Tenser's Terrific Tome of Talents

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Table of Contents

Ranger .......................................................................................65
Introduction 3 General Variants ..........................................................65
General Variants ........................................................... 6 Variant Ranger Conclaves .................................. 67
Minor Variants .............................................................. 68
Chapter 1: Races 7 Additional Ranger Conclaves ..........................69
Aarakocra .............................................................................8 Fighting Styles .............................................................. 71
Dragonborn ........................................................................9 Rogue ......................................................................................... 72
Genasi .....................................................................................10 Additional Roguish Archetypes .....................72
Minor Variants ..............................................................11 Sorcerer ..................................................................................76
General Variants ..........................................................76
Chapter 2: Classes 12 Variant Sorcerous Origins ................................ 77
Artificer ..............................................................................13 Additional Sorcerous Origins ........................78
General Variants .......................................................13 Metamagic Options .................................................... 79
Variant Artificer Specializations ..............13 Wild Magic Options ...................................................79
Additional Artificer Specializations .....17 Warlock ...................................................................................81
Barbarian ............................................................................20 General Variants ..........................................................81
Variant Primal Paths .............................................20 Variant Otherworldly Patrons ..................... 84
Additional Primal Paths ....................................21 Additional Otherworldly Patrons .............92
Bard ..........................................................................................25 Variant Eldritch Invocations ..........................94
General Variants .......................................................25 Additional Eldritch Invocations ................. 97
Variant Bardic Colleges .....................................25 Wizard ....................................................................................... 99
Additional Bardic Colleges ............................25 Additional Arcane Traditions ......................... 99
Cleric .....................................................................................28
General Variants .......................................................28 Chapter 3: Feats and Spells 101
Variant Divine Domains ......................................29 Feats ......................................................................................102
Minor Variants ...........................................................32 Variant Feats ..............................................................102
Additional Divine Domains .............................33 Additional Feats .....................................................103
Druid .......................................................................................36 Spells ....................................................................................106
General Variants .......................................................36 Additional Spells ...................................................106
Variant Druid Circles ...........................................36 Variant Spells ........................................................114
Additional Druid Circles .................................. 37
Fighter .................................................................................. 39
Chapter 4: Items 124
General Variants .......................................................39 Variant Magic Items ..............................................125
Variant Martial Archetypes ............................40 Additional Potions ............................................... 126
Minor Variants ...........................................................45
Additional Martial Archetypes ................... 47
Fighting Styles and Maneuvers ..................49
Monk ....................................................................................... 50
General Variants .......................................................50
Variant Monastic Traditions ........................ 53
Minor Variants ...........................................................57
Additional Monastic Traditions ............... 59
Monk Weapons ............................................................60
Paladin ..................................................................................61
Minor Variants ...........................................................61
Additional Sacred Oaths .................................. 61

2
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3
Preface

T
enser's Terrific Tome of Talents is our first Feats
large scale creation for fifth edition Dungeons 1. Elven Accuracy
and Dragons. This guide seeks to solve several 2. Great Weapon Master
issues that we have noticed in our time playing 3. Lucky
this game. This document provides a number 4. Sharpshooter
of variant rules and features meant to remove 5. Sentinel
balance issues where present, improve the out
of combat feature set of several classes, and fix underlying Spells
issues in some classes. 1. Animate Objects, Conjure Animals, Conure Minor
Elementals, and Conjure Woodland Beings with respect
How to use this book to the total difficulty of summoning large numbers of
creatures/objects
This guide provides several variant class features, minor 2. Counterspell is no longer an automatic success
variants to some subclasses, as well as a few major variants 3. Goodberry now consumes its components
to some classes. The DM may pick which, if any, variant 4. Magic Missile as a single damage roll
features to use at their table. However, there are four classes 5. Simulacrum as a high level spellcasting duplicate
with variant features intended to work as a whole class
rebalance, rather than individual feature swapouts: the Miscellaneous
Fighter, the Monk, the Ranger, and the Warlock. When using 1. Tasha's Cauldron of Everything's Variant Racial Ability
the variant features for these classes, you must use all the Scores
listed variant features together. 2. Tasha's Cauldron of Everything's Custom Lineage
3. Rarity of magic items that grant flight
As a DM 4. Racial features which granted flight
As a DM, it is most important to read the General Variants As a Player
section on page 6 of this book. These rules fundamentally This guide also introduces multiple new subclasses, feats,
alter how the game is played, and it is important to know the and spells in addition to large scale variants. As a player you
rules which have changed or been added. It will also allow should read through all your class features and the
you to act as a guide when players are creating new associated reasons (if any) for what changed.
characters and need to be instructed on the new rules under It is perhaps most important to work with your DM to
which they will be playing. Consider sharing this page directly determine if classes, class variants, or additional subclasses
with your players or print off additional copies if needed so work at your table. Perhaps your DM would not allow one
everyone at your table has easy access to the rules. variant subclass, but would allow one of the additional
It is also important to know which rules you may choose to subclasses. It is important to ensure that your choice(s) are
require in your games to limit overpowered options. We felt thematic and fun for everyone (most of all you).
that these rules generally made characters of those levels
more in line with the abilities of other players at that level, or
are modified to improve gameplay. Tenser's Alterations
General Variants
Throughout this guide, there are dozens of green-colored
notes titled "Tenser's Alterations." These notes give a general
1. Death and Dying idea of what was changed about the associated section it is
Class Features presented in. We wanted to include these explanations to
1. College of Eloquence Bard's Silver Tongue and Unsettling clear up any confusion on why something was changed.
Words These notes may be entirely ignored, but serve as a great way
2. Circle of the Moon Druid's Wild Shape CR progression to bring a variant rule to a table with an explanation already
3. Peace Cleric's Emboldening Bond prepared.
4. Twilight Cleric's Vigilant Blessing and Twilight Sanctuary
5. Way of the Open Hand Monk's Quivering Palm
6. Way of Mercy Monk's Hand of Healing and Physician's
Touch
7. Warlock's Eldritch Blast now scales with Warlock level
rather than character level
8. Hexblade Warlock's Hex Warrior
9. Warlock's Armor of Shadows interaction with Abjuration
Wizard

4
Games are for
Everyone!
The 5.5e team believes above all that gaming
is to be enjoyed by anyone and everyone
Stay safe during these troubling times, and
remember that you are loved
General Variant Rules

T
his guide assumes all the following variant Flanking
features are being used when using any of the
content listed throughout this guide. These Instead of advantage, flanking gives a +2 bonus to attack rolls
variant features provide solutions to what we against the flanked target. Additionally, you cannot benefit
consider significant overarching issues within from flanking if you are being flanked.
Fifth Edition Dungeons & Dragons.
If you would like to play without the variant Multiclassing Ability Scores
features, your DM may alter any of them at will You do not need to meet any minimum ability score from a
class you already have levels in to multiclass into another. You
Variant Class Features only need to meet the minimum ability score requirement of
This guide provides several variant class features, small the new class.
changes and buffs to several 20th level class features. The
DM and play may pick and choose to use the variant features, Spellcasting
or use the normal ones. However, there are three classes with A creature can only cast one spell of first level or higher as an
variant features intended to work as a whole class rebalance, action or bonus action on their turn.
rather than individual feature swapouts: the Fighter, the This replaces the rules for Bonus Action Spellcasting
Ranger, and the Warlock. When using the variant features for found on page 202 of the Player's Handbook.
these classes, you MUST use all the listed variant features
together.
Spellcasting Components
Bloodied You may perform the somatic components of a spell using
Several subclasses and class variants in this guide reference one hand even while holding components, a component
a condition known as a bloodied, which is a variant rule pouch, or a spellcasting focus in the same hand.
referencing a creature's current appearance and hit points. If
a creature is at or below 1/2 its hit point maximum, the Starting Health
creature is then considered bloodied. When it reaches this Your hit points at first level are calculated in the following
threshold, the DM announces that the creature is bloodied, way. This has no effect on hit points gained per level.
without revealing the actual number of hit points the creature Hit Points at First Level: 5 + Maximum hit die value +
has. your Constitution modifier
Bonus Action Rules Starting Packs
Bonus actions are particularly swift, completed in only a You can forgo taking the equipment pack listed in your class's
fraction of the time of an Action. As an Action on their turn, "Starting Equipment" and instead choose any of the others
any character can instead take a second Bonus Action. listed on page 151 in the Player's Handbook. Work with your
However, the same bonus action cannot be taken more than DM to determine a valid reason for taking one of these packs
once in a round. Additionally, when taking the Ready action, rather than the original, incorporating elements of your
you may prepare to use a Bonus Action instead of the Action character's backstory.
or movement, as long as you have not already used that
Bonus Action during that round. Suffocation
Death and Dying A creature can hold its breath for a number of minutes equal
to 1 + its Constitution modifier (minimum of 30 seconds).
Whenever you are reduced to 0 hit points, and succeed on Whenever you take damage while you are holding your
your death saving throws or are otherwise stabilized, you breath, you must make a Constitution saving throw. The DC
receive one stack of exhaustion. equals 10 or half the damage you take, whichever number is
higher. If you take damage from multiple sources, such as an
Ending a Grapple arrow and a kraken's tentacle, you make a separate saving
The grappled condition also ends if an effect makes the throw for each source of damage. If you fail the saving throw,
grappled creature more than one size larger than the you loose 1 minute from the remaining time you can hold
creature grappling them. your breath.
If a grappled creature's size changes, the creature When a creature runs out of breath or is choking, it is
grappling them must succeed on a Strength (Athletics) check incapacitated, but can survive for a number of rounds equal
contested by the grappled creature's Strength (Atheletics) or to its Constitution modifier (minimum of 1 round). At the
Dexterity (Acrobatics) check in order to maintain the grapple. start of its next turn, it drops to 0 hit points and is dying, and
it can't regain hit points or be stabilized until it can breathe.
For example, a creature with a Constitution of 14 can hold
its breath for 3 minutes. If it starts suffocating, it has 2
rounds to reach air before it drops to 0 hit points.

6
Races

7
Aarakocra
Aarakocra Traits Proudfeather
The great wingspan and brilliant feathers of the royal eagles
As an aarakocra, you have certain traits in common with your runs deep in your veins. Proud and regal, your ancestors are
people. the kings of the open skies, unmatched in strength and
Ability Score Increase. Your Dexterity score fortitude. Other Aarakocra look to you as both a symbol of
increases by 2 strength and reason in times of strife, as you are a natural
Alternatively, using the optional rule from Tasha's Cauldron born leader of bird-folk.
of Everything you can forgo this increase and apply the Ability Score Increase. Your Charisma score
improvements to any ability score of your choice. increases by 1
Age. Aarakocra reach maturity by age 3. Compared to Apex Predator. Your mighty talons are ideal for snatching
humans, aarakocra don’t usually live longer than 30 years. prety out of midair. You gain advantage on grapple checks.
Alignment. Most aarakocra are good and rarely choose Keen Senses. Your eyes are accustomed to soaring high
sides when it comes to law and chaos. Tribal leaders and above your prey, picking them out from afar. You can see up to
warriors might be lawful, while explorers and adventurers 1 mile away with no difficulty, able to discern even fine details
might tend toward chaotic. as though looking at something no more than 100 feet away
Size. Aarakocra are about 5 feet tall. They have thin, from you. Additionally, you do not suffer disadvantage on
lightweight bodies that weigh between 80 and 100 pounds. Wisdom (Perception) checks that rely on sight while you or
Your size is Medium. whatever you are trying to perceive is in a lightly obscured
Speed. Your base walking speed is 25 feet. area.
Flight. You can begin to fly on your turn (no action
required), gaining a 30 foot fly speed that lasts until the end Reborn
of your turn. You fall if you end your turn in mid-air. You Your ancestry is derived from the fiery cycles of death and
cannot use this feature if you are heavily encumbered or rebirth the ancient Phoenixes undergo. Your feathers
wearing medium or heavy armor. shimmer and flicker in the light, reminscient of the fire that
At 3rd level your fly speed is increased by 5 feet, and you blazes on the wings of your ancestors. Through rebirth, you
do not fall if you end your turn mid-air. However, once you are capable of living far longer than your Avian brethren,
end your turn and nothing else is keeping you aloft, you giving you knowledge of ancient times.
cannot gain altitude until you touch down again. Ability Score Increase. Your Wisdom score
At 5th level your wings fully form, your fly speed is increases by 1
increased by 5 feet and you may fly indefinitely Molten Rejuvination. When you are reduced to 0 hit
Talons. Your talons are natural weapons, which you can points but not killed outright, you can drop to 1 hit point
use to make unarmed strikes. If you hit with them, you deal instead. When you do so, each creature within 10 feet of you
slashing damage equal to 1d4 + your Strength modifier, takes fire damage equal to your proficiency bonus + half your
instead of the bludgeoning damage normal for an unarmed total class levels rounded down. Once you have used this
strike. feature, you may not do so again until after completing a long
Languages. You can speak, read, and write Common, rest.
Aarakocra, and Auran. Additionally, you can comprehend and Flame Affinity. You learn the Produce Flame cantrip, and
verbally communicate with birds. may cast it using Wisdom as your spellcasting ability.
Subrace. There are hundreds of different types of
Aarakocra, reflecting their avian ancestry. These creatures
appear in every color and pattern imaginable. Some of the Tenser's Alterations
most common Aarakocra subraces are presented here. Aarakocra were an incredibly frustrating race for
any DM to deal with. Giving a race one feature
Moontouched which was equivalent to a free 3rd-level spell was
Your eyes glint in the gentle darkness of the forest. Perched not fun or interactive in any way, and made
atop the tallest trees you can hear the barest rustling of the encounter building a nightmare at low levels. It
beasts of the land below you. Your ancestors were the great made the entire race a "feature cannon" where one
owls of the forests, silent hunters of the night. Your feathers feature they got was so good that they could not
are sleek and dark, ideal for diving into combat with nary a get anything else. Even the book, Elemental Evil
Player's Companion, said that they require special
whisper, your talons slicing before any have even noticed your DM's consideration before playing them because
presence. their flight was so good. By reducing the power of
Ability Score Increase. Your Wisdom score their Flight feature and giving them things which
increases by 1 make up for the power loss, we can balance them
Eyes of the Hunter. You gain advantage on Wisdom around other races and the power level of spells
(Perception) checks and Dexterity (Stealth) checks. one would get at associated levels.
Darkivsion. You are accustomed to the low dark forests of
old, granting you vision in dim light and darkness. You can
see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light You can't discern color
in darkness, only shades of gray.

