity saving throw (its choice) or be Grappled by the plant (escape DC equals your spell save DC). While Grappled, the creature also has the Restrained condition.
When you or a creature within 30 feet of you takes Acid, Cold, Fire, Lightning, or Thunder damage, you can use your Reaction to grant Resistance to the creature against that instance of the damage.
You can call on nature to aid you in battle. When you start casting Summon Beast with a spell slot of level 5 or lower, you can alter it for this casting, changing the spell in the following ways:
No Concentration. The spell does not require you to Concentrate on it. You can dismiss the spell as a Bonus Action.
Two Beasts. The spell summons two Bestial Spirits instead of one. The two beasts do not need to be of the same type and you can command them independently. If you are Incapacitated, the Beasts take their turns as normal and act to defend you.
Elemental Damage. When the Beasts hit with an attack, you can change the damage type to Acid, Cold, Fire, Lightning or Thunder (you choose when they deal damage).
Once you cast the spell in this way, you cannot do so again until you finish a Long Rest.
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Use Law to Subjugate and Delegate
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Order Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Command, Heroism, Hold Person, Zone of Truth |
5 | Mass Healing Word, Slow |
7 | Compulsion, Locate Creature |
9 | Commune, Dominate Person |
You can invoke the power of law to embolden an ally to attack. If you cast a spell of level 1 or higher and target an ally with the spell, that ally can use their Reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
You can use your Channel Divinity to exert an intimidating presence over others. As a Magic action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or have the Charmed condition until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the Charmed creatures to drop what they are holding when they fail the saving throw.
You have become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the Enchantment school of level 1 or higher, you can change the spell’s casting time to a Bonus Action for this casting, provided the spell’s casting time is normally an action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest.
Enemies you designate for destruction wilt under the combined efforts of you and your allies. When you use your Voice of Authority feature to allow an ally to make an attack, you empower that attack with the power of law. If the attack hits, it deals an extra 2d10 Psychic damage.
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Foster Friendliness and Form Bonds
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.
Example Deity | Pantheon |
Angharradh | Elven |
Berronar Truesilver | Dwarven |
Boldrei | Eberron |
Cyrrollalee | Halfling |
Eldath | Forgotten Realms |
Gaerdal Ironhand | Gnomish |
Paladine | Dragonlance |
Rao | Greyhawk |
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Peace Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Aid, Heroism, Sanctuary, Warding Bond |
5 | Beacon of Hope, Sending |
7 | Aura of Purity, Otiluke's Resilient Sphere |
9 | Greater Restoration, Rary's Telepathic Bond |
As a Magic action, you can forge an empowering bond among people who are at peace with one another. You choose 2 willing creatures within 30 feet of you (this can include yourself). You create a magical bond among them for 10 minutes or until you use this feature again. While a bonded creature is within 30 feet of another bonded creature and fails a D20 Test, it can use its Reaction to roll a d4 and add the number rolled to the result. Once you use this feature, you can’t use it again until you finish a Short or Long Rest, unless you expend a spell slot of level 1 or higher to use it again. The number of creatures you can choose for the bond increases by 1 at level 6 (3 creatures) and at level 17 (4 creatures).
You can use your Channel Divinity to make your very presence a soothing balm. As a Magic action, you can move up to your speed, without provoking Opportunity Attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of Hit Points to that creature equal to your 2d6 plus your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a bonded creature within 30 feet can use its Reaction to divide the damage equally among all bonded creatures within 30 feet (rounded up) or take all the damage instead. Once the creatures use this effect, they cannot do so again until the start of your next turn.
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has Resistance to that damage.
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Smite Foes with the Wrath of the Sky
Gods whose portfolios include the Tempest domain – including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor – govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Tempest Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Fog Cloud, Gust of Wind, Shatter, Thunderwave |
5 | Call Lightning, Sleet Storm |
7 | Control Water, Ice Storm |
9 | Destructive Wave, Insect Plague |
You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your Reaction to cause the creature to make a Dexterity save. The creature takes Lightning or Thunder (your choice) damage equal to 1d8 plus your Cleric level on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1). You regain all expended uses when you finish a Long Rest.
You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll Lightning or Thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
When you deal Lightning or Thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
The winds of the tempest lift your form into the air. You have a Fly speed equal to your Speed.
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Defend Allies with the Soothing Twilight
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
Example Deity | Pantheon |
Boldrei | Eberron |
Celestian | Greyhawk |
Dol Arrah | Eberron |
Helm | Forgotten Realms |
Ilmater | Forgotten Realms |
Mishakal | Dragonlance |
Selûne | Forgotten Realms |
Yondalla | Halfling |
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Twilight Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3 | Faerie Fire, Moonbeam, Sleep, See Invisibility |
5 | Aura of Vitality, Leomund's Tiny Hut |
7 | Aura of Life, Greater Invisibility |
9 | Circle of Power, Mislead |
You can see through the deepest gloom. You have Darkvision with a range of 120 feet and as a Magic action, you can share it with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of 1), which lasts for 1 hour. Once you share it, you can't do so again until you finish a Long Rest, unless you expend a spell slot of any level to share it again.
You can use your Channel Divinity to refresh your allies with soothing twilight. As a Bonus Action, you present your holy symbol, and a 30-foot Emanation of dim light appears around you. It lasts for 1 minute or until you are incapacitated or die. When you activate this feature, and as a Bonus Action while it is active, you can grant one the following benefits to one creature within the Emanation of your choice:
Fortitude. It gains Temporary Hit Points equal to 1d6 plus your Cleric level.
Relief. You end the Charmed or Frightened condition on it.
You can draw on the mystical power of night to rise into the air. When you are in dim light or darkness you can use your Bonus Action to give yourself a Fly Speed equal to your Speed for 1 minute. You can do so as part of the same Bonus Action you use to activate Twilight Sanctuary.
You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a Long Rest.
The twilight that you summon offers a protective embrace.
While you and any creature of your choice is within your Twilight Sanctuary Emanation, it has Half Cover.
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Survive the Wilds with the Protection of the Fey Courts
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The Druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These Druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Your connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of Dreams Spells table, you thereafter always have the listed spells prepared.
Druid Level | Spells |
3 | Aid, Charm Person, Faerie Fire, See Invisibility |
5 | Leomund’s Tiny Hut, Summon Fey |
7 | Confusion, Phantasmal Killer |
9 | Dream, Scrying, Teleportation Circle |
You have become imbued with the blessings of the Summer Court. As a Magic action, you can expend a use of your Wild Shape feature to bestow on yourself a font of energy that offers respite from injuries. When you do, you have a pool of fey energy represented by a number of d6s equal to half your Druid level (rounded up). These dice last until you finish a Long Rest, or until you take this action again.
As a Bonus Action, you can choose one creature you can see within 120 feet of you and spend any number of those dice. Roll the spent dice and add them together. The target regains a number of Hit Points equal to the total. The target also gains 1 Temporary Hit Point per die spent.
You can invoke the shadowy power of the Gloaming Court to help guard your respite. You can cast the Leomund’s Tiny Hut spell without expending a spell slot. When you and your allies take a Short or Long Rest within the dome created by the spell, each creature that participated in the rest gains a number of Temporary Hit Points equal to half your Druid level plus your Wisdom modifier.
You can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a Bonus Action on your turn, you can Teleport yourself or a willing creature you can see within 30 feet of you up to 60 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest. You can restore a use of this feature by expending a spell slot of level 3 or higher (no action required).
The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. You can cast the following spells without expending a spell slot: Dream, Scrying or Teleportation Circle. Once you cast any of these spells without a spell slot, you cannot cast any of them in this way again until you finish a Long Rest.
In addition, when you cast one of these spells while within the dome of the Tiny Hut created by your Hearth of Moonlight and Shadow feature, the spell is enhanced in the following way, depending on which spell was cast:
Dream. If the target of the spell is awake when you cast it, you can choose to immediately end the spell. When you do, the spell is not wasted.
Scrying. Your connection to the target is increased by one level, to a maximum of ‘Body part, lock of hair, bit of nail, or the like’. If you have no level of connection, it becomes ‘Likeness or Picture’.
Teleportation Circle. Whenever you finish a Long Rest in the dome created by your Hearth of Moonlight and Shadow feature, you can designate your current location to be an anchor point. The anchor point remains until you designate a new one, and you can use it as a destination for Teleportation Circle instead of a permanent circle. If you aren’t on the same Plane of Existence as the anchor point when you cast Teleportation Circle in this way, the spell fails but isn’t wasted.
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Call Nature Spirits to your Aid
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these Druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these Druids go, the spirits of the wilderness are with them.
You gain the ability to converse with beasts and many fey.
Fey Speech. You learn to speak, read, and write Sylvan. If you already know Sylvan, you learn another language of your choice.
Beastial Speech. You can cast the Speak with Animals spell without expending a spell slot.
You can call forth nature spirits to influence the world around you. As a Bonus Action, you can expend a use of your Wild Shape feature to magically summon an intangible spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a Bonus Action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you have the Incapacitated condition. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. When a creature ends its turn in the aura, you can take a Reaction to grant it Temporary Hit Points equal to 5 plus your Druid level. In addition, you and your allies have Advantage on Strength checks and Strength saving throws while within the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature within the spirit’s aura makes an attack roll, you can take a Reaction to grant it Advantage on that attack roll, and any other attack it makes before the start of your next turn. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. When a creature in the aura recovers Hit Points, you can take a Reaction to increase the number of Hit Points regained by an amount equal to 5 plus your Druid level. In addition, you and your allies have Advantage on all ability checks made to detect creatures in the spirit’s aura.
Spirits that you summon are more resilient than normal. You always have the Summon Beast and Summon Fey spells prepared. In addition, when you cast either spell, or another spell that summons a single creature, the summoned creature gains the following benefits:
Increased Resiliency. The creature appears with more Hit Points than normal: 5 extra Hit Points per level of the spell that summoned it.
Magical Attacks. When the creature hits with an attack, you can choose for it to use its normal damage type or Force damage. You make this choice each time the creature hits with an attack.
Your Spirit Totem safeguards the Beasts and Fey that you call forth with your magic. If a creature summoned by your Summon Beast or Summon Fey spells ends its turn inside your Spirit Totem aura, it regains hit points equal to your Druid level.
The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 Hit Points or have the Incapacitated condition against your will, you can immediately gain the benefits of Summon Beast as if you had cast it using a level 9 spell slot. The summoned Beast appears within 20 feet of you. If it receives no commands from you, it protects you from harm and attacks your foes. The spell lasts for 1 hour, requiring no Concentration, or until you dismiss it (no action required).
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Embrace the Cycle of Life and Death
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. Unlike most other Druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these Druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Your connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of Spores Spells table, you thereafter always have the listed spells prepared. The Chill Touch spell doesn’t count against the number of cantrips you know.
Druid Level | Spells |
3 | Bane, Blindness/Deafness, Chill Touch, Gentle Repose, Inflict Wounds |
5 | Animate Dead, Gaseous Form |
7 | Blight, Confusion |
9 | Cloudkill, Contagion |
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can force it to make a Constitution saving throw against your spell save DC or take 1d4 Necrotic damage, or half as much on a success. Once you deal this damage, you can’t do so again until the start of your next turn. The Necrotic damage increases to 1d6 at level 6, 1d8 at level 10, and 1d10 at level 14.
You gain the ability to channel magic into your spores. As a Bonus Action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form. While this feature is active, you gain the following benefits for 10 minutes or until you have the Incapacitated condition:
Temporary Hit Points. When you enter the form, you gain a number of Temporary Hit Points equal to four times your Druid level, which go away when the form ends.
Halo of Spores Improvement. When you deal your Halo of Spores damage, roll the die a second time and add it to the total.
Spore Strikes. Your melee attacks deal an extra 1d6 Necrotic damage on a hit.
Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 30 feet of you, you can take a Reaction to animate it, causing it to stand up immediately with 1 Hit Point.
Statistics. The creature uses the Zombie stat block from Appendix A of the Player’s Handbook, except it uses your Spell Attack modifier for its attack rolls.
Duration. It remains animated for 1 hour, or until it has 0 Hit Points, at which time it collapses and dies.
Combat. In combat, it takes its turn immediately after yours. It obeys your mental commands and the only action it takes is the Attack action.
Uses. You can take this Reaction a number of times up to your Wisdom Modifier (minimum once) and you regain all expended uses when you finish a Long Rest.
You gain the ability to seed an area with deadly spores. As a Bonus Action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot Cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a Bonus Action, or if your Symbiotic Entity feature is no longer active.
If a creature is within the area when you create it, or if it enters the area or ends its turn there, it must succeed on a Constitution saving throw against your spell save DC or take your Halo of Spores damage.
While the Cube of spores persists, you can’t use your Halo of Spores feature.
The fungal spores in your body alter you. You gain the following benefits while you don’t have the Incapacitated condition.
Condition Immunity. You have Immunity to the Blinded, Deafened, Frightened and Poisoned conditions.
Critical Hit Immunity. Any Critical Hit against you counts as a normal hit instead.
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Embrace the Destructive and Restorative Powers of Fire
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These Druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of Wildfire Spells table, you thereafter always have the listed spells prepared
Druid Level | Spells |
3 | Burning Hands, Cure Wounds, Flaming Sphere, Scorching Ray |
5 | Fireball, Revivify |
7 | Aura of Life, Fire Shield |
9 | Flame Strike, Mass Cure Wounds |
You can summon the primal spirit bound to your soul. As a Magic action, you can expend one use of your Wild Shape feature to summon your Wildfire Spirit, rather than assuming a beast form.
Burning Apparition. The Spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the Spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 Fire damage.
Statistics. The Spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your Proficiency Bonus (PB) and your Wisdom modifier in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
Combat. In combat, the Spirit shares your Initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
Duration. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Spirit again, or until you die.
Wildfire Spirit Small Elemental | |||||||||||
Armor Class 13 (natural armor) Hit Points 5 + five times your Druid level Speed 30 ft., Fly 30 ft. (Hover) | |||||||||||
Mod | Save | Mod | Save | Mod | Save | ||||||
Str | 10 | +0 | +0 | Dex | 14 | +2 | +2 | Con | 14 | +2 | +2 |
Int | 13 | +1 | +1 | Wis | 15 | +2 | +2 | Cha | 11 | +0 | +0 |
Damage Resistances Fire Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 11 Languages understands the languages you speak CR - (XP 0; PB = your PB) Actions | |||||||||||
Flame Seed. Ranged Attack Roll: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + your Wisdom modifier Fire damage. Fiery Teleportation. The Spirit and each willing creature of your choice within 5 feet of it Teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + your Wisdom modifier Fire damage. |
The bond with your Wildfire Spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals Fire damage or restores Hit Points while your Wildfire Spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your Wildfire Spirit.
You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your Wildfire Spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can take a Reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this Reaction a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 Hit Points and thereby become Unconscious, you can cause the spirit to drop to 0 Hit Points. You then regain half your Hit Points and immediately rise to your feet.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a spell slot of level 4 or higher to restore its use (no action required)..
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Master Magical Archery Techniques
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
You learn magical theory or some of the secrets of nature – typical for practitioners of this elven martial tradition. You have proficiency in the Arcana or the Nature skill, and you learn the Prestidigitation or Druidcraft cantrip. Intelligence is your spellcasting modifier for it.
You learn to unleash special magical effects with some of your shots. You learn two Arcane Shots of your choice (see "Arcane Shot Options" below). You learn an extra Arcane Shot of your choice when you reach level 7, and again at level 10, at level 15, and level 18. The damage of all Arcane Shots increases at level 10 and level 18.
When you use the Attack action and you hit a creature with a ranged weapon, you can activate one of your Arcane Shots. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) and you regain all expended uses when you finish a Short or Long Rest.
You gain the ability to infuse your projectiles with magic.
Infused Shots. Whenever you attack with a ranged weapon, you can choose to deal the weapon’s damage type or Force damage.
Curved Shots. When you attack with a ranged weapon and miss, you can use your Reaction to reroll the attack roll against a different target within 60 feet of the original target.
If you roll Initiative and are missing any uses of your Arcane Shot, you regain one use of it.
If an option requires a saving throw, your Arcane Shot save DC equals 8 plus your Proficiency Bonus + your Intelligence Modifier.
Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The target must succeed on a Charisma save or be banished. While banished in this way, its Speed is 0, and it has the Incapacitated condition. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. At level 10, the target also takes an extra 2d6 Force damage when the arrow hits it. This damage increases to 3d6 at level 18.
Beguiling Shot. Your enchantment magic causes this projectile to temporarily beguile its target. Choose one of your allies within 30 feet of the target. The target takes an extra 2d6 Psychic damage and makes a Wisdom save. On a failed save, it has the Charmed condition until the start of your next turn, with the chosen ally as the source. The Psychic damage increases by 1d6 at level 10 (3d6) and at level 18 (4d6).
Bursting Shot. You imbue the projectile with force energy drawn from the school of evocation. It detonates after it hits or misses the target. The target and all other creatures within 10 feet of it make a Dexterity save. A creature takes 3d6 Force damage on a failed save, half as much on a successful one. The Force damage increases by 2d6 at level 10 (5d6) and at level 18 (7d6).
Enfeebling Shot. You weave necromantic magic into your projectile. The target takes an extra 2d6 Necrotic damage and makes a Constitution save. On a failed save, all damage dealt by the target is halved. The Necrotic damage increases by 1d6 at level 10 (3d6) and at level 18 (4d6).
Grasping Shot. When this projectile strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The target takes an extra 2d6 Poison damage and its Speed is reduced by 10 feet. The first time it moves on its turn without teleporting, it takes 2d6 Slashing damage. At the end of each of its turns, the target can make a Strength save. On a success, the effect ends. The brambles last for 1 minute, until you use it again, or if the target manages to escape early. The Poison damage and Slashing damage both increase by 1d6 at level 10 (3d6) and at level 18 (4d6).
Piercing Shot. You use transmutation magic to give your projectile an ethereal quality. The target takes an extra 3d6 Piercing damage. After the projectile hits or misses the target it continues flying in a 30-foot Line, passing through objects and ignoring cover. Each creature in that Line must make a Dexterity save. A creature takes 3d6 Piercing damage on a failed save, half as much on a successful one. The Piercing damage increases by 2d6 at level 10 (5d6) and at level 18 (7d6).
Seeking Shot. Using divination magic, you grant your projectile the ability to seek out your target, allowing it to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target makes a Dexterity saving throw. On a failed save, the target takes 3d6 Force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The Force damage increases by 2d6 at level 10 (5d6) and at level 18 (7d6).
Shadow Shot. You weave illusion magic into your projectile, causing it to occlude your foe’s vision with shadows. The target takes an extra 2d6 Psychic damage, and it must succeed on a Wisdom save or have the Blinded condition until the start of your next turn. The Psychic damage increases by 1d6 at level 10 (3d6) and at level 18 (4d6z.
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Conjure a Mirrored Self from Alternate Timelines
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. It is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Bonus Action, until you manifest another echo, or until you have the Incapacitated condition.
Your echo is considered an object, but uses your game statistics, except it has an Armor Class equal to 12 plus your Constitution modifier, 1 Hit Point, and Immunity to all conditions. On your turn, you can mentally command the echo to move in any direction. If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. As a Bonus Action, magically swap places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action, any attack you make can originate from your space or the echo's space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the echo's space.
You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of 1). You regain all expended uses when you finish a Long Rest.
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you have the Deafened and Blinded conditions. This effect lasts for 10 minutes or until you end it early (no action required). While using this feature, your echo can be up to 1,000 feet away from you without it being destroyed.
You can make your echo throw itself in front of an attack directed at another creature that you can see within 30 feet of you. Before the attack roll is made, you can use your Reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the Reaction is instead made against your echo. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of Temporary Hit Points equal to 1d8 + your Constitution modifier. You can use this feature a number of times equal to your Constitution modifier (a minimum of 1). You regain all expended uses when you finish a Long Rest.
Your summoning powers have grown more potent.
Endless Echoes. When you roll Initiative and are missing any uses of your Unleash Incarnation feature, you regain one use of it.
Double Up. You can use a Bonus Action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
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Inspire Greatness in your Team
A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Knights of high standing are expected to conduct themselves with grace in anyone’s presence. You learn two languages of your choice and you have proficiency in the Persuasion skill. If you already have this proficiency you have Expertise in it instead and you can choose one other skill to have proficiency in.
Your waving banner provides your allies an inspiring sight in battle. You have 3 Banner Dice, which are d10s. A Banner Die is expended when you use it. You regain 1 Banner Die when you finish a Short Rest and all expended dice when you finish a Long Rest. You gain an additional Banner Die at level 10 and another at level 15. You can use your Banner Dice in the following ways:
Invigorate. As a Bonus Action you can choose up to three creatures of your choice that can see or hear you within 60 of you. Each creature regains a number of Hit Points equal to a roll of your Banner Die. The number of Hit Points regained increases by 1 extra roll of your Banner Dice at level 10 (2 rolls) and at level 15 (3 rolls).
Instruct. When a creature that can hear or see you within 60 feet of you misses an attack, you can use your Reaction to let it roll a Banner Die and add it to the result, potentially causing the attack to hit instead. If the attack still misses, the Banner Die isn’t expended.
Your actions in combat serve as an example to your allies.
Pinpoint. When you use your Instruct feature and the attack hits, it deals extra damage equal to half of your Fighter level.
Assemble. When you use your Tactical Shift, you can choose a creature that you can see within 60 feet of you. It can immediately move up to half its Speed without provoking Opportunity Attacks.
You make your allies shine by utilizing your combat prowess and experience.
Apprise. When a spell or effect forces up to 3 of your allies to make a saving throw, you can expend a Banner Die to let each creature roll a d10 and add it to its save.
Single Out. Whenever you attack a creature, you can expend a Banner Die and choose one ally that can hear or see you within 60 feet of you. It can use its Reaction to make one attack against your target.
When you attack a creature and you don't have Disadvantage on the attack, all creatures that can hear or see you within 60 feet of you have Advantage on their first attack against it before the start of your next turn.
Your commanding presence reaches its peak.
Rally. When you use your Assemble feature, you can choose up to three creatures that can move with you.
Expose. When you use your Single Out feature, you can expend a second Banner Die to turn the attack of your ally into a Critical Hit.
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Defend Allies on Horseback (Horse Optional)
The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
You are trained in mounted combat and the responsibilities that come with it.
Custodian. You have proficiency in the Animal Handling skill and one of the following skills of your choice: History, Insight, Performance, or Persuasion.
Rider. You have Advantage on saves made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you don’t have the Incapacitated condition.
Saddle Up. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
You can menace your foes, foiling their attacks and punishing them for harming others.
Taunt. When you hit a creature with a melee attack, you can mark the creature until the end of your next turn. This effect ends early if you have the Incapacitated condition, if you die, or if someone else marks the creature. While it is within the reach of your weapon, a creature marked by you has Disadvantage on any attack roll that doesn't target you.
Punish. If a creature marked by you deals damage to anyone other than you, you can make a special melee attack against the marked creature as a Bonus Action on your next turn. You have Advantage on the attack roll, and if it hits it deals extra damage equal to half your fighter level. You can make this special attack a number of times equal to your Strength modifier (a minimum of 1). You regain 1 use whenever you finish a Short Rest and all expended uses when you finish a Long Rest.