8
Dragonborn
Dragonborn Traits Damage Resistance. You have resistance to the damage
type associated with your draconic ancestry.
Your draconic heritage manifests in a variety of traits you Dragon Hide. Your dragon scales provide you with natural
share with other dragonborn. armor. While you aren't wearing armor, your AC is 13 + your
Ability Score Increase. Your Strength score increases by Dexterity modifier. You can use your natural armor to
2, and your Charisma score increases by 1. determine your AC if the armor you wear would leave you
Alternatively, using the optional rule from Tasha's Cauldron with a lower AC. A shield’s benefits apply as normal while you
of Everything you can forgo this increase and apply the use your natural armor.
improvements to any ability score of your choice. Languages. You can speak, read, and write Common and
Age. Young dragonborn grow quickly. They walk hours Draconic. Draconic is thought to be one of the oldest
after hatching, attain the size and development of a 10-year- languages and is often used in the study of magic.
old human child by the age of 3, and reach adulthood by 15.
They live to be around 80. Variant Feat: Dragon Wings
Alignment. Dragonborn tend to extremes, making a Replaces Dragon Hide
conscious choice for one side or the other in the cosmic war You manifest wings and claws reminiscent of your draconic
between good and evil (represented by Bahamut and Tiamat, ancestors. You gain the following benefits:
respectively). Most dragonborn are good, but those who side
with Tiamat can be terrible villains. Increase your Strength, Constitution, or Charisma by 1, to
Size. Dragonborn are taller and heavier than humans, a maximum of 20.
standing well over 6 feet tall and averaging almost 250 You grow powerful leathery dragon wings out of your
pounds. Your size is Medium. back. You can begin to fly on your turn (no action
Speed. Your base walking speed is 30 feet. required), gaining a 30 foot fly speed that lasts until the
Draconic Ancestry. You have draconic ancestry. Choose end of your turn. You fall if you end your turn in mid-air.
one type of dragon from the Draconic Ancestry table. Your You cannot use this feature if you are heavily encumbered
breath weapon and damage resistance are determined by the or wearing medium or heavy armor. At 3rd level you do
dragon type, as shown in the table. not fall if you end your turn mid-air, however, once you end
Draconic Ancestry your turn and nothing else is keeping you aloft, you cannot
Dragon Damage Type Breath Weapon
gain altitude until you touch down again. Finally at 5th
level your wings fully form and you may fly indefinitely
Black Acid 5 by 30 ft. line (Dex. save) You grow retractable claws from the tips of your fingers.
Blue Lightning 5 by 30 ft. line (Dex. save) Extending or retracting the claws requires no action. The
claws are natural weapons, which you can use to make
Brass Fire 5 by 30 ft. line (Dex. save) unarmed strikes. If you hit with them, you deal slashing
Bronze Lightning 5 by 30 ft. line (Dex. save) damage equal to 1d4 + your Strength modifier, instead of
Copper Acid 5 by 30 ft. line (Dex. save)
the normal bludgeoning damage for an unarmed strike.
Gold Fire 15 ft. cone (Dex. save) Prerequisite: Dragonborn
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save) Tenser's Alterations
Dragonborn were notoriously weak, with their
Silver Cold 15 ft. cone (Con. save) breath weapon making up most of their features.
White Cold 15 ft. cone (Con. save) However, the breath weapon was awful, dealing
about the same damage as a cantrip but only once
Breath Weapon. You can use your action to exhale per long rest. There was no real reason to forgo
destructive energy. Your draconic ancestry determines the making multiple attacks or casting a spell except at
very low levels. By incorporating it into extra attack
size, shape, and damage type of the exhalation. If you have and giving a few more uses, we can incentivise
the Extra Attack feature, this may take the place of one of players to use it without trading off their normal
your attacks damage.
When you use your breath weapon, each creature in the Finally, many other races got armor in addition to
area of the exhalation must make a saving throw, the type of very powerful other features (such as the
which is determined by your draconic ancestry. The DC for Loxodon), so giving them the AC calculation that
this saving throw equals 8 + your Constitution modifier + was originally part of a feat brings them in line with
your proficiency bonus. A creature takes 2d8 damage on a other powerful races.
failed save, and half as much damage on a successful one.
The damage increases to 3d8 at 5th level, 4d8 at 11th level,
and 5d8 at 17th level.
You can use your Breath Weapon a number of times equal
to your proficiency bonus, regaining all uses upon completing
a long rest

9
Genasi
Genasi Traits Fire Genasi
Your genasi character has certain characteristics in common     Ability Scores. Your Intelligence score
with all other genasi. increases by 1.
Ability Score Increase. Your Constitution score Darkvision. You can see in dim light within 60 feet of you
increases by 2. as if it were bright light, and in darkness as if it were dim
Alternatively, using the optional rule from Tasha's Cauldron light. Your ties to the Elemental Plane of Fire make your
of Everything you can forgo this increase and apply the darkvision unusual: everything you see in darkness is in a
improvements to any ability score of your choice. shade of red.
Size. Genasi are as varied as their mortal parents but are Fire Resistance. You have resistance to fire damage.
generally built like humans, standing anywhere from 5 feet to Reach to the Blaze. You know either the Produce Flame
over 6 feet tall. Your size is Medium. or the Control Flames cantrip (your choice). Once you reach
Speed. your base walking speed is 30 feet 3rd level, you can cast the Burning Hands spell, and once you
Age. Genasi mature at about the same rate as humans and reach 5th level, you can cast the Aganazzar's Scorcher spell.
reach adulthood in their late teens. They live somewhat Once you have cast either of these spells in this way, you may
longer than humans do, up to 120 years. finish a long rest in order to cast the spell again using this
Alignment. Independent and self-reliant, genasi tend trait. You can also cast these spells using spell slots you have
toward a neutral alignment. of the appropriate level, or using psi points.
Size. Genasi are as varied as their mortal parents but are Water Genasi
generally built like humans, standing anywhere from 5 feet to
over 6 feet tall. Your size is Medium.     Ability Scores. Your Wisdom score
Languages. You can speak, read, and write Common and increases by 1.
Primordial. Primordial is a guttural language, filled with Acid Resistance. You have resistance to acid damage.
harsh syllables and hard consonants. Amphibious. You can breathe air and water.
Subraces. Four major subraces of genasi are found: Air, Swim. You have a swimming speed of 30 feet.
Earth, Fire, and Water. Choose one of these subraces. Each Call to the Wave. You know the Shape Water cantrip.
subrace grants you access to a number of spells. Constitution Once you reach 3rd level, you can cast the Fog Cloud spell,
is your spellcasting ability for these spells. and once you reach 5th level, you can cast the Create or
Destroy Water spell. Once you have cast either of these spells
Air Genasi in this way, you may finish a long rest in order to cast the
    Ability Scores. Your Dexterity score spell again using this trait. You can also cast these spells
increases by 1. using spell slots you have of the appropriate level, or using psi
Unending Breath. You can hold your breath indefinitely points.
while you're not incapacitated.
Thunder Resistance. You have resistance to thunder Tenser's Alterations
damage. Genasi were a very powerful race, and were a great
Mingle with the Wind. You know the Gust cantrip. Once choice to pick for spellcasters since they could get
you reach 3rd level, you can cast the Feather Fall spell, and spells of a higher level than one could normally
once you reach 5th level, you can cast the Levitate spell. Once cast. However, this proved very problematic as it
you have cast either of these spells in this way, you may finish interacted strangely with certain class features, and
a long rest in order to cast the spell again using this trait. You felt kind of unfair to give spells before anyone else
can also cast these spells using spell slots you have of the could cast it. By giving them a progression of
appropriate level, or using psi points. spells, they become more in line with other
spellcasting races like Tiefling.
Earth Genasi Additionally, some of the subraces got different
    Ability Scores. Your Strength score and more powerful features than others, making a
increases by 1. very strange power dynamic between them. For
example, the Earth Genasi only got the Pass
Earth Walk. You can move across difficult terrain made of Without Trace spell, whereas Fire Genasi got
earth or stone without expending extra movement. resistance to fire, a cantrip, AND a spell. By giving
Return to Earth. You have resistance to fall damage. them all progression and the same number of
Merge with Stone. You know the Mold Earth cantrip. features, we can fix some of the disparity.
Once you reach 3rd level, you can cast the Earth Tremor spell,
and once you reach 5th level, you can cast the Pass Without
Trace spell. Once you have cast either of these spells in this
way, you may finish a long rest in order to cast the spell again
using this trait. You can also cast these spells using spell slots
you have of the appropriate level, or using psi points.

10
Minor Variants
The following races and rules here are only slightly changed, Creature Types Table
fixing some discrepancies and strange interactions. If a Creature Associated Type
feature is not listed here, it remains unchanged. Goliath Giant
Half-Elf (any variant) Fey
Customizing Your Origin Kalashtar Aberration
Ability Score Increases Kenku Beast
If you'd like your character to follow their own path, you may Kobold Dragon
ignore your Ability Score Increase trait and assign ability
score increases tailored to your character. Here's how to do it: Leonin Beast
take three individual +1 bonuses, and allocate each to an Loxodon Beast
ability score of your choice. If your race grants you a feat,
then you only gain two +1 bonuses. Minotaur Monstrosity
Counting these ability score improvements and, if your race Satyr Fey
grants you a feat, any ability score improvement from that, Shifter Monstrosity
you may not gain a bonus greater than +2 in any ability score.
You also can't increase a score above 20. Simic Hybrid Monstrosity
Tabaxi Beast
Custom Lineage Tiefling (any variant) Fiend
Instead of choosing one of the game's races for your Tortle Beast
character at 1st level, you can use the following traits to
represent your character's lineage: Warforged Construct

Ability Score Increase. Choose any two unique ability Yuan-Ti Pureblood Monstrosity
scores to increase by 1.
Size. You size is small or medium (your choice). Kobold
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Dexterity score increases by 2,
Creature Type. You are a humanoid. You determine your and your Intelligence score increases by 1.
appearance and whether you resemble any of your kin. If
you desire, you may choose a secondary creature type in Satyr
addition to humanoid to represent your lineage.
Size. You are Small or Medium (your choice). Magic Resistance. Whenever you are subject to a saving
Feat. You gain one feat of your choice for which you throw made as part of a spell and you have proficiency in the
qualify. save, you gain advantage on it.
Variable Trait. You gain one of the following options of
your choice: (a) darkvision with a range of 60 feet or (b) Tiefling (Winged Variant)
proficiency in one skill of your choice. Flight. You have bat-like wings sprouting from your shoulder
Variable Proficiency. You either gain proficiency with two blades. You can begin to fly on your turn (no action required),
tools, two simple weapons, or a combination thereof. gaining a 30 foot fly speed that lasts until the end of your
Languages. You can speak, read, and write Common and turn. You fall if you end your turn in mid-air. You cannot use
one other language appropriate for your character. this feature if you are heavily encumbered or wearing
medium or heavy armor.
Race Types At 3rd level your fly speed is increased by 5 feet, and you
The following races are considered humanoid as well as do not fall if you end your turn mid-air. However, once you
another type, as shown in the Associated Types column of the end your turn and nothing else is keeping you aloft, you
Creature Types table. cannot gain altitude until you touch down again.
At 5th level your wings fully form, your fly speed is
Creature Types Table increased by 5 feet and you may fly indefinitely
Creature Associated Type
Aarakocra Beast Yuan-Ti Pureblood
Aasimar Celestial Magic Resistance. Whenever you are subject to a saving
throw made as part of a spell and you have proficiency in the
Centaur Fey save, you gain advantage on it.
Dragonborn (any variant) Dragon Poison Resistance. You have advantage on saving throws
Elf (any variant) Fey
against poison and resistance against poison damage.
Firbolg Fey
Genasi (any variant) Elemental

11
Classes

12
Artificer
Artificer Expanded Spell List Tenser's Alterations
The following spells expand the Artificer's Spell list. Artificer was an amazing addition to the Fifth
Artificer Expanded Spell List Edition universe, however, some of the
requirements for their features were slightly too
Spell restrictive as a tradeoff for being flavorful or
Level Spells
worded very strangely. Requiring players to have
0th Booming Blade, Blade Ward, Gust, Green Flame their tools in hand as a spellcasting focus, but not
Blade, Lightning Lure, Produce Flame, True Strike actually saying it was a focus led to some
1st Burning Hands, Chaos Bolt, Chromatic Orb, Color confusing takeaways. Additionally, with each
Spray, Fog Cloud specialization getting a free spell list anyways, it
was strange that it was not worded in the same way
2nd Aganazzar's Scorcher, Cordon of Arrows, Gust of clerics or paladins were with their Domain and
Wind, Hold Person, Knock, Shatter Oath Spells respectively. Finally, giving Mending by
3rd Create Food and Water, Daylight, Lightning Arrrow, default fixes the annoying semi-requirement of
Remove Curse, Stinking Cloud, Sending subclasses having to sacrifice one of its cantrips.
4th Dimension Door, Greater Invisibility
5th Far Step, Hold Monster, Passwall, Reincarnate
Variant Artificer
Variant Feature: Spellcasting Specializations
 1st-level Artificer feature
The following Specializations are fundamentally altered, and
You've studied the workings of magic and how to cast spells, have been almost completely changed from their original
channeling the magic through objects. To observers, you don't state. Each Specialization lists its new features and states at
appear to be casting spells in a conventional way; you appear what level they are granted, and also if it replaces any
to produce wonders from mundane items and outlandish features. If a feature is not listed, it remains unchanged
inventions.
Alchemist
Tools Required An Alchemist is an expert at combining reagents to produce
You produce your artificer spell effects through your tools: mystical effects. Alchemists use their creations to give life
tinkering and inventing mechanisms, potions, or other and to leech it away through powerful potions, oftentimes
technological productions and using those to cast the inventing recipes on the fly for the perfect approach to every
associated spells. You can use any artisan's tools which you situation. These artificers are at home both in a secretive
are proficient with as a spellcasting focus. laboratory, tinkering away on new concoctions and in the field
After you gain the Infuse Item feature at 2nd level, you can of battle, hurling volatile chemicals at enemies or easing the
also use any item bearing one of your infusions as a wounds of their allies.
spellcasting focus.
Cantrips (0-Level Spells) Volatile Substances
At 1st level, you know two cantrips of your choice from the  3rd-level Alchemist feature
artificer spell list and the Mending cantrip. At higher levels, You learn to use your alchemical tools to create volatile
you learn additional artificer cantrips of your choice, as potions, hurling them at creatures to inflict harm. You learn
shown in the Cantrips Known column of the Artificer table. the Acid Splash and Create Bonfire cantrips, which count as
When you gain a level in this class, you can replace one of Artificer spells for you, and do not count against the number
the artificer cantrips you know with another cantrip from the of cantrips you can know. You may only cast these spells
artificer spell list. using your alchemist's supplies as a spellcasting focus.
Specialization Spells Alchemist Specialization Spells
Each artificer Specialization has a list of spells, known as its  3rd-level Alchemist feature
Specialist Spells, that you gain at the artificer levels noted in
the specialization description. Once you gain a spell in this Alchemist Spells
way, you always have it prepared, and it doesn't count against Artificer Level Spells
the number of spells you can prepare each day. These spells 3rd Healing Word, Ray of Sickness
represent the way each Specialization realizes and creates 5th Flaming Sphere, Melf's Acid Arrow
their magic.
If one of the spells on your Specialization Spells List 9th Gaseous Form, Mass Healing Word
doesn't appear on the artificer spell list, the spell is 13th Blight, Death Ward
nonetheless an artificer spell for you.
17th Cloudkill, Raise Dead