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within the reach of your weapon is hit by an attack, you can roll 1d8 as a Reaction and add the number rolled to the target's Armor Class until the start of their next turn. If the triggering attack still hits, the target has Resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of 1). You regain 1 expended use when you finish a Short Rest and all expended uses of it when you finish a Long Rest.
You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an Opportunity Attack, the target's Speed is reduced to 0 until the end of the current turn.
You can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must make a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Strength modifier). On a failed save, it has Prone condition You can use this feature only once on each of your turns.
You respond to danger with extraordinary vigilance. In combat, you get a special Reaction that you can take once on every creature's turn, except your own. You can use this special Reaction only to make an Opportunity Attack, and you can't use it on the same turn that you take your normal Reaction.
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Channel the Runic Magic of Giants
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.
You can use magic runes to enhance your gear.
Inscription Equipment. You gain a set of Smith’s Tools and you have proficiency with it. You also learn to speak, read and write Giant.
Learning Runes. You learn two Runes of your choice, from among the Runes described below, and each time you gain a level in this class, you can replace one Rune you know with a different one from this feature. You learn an additional Rune when you reach certain levels in this class: level 7 (3 uses), level 10 (4 uses) and level 15 (5 uses).
Inscribing Runes. Whenever you finish a Long Rest, you can touch a number of objects equal to the number of Runes you know, and you inscribe a different Rune onto each of the objects. To be eligible, an object must be a Weapon, a suit of Armor, a Shield, a piece of jewelry, or something else you can wear or hold in a hand. Your Rune remains on an object until you finish a Long Rest, and an object can bear only one of your Runes at a time. A Rune can be invoked for an effect detailed in its description, once you do so, you can’t invoke the same Rune again until you finish a Short or Long Rest.
The following Runes are available to you when you learn a Rune. If a Rune has a level requirement, you must be at least that level in this class to learn the Rune. If a Rune requires a saving throw, your Rune Magic save DC equals 8 plus your Proficiency Bonus plus your Constitution modifier.
Cloud Rune. This Rune emulates the deceptive magic used by some cloud giants.
Fire Rune. This Rune’s magic channels the masterful craftsmanship of great smiths.
Frost Rune. This Rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants.
Stone Rune. This Rune's magic channels the judiciousness associated with stone giants.
Hill Rune (Level 7 or Higher). This Rune's magic bestows a resilience reminiscent of a hill giant.
Storm Rune (Level 7 or Higher). Using this rune, you can glimpse the future like a storm giant seer.
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits for 1 minute:
Giant Sized. If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
Giant’s Strength. You have advantage on Strength checks and Strength saving throws.
Gigantic Force. Once per turn, when you make an attack you deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses of it when you finish a Long Rest.
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack, you can use your Reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
The magic of your runes permanently alters you.
Growth. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Colossal Force. The extra damage you deal with your Giant's Might feature increases to 1d10.
You can invoke each Rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a Short or Long Rest.
You learn how to amplify your rune-powered transformation.
Titanic Force. The extra damage you deal with the Giant's Might feature increases to 2d6.
Titan Sized. When you use Giant’s Might, your size can increase to Huge. When you do, your reach increases by 5 feet for the duration.
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Fight Deliberately and Precisely. Be Unwavering
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.
You gain a set of Calligrapher’s Tools and you have proficiency in it and two of the following skills of your choice: History, Insight, Performance, or Persuasion.
Your intensive training in battle grants you unparalleled focus.
Precision. When you make an attack, you can choose to enter a focus state giving yourself Advantage on the attack and all attacks until the start of your next turn. When you do so, you also gain Temporary Hit Points equal to your Wisdom modifier + half of your Fighter level (minimum of 1). You can use this feature 4 times. You regain 1 expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.
Stamina. As a Bonus Action, you can regain half of your Second Wind uses (rounded up). Once you do so, you can’t do it again until you finish a Long Rest.
Your discipline and attention to detail allow you to excel in social situations.
Well Mannered. Whenever you make a Persuasion check, you can add your Wisdom modifier to the result.
Self Control. You have proficiency in Wisdom saving throws. If you already have this proficiency, you instead have proficiency in Intelligence or Charisma saving throws (your choice).
When you use your Tactical Shift, you can make one melee attack as part of the Bonus Action.
You learn to trade accuracy for swift strikes. Once per turn, if you make an attack and have Advantage on it, you can forgo the Advantage for that roll to make an additional attack against that target as part of the same action, Bonus Action or Reaction.
Your fighting spirit can delay the grasp of death. If you are reduced to 0 Hit Points, you can use your Reaction to delay having the Unconscious condition, and you can immediately take an extra turn. While you have 0 Hit Points during that extra turn, taking damage causes Death Save failures as normal, and three Death Save failures can still kill you. When the extra turn ends, you have the Unconscious condition if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a Long Rest.
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Harness your Inner Draconic Power
The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.
As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your focus. The Ascendant Dragon Origin table offers some possibilities.
d6 | Origin |
1 | You honed your abilities by observing a dragon and aligning your ki with their world altering power. |
2 | A dragon personally took an active role in shaping your inner energy. |
3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction. |
4 | You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic. |
5 | You found a scroll written in Draconic that contained inspiring new techniques. |
6 | After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons. |
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
Draconic Presence. If you fail an Intimidation or Persuasion check, you can use your Reaction to reroll the check and add a roll of your Martial Arts die to the result, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a Short or Long Rest.
Draconic Strike. When you make an Unarmed Strike, you can change the damage type to Acid, Cold, Fire, Lightning, or Poison.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
You can channel destructive waves of energy, like those created by the dragons. When you make a melee attack or Unarmed Strike, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot Cone or a 30-foot Line that is 5 feet wide (your choice). Choose a damage type: Acid, Cold, Fire, Lightning, or Poison. Each creature in that area must make a Dexterity save against your Focus save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die plus your Wisdom modifier on a failed save, or half as much damage on a successful one. At level 11, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest. Alternatively, you can spend 2 Focus Points to use this feature without expending a use of it.
When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a Fly Speed equal to your Speed.
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a Bonus Action, you can create an Emanation of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
Frightful Presence. When you create the Emanation and as a Bonus Action on subsequent turns, you can choose a creature within the Emanation. The target must succeed on a Wisdom save against your Focus save DC or have the Frightened condition for 1 minute. The target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Resistance. Choose a damage type when you activate the Emanation: Acid, Cold, Fire, Lightning, or Poison. You and your allies within the Emanation have Resistance to that damage type.
Once you create the Emanation, you can’t create it again until you finish a Long Rest, unless you expend 3 Focus Points to create it again.
Your draconic spirit reaches its peak. You gain the following benefits:
Augment Breath. When you use your Breath of the Dragon, you can spend 1 Focus Point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot Cone or a 90-foot Line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindsight. You have Blindsight with a range of 30 feet.
Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your Emanation. Each of those creatures must succeed on a Dexterity save against your Focus save DC or take 3d10 Acid, Cold, Fire, Lightning, or Poison damage (your choice).
Update Log:
Updated by PerfectlyCircularSeal
Strike your Enemies with Four Arms at Once
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
As a Bonus Action, you can spend 1 Focus Point to manifest your astral self as a set of spectral arms that hover near your shoulders or surround your arms (your choice). The arms last for 10 minutes and vanish early if you have the Incapacitated condition or die. While the arms are active, you gain the following benefits:
Arms of Spirit. The reach of your Unarmed Strikes increases by 5 feet and you can choose to deal Force damage instead of Bludgeoning damage when you make an Unarmed Strike.
Astral Strike. You can use the spectral arms to make Unarmed Strikes. When you do, you can use your Wisdom modifier instead of your Dexterity or Strength modifier for the attack and damage rolls.
Astral Touch. You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and saves.
Sidereal Sweep. As part of the Bonus Action you use to summon the astral arms, you swipe your arms around you. Each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity save or take Force damage equal to two rolls of your Martial Arts die and be pushed 10 feet away from you. You can repeat this attack as a Bonus Action on each of your turns by spending 1 Focus Point.
A spectral visage covers your face like a helmet or mask. You determine its appearance. You gain the following benefits:
Astral Sight. You have Darkvision with a range of 120 feet. If you already have Darkvision, its range increases by 60 feet.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Augmented Visage. As a Bonus Action, you can spend 1 Focus Points to augment the visage for 1 hour. When you do so, your Darkvision allows you to see normally in magical darkness and you gain Advantage on Insight, Intimidation and Perception checks.
When you activate your Arms of the Astral Self feature, you can spend an additional 2 Focus Points to drape yourself in a mantle of cosmic light. You gain the following benefits:
Antigravitational. Your jump distance is tripled and you don’t take fall damage if you fall less than 60 feet.
Extended Self. The reach of your Unarmed Strikes increases by an additional 5 feet.
Comet Strike. Once per turn, when a creature takes damage from your Unarmed Strikes or Sidereal Sweep, you can deal extra damage equal to half of your Monk level.
When you activate your Mantle of the Astral Self, you can expend an additional 2 Focus Points to fully awaken your astral self. You gain the following benefits:
Armor of the Spirit. You gain a +2 bonus to your Armor Class.
Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times.
Update Log:
Updated by PerfectlyCircularSeal
Weave and Sway out of the Way of Attacks
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.
Homebrewed. You gain a set of Brewer’s Supplies and you have proficiency with it. You also have proficiency with the Performance skill.
Twist and Turn. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your Speed increases by 10 feet until the start of your next turn.
You can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you have the Prone condition, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. You can subtract your Wisdom modifier when reducing the damage for your Deflect Attacks feature. In addition, even when a creature misses you with the attack, you can spend 1 Focus Point to use your Deflect Attacks feature to redirect it.
You always seem to get a lucky bounce at the right moment. When you make a D20 Test, you can spend 2 Focus Points to gain Advantage on it.
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it. Each target can only be hit by a maximum of three Flurry of Blows attacks.
Update Log:
Updated by PerfectlyCircularSeal
Masterfully Mix Weapons with Martial Arts
Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
Kensei Weapons. Choose one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the Heavy and Special properties. The Longbow is also a valid choice. You have proficiency with these weapons if you don't already have it and you can use its Mastery property. These weapons are monk weapons for you. When you finish a Long Rest, you can change each of your Kensei weapons for a different weapon of your choice, following the criteria above. You can choose another weapon – either melee or ranged – to be a Kensei weapon for you, following the criteria above, at levels 6, 11 and 17.
Agile Parry. If you make an Unarmed Strike and you are holding a melee Kensei weapon, you can use it to defend yourself. You gain a +2 bonus to Armor Class until the start of your next turn, while the weapon is in your hand and you don’t have the Incapacitated condition.
Kensei's Shot. You can use your Bonus Action to aim your shots. Until the start of your next turn, when you make a ranged attack with a Kensei weapon you deal additional damage equal to your Wisdom modifier (minimum of 1).
Way of the Brush. You gain a set of Calligrapher’s Supplies and a set of Painter’s Supplies. You have proficiency with both of these.
Your focus empowers your Kensei weapons, granting you the following benefits.
Magic Kensei Weapons. When you attack with a Kensei weapon, you can choose to deal the weapon’s damage type or Force damage.
Deft Strike. Once per turn, when you hit a creature with a Kensei weapon, you can spend 1 Focus Point to deal additional damage equal to a roll of your Martial Arts die.
You gain the ability to augment your weapons further with your focus. As a Bonus Action, you can expend up to 3 Focus Points to grant a Kensei weapon you touch a bonus to attack and damage rolls equal to the number of Focus Points you spent. This bonus lasts for 10 minutes or until you use this feature again. If you want to use this effect on a magic weapon that already has a bonus to attack and damage rolls, you need to spend twice the number of Focus Points. The attack and damage bonus of the weapon when you apply this effect cannot be higher than 3.