13
Experimental Elixir Experimental Elixir
 3rd-level Alchemist feature d20 Potion Type and Effects
When you choose this specialization, whenever you finish a 1 Healing. The drinker immediately regains a number of
long rest, you can magically produce an experimental elixir in hit points equal to 1d4 + your Intelligence Modifier
an empty glass flask or vial. When you do so, roll on the 2 Swiftness. The drinker's walking speed increases by
Experimental Elixir table for the elixir's effect, which is 10 feet for one hour
triggered when someone drinks the elixir. Alternatively, you 3 Resilience. The drinker gains a +1 bonus to AC
may expend a spell slot of 1st level or higher to forgo rolling
on the table and instead choose an effect. Consuming an 4 Boldness. The drinker can roll a d4 and add the
number rolled to every attack roll and saving throw
elixir or administering it to another creature requires an they make
action. Once consumed, a potion's effects last for 1 minute,
unless otherwise stated. 5 Flight. The drinker gains a flying speed of 10 feet for
You can create additional experimental elixirs by one hour
expending a spell slot of 1st level or higher for each one. 6 Transformation. The drinker's body is transformed as
When you do so, you use your action to create the elixir in an if by the Alter Self spell. The drinker determines the
empty flask you touch, and you choose the elixir’s effect from transformation caused by the spell
the Experimental Elixir table. Any elixir you create with this 7 Protection. The drinker gains 1d4 temporary hit
feature lasts until it is drunk or until the end of your next long points at the start of each of their turns
rest. If a potion is not consumed during this time, it congeals 8 Absorbption. The drinker gains resistance to a
into harmless, non-magical sludge. damage type of their choice, choosing from either
When you reach certain levels in this class, you can make acid, cold, fire, lightning, or poison damage
more elixirs at the end of a long rest: two at 6th level and
three at 15th level. Roll for each elixir's effect separately. 9 Cleansing. The drinker is revitalized as if affected by
the Lesser Restoration spell
Each elixir requires its own flask.
10 Courage. The drinker gains advantage on saving
Replicate Potion throws made to resist becoming charmed or
 5th-level Alchemist feature frightened for 1 hour
11 Light. The drinker gives off bright light out to 10 feet,
You learn to create powerful potions to aid your allies and and dim light out to 20 feet
damage your foes. Choose two potions to learn from the
Alchemist Replicable Potions table. The table's title shows 12 Dispersion. All attacks against the drinker gain
the level you must be in this class to learn and create this disadvantage. If they are hit by an attack during this
time, the effect is lost until the start of their next turn
potion. You may choose two additional potions to learn at 9th
level, and again at 13th and 17th level. 13 Vengeance The drinker gains advantage on the first
Whenever you would normally attempt to create an attack roll they make each turn
Experimental Elixir, you may instead attempt to replicate one 14 Polymorph. The drinker transforms into a beast of
of the potions you know. When you do so, you may use your their choice. The chosen beast's CR cannot exceed
alchemist's supplies to perform a complex chemical 1/2
procedure to combine reagents, brewing them into a 15 Clarity. The drinker gains a bonus to their Intelligence,
powerful potion. Upon completion of the procedure, you must Wisdom, and Charisma ability checks equal to your
make an Intelligence check using your alchemists tools. The intelligence modifier (minimum +1).
DC for this check is determined by the potion's rarity, which 16 Vampirism. Whenever the drinker hits a creature with
is shown in the Alchemist Replicable Potions table. On a an attack, they restore 1d4 hit points
successful check, you perfectly replicate your chosen potion
and all its effects, storing it in its own flask. On a failure, the 17 Comprehension. The drinker learns to read, write, and
speak one additional language of their choice for 10
potion breaks down, and becomes an experimental elixir as minutes
normal. Regardless of the result of your ability check, once
you have used this feature, you may not do so again until after 18 Springing. The drinker can jump twice as high, and
completing a long rest. If a potion you replicate has a gains a climbing speed equal to their movement
speed for 10 minutes
duration, it lasts 1 minute even if it would normally last
longer. 19 Awareness. Whenever the drinker makes a perception
check, or rolls for initiative, they roll 1d8 and add it
to their total.
Aquiring new Recipes 20 Transcendence The drinker gains +1 to any save DC it
During your adventures, you may find or learn the forces another creature to make
ingredients and techniques required to make
additional potions. Your DM may allow you to add
these potions to your list of known Replicable
Potions provided you spend the requisite amount
of time or gold to learn such information.
Note that additional potions can be found in the
"Additional Potions" section of this book

14
Alchemical Savant Alchemist Replicable Potions
 5th-level Alchemist feature
You develop masterful command of magical chemicals, Replicable Potions (5th-Level Artificer)
enhancing the healing and damage you create through them. Potion Alchemist's Supplies DC
Whenever you cast a spell using your alchemist’s supplies as
the spellcasting focus, you gain a bonus to one roll of the Potion of Climbing 12
spell. That roll must restore hit points or be a damage roll, Potion of Comprehension 12
and the bonus equals your Intelligence modifier (minimum of Potion of Healing 12
+1).
Potion of Energy 12
Concentrated Elixers Potion of Vision 12
9th-level Alchemist feature which optionally replaces
 Restorative Reagents Potion of Watchful Rest 12

You learn greater control over the volatile elixirs you create. Phial of Illusion 12
Whenever you would roll on the Experimental Elixir table to Potion of Luminescence 12
determine the effects of the potion, you may roll twice instead
of once. Whenever a creature drinks this potion, they gain the Replicable Potions (9th-Level Artificer)
benefits of both rolls. If you expend a spell slot to determine Potion Alchemist's Supplies DC
the effects of an elixir, you may choose two effects rather than
one. You may not apply the same effect multiple times. Potion of Animal Friendship 15
Potion of Fire Breath 15
Chemical Mastery
 15th-level Alchemist feature Potion of Greater Healing 15
Potion of Growth 15
You have been exposed to so many chemicals that they pose
little risk to you, and you can use them to quickly end certain Potion of Hill Giant Strength 15
ailments. You gain the following effects: Philter of Love 15
You gain resistance to acid damage and poison damage, Potion of Resistance (Any) 15
and you are now immune to the poisoned condition. Potion of Water Breathing 15
You can cast the Greater Restoration and Heal spells
without expending a spell slot, without preparing the spell, Replicable Potions (13th-Level Artificer)
and without providing any material components, provided
you use alchemist’s supplies as the spellcasting focus. Potion Alchemist's Supplies DC
Once you cast either spell with this feature, you may not Potion of Clairvoyance 18
cast the same spell again in this way again until you finish Potion of Dimunition 18
a long rest.
Oil of Etherealness 18
Potion of Frost Giant Strength 18
Tenser's Alterations
The Alchemist Specialization was in an interesting Elixir of Health 18
position compared to the others. It was only Potion of Heroism 18
slightly weaker than Artillerist or Battle Smith,
requiring significant expenditure of spell slots to Potion of Invulnerability 18
be useful. However, its main fault (one echoed by Potion of Maximum Power 18
other Specializations as well) was that it lacked any
sort of scaling. Past a certain level, this subclass Replicable Potions (17th-Level Artificer)
became relatively useless, with none of the options
for their elixir staying relevant. By adding more Potion Alchemist's Supplies DC
options, and scaling effects the Alchemist can Oil of Sharpness 21
compare with other support focused class and
subclasses. Additionally, by allowing them to Potion of Invisibility 21
replicate potions in addition to their magical items, Potion of Longevity 21
they remain as a flavorful master of chemicals
while getting a much needed utility increase. Potion of Possibility 21
Potion of Speed 21
Potion of Supreme Healing 21
Potion of Vitality 21
Potion of Mind Control 21
(Any Variant)

15
Artillerist Arcane Firearm
 5th-level Artillerist feature
Artillerist Specialization Spells You learn how to turn a wand, staff, or rod into an arcane
 3rd-level Artillerist feature
firearm, a conduit for your destructive spells. When you finish
Artillerist Spells a long rest, you can use woodcarver's tools to carve special
Artificer Level Spells sigils into a wand, staff, or rod and thereby turn it into your
3rd Shield, Thunderwave
Arcane Firearm. The sigils disappear from the object if you
later carve them on a different item. The sigils otherwise last
5th Scorching Ray, Shatter indefinitely. When you cast an artificer spell through the
9th Fireball, Wind Wall firearm, roll a d8, and you gain a bonus to one of the spell's
damage rolls equal to the number rolled.
13th Ice Storm, Wall of Fire You can use your arcane firearm as a spellcasting focus for
17th Cone of Cold, Wall of Force your artificer spells. In addition, when you use your arcane
firearm to cast an artificer spell with a range other than self,
Arcane Cannon the spell can originate from you or your Arcane Cannon.
 3rd-level Artillerist feature which replaces Eldritch Cannon
Explosive Cannon
You've learned how to create a magical cannon. Using  9th-level Artillerist feature
woodcarver's tools or smith's tools, you can take an action to
magically create a Small or Tiny arcane cannon in an Every Arcane Cannon you create becomes more destructive.
unoccupied space on a horizontal surface within 5 feet of you. Your cannons gain the following benefits:
A Small arcane cannon occupies its space, and a Tiny one The cannon's damage rolls all increase by 1d8.
can be held in one hand. Once you create a cannon, you can't Whenever your cannon would be hit by an attack that
do so again until you finish a long rest or until you expend a would destroy it, you can use your reaction to cause it to
spell slot to create one. You can have only one cannon at a detonate before the attack connects. When you do so,
time and can't create one while your cannon is present. each creature within 10 feet of the cannon must succeed
The cannon is a magical object. Regardless of size, the on a Dexterity saving throw against your spell save DC, or
cannon has an AC of 18 and a number of hit points equal to else take 3d8 force damage and be knocked prone on a
five times your artificer level. It is immune to poison damage failed save. A creature takes half as much damage and
and psychic damage. If it is forced to make an ability check or remains standing on a success.
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 Fortified Position
disappears if it is reduced to 0 hit points or after 1 hour. You  15th-level Artillerist feature
can dismiss it early as an action. You become a master at forming well-defended
When you create the cannon, you determine its appearance emplacements using your Arcane Cannon:
and whether it has legs. You also decide which type it is,
choosing from the options on the Arcane Cannons table. On You and your allies have half cover while within 10 feet of
each of your turns, you can take a bonus action to cause the your Arcane Cannon as a result of a shimmering field of
cannon to activate if you are within 60 feet of it. As part of the magical protection that the cannon emits.
same bonus action, you can direct the cannon to walk or You can now have two cannons at the same time. You can
climb up to 15 feet to an unoccupied space, provided it has create two with the same action (but not the same spell
legs. slot), and you can activate both of them with the same
Arcane Cannons bonus action. You determine whether the cannons are
Cannon Activation
identical to each other or different. You can't create a third
cannon while you have two.
Flamethrower The cannon exhales fire in an adjacent 15-
foot cone that you designate. Each creature
in that area must make a Dexterity saving Tenser's Alterations
throw against your spell save DC, taking Similar to the Alchemist, the Artillerist was never
2d8 fire damage on a failed save or half as
much damage on a successful one. The fire bad, it was just slightly weaker than where it should
ignites any flammable objects in the area be. Especially with the 5th level feature, a level
that aren't being worn or carried. where classes generally hit a massive power spike,
they got a singular extra d8 for their spells. This
Force Ballista Make a ranged spell attack, originating from singular d8 felt especially bad since an Artillerist is
the cannon, at one creature or object within almost always using their spell slots to get their
120 feet of it. On a hit, the target takes 2d8 Cannons. By giving them an additional feature
force damage, and if the target is a creature, which encourages casting more spells (combined
it is pushed up to 5 feet away from the
cannon. with the base feature already giving mending), they
now have significantly more options and utility.
Protector The cannon emits a burst of positive energy Finally, the theming for Eldritch Cannon made no
that grants itself and each creature of your sense, as "Eldritch" is generally used for darker and
choice within 10 feet of it a number of more mystical magic, which is not described here.
temporary hit points equal to 1d8 + your
Intelligence modifier (minimum of +1).

16
Gadget
Additional Artificer Name Effect

Specialties Distraction This is a small unassuming box with a simple


Box timer on it. You may set the timer for up to
10 minutes, after which bright lights and
Gadgeteer noises are played from it for 1 minute, or
Sometimes the best solution is one that involves tons of until it is shut off. This can be seen and heard
unneccessary invention and improvisation. Gadgeteer up to 200 feet away
Artificers specialize in tinkering, creating the perfect Flash Bang You may throw this small bomb at a target
invention for the perfect plan. They are also genius location up to 30 feet away as an action,
innovators when it comes to enhancing and creating new causing all creatures within 20 feet directly
weapons, completely defining new forms of combat and looking at the impact point to make a
perfecting old ones. Dexterity saving throw or else become
blinded for 1 minute. A creature can repeat
this saving throw at the end of each of their
Inventor's Touch turns to end the effect early
 3rd-level Gadgeteer feature
Grapple As an attack or as an action, you may target a
You gain proficiency with Smith's Tools. If you already have Gun surface, object or creature within 20 feet. If
this proficiency, you gain proficiency with one other type of the target is Small or Smaller, you can make a
artisan's tools of your choice. Strength (Athletics) grappling check to pull it
to you and grapple it. Alternatively, if the
target is Medium or larger, you can choose to
Gadgeteer Spells be pulled to it, however, this does not
 3rd-level Gadgeteer feature grapple it. Once you use this Gadget, you
must use a bonus action to reel the grapple
Gadgeteer Spells in.
Artificer Level Spells
Lightning This is a finesse weapon, appearing to be a
3rd Arcane Weapon, Thunderwave Baton regular baton or club made of dark metal.
5th Cloud of Daggers, Heat Metal When you hit a creature with it, lightning
sparks from it, dealing 1 bludgeoning
9th Haste, Tiny Servant damage + 1d6 lightning damage. On a critical
strike, instead of doubling the damage, the
13th Fabricate, Leomund's Secret Chest affected creature must make a DC 14
17th Animate Objects, Transmute Rock Constitution saving throw or else become
stunned until the end of their next turn
Tinker's Creations Mechanized A small gauntlet made of metal slotting over
 3rd-level Gadgeteer feature Bracer your wrist with a trigger mechanism attached
to it. You may attach any weapon with the
Your simple machinations have grown more and more Ranged or Thrown property of 3 lbs or less to
complex, becoming incredibly useful in various situations. it, allowing it to be fired while still keeping
Whenever you finish a short or long rest, you can create a your hands open. It can also hold up to 15
rounds of ammunition. You may use an
Gadget choosing from the list below. You may create a object interaction to reveal or conceal this
number of Gadgets up to your Intelligence modifier weapon, as if it was being sheathed or
(minimum 1). You must destroy an existing Gadget to create a unsheathed
new one upon reaching the maximum number. Oxygen This mechanism is a small mask that fits over
Gadgets Table Recycler your face, giving you the ability to breathe
underwater while you wear it
Gadget
Name Effect Rocket Tip This is a small container, able to hold 1-5 mL
of liquid or some other small chemical (such
Artificer's This a small set of goggles that fit over your as a Smoke Bomb or Flash Bang). You may
Goggles eyes, allowing you to see normally in magical attach this container to any piece of
and nonmagical darkness up to 30 feet ammunition or thrown weapon. When the
Auto This gadget is a metallic gauntlet, fitting over a projectile hits a creature or any other surface,
Rocket creature's hand. Whenever the creature makes the firing pin detonates, immediately
Fists an unarmed strike, they may activate the rocket diffusing the liquid or chemicals within into
fist, giving their Unarmed Strike a range of 30 the air, afflicting the area 20 feet around the
feet, and causing it to deal an extra 1d6 impact point with whatever was within.
bludgeoning damage. You may use Intelligence Smoke You may hurl this small bomb at a target
as your attack modificer for your Rocket Fist. Bomb location up to 30 feet away as an action,
After using this gadget, the rocket fist returns creating a 20 foot radius sphere of smoke,
to its wearer at the start of their next turn which spreads around corners. The affected
area is considered heavily obscured, lasting
for 1 minute, or until a wind of moderate
speed disperses it

17
Precision Weaponry Ultimate Creation
 5th-level Gadgeteer feature  15th-level Gadgeteer feature
you have developed ways to alter weapons to suit your needs, Your expertise with gadgetry is unmatched. As an action on
making them easier to carry, and granting them increased your turn you can deploy a gadget, allowing you to unleash
effects. You may spend 5 GP worth of materials and 10 incredible powers. When you use this feature, select any
minutes tinkering with a weapon or 30 pieces of ammunition evocation spell of between 1st and 6th level from any class's
to grant them one effect, choosing from the list below. spell list with a casting time of 1 action, and that does not
Attempting to use this feature on a weapon or ammunition require concentration. You cast that spell at 6th level
that is already enhanced in this way has no effect. You may following all other casting rules, but without consuming a
spend 10 minutes tinkering with a weapon to remove or spell slot, and without consuming any material components.
replace any existing enhancement it has from this feature Once you have used this feature, you must complete a long
with another from the list. You may have a maximum number rest before using it again.
of items enhanced in this way up to your Intelligence modifier
(30 rounds of ammunition is considered 1 item). After firing Wayfinder
any round of ammunition, the enhancement is lost upon Wayfinders are the antithesis to the typical studious and
impact. book-bound wizard or artificer. These artificers prefer instead
Ranged Weapons to dive headfirst into the unknown, making and recording
Ammunition Cartridge. If the enhanced weapon had the maps of the natural world that are vital for the creation and
loading property, you ignore it. expansion of civilization. Wayfinders are often the first
consulted when trade routes or new roads are constructed,
Precision Sights. You do not suffer a penalty from and will provide detailed planning for such routes.
attacking from long range with this enhanced weapon
Wayfinder Spells
Ammunition  3rd-level Wayfinder feature
Barbed Shots. The enhanced ammunition critically Wayfinder Specialization Spells
strikes on a roll of 19-20 Artificer Level Spells
Heavy Bolts. This enhanced ammunition ignores 1/2 and 3rd Comprehend Languages, Identify
3/4 cover 5th Find Traps, Locate Object
9th Remove Curse, Water Breathing
Melee Weapons
Tempered Steel. A finesse or light weapon enhanced in 13th Dimension Door, Freedom of Movement
this way has its damage die improved by 1 size (from 1d6 17th Far Step, Legend Lore
to 1d8, from 1d8 to 1d10 etc.), up to a maximum of 1d10
Mechano-Stabilizer. A two handed or heavy weapon Outrider's Expertise
 3rd-level Wayfinder feature
enhanced in this way can be used by Small or Tiny
creatures without disadvantage, and its weight is reduced You’re deeply familiar with navigation and geographical
by half. studies in all forms. You gain the following benefits
You gain proficiency with Cartographer’s tools and
Flash of Inspiration
 9th-level Gadgeteer feature Navigator’s tools
You are unaffected by difficult terrain
Your genius with tinkering and gadgets can be used to inspire Whenever you make a Wisdom (Survival) check, you may
others, and create gadgets in a flash. You may use your Flash use Intelligence instead of Wisdom
of Genius feature in the following ways.
Wayfinder's Journal
Assess Tactics. You may use your Flash of Genius feature  3rd-level Wayfinder feature
to enhance Attack rolls as well You begin to keep a record of all locations you have traveled
I've Got it! You may use your Flash of Genius to create in, studying all aspects of your journeys through distant
any Gadget from your Tinker's Creations feature or lands. This grants you bonuses based on experiments and
enhance a weapon with your Precision Weaponry feature records kept. When you choose this specialty at 3rd level, and
using a bonus action instead of the normal time required. every time during a long rest, you may conduct an
experiment, chart the surrounding area, collect flora and
fauna, or some other research you decide on relating to the
collection of data.
Whenever you conduct an experiment in this way, you
record it in your journal. While within 5 miles of the place you
conducted the experiment, you gain the following benefits:

18
You always succeed on Wisdom (Survival) or Intelligence Optical Enhancements
(Nature) checks to determine if a plant is poisonous, and  5th-level Wayfinder Feature
you become immune to poison and disease from natural
sources You may alter the very way your eyes perceive the natural
You learn of a number of beasts and plants native to the world, granting you increased vision. You gain the ability see
area up to your Intellience modifier. through magical and nonmagical darkness out to 30 feet, and
You gain advantage on Intelligence (History) and you gain advantage on checks to perceive illusions.
Intelligence (Nature) checks Additionally, as a bonus action on your turn, you may Lock
On to a creature you can see within 60 feet of you for 1
When you perform your experiment, you may choose a minute, causing swirling red markings to appear over them.
number of creatures up to your Intelligence modifier to also While a creature is Locked Onto, you can see them through
gain these benefits. The chosen creatures must remain all barriers, including magical and nonmagical darkness, and
within hearing distance of you to gain these benefits. you know its exact location. Once per turn, whenever you
make a weapon or spell attack against the marked creature,
A Wayfinder's Journal
you critically strike on a roll of 19-20, and you ignore 1/2 and
3/4 cover. Once you use this feature, you must complete a
To those unfamiliar with Wayfinders, their journals short or long rest before using it again. If you use this feature
appear to be nothing more than a simple volume on a creature which you have recorded in your Wayfinder's
bursting with various indecipherable notes, maps,
and other drawings. To a Wayfinder, it is a personal
Journal, you may use it at will, though you may only have one
log of every experiment, map, and other natural
creature marked in this way at a time.
record of various lands. Such a journal is the If a creature dies while you are Locked Onto it, you regain
product of years of work, and is a personal record the use of this feature.
of the accomplishments of each Artificer.
Replacing the Journal. If your Wayfinder's Journal Scout's Signal
is lost or otherwise destroyed, you must spend  9th-level Wayfinder Feature
time rewriting it and conducting repeat
experiments. You may spend 1d4+1 hours scribing
You learn to create a marker at a target location, designating
another notebook, but half of the total entires are it as a place you have visited and experimented within. You
lost (randomly) from the original inscription. For decide on the appearance of the marker, making it as
this reason, many Wayfinders keep copies of their complex or as simple as your desire. The marker gives off
journals. magical waves of energy, easily able to be detected. It has an
The Journal's Appearance A Wayfinder's Journal AC of 10, and 1 hit point. After the marker has been in a
should be a complete reflection of all the journeys location for 1 hour or more, it becomes "locked." While on the
they have undertaken. Before you select this same plane as your marker, you may spend 1 hour tinkering
Artificer Specialization, consider what travels your with your Artisan's Tools to create a one-directional portal
character has experienced during the game already, back to it. The portal lasts for 10 minutes once created, and
and during their backstory if you have created one. then automatically closes. You may also use an action to
Your journal can be as simple as a black leather forcibly close the portal at any time using your Cartographer's
bound book, or as complex as a series of thought Tools. When a creature passes through the portal, they are
strands stored in jars. Perhaps you collect plants or
dirt from each location you conduct an experiment
immediately transported to the nearest unoccupied space by
in and store a vial in a series of folders. Perhaps
the chosen marker. Once you have created a portal in this
your "journal" is an entire chest or briefcase way, you must complete a long rest before doing so again. You
containing multiple elements of other ideas. may have a number of markers created up to your
Intelligence modifier at any time.
Pathfinder's Judgement
Tactical Awareness  15th-level Wayfinder Feature
 3rd-level Wayfinder feature
Your incredible experience as a pathfinder allows you to
Your eyes and ears are both naturally and magically attuned make decisions in a flash. You may take the Dash, Disengage,
to your surroundings, allowing you to assess and execute or Dodge actions as bonus actions.
complex attacks coordinating with those around you. Additionally, you may spend 10 minutes consulting your
Whenever you or a creature you can see within 30 feet of you charts and maps, in order to cast the Find the Path spell at its
makes a weapon attack, you may use your reaction to roll 1d4 base level without consuming a spell slot or any components.
and add that value to the attack roll. Once you use this feature, you must complete a long rest
The die you roll increases at certain artificer levels: to 1d6 before using it again. If your destination and route lie entirely
at 9th level, and 1d8 at 15th level. within areas you have recorded in your Wayfinder's Journal,
then you may use this feature any number of times before
completing a long rest.

19
Barbarian
Variant Class Features Battlerager
Path Spells Aspect of Strength
 3rd-level Path of the Battlerager feature
Some Primal Paths have a list of associated spells. You gain The sheer aura of rage and strength bubbling within you
access to these spells at the Barbarian levels specified in the terrifies those you speak to. You gain proficiency in the
path description. Once you gain access to a Path spell, you Intimidation and Persuasion skills. If you already had
always know it and have it prepared. Wisdom is your proficiency in these skills, your proficiency bonus is doubled
spellcasting ability for each of these spells. for any ability check you make with them. Additionally,
You may only cast your Path Spells as a ritual, even if they whenever you make an Intimidation or Persuasion check, you
do not have the ritual tag. When you cast a spell in this way, may use Strength rather than Charisma.
you must obey all other casting rules of the spell.
Beast
Tenser's Alterations Path spells
Similar to Fighters, Barbarians lacked any features 3rd-level Path of the Beast feature
which encouraged doing things outside of combat.
They felt relatively useless when not dealing insane Totem Warrior Path Spells
damage, and it encouraged the (all too common) Barbarian Level Spells
archetype of "8 Intelligence meathead." By giving
certain primal paths ritual spells at higher levels, 3rd Animal Friendship, Speak with Animals
they get something else to do when the party is 7th Beast Sense, Locate Animals or Plants
not in combat, and can encourage more mystical
and controlled barbarians or entirely different 13th Nondetection, Phantom Steed
archetypes.
Touch of the Wild
 3rd-level Path of the Beast feature
You learn how to sense and project the spirits within the
Variant Primal Paths natural world. You learn the Druidcraft cantrip, and may cast
The following primal paths are altered in only minor ways, it using Wisdom as your spellcasting ability.
only needing the path spells or a small out of combat feature.
Berserker
Ancestral Guardian Aspect of Strength
Path spells  3rd-level Path of the Berserker feature
3rd-level Path of the Ancestral Guardian feature The sheer aura of rage and strength bubbling within you
Ancestral Guardian Path Spells terrifies those you speak to. You gain proficiency in the
Barbarian Level Spells Intimidation and Persuasion skills. If you already had
proficiency in these skills, your proficiency bonus is doubled
3rd Ceremony, Sanctuary for any ability check you make with them. Additionally,
7th Augury, Gentle Repose whenever you make an Intimidation or Persuasion check, you
13th Clairvoyance, Speak with Dead
may use Strength rather than Charisma.
Savagery
Warrior's Guidance  3rd-level Path of the Berserker feature
 3rd-level Path of the Ancestral Guardian feature
When you choose this path, you can channel your fury into
Your ancestors guide the abilities of those around you. You your strikes. When you use your Reckless Attack feature to
learn the Guidance cantrip, and may cast it using Wisdom as gain advantage on an attack, you can reroll one of the dice.
your spellcasting ability. You can use this feature no more than once per turn.
Consult the Spirits Frenzy
 10th-level Path of the Ancestral Guardian feature  3rd-level Path of the Berserker feature
You gain the ability to invoke your ancestral spirits for When you choose this path, you can go into a frenzy when
guidance. Whenever a friendly creature within 30 feet of you you rage. When you enter the frenzy, and again as a bonus
makes an ability check that they are not proficient in, you may action on each of your turns during your rage, you may make
use your reaction to grant them a bonus to the roll equal to a single melee weapon attack. Once you have used this
your Wisdom modifier feature, you must complete a long rest before doing so again.