Your mastery of weapons grants you extraordinary accuracy. Once per turn, if you miss with an attack using a monk weapon, you can reroll it and add your Wisdom modifier to the result and must use the new roll.
Update Log:
Updated by PerfectlyCircularSeal
Master Death to Become Unkillable
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Wisdom modifier plus your Monk level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
You gain the ability to unsettle or terrify those around you as your soul has been touched by the shadow of death. As a Bonus Action you can force each creature of your choice within 30 feet of you that can see you to succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
You use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 Focus Point to have 1 Hit Point instead.
Your touch can channel the energy of death into a creature. As an action, you touch one creature within your reach and expend 1 to 10 Focus Points. The target must make a Constitution save. On a failed save, it takes 2d10 necrotic damage per Focus Point spent on, or half as much damage on a successful one.
Update Log:
Updated by Spaghetti0 and PerfectlyCircularSeal
Blast Foes from a Distance with Radiant Energy
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Whenever you make an Unarmed Strike and take the Damage option, you can make a ranged attack roll as you shoot a bolt of radiant energy from your fists, instead of the normal strike. When you do, the strike deals Radiant damage instead of the normal damage type, and the attack has a normal range of 30 feet and a long range of 60 feet. Being within 5 feet of an enemy does not impose Disadvantage on this attack.
When you expend a Focus Point to use Patient Defense, you can create a bright, flashing light. Choose a number of creatures that you can see within 10 feet of you equal to your Wisdom modifier (minimum 1 creature). Each creature must succeed on a Constitution save against your Focus save DC or have the Blinded condition until the end of its next turn.
You have gained the ability to create tremendous blasts of radiant energy, flowing directly from your essence. As a Magic action, you can produce the effects of the Fireball or Lightning Bolt spells without components or expending a spell slot, with the following alterations:
Radiant Damage. The effects deal Radiant damage, instead of the usual damage type.
Extra Damage. You add half your Monk level (rounded down) to the damage roll of the spell.
Upcasting. When you use this feature, you can spend Focus Points to increase the effective level that the spell is cast at, at a rate of 1 Focus Points per spell level above 3. The maximum effective level you can cast the spell at is equal to 1 + your Monk level divided by 4 (rounded down).
The spells use your Focus save DC. Once you use this feature, you can’t do so again until you finish a Short or Long Rest, or until you spend 4 Focus Points to use it again.
You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot Emanation and dim light for an additional 30 feet. You can extinguish or restore the light as a Bonus Action.
When you use your Deflect Attacks feature to reduce the damage of an attack made by a creature within the bright light of this feature, the attacker takes Radiant damage equal to one roll of your Martial Arts die + your Wisdom modifier (minimum 1 damage). If you spend a Focus Point to redirect the attack, the target of the redirected attack also takes this damage on a failed save, in addition to the normal damage of Deflect Attacks.
Update Log:
Updated by Shades the Mothman
Subjugate the Unworthy with an Iron Fist
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
These Paladins share the following tenets:
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Conquest Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
3 | Bane, Command |
5 | Hold Person, Spiritual Weapon |
9 | Bestow Curse, Fear |
13 | Dominate Beast, Stoneskin |
17 | Cloudkill, Dominate Person |
When you hit a creature, you can use your Channel Divinity to channel a terrifying presence. The target of the triggering attack must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn. You can attempt to Frighten a creature again in this way once per turn when you hit a creature with an attack for the next minute.
You can use your Channel Divinity to guide attacks with supernatural accuracy. When you or a creature you can see within 30 feet of you misses a target with an attack roll, you can use your Channel Divinity to grant a +10 bonus to the roll, potentially turning the miss into a hit.
By your mere presence your foes are frozen in fear. If a creature has the Frightened condition and you are the source of its fear, its Speed is reduced to 0 while in your Aura of Protection, and that creature takes Psychic damage equal to half your Paladin level if it starts its turn there.
Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes Psychic damage equal to your Charisma modifier (minimum of 1) if you do not have the Incapacitated condition
You gain the ability to harness extraordinary martial prowess. As a Bonus Action, you can magically become an avatar of conquest, gaining the following benefits for 10 minutes:
Damage Resistance: You have resistance to all damage.
Extra Attack: When you take the Attack action on your turn, you can make one additional attack as part of that action.
Brutal Attacks: Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest, or you expend a level 5 spell slot to use it again.
Update Log:
Updated by Shades the Mothman
Defend Civilization and Law from Tyranny
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.
These Paladins share the following tenets:
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Crown Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
3 | Command, Shield of Faith |
5 | Warding Bond, Zone of Truth |
9 | Aura of Vitality, Spirit Guardians |
13 | Banishment, Guardian of Faith |
17 | Circle of Power, Geas |
When you take the Attack action, you can use your Channel Divinity to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you, and has disadvantage on attack rolls against creatures other than you. This effect ends on the creature after 1 minute, and ends early if you have the Incapacitated condition, die, or if the creature is more than 30 feet away from you.
As a Bonus Action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1).
You exude an aura that bolsters the resolve of your allies. When a creature that is friendly to you starts its turn in your Aura of Protection, you can grant that creature Temporary Hit points equal to your Charisma modifier.
You are an unstoppable force for your cause. You have Immunity to the Paralyzed and Stunned conditions, you cannot unwillingly gain the Prone or Unconscious conditions, and you cannot be forcefully moved against your will.
Your presence on the field of battle is an inspiration to those dedicated to your cause. As a Bonus Action, you can gain the following benefits for 10 minutes:
Damage Resistance: You gain resistance to Bludgeoning, Piercing and Slashing damage.
Regal Presence: When a creature starts its turn within 10 feet of you, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, it takes 10 Psychic damage and has the Prone condition and cannot stand up. At the end of each of its turns, the creature can repeat this save, ending the effect preventing it from removing the Prone condition from itself on a successful save, and taking 10 Psychic damage on a failed save.
Once you use this feature, you cannot use it again until you finish a Long Rest, or you expend a level 5 spell slot to use it again.
Update Log
Updated by Spaghetti0
Help Sway the Lost Toward a Lighter Path
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
These Paladins share the following tenets:
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Redemption Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
3 | Sanctuary, Sleep |
5 | Calm Emotions, Hold Person |
9 | Counterspell, Hypnotic Pattern |
13 | Otiluke’s Resilient Sphere, Stoneskin |
17 | Hold Monster, Wall of Force |
You can augment your presence with divine power. When you make a Charisma (Persuasion) check, you can expend a use of your Channel Divinity to grant yourself a +5 bonus to that check, and all Charisma (Persuasion) checks you make for the next 10 minutes (no action required). You must do so before you roll for the check.
Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your Reaction to expend a use of your Channel Divinity to force the attacker to make a Wisdom saving throw. On a failed save, you rebuke the attacker, who takes Radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
You can shield others from harm at the cost of your own health. When a creature within your Aura of Protection takes damage, you can use your Reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage.
A holy presence mends your wounds in battle. You regain Hit Points equal to 1d6 + half your Paladin level (rounded up) if you end your turn in combat Bloodied and you don’t have the Incapacitated condition.
You can assume the form of an avatar of Peace. As a Bonus Action, you gain the following benefits for 10 minutes.
Radiant Protection. Whenever a creature hits you with an attack, it takes Radiant damage equal to half the damage it dealt to you.
Stalwart Guardian. When you use your Aura of the Guardian feature, you reduce the damage you take by half.
Deter Violence. You can cast the Sanctuary spell without expending a spell slot.
Once you use this feature, you cannot use it again until you finish a long rest, or you expend a level 5 spell slot to use it again.
Update Log
Updated by Spaghetti0
Defend the Material Plane from Invading Forces
The Oath of the Watchers binds Paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.
These Paladins share the following tenets:
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Watchers Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
3 | Alarm, Detect Magic |
5 | Moonbeam, See Invisibility |
9 | Counterspell, Nondetection |
13 | Aura of Purity, Banishment |
17 | Hold Monster, Scrying |
You invest your presence with the warding power of your faith. As a Bonus Action, you can expend a use of your Channel Divinity to choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have Advantage on Intelligence, Wisdom, and Charisma saving throws.
When you or a creature of your choice within your Aura of Protection rolls for Initiative, it adds your Charisma modifier (minimum +1) to the roll.
You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your Reaction to deal 2d8 + your Charisma modifier Force damage to the creature that forced the saving throw.
You manifest a spark of divine power in defense of the mortal realms. As a Bonus Action, you gain the following benefits for 10 minutes:
Truesight. You gain Truesight with a range of 120 feet.
Invader’s Bane. You have Advantage on attack rolls against Aberrations, Celestials, Elementals, Fey, and Fiends.
Extraplanar Banishment. When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.
Once you use this Bonus Action, you can’t use it again until you finish a Long Rest, unless you expend a level 5 spell slot to use it again.
Update Log
Updated by Shades the Mothman
Forsake your Sacred Vow and Embrace Evil
An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished.
Only darkness remains.
Having forsaken their oath, Oathbreakers follow no tenets.
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oathbreaker Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
3 | Hellish Rebuke, Inflict Wounds |
5 | Crown of Madness, Darkness |
9 | Bestow Curse, Summon Undead |
13 | Blight, Confusion |
17 | Contagion, Dominate Person |
Your blasphemous will can corrupt and conquer the souls of others. As a Bonus Action, you can expend a use of your Channel Divinity to force a creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the target has the Charmed condition for 1 minute. For the duration, you can take a Bonus Action to issue one of the following commands to an affected creature.
Enforce. You can issue a one word command to the creature as if by the Command spell.
Madness. You can command the creature to use its action to attack a creature other than itself of your choice.
The creature can repeat the saving throw at the end of each of its turns, ending the Charmed condition on itself on a success.
Your presence weakens your enemies who dare attempt to escape your wrath. When a creature in your Aura of Protection attempts to Move away from you, you can force that creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature’s Speed becomes 0 and you have Advantage on the next attack you make against that creature before the end of your next turn.
Unholy magic courses through you. You have Resistance to Bludgeoning, Piercing and Slashing damage.
Your connection to the unholy grants you a shroud of gloom. As a Bonus Action, you can surround yourself in gloom in a 30-foot Emanation. This Emanation lasts for 10 minutes. Bright light in this area becomes dim light. Whenever a creature hits another creature with a weapon attack while it is within this Emanation, you can choose to have that creature deal half damage. Once you use this feature, you cannot use it again until you finish a Long Rest, or you expend a level 5 spell slot to use it again.
Update Log
Updated by Spaghetti0
Bond with a Draconic Companion
Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.
The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:
Thaumaturgy. You learn the Thaumaturgy cantrip.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
As an action, you can magically summon the Drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the Drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Drake can take any action of its choice, not just Dodge.
The Drake remains until it is reduced to 0 Hit Points, until you use this feature to summon the Drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the Drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of level 1 or higher to summon it.
The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits:
Drake Mount. The Drake grows to Medium size. Reflecting your special bond, you can use the Drake as a mount if your size is Medium or smaller. While you are mounted on your Drake, it acts as a Controlled Mount, meaning it acts on your Initiative. However, it is not restricted to the actions a controlled mount can take if you use your Bonus Action to command it, and it can use its Infused Strikes Reaction as normal without direction.
Draconic Wings. The Drake grows wings on its back and has a Fly Speed equal to its Speed. It can’t use this Speed while a creature is mounted on it.
Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.
Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage.
As a Magic action, you can exhale a 30-foot Cone of damaging breath or cause your drake to exhale it. Choose Acid, Cold, Fire, Lightning, or Poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the Cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.
This damage increases to 12d6 when you reach level 15 in this class.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a spell slot of level 3 or higher to use it again.