20
At the end of each long rest, you roll on the table below,
Tenser's Alterations and may choose to replace the cantrip you gained from this
Berserker was really the only Barbarian Primal Path feature with the cantrip you rolled.
that we felt was "weak" compared to the other
options. It got a Bonus Action attack during its
Suffused Magic Table
rage, but for the massive tradeoff of gaining a stack d8 Cantrip
of exhaustion. It essentially limited this feature to 1 Thaumaturgy
be used once per long rest, but gave a crippling
effect. While flavorful, when we graphed the 2 Gust
average damage of a Berserker compared to other 3 Shape Water
paths (mainly Zealot), it was significantly less
powerful while requiring more. By removing the 4 Control Flames
exhaustion tradeoff and granting them another 5 Mold Earth
feature, we were able to get the damage to be
more in line with other paths 6 Minor Illusion
7 Prestidigitation
8 Dancing Lights
Storm Herald
Path spells Zealot
3rd-level Path of the Storm Herald feature Path spells
Storm Herald Path Spells
3rd-level Path of the Zealot feature
Barbarian Level Spells Zealot Path Spells
3rd Create or Destroy Water, Jump Barbarian
Level Spells
7th Gust of Wind, Skywrite
3rd Detect Magic, Protection from Evil and
13th Fly, Water Walk Good
7th See Invisibility, Zone of Truth
Breath of the Wild Storm
 3rd-level Path of the Storm Herald feature 13th Magic Circle, Protection from Energy

The very essence of the storm flows through your body. You Zealous Instinct
learn the Gust cantrip, and may cast it using Wisdom as your  3rd-level Path of the Zealot feature
spellcasting ability.
Your righteous furor manifests itself as brilliant radiant
Totem Warrior energy. You learn the Light cantrip, and may cast it using
Wisdom as your spellcasting ability.
Path spells
3rd-level Path of the Totem Warrior feature which replaces
Spirit Seeker Additional Primal Paths
Totem Warrior Path Spells Path of the Outlander
Barbarian Level Spells Whether banished from their homeland, or driven by nomadic
3rd Animal Friendship, Speak with Animals instincts, Outlanders never stay in one place for long. They
generally arrive in a new land seeking a great challenge, or a
7th Beast Sense, Locate Animals or Plants worthy foe. After completing their task, Outlanders press on
13th Nondetection, Phantom Steed to new lands, leaving only legends and blood in their wake.
Outlander Path Spells
Elemental Invocation
 3rd-level Path of the Totem Warrior Feature Barbarian Level Spells
3rd Alarm, Comprehend Languages
You learn how to channel the elements flowing through your
totem. You learn the Druidcraft cantrip, and may cast it using 7th Darkvision, Enhance Ability
Wisdom as your spellcasting ability. 13th Create Food and Water, Speak with Plants

Wild Magic Wanderer's Gift


Suffused Magic Your experience traversing the wilds has prepared you to rest
 3rd-level Path of Wild Magic feature in almost any environment. You learn the Control Flames
cantrip, and may cast it using Wisdom as your spellcasting
The magical energy that flows through you may take many ability.
forms. You learn one cantrip from the Suffused Magic Table,
depending on the source of your magic.

21
Star Touched Wisdom of the Road
 3rd-level Path of the Outlander feature  14th-level Path of the Outlander Feature
When you choose this path, and each day at dawn and dusk, while you are not wearing armor, you may add your half your
you choose a constellation to follow. This benefit lasts until Wisdom modifier (rounded down) to your Unarmored
you choose another. Once you choose a constellation, you Defense calculation.
cannot choose the same one twice in a row. Additionally, whenever you make an ability check or saving
throw that you are not proficient in, you may add your half
The Fist your Wisdom modifier (rounded down) to the total.
Whenever you make an unarmed strike, you may roll 1d6
in place of the normal damage Path of Suffering
Whenever you take the attack action, you may use your
bonus action to make one unarmed strike For some barbarians, the carnage they have wrought weighs
as heavy on them as a suit of armor, holding them back.
The Giant Though outwardly they may boast of their achievements,
You gain advantage on escaping and making grapple their minds are haunted by the death and destruction they
checks and you may add half your strength modifier bring, forcing them to find ways to atone for their great sins.
(rounded down) to any dexterity saving throws you make
Ceremony of Sacrifice
The Hunter  3rd-level Path of Suffering feature
You gain a +2 to your first attack roll made with a simple When you choose this path, and every time after completing a
or martial weapon each turn long rest, you conduct a ritualistic form of self sacrifice,
You gain advantage on Wisdom (Nature) and Wisdom offering pieces of yourself to the gods as a form of penance.
(Survival) checks. You may choose to perform the Sacrifice of the Mind,
The Warrior Sacrifice of the Body, or Sacrifice of the Spirit. These
You gain temporary hit points equal to 1d4 + half your ceremonies grant you features and a list of Sacrifice Spells.
Barbarian level rounded down at the start of each of your
turns while raging Sacrifice Spells
Each Sacrifice has a list of associated spells available at
The Demon certain Barbarian levels. You may cast each spell once at its
Once per turn, when you make an attack with a simple or base level without expending a spell slot, and without any
martial weapon, you may add 1d8 fire damage to the total material components. Once you have cast a spell in this way,
you cannot cast that same spell again until after completing a
The Magi long rest. When you cast a spell from the Sacrifice spell list in
You gain advantage on saving throws to resist being this way, you may concentrate on it even while raging.
charmed or frightened
Sacrifice of the Mind
Experienced Traveler Your eyes begin to pulsate with radiant purple and black
 6th-level Path of the Outlander feature energy, seeming to ripple with every bloodied strike of your
your experience from traveling to other lands grants you the weapons. Your mind is filled with horrific visions as your offer
following benefits up your sanity.
When you choose this Sacrifice, you gain disadvantage on
You suffer the effects of exhaustion half as fast Wisdom, Intelligence, and Charisma ability checks. However,
When you forage for food, you find twice as much you gain the following benefits
You learn one language of your choice You gain advantage on saving throws made to resist
You gain proficiency in one tool of your choice becoming charmed or frightened
You may add your Wisdom modifier to the first attack roll Once per turn, whenever you hit a creature with a melee
you make each turn with a simple or martial weapon weapon attack, you may force them to make a
Relentless March Constitution saving throw with DC equal to 8 + your
 10th-level Path of the Outlander Feature proficiency bonus + your Wisdom modifier or else become
frightened of you until the end of their next turn.
Your body becomes tireless, able to push through the most
rigorous physical exertion. You gain the following effects Sacrifice of the Mind Spells
while raging Whenever you cast a spell from this list, you take 2d6 psychic
Your movement speed increases by 10 feet damage per level of the spell cast. This damage cannot be
You are no longer affected by difficult terrain resisted or ignored in any way.
You may take the Dash action as a bonus action Barbarian Level Spells
You cannot be forcibly moved against your will as a result 3rd Charm Person, Tasha's Hideous Laughter
of being subjected to a magical effect or attack
7th Crown of Madness, Mind Spike
13th Enemies Abound, Fear
17th Confusion, Phantasmal Killer

22
Sacrifice of the Body Sacrificial Rage
Your skin begins to take on a jaundiced and sickly look, the  6th-level Path of Suffering feature
air near you reeks of death and decay as your eyes begin to When you Rage, you may choose to immediately begin
sink into your head. Your veins begin to blacken and your exuding a physical manifestation of the pain and rage held
heartbeat slows as your very body decays for your offering. within you, gaining different effects based on the Sacrifice
When you choose this Sacrifice, your movement speed is you are currently channeling.
reduced by 10 feet, and you gain the effects of exhaustion
twice as fast. However, you gain the following benefits Sacrifice of the Mind
You gain immunity to poison and disease Once per turn, whenever you hit a creature with a melee
Once per turn, whenever you hit a creature with a melee weapon attack during your rage, you may deal a number of
weapon attack, you may force them to make a d6s to yourself as psychic damage, which you may not resist
Constitution saving throw with DC equal to 8 + your or ignore in any way. You then deal that same damage as
proficiency bonus + your Wisdom modifier or else become bonus psychic damage to the creature. If the attack hits, the
poisoned until the end of their next turn. creature gains disadvantage on saving throws it makes to
resist the effects of your Sacrifice spells until the end of your
Sacrifice of the Body Spells next turn.
Whenever you cast a spell from this list, you take 2d6 The maximum number of d6s you can deal to yourself is
necrotic damage per level of the spell cast. This damage determined by your Barbarian level as shown in the Sacrifice
cannot be resisted or ignored in any way. Die table below.
Barbarian Level Spells Sacrifice of The Body
3rd Inflict Wounds, Ray of Sickness Once per turn, whenever you make a melee weapon attack
7th Blindness/Deafness, Ray of Enfeeblement
during your rage, you may deal a number of d6s to yourself as
necrotic damage, which you may not resist or ignore in any
13th Bestow Curse, Revivify way. You then deal that same damage as bonus necrotic
17th Blight, Vitrolic Sphere damage to the creature on a hit, and critically hitting on rolls
of 19-20
Sacrifice of the Spirit The maximum number of d6s you can deal to yourself is
Your very essence begins to drain, disheartenining you, and determined by your Barbarian level as shown in the Sacrifice
an illusory shimmering sign of the Sacrifice you are Die table below.
undergoing appears somewhere on your body. This could Sacrifice of The Spirit
appear in many forms, but many have told stories of Once per turn, whenever you hit a creature with a melee
pendants, chains, or even shackles marking this Sacrifice weapon attack during your rage, you may deal a number of
When you choose this Sacrifice, you cannot gain d6s to yourself as force damage, which you may not resist or
temporary hit points in any way, and choose one saving throw ignore in any way. You then deal that same damage as bonus
from Intelligence, Wisdom, or Charisma. For the duration force damage to the creature, and can push it up to 10 feet in
you are channeling this sacrifice, you gain disadvantage on it. any direction.
However, you gain the following benefits. The maximum number of d6s you can deal to yourself is
Whenever you roll initiative, you may add your Wisdom determined by your Barbarian level as shown in the Sacrifice
modifier to the total Die table below.
Once per turn, whenever you hit a creature with a melee Sacrifice Die Table
weapon attack, you may force them to make a Barbarian Level Maximum number of d6
Constitution saving throw with DC equal to 8 + your
proficiency bonus + your Wisdom modifier or else become 6th 2d6
blinded until the end of their next turn. 10th 3d6
Sacrifice of the Spirit Spells 14th 4d6
Whenever you cast a spell from this list, you take 2d6 force 17th 5d6
damage per level of the spell cast. This damage cannot be
resisted or ignored in any way. Rite of Penance
Barbarian Level Spells  10th-level Path of Suffering feature
3rd Absorb Elements Shield When you are subjected to any of the following conditions:
7th Aid, Warding Bond
blinded, deafened, paralyzed, petrified, or poisoned, you can
use your reaction to invoke a Rite of Penance. When you do
13th Beacon of Hope, Protection From Energy so, you take damage equal to half your Barbarian level
17th Freedom of Movement, Stoneskin rounded down, and the condition immediately ends. The type
of damage you take is determined by the sacrifice you are
channeling: psychic for mind, necrotic for body, and force for
spirit.

23
Deathwrought Two Weapons: You immediately make one additional
 14th-level Path of Suffering feature attack with your offhand weapon, adding your strength
modifier to the damage. You do not add this modifier if
You learn to sustain your sacrifices even longer. You may you already have a feature which lets you add it.
choose a number of damage dice dealt by your Sacrificial
Rage or Rite of Penance feature up to your Wisdom modifier Two Handed Weapon: The first damage die you roll deals
and reroll them. the maximum amount of damage it can.
Additionally, you gain resistance to the damage dealt by One Handed Weapon (and no other weapon): You
your Sacrificial Rage feature. This does not affect any other critically strike on rolls of 18-20
dice totals except your hit points lost.
Path of the Wartorn Primal Charge
You may expend 1 Fury to take the Dash action as a bonus
The Path of the Wartorn is filled with the splintered shields action this turn.
and broken blades of warriors the Barbarian has faced. These
great warriors are fueled by a combination of hate and scorn Relentless Endurance
for those who dare stand against them in battle, growing ever Whenever you fail on a Strength ability check or saving
stronger as fight rages on. throw, you may expend any number of Fury to reroll the
result (minimum 1); you must use the new roll. You gain a
Scornful Mind bonus to the new roll equal to the number of Fury expended.
 3rd-level Path of the Wartorn feature
Your mind is constantly filled with the screams and blood of Terrifying Executioner
 6th-level Path of the Wartorn feature
vengeful battles you have been in. You gain immunity to being
frightened and any effects that attempt to read your mind. You gain proficiency in Intimidation. If you already had
Additionally, whenever a creature attempts to read your proficiency in this skill, your proficiency bonus is doubled for
mind, you may use your reaction to attempt to terrify them any ability check you make with it.
with horrific visions of war. Whenever you use this feature, Additionally, whenever you kill an enemy, you may choose
the affected creature must make a Wisdom saving throw with an enemy within 30 feet of you that can see you and attempt
DC equal to 8 + your proficiency + your Wisdom modifier. On to terrify it. The creature must make a Wisdom saving throw
a failed save, they become frightened of you for 1 minute. with a DC equal to 8 + your strength modifier + your wisdom
Once you use this feature, you must complete a short or long modifier, or else be frightened of you for 1 minute. The
rest before using it again. creature may repeat this saving throw at the end of each of
their turns; if it succeeds, the effect is ended prematurely.
Fury of Combat
 3rd-level Path of the Wartorn feature Scent of Blood
When you choose this path, you begin begin to tap into a  10th-level Path of the Wartorn feature
primal pool of energy known as Fury. Whenever you hit a Seeing the wounds of your foes fills your head with visions of
creature with an attack, you generate one Fury. If you victory, inspiring you to fight harder. When you take the
critically strike a creature, you generate two Fury instead. You attack action against a creature that is bloodied you may
may store a maximum amount of Fury equal to your make one additional melee weapon attack against them as a
Barbarian level. Half your maximum fury is lost after finishing bonus action.
a short rest, and all of your Fury is lost after finishing a long
rest. You may expend your Fury points to use the following Thrill of Carnage
options. You may only expend Fury from your pool once per  14th-level Path of the Wartorn feature
round.
Even the promise of bloodshed is enough to fuel your primal
Bloodrush desire for combat. Whenever you roll initiative, you generate
Whenever you take damage, you may use your reaction to Fury equal to your Strength modifier (minimum 1).
expend a minimum of 2 Fury to gain temporary hit points Additionally, whenever you take the attack action, you may
equal to 1d6 + the Fury expended. You also immediately expend 4 Fury to make one additional melee weapon attack
stand up if you were prone. as part of that action.
Furious Attack
Whenever you make an attack with a simple or martial
weapon, you may expend 2 Fury to make the attack Furious,
applying additional effects based on the weapon(s) you are
wielding if the attack hits. You expend no Fury if the attack
misses, and you cannot generate additional Fury from
Furious attacks.

24
Bard
When you do so, any Charisma (Persuasion) or Charisma
Variant Class Features (Deception) check you make in the next minute also treats a
d20 roll of 9 or lower as a 10.
Countercharm
 6th-level Bard feature Unsettling Words
 3rd-level College of Eloquence feature
You gain the ability to use musical notes or words of power to
disrupt mind-influencing effects. As an action, you can start a You can spin words laced with magic that unsettle a creature
performance that lasts until the end of your next turn. During and cause it to doubt itself. As a bonus action, you can expend
that time, you and any friendly creatures within 30 feet of you one use of your Bardic Inspiration and choose one creature
have advantage on saving throws against being frightened or you can see within 60 feet of you. The next time the creature
charmed. Additionally, frightened or charmed creatures makes a saving throw before the start of your next turn, it
within range may immediately make a save against that effect must roll the dice and subtract half that value from its saving
as if it were the beginning or end of their turn. A creature throw total.
must be able to hear you or see you to gain these benefits.
The performance ends early if you are incapacitated, silenced, Additional Bardic
or if you voluntarily end it (no action required).
Variant Feature: Superior
Colleges
Inspiration College of Cuisine
 20th-level Bard feature Sweet, sour, bitter, salty, and umami.. Wonderous scents
surround the campfires and kitchens of bards who train
When you roll initiative, you regain one expended use of within the College of Cuisine. They serve hearty meals,
Bardic Inspiration. Additionally, whenever a creature expends perfectly imbued with magic to refine and enhance its flavor.
a Bardic Inspiration die, you may add your Charisma Renowned bards of this college are in high demand within
modifier to the roll. adventuring parties and high society restaurants alike.
The College of Cuisine teaches curiosity and creativity
Minor Variants above all else, encouraging their bards to seek out and create
new and exciting meals and find new ingredients. Many bards
The following Bardic Colleges only needed a small amount of within the college leave for years at a time, accompanying
changes in order to bring them in line with the features other other adventurers through their perilous travels in order to
classes got. find exotic spices and new ingredients.
College of Swords Tools of the Gourmand
 3rd-level College of Cuisine feature
Extra Attack
 6th-level College of Swords feature When you join the College of Cuisine, you gain proficiency
with Cook's Utensils and Brewer's Supplies. If you already
You can attack twice, rather than once, whenever you take the had proficiency in these tools, you can double your
Attack action on your turn. Moreover, you can cast one of proficiency bonus for any ability check you make that uses
your cantrips in place of one of those attacks. them.
College of Valor Invoke Flavor
 3rd-level College of Cuisine feature
Extra Attack
 6th-level College of Valor feature You learn to weave together the magical energy you use to
You can attack twice, rather than once, whenever you take the create your meals into sensory effects. As an action, you can
Attack action on your turn. Moreover, you can cast one of choose to create one of the following effects:
your cantrips in place of one of those attacks. You choose a smell, which then permeates up a 10-foot
cube at a location you can see within 60 feet of you for one
College of Eloquence hour. For example you could make the cube smell of
Silver Tongue baked tarts or hearty stew, or instead like smoke or rotting
 3rd-level College of Eloquence feature eggs.
Chill or warm up a 5-foot cube of nonliving material you
You are a master at saying the right thing at the right time. can see within 60 feet of you for up to 1 hour.
When you make a Charisma (Persuasion) or Charisma You can spoil a 5-foot cube of nonliving material or
(Deception) check, you may expend a Bardic Inspiration in remove the effects of decay and rot in the same area.
order to treat a d20 roll of 9 or lower as a 10.

25
Wonderous Refreshments Conjure Aroma
 3rd-level College of Cuisine feature  6th-level College of Cuisine feature
You learn to magically create tasty meals and refreshments. You learn to enchant mundane items with wonderous scents.
As an action, you conjure a number of meals or snacks equal As an action, you can choose one object that you can see
to your proficiency bonus. You determine the food's within 30 feet of you. That object begins exuding a magical
appearance, ingredients, and taste as you see fit. This food scent of your choice in a 10 foot sphere around it for 1
keeps fresh for 24 hours, after which the magic fades from minute. A creature that starts its turn within the aura or
them and they begin to spoil. Creatures can consume a snack moves into it for the first time each turn must make a saving
as a bonus action, or a meal over the course of 1 minute. You throw against your spell save DC or else become affected.
can choose one of the following benefits to imbue into your Creatures that don't need to breathe are immune to this
food, granting different effects to creatures based on whether effect. If a creature succeeds on their saving throw, they are
they consumed a snack or a meal. A creature may consume immune to the effects of this feature for the next 24 hours. If
multiple dishes, but cannot receive the same benefit multiple the object is destroyed, the effect ends early.
times. Once you use this feature, you may not do so again
until after completing a long rest. Acrid: Affected creatures must make a Constitution saving
throw as foul odors clog their nostrils. On a failed save, a
Al Dente creature begins violently coughing and cannot take actions or
Meal. When a creature consumes a dish prepared in this way bonus actions this turn.
as a meal, their armor class increases by 1 for one hour
Aromatic: Affected creatures must make a Wisdom saving
Snack. When a creature consumes a dish prepared in this throw as the smell of a childhood meal or other pleasant odor
way as a snack, the next time within 1 minute they are surrounds them. On a failed save, or else become charmed by
targeted by an attack, they can roll your Bardic Inspiration you for 1 minute. If a charmed creature takes damage, the
die and add it to their AC, possibly changing the outcome. effect ends early.
Their AC returns to normal at the start of their next turn.
Once you use this feature, you may not do so again until after
Braise completing a short or long rest.
Meal. When a creature consumes a dish prepared in this way
as a meal, they gain darkvision out to 120 feet for 8 hours Halls of Revelry
 14th-level College of Cuisine feature
Snack. When a creature consumes a dish prepared in this As an action, you temporarily teleport all willing creatures
way as a snack, for the next minute they do not suffer you choose within 30 feet of you (including you) to a
disadvantage on attack rolls made against creatures they demiplane. The demiplane appears as a great hall adorned
cannot see. with fantastical decorations and entertainment befitting a
Flambé great feast. The nature of the great hall is timeless, and
Meal. When a creature consumes a dish prepared in this way creatures eat, drink, and make merry to their hearts content.
as a snack, they gain resistance to fire damage for 8 hours. Creatures return to their original positions at the end of your
turn. When they do so, they gain the benefits of the Heroes
Snack. When a creature consumes a dish prepared in this Feast spell. Once you use this feature, you must complete a
way as a meal, for the next minute the first weapon attack long rest before using it again.
they make each turn deals an extra 1d6 fire damage.
Glaze
College of Therapy
Meal. When a creature consumes a dish prepared in this way Bards who have learned from the College of Therapy have an
as a meal, they restore hit points equal to 1d6 + your almost unmatched empathy for those in need. They are
proficiency bonus and gain the same amount of temporary hit trained to turn the nightmares which so often plague mortal
points minds into shimmering guardians.
These bards train for years at a time, traveling to asylums,
Snack. When a creature consumes a dish prepared in this prisons, and hospitals to understand the maladies which
way as a snack, they gain temporary hit points equal to 1d4 + affect the mind. They are seen as shining saviors for many:
your proficiency bonus. blessed reason and ease for troubled souls.
Sauté
Meal. When a creature consumes a dish prepared in this way
as a meal, their jump distance is doubled and they can stand
using only 5 feet of movement. These benefits last for 8
hours.
Snack. When a creature consumes a dish prepared in this
way as a snack, their movement speed is increased by 10 feet
for 1 hour.

26
Bonus Cantrip Mental Shield
 3rd-level College of Therapy feature  6th-level College of Therapy feature
You learn the Guidance cantrip. This counts as a bard spell You become a bastion of reason and comfort, capable of
for you, and does not count against the number of cantrips staving off nightmares and soothing those around you. When
you can know. you complete a long rest, all creatures within 60 feet of you
that you choose gain the following benefits:
Sense Emotion
 3rd-level College of Therapy feature They gain a bonus to any Wisdom (Perception) checks
they make equal to half your Charisma modifier rounded
As an action, you can force one creature you can see within down. This bonus lasts for 8 hours. A restful sleep imparts
60 feet of you to make a Charisma saving throw against your a clear mind.
Spell Save DC. On a failure, you learn a one word description Any effect causing them to be unable to regain hit points
about their current emotional state such as "angry," "sad," or ends. Additionally, they gain advantage on saving throws
"excited." On a successful save, a creature is immune to this made to resist disease or poison for 8 hours. A clear mind
effect for 8 hours. imparts a healthy body.
They restore a number of additional hit die equal to your
Empathic Projection proficiency bonus. A healthy body alleviates the soul.
 3rd-level College of Therapy feature
Whenever a friendly creature within 30 feet of you succeeds Word of Compassion
 14th-level College of Therapy feature
on a saving throw to resist an effect which would cause them
to become charmed or frightened, you can use your reaction You learn to soothe the minds of other with a calming word
to create an intangible spirit out of the deflected magic. The or phrase, alleviating their troubled thoughts and inspiring
spirit surrounds the target, copying their movements and them to fight on. You can use your action to expend a use of
attacks while it persists. You conjure either a Spirit of Clarity, your Bardic Inspiration to end an effect on a creature within
or a Spirit of Courage depending on whether the target 60 feet of you that is causing them to be charmed or
creature resisted a charming or frightening effect frightened. If the effect is a spell, its level must be equal to or
respectively. Alternatively, you can use your action to conjure less than your proficiency bonus. When you end an effect in
a spirit of your choice around a creature you can see within this way, you can then also create a spirit based on the effect
30 feet of you. Regardless of whether you use an action or you ended as if you had used your Empathic Projection
reaction to create this spirit, when you do so the creature feature.
gains temporary hit points equal to 5 times your proficiency
bonus as well as certain additional benefits:
Spirit of Clarity
The spirit takes on the shape of a glimmering angel or other
creature which would inspire hope.
All creatures within 10 feet of the spirit gain advantage on
saving throws made to resist becoming charmed.
The target gains a +1 bonus to their AC and saving throws
Spirit of Courage
The spirit takes on the imposing visage of a lion or other
creature which would inspire bravery.
All creatures within 10 feet of the spirit gain advantage on
saving throws made to resist becoming frightened.
The target gains advantage on the first attack roll they
make each turn.
The spirit protects the target for one minute, or until the
temporary hit points are lost. If the effect ends early, the
temporary hit points are not lost.
You can use this feature twice. You regain all expended
uses when you finish long rest.
Upon reaching 11th level in this class, the Spirit's aura
increases from 10 feet to 30 feet.

27
Cleric
The Cleric
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —
2nd +2 Channel Divinity (1/rest), 3 3 — — — — — — — —
Divine Domain feature
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Sacred Purge (CR 1/2) 4 4 3 2 — — — — — —
6th +3 Channel Divinity (2/rest), 4 4 3 3 — — — — — —
Divine Domain feature
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Divine 4 4 3 3 2 — — — — —
Domain feature, Sacred Purge (CR 1)
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 Sacred Purge (CR 2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Sacred Purge (CR 3) 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Divine Domain features, Sacred Purge (CR 4) 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

Channel Divinity When you finish a short or long rest, you regain all expended
uses.
 2nd-level Cleric feature
You gain the ability to channel divine energy directly from Channel Divinity: Turn Creature
your deity, using that energy to fuel magical effects. You start As an action, you present your divine symbol and speak a
with two such effects: Turn Creature and an effect phrase of power censuring a type of creature determined by
determined by your domain. Some domains grant you your Divine Domain. Each creature of that type which can
additional effects as you advance in levels, as noted in the see or hear you within 30 feet of you must make a Wisdom
domain description. When you use your Channel Divinity, you saving throw. If the creature fails its saving throw, it is turned
choose which effect to create. You must then finish a short or for 1 minute or until it takes any damage.
long rest to use your Channel Divinity again. A turned creature must spend its turns trying to move as
Some Channel Divinity effects require saving throws. far away from you as it can, and it can't willingly move to a
When you use such an effect from this class, the DC equals space within 30 feet of you. It also can't take reactions. For its
your cleric spell save DC. action, it can use only the Dash action or try to escape from
Beginning at 6th level, you can use your Channel Divinity an effect that prevents it from moving. If there's nowhere to
twice, increased to three times at 18th level. move, the creature can only use the Dodge action.

28
Domain Turn Creature Types
Each Divine Domain listed below affects the associated Variant Divine Domains
creature type when using their Turn Creature. The following Domains are fundamentally altered, and have
Alternatively, you may work with your DM to determine an been almost completely changed from their original state.
appropriate creature type to turn based on your character. Each Domain lists its new features and states at what level
they are granted, and also if it replaces any features.
Turned Creature Type
Domain Type Life Domain
Arcana Abberations
Domain Spells
Death Undead 1st-level Life Domain feature
Forge Beasts Life Domain Spells
Grave Undead Cleric Level Spells
Knowledge Fey 1st Bless, Cure Wounds
Life Undead 3rd Lesser Restoration, Spiritual Weapon
Light Monstrosities 5th Beacon of Hope, Revivify
Nature Constructs 7th Death Ward, Guardian of Faith
Order Fey 9th Mass Cure Wounds, Raise Dead
Peace Fiends
Tools of the Healer
Tempest Elementals 1st-level Life Domain feature which optionally replaces
Trickery Constructs  Bonus Proficiency
Twilight Celestials You learn the Spare the Dying cantrip, this spell does not
War Plants count against the number of cantrips you can know. If you
already know this cantrip, you may select another from the
cleric spell list.
Sacred Purge
5th-level Cleric feature which optionally replaces Destroy Font of Life
 Undead  1st-level Life Domain feature which replaces Disciple of Life
When a creature fails its saving throw against your Turn Your healing spells are more effective. Whenever you expend
Creature channel divinity, the creature is instantly destroyed a spell slot of 1st level or higher to cast a cleric spell which
if its challenge rating is at or below a certain threshold, as restores hit points to a creature, you can choose a blessing to
shown in the Cleric table above. apply to the target. If the spell would restore hit points to
more than one creature at a time, the blessing you choose
affects only one target of your choice.
Replacement of Destroy Undead
Because of the change to Turn Undead, the Cleric Blessing of Discipline: The creature regains additional
gains a different feature based on their associated hit points equal to 2 + the spell's level.
type. Destroy Undead and Turn Undead are both
too strongly themed for a roleplaying game in
Blessing of Swiftness: The creature's movement speed
which archetypes should not be encouraged.
increases by 10 feet for 1 minute.
Clerics serve gods, but are not inherently good Blessing of Redoubt: The creature gains advantage on
aligned and thereby may optionally be opposed to
different creature types. Moving the Channel
the next saving throw they make within 1 minute.
Divinity options into the subclass allows for more Blessing of Skill: The creature gains advantage on the
flavorful uses, and less stringent character design. next ability check they make within 1 minute.
Perhaps a player has created a Trickery domain
cleric, and their god encourages using undead Blessing of Certainty: The creature gains advantage on
creatures for their pranks. Turning Undead the next attack roll they make within 1 minute.
creatures would no longer make sense.
Alternatively, perhaps a DM has a campaign in
which the undead do not play a large role. If a
Additionally, whenever you restore hit points to a creature,
player does not encounter any undead, their entire
and the amount you restore would exceed the creature's hit
5th level feature will be useless for the rest of the point maximum, you may convert the excess healing into
campaign. Players should be allowed to customize temporary hit points. The maximum amount of temporary hit
what creatures they are opposed to, and if a player points you can grant a creature through this feature is equal
does not agree with the choices here, work with to your Wisdom modifier + your Cleric level (minimum 1).
them to encourage a Turn Creature type that fits
their character and your world.