Your bond to your drake reaches the pinnacle of its power. While your Drake is summoned, you and the Drake gain the following benefits:
Empowered Bite. The Drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
Large Drake. The Drake grows to Large size. In addition, it is no longer prohibited from using the Fly Speed of Bond of Fang and Scale while a creature is mounted on it.
Reflexive Resistance. When either you or the Drake takes damage while you’re within 30 feet of each other, you can use your Reaction to give yourself or the Drake Resistance to that instance of damage, and to all damage of the same type(s) until the start of your next turn. You can use this Reaction a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a Long Rest, and you regain one expended use when you finish a Short Rest.
Update Log
Drake Companion Small Dragon | |||||||||||
Armor Class 14 + your Wisdom modifier (natural armor) Hit Points 5 + five times your Ranger level (the drake has a number of Hit Dice [d10s] equal to your Ranger level) Speed 40 ft. | |||||||||||
Mod | Save | Mod | Save | Mod | Save | ||||||
Str | 16 | +3 | +3 | Dex | 12 | +1 | +1 +PB | Con | 15 | +2 | +2 |
Int | 8 | -1 | -1 | Wis | 14 | +2 | +2 +PB | Cha | 8 | -1 | -1 |
Damage Immunities determined by the Drake’s Draconic Essence trait Senses Darkvision 60 ft., Passive Perception 12 Languages understands the languages you speak CR - (XP 0; PB = your PB) Traits | |||||||||||
Draconic Essence. When you summon the Drake, choose a damage type: Acid, Cold, Fire, Lightning, or Poison. The chosen type determines the Drake’s damage Immunity and the damage of its Infused Strikes trait. Actions | |||||||||||
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 plus 3 plus your Wisdom modifier damage of the type chosen for its Draconic Essence trait . Reactions | |||||||||||
Infused Strikes. When another creature within 30 feet of the Drake that it can see hits a target with a weapon attack, the Drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence. |
Updated by Shades the Mothman
Wander through Portals and Gates
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.
Your travels through the multiverse ensure you always have certain spells ready; when you reach a Ranger level specified in the Horizon Walker Spells table, you thereafter always have the listed spells prepared.
Ranger Level | Spells |
3 | Protection from Evil and Good |
5 | Misty Step |
9 | Haste |
13 | Banishment |
17 | Teleportation Circle |
You gain the ability to pass between the planes in a blink of an eye. Once on your turn when you use the Attack action, you can Teleport up to 10 feet before one attack to an unoccupied space you can see. That attack deals an additional 1d4 Force damage.
You can sense disturbances in the veil between the planes. As an action, you detect the distance and direction to the closest planar portal or a portal that has been opened in the last 7 days within a 1 mile radius. Within that same radius, you can sense the distance and direction of a space a creature has Teleported to or from within the last 7 days. You can then expend a use of your Favored Enemy feature to cast Hunter’s Mark without expending a spell slot targeting the creature that Teleported, whether or not the creature would be within the range of the spell.
Once you use this feature, you cannot use it again until you finish a Short or Long Rest.
You learn to step through the Ethereal Plane. As a Bonus Action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses when you finish a Long rest.
Your ability to jump between planes becomes faster than ever, granting you the following benefits:
Greater Blitzing Strikes. You can use your Blitzing Strikes feature on each attack you make as part of the Attack action, instead of just once per turn.
Crowd Cutter. When you use the Attack action and attack two different creatures with the action, you can make one additional attack with it against a third creature.
Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your Reaction to give yourself Resistance to all of that attack's damage. Until the start of your next turn, you have Resistance to one damage type dealt by the triggering attack.
Update Log
Updated by Spaghetti0
Study and Slay Monsters of All Variety
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Your training to hunt monsters ensures you always have certain spells ready; when you reach a Ranger level specified in the Monster Slayer Spells table, you thereafter always have the listed spells prepared.
Ranger Level | Spells |
3 | Protection from Evil and Good |
5 | See Invisibility |
9 | Counterspell |
13 | Banishment |
17 | Hold Monster |
You hunt most effectively when focussing your ire on a single target. Your Hunter’s Mark spell improves in the following ways:
Slayer’s Strike. Once per turn when you deal the extra damage of your Hunter’s Mark, the damage increases by 1d6.
Hunter’s Sense. When you mark a creature, you immediately learn whether it has any damage Immunities, Resistances, or Vulnerabilities and what they are. If the creature is hidden from Divination magic, you sense that it has no damage Immunities, Resistances, or Vulnerabilities.
You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Hunter’s Mark forces you to make a saving throw, and whenever you make an ability check to escape that target’s grapple, you add 1d6 to your roll.
Your Hunter’s Mark spell improves in the following ways:
Slayer’s Strike Improvement. The extra damage of your Slayer’s Strike increases to 2d6.
Dual Concentration. Concentrating on Hunter’s Mark does not prevent you from Concentrating on other Ranger spells. While you are Concentrating on both Hunter’s Mark and another spell, whenever you need to make a Constitution saving throw to maintain your Concentration, you only roll once, losing Concentration on both spells on a failure. Starting at level 13 when you gain the Relentless Hunter feature, losing Concentration on a different spell doesn’t cause you to stop concentrating on Hunter’s Mark.
You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Hunter’s Mark forces you to make a saving throw, you can take a Reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Update Log
Updated by Spaghetti0
Bond with a Swarm of Beasts or Spirits
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
d4 | Appearance |
1 | Swarming Insects |
2 | Miniature twig blights |
3 | Fluttering birds |
4 | Playful pixies |
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
Damage. The attack’s target takes 1d6 Piercing damage from the swarm.
Forced Movement. The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
Carrying Swarm. You are moved by the swarm 5 feet horizontally in a direction of your choice.
Your connection to your Swarm ensures you always have certain spells ready; when you reach a Ranger level specified in the Swarmkeeper Spells table, you thereafter always have the listed spells prepared.
Ranger Level | Spells |
3 | Faerie Fire, Mage Hand |
5 | Web |
9 | Gaseous Form |
13 | Arcane Eye |
17 | Insect Plague |
You can condense part of your swarm into a focused mass that lifts you up. As a Bonus Action, you gain a Fly Speed of 30 feet and can hover. This effect lasts for 1 minute or until you have the Incapacitated condition.
You can use this feature a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
Your Gathered Swarm grows mightier in the following ways:
Damage. The damage of Gathered Swarm increases to 1d10.
Forced Movement. If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the creature to have the Prone condition.
Carrying Swarm. When you are moved by Gathered Swarm, it gives you Half Cover until the start of your next turn.
You can discorporate into your swarm, avoiding danger. When you take damage, you can use your Reaction to give yourself Resistance to that damage. You vanish into your swarm and then Teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain one use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest
Update Log
Updated by PerfectlyCircularSeal and Spaghetti0
Search for Clues and Solve Mysteries
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
Your senses are incredibly sharp.
Ear for Deceit. You develop a keen ear for picking out lies. You have proficiency and Expertise in the Insight skill. If you already have Expertise in it, you instead gain Expertise in a different skill you have proficiency in its place.
Eye for Detail. You can use the Search or Study action as a Bonus Action.
You gain the ability to decipher an opponent's tactics and develop a counter to them. As a Bonus Action, you can force a creature to make a Charisma saving throw (DC equal to 8 plus your Proficiency Bonus plus your Wisdom modifier). On a failed save, you gain the following benefits for 1 minute, or until you successfully use this feature against a different target:
Insightful Strikes. You can use your Sneak Attack against the target even if you don't have Advantage on the attack roll, but not if you have Disadvantage on it.
Deciphered Tactics. You add 1d4 to attack rolls you make against the target, and to saving throws against effects they force you to make.
Your observation skills are unparalleled. You have Advantage on Investigation and Perception checks if you move no more than half your Speed on the same turn.
You have practiced new ways to use your Sneak Attack. The following effect is now among your Cunning Strike options.
Scrutinize (Cost: 1d6). On your next turn, you have Advantage on your first attack against the target.
Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you don’t have the Blinded or Deafened conditions. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature three times, and you regain all expended uses of it when you finish a Long Rest. You gain an additional use of it at level 17.
You learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, the cost of your Cunning Strike options against that creature are each reduced by 2d6, to a minimum cost of 0 dice.
Update Log
Updated by Spaghetti0 and PerfectlyCircularSeal
Outsmart Opponents with Masterful Tactics
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
You possess the skills and knowledge to blend into your environment, no matter the occasion.
Mastermind’s Toolset. You gain a Disguise Kit, a Forgery Kit and one Gaming Set of your choice. You have proficiency with each of them.
Polyglot. You learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
You can use your mastery over battlefield tactics to more skillfully direct your allies
Swift Aid. You can use the Help action as a Bonus Action.
Keen Advice. When you use the Help action to aid an ally in making an ability check, that creature can be within 30 feet of you, rather than 5 feet from you, provided the ally can see or hear you.
Expose Weaknesses. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, provided the target and the ally can both see or hear you. If the attack you aided hits, the ally adds half the number of your Sneak Attack dice (rounded down) to the damage roll.
You have practiced new ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.
Discern (Cost: 1d6). The DM tells you if the creature is equal, superior, or inferior to you in two ability scores of your choice.
Uncover (Cost: 1d6). The next time you deal Sneak Attack damage to this creature before the end of your next turn, one of the Cunning Strike options you use on that Sneak Attack costs up to 2d6 less to use, to a minimum cost of 0 dice.
You can sometimes cause another creature to suffer an attack meant for you. When you are hit by an attack, you can use your Reaction to choose another creature within 5 feet of you. The triggering attack hits the chosen creature instead.
Your keen mind is not easily influenced.
Mastery Over Mind. You have Advantage on Charisma, Intelligence and Wisdom saving throws. If you succeed on a saving throw using one of these abilities, you can cause the creature that forced you to make the saving throw to take Psychic damage equal to your Rogue level. Once you deal this damage, you cannot do so again until the start of your next turn.
False Thoughts. Your thoughts can't be read by Telepathy or other means, unless you allow it. You can present false thoughts to a creature attempting to read your mind.
Hidden Truth. No matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Update Log
Updated by Shades the Mothman
Overwhelm the Living with Deathly Power
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?
Echoes of those who have died cling to you. Whenever you finish a Short or Long Rest, you can gain proficiency in one skill or tool of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature again.
As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (rounded up). The second creature takes Necrotic damage equal to the result, as wails of the dead sound around them for a moment.
Once you use this feature, you cannot use it again until you finish a Short Rest or a Long Rest.
When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a Soul Trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.
You can have a maximum of 2 Soul Trinkets at a time, and you can't create one while at your maximum. The maximum number of trinkets you can have increases to 3 when you reach level 9, to 4 when you reach level 13, and to 5 when you reach level 17.
You can use soul trinkets in the following ways:
Wailing Soul. When you deal Sneak Attack damage on your turn and you have already used your Wails from the Grave feature, you can destroy one soul trinket that is on your person to use it again.
Speak with Spirit. As an action, you can destroy one of your Soul Trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
Your vitality is enhanced by your connection to the dead, enhancing your being in the following ways:
Ghostly Vitality. While a Soul Trinket is on your person, you have Advantage on Death Saves and Constitution saving throws.
Minor Exorcism. You can use your action to target an ally you can see within 30 feet of you and destroy a Soul Trinket that is on your person to end one effect on that creature causing it to have the Charmed or Frightened condition, or an effect causing it to be possessed.
Screams of the Dead. When you use your Wails from the Grave feature, you can target 2 additional creatures instead of 1 to deal Necrotic damage to.
You can phase partially into the realm of the dead, becoming like a ghost. As a Bonus Action, you assume a spectral form. While in this form, you have a Fly Speed of 10 feet, you can hover, and attacks have Disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a Bonus Action. To use this feature again, you must finish a Long Rest or destroy one of your Soul Trinkets as part of the Bonus Action you use to activate Ghost Walk.
Your association with death has become so close that you gain the following benefits:
Shrieks of the Dead. When you use your Wails from the Grave, you can now target 3 creatures instead of 2, and one of these creatures can be the original target of the Sneak Attack.
Call Upon the Fallen. At the end of a Long Rest, a Soul Trinket appears in your hand if you are missing any of your Soul Trinkets, as the spirits of the dead are drawn to you.
Update log
Updated by Spaghetti0
Skirmish with Speed and Skill
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.
You are difficult to pin down during a fight. When a creature moves into a space within 5 feet of you or ends its turn there, you can use your Reaction to move up to half your Speed. This movement doesn’t provoke Opportunity Attacks.
Starting at level 5, you can move in this way when you use Uncanny Dodge, as part of the same Reaction.
You have proficiency and Expertise in the Nature and Survival skills. If you already have Expertise with either skill, you choose one of your other skill proficiencies and gain Expertise with it instead.
Your Speed increases by 10 feet. If you have a Climb Speed or a Swim Speed, they also benefit from this increase.
In addition, you no longer need to forgo any Sneak Attack dice in order to use the Withdraw option of your Cunning Strike.
You excel at leading ambushes and acting first in a fight. You have Advantage on Initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have Advantage until the start of your next turn.
You can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a Bonus Action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.
Update Log
Updated by Wizards of the Coast, transcribed and tweaked by Spaghetti0
Excel in Single Combat with Brash Confidence
As a Swashbuckler, you focus on the art of the blade, bringing speed, elegance and charm to your combat style - topped off with an exquisite flourish of panache. You excel in single combat, and your methods make a duel look like a flamboyant performance.
You’ve learned how to land a strike then slip away without reprisal. If you make a melee attack against a creature during your turn, that creature can’t make Opportunity Attacks against you for the rest of that turn.
You have honed your skills in one to one battles.
Initiative. You can add your Charisma modifier to your Initiative rolls.
Mano A Mano. You gain an additional way to use your Sneak Attack; you don’t need Advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have Disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
You have practiced new ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.
Goad (Cost: 1d6). The target must succeed on a Wisdom saving throw, or until the end of its next turn, the target has Disadvantage on attack rolls other than you, and can’t make Opportunity Attacks against creatures other than you.
Awe (Cost: 3d6). Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or have the Charmed condition until the end of your next turn.
You have practiced new ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.
Parrying Stance (Cost: 2d6). Roll a d6. Until the start of your next turn, you gain a bonus to your AC equal to the number rolled.
Invigorate (Cost: 2d6). Choose a creature you can see within 30 feet of yourself. Until the end of that creature’s turn, whenever it makes an attack roll or a saving throw, it can roll a d6 and add the number rolled to the attack roll or saving throw.
Immediately after you use your Sneak Attack, you can make another attack against the same target, provided you are within 5 feet of it and no other creatures are within 5 feet of you.
Update Log
Updated by Spahgetti0
Channel Magic of the Upper Planes
Sometimes the spark of magic that fuels a Sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Sorcerer, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Sorcerer can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Sorcerer may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Your link to the Divine allows you to learn spells from the Cleric class. When your Spellcasting feature lets you learn or replace a Sorcerer cantrip or prepare a Sorcerer spell of level 1 or higher, you can choose the new spell from the Cleric spell list or the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell.
In addition, your connection to a Divine source of magic ensures that you always have certain spells ready; when you reach a Sorcerer level specified in the Divine Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level | Spells |
3 | Cure Wounds, Enhance Ability, Protection from Evil and Good, Spiritual Weapon |
5 | Mass Healing Word, Revivify |
7 | Death Ward, Guardian of Faith |
9 | Commune, Summon Celestial |
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. You can use this feature a number of times equal to your Charisma modifier (minimum once) and you regain all expended uses when you finish a Long Rest. You cannot use this feature multiple times on the same roll.
Whenever you cast a spell that restores Hit Points to a creature, you can modify that spell in one of the following ways:
Empowered Healing. You can add your Charisma modifier to one of the spell’s healing rolls.
Discounted Metamagic. You can reduce the cost of one of your Metamagic options on that spell by 1 Sorcery Point.
You can take a Bonus Action to manifest a pair of spectral wings from your back. While the wings are present, you have a Fly Speed equal to your Speed. The wings last until you have the Incapacitated condition, you die, or you dismiss them as a Bonus Action.
The wings have an appearance of your choice, and may take on an appearance fitting to the source of your divine power: eagle wings for good aligned sources, bat wings for evil and dragonfly wings for neutral.
You gain the ability to overcome grievous injuries. As a Bonus Action when you are Bloodied, you can regain a number of Hit Points equal to half your Hit Point Maximum.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 6 Sorcery Points to restore its use (no action required).
Update Log:
Updated by Spaghetti0
Unleash the Radiant Power of the Moon
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world’s three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world’s twelve moons.
You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
Whenever you finish a Long Rest, you can choose what Lunar Phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon.
Your connection to your current Lunar Phase ensures you have certain spells ready; when you reach a Sorcerer level specified in the Lunar Spells table, you thereafter always have the spells listed under the column of your current Lunar Phase prepared.
Sorcerer Level | Full Moon Spells | New Moon Spells | Crescent Moon Spells |
3 | Lesser Restoration, Shield | Blindness/ Deafness, Ray of Sickness | Alter Self, Color Spray |
5 | Dispel Magic | Vampiric Touch | Phantom Steed |
7 | Death Ward | Confusion | Hallucinatory Terrain |
9 | Rary’s Telepathic Bond | Hold Monster | Mislead |
You can call down the radiant light of the moon on command. You always have the Moonbeam spell prepared, and when you cast it, you can do so by expending two Sorcery Points instead of a spell slot. When you do so, you can move the Cylinder on your subsequent turns using a Bonus Action instead of an action.
Starting when you reach level 5 as a Sorcerer, you can cast Moonbeam as if with a higher level spell slot than level 2, at a rate of 1 extra Sorcery Point per level above 2. The maximum number of Sorcery Points you can spend is equal to half your Sorcerer level (rounded up) to an overall maximum of 5 Sorcery Points.
The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:
Full Moon. Abjuration and Divination spells.
New Moon. Enchantment and Necromancy spells.
Crescent Moon. Illusion and Transmutation spells.
Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the Sorcery Points spent by 1 (minimum 0). You can reduce the Sorcery Points spent for your Metamagic a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
You gain greater control over the phases of your lunar magic.
Short Rest Phase Shift. You can change your current Lunar Phase to a different one when you finish a Short Rest.
Rapid Phase Shift. As a Bonus Action, you can expend 1 Sorcery Point to change your current Lunar Phase to a different one.
The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:
Full Moon. You can use a Bonus Action to shed bright light in a 10 foot Emanation and dim light for an additional 10 feet, or to douse the light. In addition, you and creatures of your choice have Advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
New Moon. You have Advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have Disadvantage against you.
Crescent Moon. You have Resistance to Necrotic and Radiant damage.
As a Bonus Action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the Bonus Action you take to change your Lunar Phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
Full Moon. You radiate moonlight for a moment. Each creature of your choice within a 30 foot Emanation from you must succeed on a Constitution saving throw against your spell save DC or have the Blinded condition until the end of its next turn. In addition, one creature of your choice in the Emanation regains 3d8 Hit Points.
New Moon. You momentarily emanate gloom. Each creature of your choice 30 foot Emanation from you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 Necrotic damage and have its Speed reduced to 0 until the end of its next turn. In addition, you have the Invisible condition until the end of your next turn, or until immediately after you make an attack roll or cast a spell.
Crescent Moon. You can magically Teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature Teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature have Resistance to all damage until the start of your next turn.
Once you use one of these benefits, you can’t use that benefit again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.
Update Log:
Updated by Spaghetti0
Cover All with Darkness Using Fel Magic
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
d6 | Quirk |
1 | You are always icy cold to the touch. |
2 | When you are asleep, you don’t appear to breathe (though you must still breathe to survive). |
3 | You barely bleed, even when badly injured. |
4 | Your heart beats once per minute. This event sometimes surprises you. |
5 | You have trouble remembering that living creatures and corpses should be treated differently. |
6 | You blinked. Once. Last week. |
Your connection to the Shadowfell ensures you always have certain spells ready; when you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level | Spells |
3 | Darkness, False Life, Inflict Wounds, Pass without Trace |
5 | Fear, Summon Shadowspawn |
7 | Blight, Phantasmal Killer |
9 | Contagion, Seeming |
You have Darkvision with a range of 120 feet. If you already have Darkvision of this range or greater, it increases by 30 feet.
In addition, when you cast the Darkness spell, you can choose to do so by expending 2 Sorcery Points instead of a spell slot. When you do so, you can see through the darkness created by the spell.
Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 Hit Points, you can make a Charisma saving throw (DC equals 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by Radiant damage or by a Critical Hit.
After the saving throw succeeds, you can’t use this feature again until you finish a Long Rest.
You gain the ability to call forth a howling creature of darkness to harass your foes.
Summoning the Hound. As a Bonus Action, you can spend 3 Sorcery Points to magically summon a Hound of Ill Omen of shadow to target one creature you can see within 120 feet of you. The Hound appears in an unoccupied space you can see within 30 feet of the target. See the Hound of Ill Omen Stat Block for its statistics.
Combat. In combat, the Hound shares your Initiative count, but takes its turn immediately after yours.
Duration. The Hound disappears if it is reduced to 0 Hit Points, if you summon another one or after 1 minute. If the target is reduced to 0 Hit Points, you can take a Bonus Action on your next turn to designate a new creature you can see within 120 feet to be the target, otherwise, the Hound disappears at the end of the turn.
You gain the ability to step from one shadow into another. When you are in dim light or darkness, you can use your Bonus Action to magically Teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You can expend 2 Sorcery Points to remove the restriction that you must start and end the teleport in Dim Light or Darkness.
When you activate your Innate Sorcery feature you can magically transform yourself into a shadowy form. While active, you have Resistance to all damage except Force and Radiant damage, and you can move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or an object, you take 1d10 Force damage and are shunted to the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend 5 Sorcery Points to use it again.
Hound of Ill Omen Medium Monstrosity | |||||||||||
Armor Class 11 + your Charisma modifier (natural armor) Hit Points 10 + 5 times your Sorcerer level Speed 50 ft. | |||||||||||
Mod | Save | Mod | Save | Mod | Save | ||||||
Str | 17 | +3 | +3 | Dex | 15 | +2 | +2 | Con | 15 | +2 | +2 |
Int | 3 | -4 | -4 | Wis | 12 | +1 | +1 | Cha | 7 | -2 | -2 |
Skills Perception +3 Senses Darkvision 60 ft., Passive Perception 13 Languages understands the languages you speak CR - (XP 0; PB = your PB) Traits | |||||||||||
Incorporeal. The Hound can move through other creatures and objects as if they were difficult terrain. It takes 5 force damage if it ends its turn inside an object. Tunnel Vision. The Hound automatically knows the target's location, can always see it, and the target is unable to be Hidden from it. The Hound can only use its action to attack the target. The hound can make Opportunity Attacks, but only against the target. Hound’s Curse. While the Hound is within 5 feet of the target, the target has Disadvantage on saving throws against any spell you cast. Pack Tactics. The Hound has Advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated. Actions | |||||||||||
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 plus your Charisma modifier Necrotic damage. |
Update Log:
Updated by Spaghetti0 and PerfectlyCircularSeal
Unleash the Crackling Storm Within
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Your connection to the storm ensures you always have certain spells ready; when you reach a Sorcerer level specified in the Storm Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level | Spells |
3 | Fog Cloud, Gust of Wind, Thunderwave, Warding Wind |
5 | Call Lightning, Sleet Storm |
7 | Storm Sphere, Ice Storm |
9 | Cone of Cold, Maelstrom |
You have an arcane storm whirling through your body. Immediately before or after you cast a spell of level 1 or higher, you can cause your inner storm to manifest in one of the following ways.