29
Channel Divinity: Preserve Life Tempest Domain
 2nd-level Life Domain feature
Domain Spells
You can use your Channel Divinity to heal the badly injured. 1st-level Tempest Domain feature
As an action, you present your holy symbol and evoke
healing energy that can restore a number of hit points equal Tempest Domain Spells
to five times your cleric level. Choose any creatures within 30 Cleric Level Spells
feet of you, and divide those hit points among them. This 1st Fog Cloud, Thunderwave
feature can restore a creature to no more than half of its hit
point maximum. You can't use this feature on an undead or a 3rd Gust of Wind, Shatter
construct. 5th Call Lightning, Thunderstep
Blessed Healer 7th Control Water, Ice Storm
 6th-level Life Domain feature 9th Control Winds, Maelstrom
Whenever you use your Font of Life feature to apply a
blessing to a creature, you may select two blessings rather Bonus Proficiencies
 1st-level Tempest Domain feature
than one. You cannot choose to apply the same blessing
twice. You gain proficiency with martial weapons and heavy armor.
If you use your Font of Life feature in conjunction with a
spell that restores hit points to more than one creature, you Wrath of the Storm
can alternatively choose to apply one blessing of your choice  1st-level Tempest Domain feature
to each creature affected.
You can thunderously rebuke attackers. When a creature
Potent Spellcasting within 5 feet of you that you can see hits you with an attack,
8th-level Life Domain feature which optionally replaces you can use your reaction to cause the creature to make a
 Divine Strikes Dexterity saving throw. The creature takes 2d8 lightning or
thunder damage (your choice) on a failed saving throw, and
You add your Wisdom modifier to the damage you deal with half as much damage on a successful one.
any cleric cantrip. The damage dealt by this feature increases to 3d8 at 5th
level, 4d8 at 9th, 5d8 at 13th, and finally 6d8 at 17th
Divine Renewal You can use this feature a number of times equal to your
17th-level Life Domain feature which replaces Supreme Wisdom modifier (a minimum of once). You regain all
 
Healing expended uses when you finish a long rest.
Your practice and skill with healing has tought taught you the
ability to fundamentally change the way creatures feel pain. Channel Divinity: Destructive Wrath
 2nd-level Tempest Domain feature
Whenever a creature you can see within 120 feet of you is hit
by an attack that would bloody them, you may use your You can use your Channel Divinity to wield the power of the
reaction to reduce that damage to 0. If the creature is storm with unchecked ferocity.
charmed, frightened, paralyzed, or stunned, the condition When you roll to deal lightning or thunder damage, you can
ends. If the creature is prone, it can use its reaction to stand use your Channel Divinity to deal maximum damage, instead
up. Once you use this feature, you may not do so again until of rolling.
after completing a long rest.
Thundering Blows
6th-level Tempest Domain feature which replaces
Tenser's Alterations  Thunderbolt Strike
Life Domain clerics are the quintessential healers in
Fifth Edition, outperforming any other class or When you deal lightning or thunder damage to a Large or
subclass. However, if no one in your party is smaller creature using a cleric spell or your Wrath of the
damaged, you don't ever get to use your features, Storm feature, you can use your reaction to also push it up to
and will quite often find yourself overhealing just 10 feet away from you, or pull it 10 feet closer to you.
to do something. By completely changing Disciple
of Life from a rather boring feature, players can Charged Strikes
now use it even when they know some of the 8th-level Tempest Domain feature which replaces Divine
healing will be wasted and instead select a blessing  Strike
which has some additional benefit. Additionally, we
felt it was strange that a very spell focused Domain You gain the ability to infuse your weapon strikes with divine
was given heavy armor and Divine Strike. Thus, we energy. Once on each of your turns when you hit a creature
gave them the choice to swap out their Divine with a weapon attack, you can cause the attack to deal an
Strikes and Bonus Proficiencies with the normal extra 1d8 lightning or thunder damage (your choice) to the
more spell based options target. When you reach 14th level, the extra damage
increases to 2d8.

30
Blessing of the Stormborn Channel Divinity: Invoke Duplicity
17th-level Tempest Domain feature which replaces  2nd-level Trickery Domain feature
 
Stormborn As an action, you can use your Channel Divinity to create a
Your deity allows you to command the power of storms at perfect illusion of yourself that lasts for 1 minute, or until you
will; winds swirl besides you and lightning arcs from your lose your concentration (as if you were concentrating on a
feet to the ground. You gain a flying speed equal to your spell). The illusion appears in an unoccupied space that you
current walking speed. Additionally, you cannot be moved or can see within 30 feet of you. As a bonus action on your turn,
grappled against your will, and you cannot be knocked prone. you can move the illusion up to 30 feet to a space you can
As an action, you can touch a willing creature other than see, but it must remain within 120 feet of you.
yourself to transfer this blessing to them for up to one For the duration, you can cast spells as though you were in
minute, or until you choose to end the effect. the illusion's space, but you must use your own senses.
Additionally, when both you and your illusion are within 5
feet of a creature that can see the illusion, you have
Tenser's Alterations advantage on attack rolls against that creature, given how
Storm Clerics were so close to being good enough distracting the illusion is to the target.
to not rework within this book... However, the Upon reaching 17th level, when you use your Channel
features they get do not scale at all with the Divinity in this way, you create up to four illusions at the
player's level, meaning that using a reaction to hit a same time rather than one. As a bonus action on your turn,
creature with a melee attack was objectively better you can move any number of them up to 30 feet, to a
than using Wrath of the Storm at every level.
Divine Strike (replaced with Charged Strikes
maximum range of 120 feet.
here), was almost good, but giving just thunder
damage when it is a storm themed subclass did not Channel Divinity: Cloak of Shadows
make sense. I believe that it was written this way so
 6th-level Trickery Domain feature
Thunderbolt Strikes (replaced with Thundering As an action, you can use your Channel Divinity to create an
Blows here) could not be abused each turn, so we illusory veil of darkness around yourself, becoming invisible.
accounted for that by explicity defining the trigger This invisibility lasts for 1 minute, or until you make an attack
or cast a spell.
Whenever you cast a spell or make an attack while invisible
Trickery Domain in this way, you have advantage on the attack and creatures
have disadvantage on saving throws to resist the effects of the
Domain Spells spell.
1st-level Trickery Domain feature
Trickery Domain Spells
Misleading Strikes
8th-level Trickery Domain feature, which replaces Divine
Cleric Level Spells  Strike
1st Charm Person, Disguise Self At 8th level, you gain the ability to cause your attacks to
3rd Mirror Image, Pass without Trace confuse and demoralize your enemies – a gift from your deity.
5th Blink, Enemies Abound
Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8
7th Dimension Door, Polymorph psychic damage to the target. When you reach 14th level, the
9th Dominate Person, Modify Memory extra damage increases to 2d8.
Bewilderment
Touch of Deceit
 1st-level Trickery Domain feature  17th-level Trickery Domain feature
You learn the Minor Illusion cantrip, this cantrip counts as a Your deity grants you access to the purest form of deceitful
Cleric spell for you and does not count against the number of magic, allowing you to make others dance to your very whim.
cantrips you may know. Whenever a creature fails a saving throw against one of
your Illusion or Enchantment spells, or misses an attack
Blessing of the Trickster against you as a result of your Invoke Duplicity feature, you
 1st-level Trickery Domain feature gain a charge of Bewilderment. You can have a maximum
number of charges of Bewilderment equal to your Wisdom
Starting when you choose this domain, you gain advantage modifier (minimum 1). You lose all charges of Bewilderment
on Dexterity (Stealth) and Charisma (Deception) ability when you finish a short or long rest. Whenever a creature
checks. As an action, you can touch a willing creature other makes an attack within 30 feet of you, you can use your
than yourself to transfer this blessing to them for up to one reaction to expend a charge of Bewilderment and force them
hour, or until you choose to end the effect. to make a Wisdom saving throw against your spell save DC.
On a failure, the creature makes its attack against another
creature of your choice within the same range. If there are no
other targets in range, the creature automatically succeeds its
saving throw.

31
War God's Blessing
Tenser's Alterations  6th-level War Domain feature
Trickery Domain, while flavorful and fun to play at
certain levels, is one of the worst Domains in the Your god rewards your prowess and unbending fortitude in
game. With arguably the weakest 6th level feature, combat. When you are reduced to 0 health, you may choose
and the most resisted damage type granted from to instead fall to 1 health and stand up if you were prone.
Divine Strike, Trickery is simply a worse version of
a Rogue or Warlock. Divine Strike
With the changes presented here, we make  8th-level War Domain feature
Trickery viable at every level, adding an extra
flavorful cantrip at 1st level, and completly You gain the ability to infuse your weapon strikes with divine
reworking the 6th and 17th level features. This energy. Once on each of your turns when you hit a creature
removes the complete reliance on Invoke Duplicity with a weapon attack, you can cause the attack to deal an
as your only worthwhile feature, and frontloads extra 1d8 damage of the same type dealt by the weapon to
more flavor and utility (befitting a utility Domain). the target. When you reach 14th level, the extra damage
increases to 2d8.
Avatar of Battle
War Domain  17th-level War Domain feature
Domain Spells You gain resistance to bludgeoning, piercing, and slashing
1st-level War Domain feature damage from all sources.
War Domain Spells
Cleric Level Spells Tenser's Alterations
1st Divine Favor, Shield of Faith Similar to the Tempest Domain, War was incredibly
close to being good enough to leave unaltered.
3rd Magic Weapon, Spiritual Weapon However, having a 6th level feature which simply
5th Crusader's Mantle, Spirit Guardians augments the 2nd level very poorly was not very
good. It was also not very interactive, making it so
7th Freedom of Movement, Stoneskin one only used it if they knew for sure it was going
9th Flame Strike, Hold Monster to change the outcome (generally having figured
out the creature's AC). Additionally, the capstone
feature providing non-magical resistance was
Bonus Proficiency awful, given that most creatures one would be
 1st-level War Domain feature fighting at that level have at least some sort of
You gain proficiency with martial weapons and heavy armor. magical attacks.

War Priest
 1st-level War Domain feature
Your god delivers bolts of inspiration to you while you are Minor Variants
engaged in battle. When you use the Attack action, you can Peace Domain
make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Emboldening Bond
Wisdom modifier (a minimum of once). You regain all  1st-level Peace Domain feature
expended uses when you finish a long rest. You can forge an empowering bond among people who are at
peace with one another. As an action, you choose a number of
Channel Divinity: Turn Plants willing creatures within 30 feet of you (this can include
 2nd-level War Domain feature yourself) equal to your proficiency bonus. You create a
Your Turn Creature Channel Divinity affects plants magical bond among them for 10 minutes or until you use
this feature again. This bond requires concentration as if it
Channel Divinity: Guided Strike were a spell.
 2nd-level War Domain feature While any bonded creature is within 30 feet of another, the
creature can roll a d4 and add the number rolled to an attack
You can use your Channel Divinity to strike with supernatural roll, an ability check, or a saving throw it makes. Each
accuracy. When you or a creature within 30 feet of you makes creature can add the d4 no more than once per turn.
an attack roll, you can use your Channel Divinity as a reaction You can use this feature a number of times equal to your
to roll 2d8 and add the total to the roll. You can choose to use proficiency bonus, and you regain all expended uses when
this feature after you see the roll, but before the DM declares you finish a long rest.
whether the attack hits or misses.

32
Twilight Domain Domain Spells
1st-level Insanity Domain feature
This variant removes the 1st-level Vigilant Blessing feature
Insanity Domain Spells
Cleric Level Spells
Eyes of Night
 1st-level Twilight Domain feature 1st Dissonant Whispers, Inflict Wounds
3rd Crown of Madness, Mind Spike
You can see through the deepest gloom. You have darkvision
out to a range of 120 feet. In that radius, you can see in dim 5th Life Transference, Thoughtblast
light as if it were bright light and in darkness as if it were dim 7th Phantasmal Killer, Shadow of Moil
light.
As an action, you can magically share the darkvision of this 9th Paraeidolia, Negative Energy Flood
feature with willing creatures you can see within 10 feet of
you, up to a number of creatures equal to your Wisdom Surrender to Madness
modifier (minimum of one creature). The shared darkvision  1st-level Insanity Domain feature
lasts for 1 hour. Once you share it, you can't do so again until Your mind begins to fall deeper into the madness your deity
you finish a long rest, unless you expend a spell slot of any so desires. You gain the following benefits
level to share it again.
Your mind cannot be read against your will, and magic
Channel Divinity: Twilight Sanctuary which would determine if you are telling the truth
 2nd-level Twilight Domain feature automatically fails against you.
You can use your Channel Divinity to refresh your allies with You have resistance to psychic damage
soothing twilight.
As an action, you present your holy symbol, and a sphere of You have advantage on saving throws made to resist
twilight emanates from you. The sphere is centered on you, becoming frightened
has a 30-foot radius, and is filled with dim light. The sphere
moves with you, and it lasts for 1 minute or until you are Channel Divinity: Horrify
incapacitated or die. You can use your bonus action to choose  2nd-level Insanity Domain feature
one of the following effects and apply it to a creature within
the sphere (including you). You may use your Channel Divinity to attempt to horrify one
creature you can see within range. As an action, you select
You grant it temporary hit points equal to 1d6 plus your one creature within 60 feet of you, it must make a Wisdom
cleric level. saving throw against your spell save DC or else become
You end one effect on it causing it to be charmed or frightened of you for 1 minute. A creature frightened in this
frightened. way must use its action on each of its turns to fall prone,
gibbering incomprehensibly as visions of horror fill its head.
Additional Divine A creature may repeat this saving throw at the end of each of
its turns to end the effect early.
Domains
Insanity Domain Channel Divinity: Turn Creature
 2nd-level War Domain feature
There are those clerics who, either by their own ambition, or Your Turn Creature Channel Divinity affects monstrosities
by some horrific act, have been driven down a dark road, one
that may be unreedemable. The gods they follow are dark Thought Hemmorage
gods of madness and terror, and their nights are filled with  6th-level Insanity Domain feature
whispers of death and insanity. Though they may not wish to
commit dark and trecherous acts, sometimes a cleric on this You learn how to crush the thoughts of creatures who dare
path succumbs to the whispers... Whether the cleric oppose you. Whenever a creature fails a saving throw against
succumbs to these dark powers or learns to harness and use one of your Cleric spells of 1st-level or higher, you may use
the power of their chosen god remains up to fate to decide. your reaction to attempt to destroy their thoughts. The
Gods that a Cleric of the Insanity Domain might worship, creature must make a Wisdom saving throw against your
either through neccessity or true devotion, are gods of spell save DC. A target that fails its save may not take
subtlety and craft. Their machinations driven by an intense reactions or bonus actions for 1 minute, and also drops
intelligence, and a drive to slowly corrupt the natural world. concentration on any spells or magical effects. On a success,
These gods could include Ralishaz, Tharizdun, or Ssendam. the creature remains unaffected. A creature may repeat this
saving throw at the end of each of its turns to end the effect
Languish early.
 1st-level Insanity Domain feature You can use this feature a number of times equal to your
When you choose this domain, you learn the Mind Sliver Wisdom modifier, regaining all uses upon completing a long
cantrip. This spell counts as a cleric spell for you, and does rest.
not count against the number of cantrips you can know.