Tempestuous Ascent. Elemental air carries you aloft. You fly up to 10 feet without provoking Opportunity Attacks. You safely descend at the start of your next turn.
Arcane Tempest. You whip up an arcane storm around you. Each creature within 10 feet of you must make a Strength save. On a failed save, they are pushed 10 feet away from you in a straight line.
If your Innate Sorcery is active, the distance you can fly or push creatures away is doubled.
You are overflowing with storming energy.
Lightning Rod. You have Resistance to Lightning and Thunder damage.
Storm Transmutation. When you cast a spell that deals Acid, Cold, Fire or Poison damage, you can change that damage type to Lightning or Thunder.
Whenever you deal Lightning or Thunder damage with a Sorcerer spell that requires you to make an attack roll, you can spend 2 Sorcery Points to let your storm energy arc towards nearby targets. Choose up to two different creatures within 15 feet of the original target. Each creature must succeed on a Dexterity save or take 2d6 Lightning or Thunder damage (your choice). When your Innate Sorcery is active, you choose an additional target.
Whenever you use your Storm Within feature, you can spend 2 Sorcery Points to gain the following benefits.
Armor of Winds. When you choose your Tempestuous Ascent option, you gain a +2 bonus to your Armor Class and Dexterity saving throws until the start of your next turn. If your Innate Sorcery is active, the bonus is +3 instead.
Triboelectric. When you choose your Arcane Tempest option, any creature that failed its save also takes 2d6 Lightning or Thunder damage (your choice). If your Innate Sorcery is active, the damage is 3d6 instead.
The storm inside of you becomes more powerful.
One with the Storm. You have immunity to Lightning and Thunder damage and you have a Fly Speed of 60 feet.
Blessing of the Tempest. As a Magic action, you can reduce your Fly Speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a Fly Speed of 30 feet for 1 hour. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Update Log:
Updated by Spaghetti0
Draw Power from the Unknowable Oceanic Deeps
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.
Entities of the deep that might empower a Warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fathomless Spells table, you thereafter always have the listed spells prepared.
Warlock Level | Spells |
3 | Create or Destroy Water, Gust of Wind, Thunderwave, Silence |
5 | Lightning Bolt, Sleet Storm |
7 | Control Water, Evard’s Black Tentacles |
9 | Bigby’s Hand (appears as a tentacle), Conjure Elemental |
You can magically summon a spectral tentacle that strikes at your foes. As a Bonus Action, 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 to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 Cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach level 10 in this class, the damage increases to 2d8.
As a Bonus Action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
You gain a Swim Speed of 40 feet, and you can breathe underwater.
You are now even more at home in the depths. You have Resistance to Cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can take a Reaction to choose one of those creatures and reduce the damage to that creature by an amount equal to 1d8 plus half your Warlock level.
You can cast the Evard’s Black Tentacles spell without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
When you cast this spell, your patron’s magic ensures the spell’s resiliency. Your Concentration on the spell is only broken if you have the Incapacitated condition, and Concentrating on it does not prevent you from Concentrating on other Warlock spells.
As a Magic action, enormous spectral tentacles burst from your surroundings, which grab you and up to 5 creatures of your choice that you can see within 30 feet of you. The tentacles move each creature to an unoccupied space you can see of your choice within 120 feet of its starting position, and then disappear. Unwilling creatures can make a Strength saving throw against your spell save DC to avoid being moved.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Update Log:
Updated by Spaghetti0
Negotiate Carefully with an Elemental Wish-Granter
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
You choose your patron’s kind or determine it randomly, using the Genie Kind table.
d4 | Kind | Element | Damage Type |
1 | Dao | Earth | Bludgeoning |
2 | Djinni | Air | Thunder |
3 | Efreeti | Fire | Fire |
4 | Marid | Water | Cold |
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Genie Spells table, you thereafter always have the listed spells prepared. You prepare the spells in the Genie Spells column and the column appropriate to your patron’s Genie Kind. In addition, the Wish spell is added to the Warlock spell list for you.
Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is.
Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells |
3 | Detect Evil and Good, Phantasmal Force | Sanctuary, | Gust of Wind, | Burning Hands, | Blur, Fog Cloud |
5 | Create Food and Water | Meld into Stone | Wind Wall | Fireball | Sleet Storm |
7 | Summon Elemental | Stone Shape | Greater Invisibility | Fire Shield | Control Water |
9 | Creation | Wall of Stone | Seeming | Flame Strike | Cone of Cold |
Bottled Respite. As a Magic action, you can touch the vessel and magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius Cylinder, which is 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your Charisma modifier (minimum, 1 hour). You exit the vessel early if you use a Bonus Action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a Long Rest.
Genie’s Wrath. Once during each of your turns, when you hit with an attack roll while touching the vessel, you can deal extra damage to the target equal to your Charisma modifier (minimum 1 damage). The type of this damage is determined by your patron’s Genie Kind.
Vessel Statistics. The vessel’s AC equals your spell save DC. Its Hit Points equal your Warlock level plus your proficiency bonus, and it has Immunity to Poison and Psychic damage.
Restoring the Vessel. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
You begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s Genie Kind.
In addition, as a Bonus Action, you can give yourself a Fly Speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
When you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a Bonus Action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a Short Rest, and anyone can add your Charisma modifier (minimum 1) to the number of Hit Points they regain if they spend any Hit Dice as part of a Short Rest there.
You entreat your patron to grant you a small wish. As a Magic action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is level 6 or lower and has a casting time of an 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.
Once you use this feature, you can’t use it again until you finish a Long Rest
Update Log:
Updated by PerfectlyCircularSeal
Strike Foes with Powers of Shadow
You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Hexblade Spells table, you thereafter always have the listed spells prepared.
Warlock Level | Spells |
3 | Blur, Shadow Blade, Hex, Shield |
5 | Blink, Elemental Weapon |
7 | Phantasmal Killer, Fire Shield |
9 | Hold Monster, Cone of Cold |
You gain Armor Training with Medium Armor and Shields, and you gain the use of the Mastery property of one weapon you have proficiency with of your choice. When you finish a Long Rest, you can choose a different weapon and gain its Mastery property instead.
You gain the ability to place a baleful curse on your enemies. As a Bonus Action, you can choose a creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if you have the Incapacitated condition or if you die. Until the curse ends, you gain the following benefits:
Improved Critical. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
Maim. Once per turn, when you hit the cursed target with an attack, you can deal additional damage equal to 2 plus half of your Warlock level.
Reaper. If the cursed target dies, you can take a Bonus Action to curse a new creature, or end the curse and regain Hit Points equal to half of your warlock level + your Charisma modifier (minimum of 1 Hit Point).
You can use this feature twice and regain all expended uses when again you finish a Short or Long Rest.
You can curse the soul of a creature you slay, temporarily binding it in your service. When you slay a creature, you can cause its spirit to rise from its corpse as an Accursed Specter, as detailed below. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
The Accursed Specter remains in your service until the end of your next Long Rest, at which point it vanishes to the afterlife. Once you bind an Accursed Specter with this feature, you can't use the feature again until you finish a Long Rest.
Accursed Specter Medium Undead | |||||||||||
Armor Class 12 (natural armor) Hit Points 22 + half of your Warlock level Speed 0 ft., Fly 50 ft. (Hover) | |||||||||||
Mod | Save | Mod | Save | Mod | Save | ||||||
Str | 1 | -5 | -5 | Dex | 14 | +2 | +2 | Con | 11 | +0 | +0 |
Int | 10 | +0 | +0 | Wis | 10 | +0 | +0 | Cha | 11 | +0 | +0 |
Damage Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft., Passive Perception 10 Languages Understands all languages it knew in life but can't speak CR - (XP 0; PB = your PB) | |||||||||||
Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Actions | |||||||||||
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. |
Your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your Reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Your Hexblade’s Curse becomes more debilitating. When you curse a creature with your Hexblade’s Curse, you gain the following benefits:
Impending Doom. The cursed target has its Speed reduced by 15 feet.
Relentless Curse. You can take a Bonus Action to teleport up to 60 feet to an unoccupied space you can see within 5 feet of the cursed target. To teleport in this way, you must be able to see the cursed target.
Update Log:
Updated by Spaghetti0
Entreat an Undead Being for Immortal Power
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.
Warlock Level | Spells |
3 | Bane, Blindness/Deafness, |
5 | Speak with Dead, Summon Undead |
7 | Death Ward, Greater Invisibility |
9 | Antilife Shell, Cloudkill |
You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
Temporary Hit Points. You gain Temporary Hit Points equal to 1d10 + your Warlock level.
Dreadful Strikes. Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target has the Frightened condition until the end of your next turn.
Fear Immunity. You have Immunity to the Frightened condition.
Appearance. The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
You can transform a number of times equal to your Charisma Modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with Necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the Necrotic damage the target takes.
Your connection to undeath and necrotic energy now saturates your body. You have resistance to Necrotic damage. If you are transformed using your Form of Dread, you instead have Immunity to Necrotic damage.
In addition, when you would be reduced to 0 Hit Points, you can use your Reaction to instead have a number of Hit Points equal to your Warlock level plus your Charisma modifier and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes Necrotic damage equal to 2d10 + your Warlock level. You then gain 1 level of Exhaustion. Once you use this Reaction, you can’t do so again until you finish a Long Rest.
Your spirit can become untethered from your physical form. As a Magic action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.
Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your Concentration is broken (as if Concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice). While projecting your spirit, you gain the following benefits:
Resistances. Your spirit and body gain resistance to Bludgeoning, Piercing, and Slashing damage.
Spirit Casting. When you cast a spell of the Conjuration or Necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
Fly Speed. You have a Fly Speed equal to your walking speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
Necrotic Healing. While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Update Log:
Updated by Spaghetti0
Demonstrate the True Power of the Word
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time Wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see Wizards traveling without books and scrolls sprouting from their bags, and a Wizard would go to great lengths to plumb an archive of ancient knowledge.
Among Wizards, Arcane Scribes are the most bookish. While Arcane Scribes take many forms, their mission is consistent: recording magical discoveries so that wizardry can flourish. And while all Wizards value spellbooks, Scribes magically awaken their books, turning it into a trusted companion. All Wizards study books, but a wizardly scribe talks to theirs!
As a Bonus Action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
Inkless. The quill doesn’t require ink. When you write with it, it produces non-magical ink in a color of your choice on the writing surface.
Quick Copying. The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription. The cost is also reduced by half.
Arcane Eraser. You can erase anything you write with the quill if you wave the feather over the text as a Bonus Action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.
Using specially prepared inks and ancient incantations passed down by your wizardly tradition, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits:
Spellcasting Focus. You can use the book as a spellcasting focus for your wizard spells.
Damage Swap. When you cast a Wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
Quick Ritual. When you cast a Wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a Long Rest.
If necessary, you can replace the book over the course of a Short Rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
You can conjure forth the mind of your Awakened Spellbook.
Conjuring the Mind. As a Bonus Action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space you can see within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
Senses. While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
Shared Spellcasting. Whenever you cast a Wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.
Moving the Mind. As a Bonus Action, you can cause the spectral mind to Move up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
Duration. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a Bonus Action. Once you conjure the mind, you can’t do so again until you finish a Long Rest, unless you expend a spell slot of level 1 or higher to conjure it again.
Whenever you finish a Long Rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.
The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of level 1 or 2 and must have a casting time of an action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as a Magic action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next Long Rest.
You are also adept at crafting spell scrolls, which are described in Chapter 6 of the Player’s Handbook. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have Advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.
Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your Reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three level 3 spells, or some other combination. If there aren’t enough spells in the book to cover this cost, you drop to 0 Hit Points.
Until you finish 1d3 Long Rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook. Once you use this Reaction, you can’t do so again until you finish a Long Rest.
Update Log:
Updated by PerfectlyCircularSeal
Balance Sword and Spell with the Power of Song
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
You have Armor Training with Light Armor and you have proficiency in one martial melee weapon that lacks the Two-Handed property and in the Performance skill. If you already have proficiency in the Performance skill, you gain proficiency in another skill available to Wizards at level 1.
Using your Bonus Action, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus for 1 minute. It ends early if you have the Incapacitated condition, if you don Medium Armor, Heavy Armor or a Shield, if you use two hands to make an attack with a weapon, or if you die. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits:
Keen Defense. You gain a bonus to your Armor Class equal to your Intelligence modifier (minimum of +1).
Increased Speed. Your Speed increases by 10 feet.
Deft Movement. You have Advantage on Dexterity (Acrobatics) checks.
Hyperfocus. You gain a bonus to any Constitution saving throw you make to maintain your Concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use your Bladesong a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses of it when you finish a Long Rest.
You can attack twice instead of once whenever you take the Attack action on your turn.
In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your Reaction to expend one spell slot and reduce the damage to take by an amount equal to five times the spell slot's level.
While your Bladesong is active, you can add your Intelligence modifier (minimum of +1) to the damage of your melee attacks.
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Exercise Influence over Time
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
You can magically exert limited control over the flow of time around a creature. As a Reaction, after you or a creature you can see within 30 feet of you makes a D20 Test, you can force the creature to reroll. The target must use the result of the second roll. You can use this ability twice, and you regain any expended uses when you finish a Long Rest.
Your ability to peer into the different possible futures gives you an edge in combat. You have Advantage on Initiative rolls.
As a Magic action, you can force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature has the Incapacitated condition and has a Speed of 0. You can use this feature a number of times equal to your Intelligence modifier (a minimum of 1). You regain all expended uses when you finish a Long Rest.
When you cast a spell with a casting time of an action using a spell slot of level 4 or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to Poison and Psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can take the Magic action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
Once you create a bead with this feature, you can't do so again until you finish a Short or Long Rest.
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes a D20 Test, you can use your Reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
When you use this feature, you gain one level of Exhaustion. Only by finishing a Long Rest can you remove a level of exhaustion gained in this way.
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Updated by PerfectlyCircularSeal and Spaghetti0
Warp Space to Summon Allies and Teleport
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
Choose two Conjuration spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Conjuration spell from the Wizard spell list to your spellbook for free.
You can use a Magic action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a Long Rest or you cast a Conjuration spell of level 1 or higher to regain its use.
You can use a Magic action to magically change the form of a creature summoned by a Conjuration spell you have cast to a different form that spell can summon, provided the spell only summons a single creature. The creature’s Hit Points do not change, unless the new form’s Hit Point Maximum is lower than the creature’s current Hit Points, in which case they are reduced to meet the new maximum.
For example, if you are Concentrating on Summon Fey, you could change the Fey Spirit from the Tricksy form to the Fuming form.
While you are Concentrating on a Conjuration spell, your Concentration can't be broken as a result of taking damage.
Any creature that you summon or create with a Conjuration spell has Temporary Hit Points equal to twice your Wizard level.
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Influence Minds with Intricate Charms
As an Enchanter, you have honed your ability to magically entrance and beguile other people and monsters. Some Enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most Enchanters fall somewhere in between.
Choose two Enchantment spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Enchantment spell from the Wizard spell list to your spellbook for free.
Your soft words and enchanting gaze can magically enthrall another creature. As a Magic action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your spell save DC or have the Charmed condition until the end of your next turn. While Charmed in this way, the creature has the Incapacitated condition, its Speed drops to 0, and it is visibly dazed.
On subsequent turns, you can take a Magic action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a Long Rest.
When a creature you can see within 30 feet of you makes an attack roll against you, you can use your Reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the attacker must target a different creature of your choice within the attack’s range, not including you or itself. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that are Immune to the Charmed condition are immune to this effect.
When you cast an enchantment spell of level 1 or higher that targets only one creature, you can have it target a second creature.
You gain the ability to make a creature unaware of your magical influence on it. When you cast an Enchantment spell on one or more creatures, you can alter one creature’s understanding so that it remains unaware of being affected.
In addition, once before the spell expires, you can use a Magic action to try to make the chosen creature forget some of the time it spent affected by the spell. The creature must succeed on an Intelligence saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your Intelligence modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your Enchantment spell.
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Updated by PerfectlyCircularSeal
Exert Mastery over the Laws of Attraction
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.
As a Magic action, you can alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your Concentration ends (as if you were Concentrating on a spell). Upon reaching level 10 in this class, you can target an object or a creature that is Huge or smaller.
Halved Weight. The creature's Speed increases by 10 feet, it can jump twice as far as normal, and it has Disadvantage on Strength checks and Strength saves.
Doubled Weight. The creature's Speed is reduced by 10 feet, and it has Advantage on Strength checks and Strength saves.
Whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
You can manipulate the velocity of creatures and objects.
Increase Velocity. When another creature that you can see within 60 feet of you hits with an attack, you can use your Reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.
Accelerate Fall. If a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
As a Magic action, you can emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your Concentration ends (as if you were Concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 Force damage, and its Speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you can't do so again until you finish a Long Rest or until you expend a spell slot of level 3 or higher to use it again.
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Updated by PerfectlyCircularSeal and Spaghetti0
Command the Undead and Master Vitality
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
Choose two Necromancy spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Necromancy spell from the Wizard spell list to your spellbook for free.
You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of level 1 or higher, you gain Temporary Hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You also gain this benefit if a creature you summoned or created with a Necromancy spell kills a creature, but only if you are within 60 feet of the creature when it dies.
You don't gain this benefit for killing Constructs or Undead.
You add the Animate Dead spell to your spellbook for free, if it isn’t already there, and you always have it prepared.
When you cast Animate Dead or another Necromancy spell that summons or creates an Undead creature, you can enhance one of the summoned/created creatures in the following ways:
Vigor. The creature’s Hit Point Maximum increases by an amount equal to your Wizard level.
Wrath. The creature uses your spell attack modifier for its attacks, if it wasn’t already higher, and once per turn when it hits, it adds your Intelligence modifier to its damage roll (minimum +1 damage).
Thrall Sight. You can see through the thrall’s eyes (or sockets, as appropriate) and hear what it hears.
Thrall Spells. When you cast a Wizard spell, you can do so as if you were in the Thrall’s space, using its senses. Once you cast a spell in this way, you can’t do so again until you finish a Short or Long Rest.
Once you grant a creature these benefits, you cannot do so again until that creature dies or otherwise disanimates.
You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Fearless. You have Immunity to the Frightened condition.
Resistance. You have Resistance to Necrotic damage.
Secured Vitality. Your Hit Point maximum can’t be reduced by another creature.
You can use magic to bring undead under your control, even those created by other wizards. As a Magic action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has Advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
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Updated by Spaghetti0
Weave Spells to Alter Forms and Compositions
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Choose two Transmutation spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Transmutation spell from the Wizard spell list to your spellbook for free.
As a Magic action, you can temporarily alter the physical properties nearby creatures, objects or surfaces, creating one of the following effects:
Difficult Terrain. Select a point you can see on the ground within 60 feet of you. The area in a 15 foot radius around that point becomes Difficult Terrain for 1 minute if it was normal terrain, or vice versa.
Minor Alchemy. One object you touch composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, is transformed into a different one of those materials for 1 hour. If the object is too large to be held in the palm of your hand, this process takes an additional 10 minutes for each cubic foot of material.
Change Appearance. A willing creature you touch gains the ‘Change Appearance’ benefit of the Alter Self spell, without the need to Concentrate. You choose the target’s new appearance, and the target cannot change their appearance in the way the spell describes.
Only one of these effects can be active at a time, the previous effect instantly ending if you use it again, or if you take a Bonus Action to end it. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
You can spend 8 hours (which can be over the course of a Long Rest) creating a special stone that stores transmutation magic, called a Transmuter’s Stone. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:
Darkvision. Darkvision out to a range of 60 feet
Swift Movement. An increase to Speed of 10 feet.
Fortitude. Proficiency in Constitution saving throws
Energy Resistance. Resistance to Acid, Cold, Fire, Lightning, or Thunder damage (your choice whenever you choose this benefit)
Each time you cast a Transmutation spell of level 1 or higher, you can change the effect of your stone if the stone is on your person.
If you create a new Transmuter’s Stone, the previous one ceases to function.
While you are Concentrating on a Transmutation spell, you can take a Magic action to change the nature of the spell’s transmutation to another that the spell offers. The change has the following effects and conditions:
Eligible Spells. The spell must be a Transmutation spell of level 1 or higher, and it must affect one or more creatures or objects, and not target an area. The spell must involve some element of choice in how its effects manifest.
Same Targets. The targets of the spell must not change as a result of making this change.
Hit Points. If the change would cause a creature’s Hit Points or Temporary Hit Points to change, they change to match that of the new form, unless the new form’s Hit Points or Temporary Hit Points are higher.
Self Transmogrification. If you are the target of the spell, you can take this action even if your form would otherwise prevent you from doing so.
For example, if you were Concentrating on Polymorph, you could use this action to change the target’s form from a Giant Eagle to a Riding Horse, or if you were Concentrating on Alter Self, you could change from having a Natural Weapon to an Aquatic Adaptation.
As a Magic action, you can consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your Transmuter’s Stone is destroyed in the process.
Major Transformation. You can transmute one non-magical object—no larger than a 5-foot Cube—into another non-magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea. You remove all curses, diseases and poisons affecting a creature that you touch with the Transmuter’s Stone. You can also end the effects of a single spell affecting the creature of your choice. The creature also regains all its Hit Points.
Restore Life. You cast the Raise Dead spell on the corpse of a creature you touch with the Transmuter’s Stone, without expending a spell slot or needing to have the spell in your spellbook. The creature instantly regains all its Hit Points.
Restore Youth. You touch the Transmuter’s Stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.
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Updated by Spaghetti0
Mix Protective and Destructive Magic to Master the Battlefield
A variety of arcane colleges specialize in training Wizards for war. The tradition of War Magic blends principles of Evocation and Abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as War Mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War Mages are also adept at turning other spellcasters’ magical energy against them.
In great battles, a War Mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease War Mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”
You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can take a Reaction to gain a +2 bonus to your AC or a +4 bonus to saving throws using that ability score, potentially turning the hit into a miss or a failure into a success. The bonus lasts until the start of your next turn.
When you use this feature, you can’t cast spells of a level higher than one fifth your Wizard level (round down, minimum level 0) until the end of your next turn.
Your keen ability to assess tactical situations allows you to act quickly in battle. You have Advantage on Initiative rolls.
You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a Power Surge.
Free Preparations. You add the Counterspell and Dispel Magic spells to your spellbook for free, if they weren’t there already, and you always have them prepared.
Number of Power Surges. You can store a maximum number of Power Surges equal to your Intelligence modifier (minimum of one). Whenever you finish a Long Rest, your number of Power Surges resets to one. If you end a Short Rest with no power surges, you gain one Power surge.
Gaining Power Surges. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one Power Surge, as you steal magic from the spell you foiled. You also gain one Power Surge when you reduce a creature to 0 Hit Points with a Wizard spell that used a spell slot, but only once per casting.
Spell Empowerment. Once per turn when you deal damage to a creature or object with a Wizard spell, you can spend one Power Surge to deal extra Force damage to that target. The extra damage equals your Wizard level.
The magic you channel helps ward off harm. While you maintain Concentration on a spell, you have a +2 bonus to AC and all saving throws.
Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take Force damage equal to half your Wizard level (rounded up).
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