33
Horrific Presence Ritual of Premonition
 8th-level Insanity Domain feature  1st-level Prophecy Domain feature
You understand how to get in the minds of creatuers you When you choose this domain, and at end of each long rest,
fighting, turning their fears against them. Once on each of you may conduct a ritual, entreating your god for guidance.
your turns when you hit a creature with a weapon attack, you This ritual may be anything you choose such as casting
can cause the attack to deal an extra 1d6 psychic damage. If bones, praying, or reading tarot cards. Regardless of the
the creature is frightened of you, the damage increases to ritual you choose or design, flip two coins. For every result of
1d12. When you reach 14th level, the extra damage increases heads, you gain one Blessing of Weal, and for each tails you
to 2d6 and 2d12 respectively. gain one Curse of Woe.
Once per turn, whenever you make an attack roll, saving
Devour Mind throw, or ability check, you can expend one of your Blessings
 17th-level Insanity Domain feature of Weal to grant yourself advantage on that roll. Alternatively,
You become the embodiment of horror, and the essence of whenever another creature you can see within 30 feet of you
the negative energy plane flows through you. You gain makes an attack roll, saving throw, or ability check, you can
immunity to psychic damage, and whenever a creature you expend one of your Curses of Woe to impose disadvantage
can see within 60 feet of you dies, you may use your reaction on the check. You lose all unused blessings when you
to devour the essence of their thoughts, gaining temporary hit perform this ritual again.
points equal to your Wisdom modifier + your Cleric level. You can flip additional coins to possibly gain additional
Additionally, you gain all surface level memories the creature favorable outcomes at higher cleric levels. You flip three coins
had, such as relatives, hometowns, or allies. The memories at 11th level, and four at 17th.
you devour from their essence can also include secrets and Channel Divinity: Alter Fate
sensitive information, but such memories are much harder to  2nd-level Prophecy Domain feature
access. When you attempt to access one of the creature's
memories which it would not normally reveal, you must make You can use your Channel Divinity to attempt to forsee the
a Intelligence (History) check. On a successful check, you demise of a creature, possibly preventing it. Whenever a
permanently learn the hidden information, and do not need creature you can see within 30 feet of you drops to 0 hit
to make further checks. The more secret the information is, points, you may use your reaction to flip a coin. On heads, the
the harder the DM may set the DC. Any information not creature drops to 1 hit point instead. On tails, the creature
permanently learned from the devoured creature is lost after drops to 0 hit points as normal, and you regain one use of
8 hours as their memories are consumed by your mind. Once your Channel Divinity.
you use this feature, you may not do so again until after
completing a long rest. Channel Divinity: Turn Creature
 2nd-level War Domain feature
Prophecy Domain Your Turn Creature Channel Divinity affects abberations
Knowledge is power, and the ability to gain knowledge before
an event even occurs is truly a divine gift. Clerics of the Fortune's Favor
Prophecy Domain dedicate their lives to understanding holy  6th-level Prophecy Domain feature
knowledge which may reveal events to come. Such clerics You gain the ability to extend your divine visions to your
may worship gods of fate such as Ioun, Istus, or Lyris; or allies. You can also use your Blessing of Weal on willing
instead gods of time such as Cyndor, or Pelor. creatures you can see within 30 feet of you.
Prophecy Domain Spells
Cleric Level Spells Potent Spellcasting
 8th-level Prophecy Domain feature
1st Detect Magic, Identify
You add your Wisdom modifier to the damage you deal with
3rd Augury, Locate Object any cleric cantrip.
5th Clairvoyance, Magic Circle
Divine Portents
7th Divination, Otiluke's Resilient Sphere  17th-level Prophecy Domain feature
9th Commune, Legend Lore
Your god constantly fills your head with visions of the future,
granting you preternatural ability to forsee possible
Theosophy
 1st-level Prophecy Domain feature outcomes. Whenever you make a saving throw, attack roll, or
ability check and fail, you may use your reaction to turn that
When you choose this domain, you learn the Guidance failure into a success. Once you have used this feature, you
cantrip. This does not count against the number of cantrips may not do so again until after completing a long rest.
you know.

34
Sacrifice Domain Hit Dice and Divine Adjudication
Selflessness, devotion, and benevolence. These are but a few Both players and DMs should keep in mind that a
words that describes the mysterious clerics within the character only regains half its hit die upon
Sacrifice Domain. Such clerics believe that the self is completing the course of a long rest. This means
something to be given up, a divine tool to be offered into the that a cleric who takes this domain may not be able
heavens for a taste of godly powers. This offering of the self to use this as many times as they have hit dice per
can take many forms such as blood, pieces of the soul, or even long rest. Be cautious about expending too many,
one's own sanity. Regardless of the rituals of offering a cleric or one may find themselves improperly prepared
chooses, when their deity receives such a powerful and for the battles ahead.
greatly personal gift, they imbue the cleric with a portion of
their own power.
Any gods of neutral alignment are highly susceptible to Channel Divinity: Scars of Atonement
these offerings. Beings such as Tymora or and Beshaba can  2nd-level Sacrifice Domain feature
bestow good or ill luck in return for these sacrifices and Torm
might bestow his courage and protection. Similarly, evil gods As an action, you may use your Channel Divinity to sacrifice
who revel in blood and pain such as Bhaal or Velsharoon may your own vitality to protect those around you. When you do
also bestow their powers. so, you take necrotic damage equal to your cleric level, which
cannot be reduced or ignored in any way. Each creature of
Domain Spells your choice (including you) within 30 feet of you gains
1st-level Sacrifice Domain feature temporary hit points equal to 1d4 + the amount of damage
you took.
Sacrifice Domain Spells
Cleric Level Spells Proffer the Weak
1st Bane, False Life  6th-level Sacrifice Domain feature
3rd Aid, Lesser Restoration Whenever a creature dies within 30 feet of you, you can use
5th Feign Death, Life Transference
your reaction to proffer its soul to your deity. You then end
one disease or magical effect on you of your choice. If the
7th Death Ward, Guardian of Faith effect you choose to end is a spell, its level must not exceed
9th Antilife Shell, Hallow your proficiency bonus. You can use this feature a number of
times equal to your Wisdom modifier, regaining all uses upon
Divine Adjudication
completing a long rest.
 1st-level Sacrifice Domain feature
Potent Spellcasting
When you expend a spell slot to cast a spell of 1st-level or  8th-level Sacrifice Domain feature
higher, you can augment it by sacrificing a portion of your You add your Wisdom modifier to the damage you deal with
own being. When you do so, expend one of your cleric Hit any cleric cantrip.
Dice and roll it, taking necrotic damage equal to the value.
The damage you take cannot be resisted or ignored by any Final Offering
means, and ignores any temporary hit points you may have.  17th-level Sacrifice Domain feature
You then cast the spell as if it was one level higher. At higher
cleric levels, you can increase the power of the spell further: You gain immunity to necrotic damage. Additionally, when
one additional level for each additional hit die you expend you take damage that would reduce you to 0 hit points or
beyond the first. The maximum level you can increase a spell outright kill you, you can use your reaction to instead
to is shown in the Sacrifice Table below. sacrifice both your soul and your body to your deity. When
you do, your body shatters into a wave of pure energy, killing
Sacrifice Table you but invigorating your allies and crushing your foes. All
Cleric Level Maximum Spell Level creatures you choose within 30 feet of you restore a number
1st 2nd of hit points equal to your cleric level. All other creatures in
the same radius must make a constitution saving throw
5th 3rd against your spell save DC. On a failure, they take necrotic
9th 4th damage equal to your cleric level and are stunned until the
13th 5th
end of their next turn. Creatures take half as much damage
and are not stunned on a success.
17th 6th Your deity then reincarnates you at the place of your death
with an identical form after 1d4+1 days. Once you
Channel Divinity: Turn Undead reincarnate in this way or are otherwise revived, you cannot
 2nd-level Sacrifice Domain feature use this feature again for one week.
Your Turn Creature Channel Divinity affects undead

35
Druid
Earth Glide
Variant Class Features 6th-level Circle of the Land feature which enhances
 Land's Stride
Expanded Spell List
The following spells expand the Druid's Spell list. You gain a burrow speed of 10 ft. When you burrow in this
way, you leave a 5-ft diameter tunnel in your wake.
Druid Expanded Spell List
Spell Nature's Wrath
Level Spells 10th-level Circle of the Land feature which enhances
 Nature's Ward
1st Ceremony, Protection from Evil and Good, Feather
Fall, Frost Fingers, Magnify Gravity You can add your Wisdom modifier to one damage roll of any
2nd Augury, Continual flame, Enlarge/Reduce, druid spell you cast.
Maximilian’s Earthen Grasp, Spider Climb, Web
Nature's Rampart
3rd Aura of Vitality, Elemental Weapon, Erupting Earth, 14th-level Circle of the Land feature which replaces
Pulse Wave, Revivify, Thunder Step, Wall of Sand  Nature's Sanctuary
4th Divination, Fire Shield, Gravity Sinkhole, Storm
Sphere The land itself moves to protect you from danger. While you
are on land and are targeted by an attack or forced to make a
5th Cone of cold, Dawn, Immolation, Passwall Dexterity saving throw, the earth moves to shield you,
6th Flesh to stone, Chain Lighning, Gravity Fissure, Wall granting you half cover against the attack or effect. If you
of Ice already had half cover, it is increased to 3/4 cover.
7th Symbol
8th Incendiary Cloud Tenser's Alterations
9th Mass polymorph, Power Word Heal, Ravenous Void Circle of the Land was unfortunately an incredibly
weak subclass for a very strong class. Compared to
the Circle of the Moon, it got outclassed in every
Druidic way. The features it got were proven even weaker
You know Druidic, the secret language of druids. You can than initially thought as more and more circles
speak the language using it to leave hidden messages and were released. Their capstone feature was
talk to beasts or plants. You may spend five times as long as incredibly specific and was typed towards creatures
normal communicating a simple phrase or idea to a plant or which did not have very high maximum CRs,
making them very uncommon to encounter at high
beast. Once you have spoken to a beast or plant in this way, it levels.
may communicate simple information back to you using
sounds and movement to convey their message
Any creature who hears or sees this language can
recognize it as Druidic with a DC 15 Wisdom (Perception) Circle of the Moon
check, but they cannot decipher or understand it without
magic. Circle Forms
 2nd-level Circle of the Moon feature
Variant Druid Circles The rites of your circle grant you the ability to transform into
more dangerous animal forms. When you use your Wild
Circle of the Land Shape feature, you can use the Beast Shapes table below
instead.
Additional Circle Spells
In addition to the circle spells you gain at 3rd, 5th, 7th, and Beast Shapes
9th level, you gain the below circle spells at 2nd level. Druid Level Max CR. Limitations
Land 2nd level Circle Spells 2nd 1/2 No flying or swimming speed
Arctic Armor of Agathys, Frost Fingers 4th 1 No flying speed
Coast Purify Food and Drink, Fog Cloud 8th 2 —
Desert Create or Destroy Water, Silent Image 11th 3 —
Forest Goodberry, Snare 14th 4 —
Grassland Entangle, Longstrider 17th 5 —
Mountain Earth Tremor, Feather Fall 20th 6 —
Swamp Entangle, Fog Cloud
Underdark Faerie Fire, Ray of Sickness

36
Dawn Blessed
Tenser's Alterations  2nd-level Circle of the Sun feature
At 2nd level, Circle of the Moon druids could have You may spend one minute conducting druidic rituals directly
more health than an entire party combined. With
most beasts of that CR hovering around 30-40 HP,
in the sun's rays to gain the following benefits for up to 1
it made them essentially unkillable tanks that could
hour.
also cast spells. By slightly slowing down that You may add your Wisdom modifier to your AC
progression, they fall more in line with other Whenever a creature hits you with a melee attack, you
classes and are not quite so unkillable at low levels may use your reaction to cause tendrils of light to wrap
around the creature, dealing radiant damage equal to 1d4
+ half your Druid level rounded down.
Circle of Spores You gain advantage on intelligence (investigation) checks
to see through illusions
Symbiotic Entity
 2nd-level Circle of Spores feature You may use this feature twice before completing a long
rest. The Tendril of Light damage die increases to 1d6 at 6th
You gain the ability to channel magic into your spores. As an level, 1d8 at 10th level, and 1d10 at 14th level
action, you can expend a use of your Wild Shape feature to
awaken those spores, rather than transforming into a beast Circle Spells
form, and you gain temporary hit points equal to 10 + 4 times You draw energy from the sun, infusing your very essence
your druid level. While this feature is active, you gain the with glowing radiant energy. A Druid who follows this circle
following benefits: is able to bend the light itself to harness powerful radiant
When you deal your Halo of Spores damage, roll the energy, and create powerful illusions at will. At 3rd, 5th, 7th,
damage die a second time and add it to the total. When and 9th level, you gain access to circle spells connected to the
you do so, the remaining number of temporary hit points light and sun.
you have from this feature increass by the total necrotic Once you gain access to a circle spell, you always have it
damage you deal. prepared, and it doesn't count against the number of spells
Your melee weapon attacks deal an extra 1d6 necrotic you can prepare each day. If you gain access to a spell that
damage to any target they hit. doesn't appear on the druid spell list, it is nonetheless a druid
spell for you
These benefits last for 10 minutes, until you lose all these
temporary hit points, or until you use your Wild Shape again. Circle of the Sun Spells
Druid Level Circle Spells
3rd Invisibility, Gleam*
Tenser's Alterations
As essentially a replacement for Wild Shape, 5th Daylight, Solar Flare*
Symbiotic Entity was simply not good enough. 7th Hallucinatory Terrain, Sickening Radiance
With regular wild shape giving more "effective hit
points" than this transformation while encouraging 9th Dawn, Pareidolia*
a more close range type of druid, it was just not
quite enough. Light Scatter
 6th-level Circle of the Sun feature
You gain the ability to create an illusory double. As a reaction
on your turn upon being targeted by a melee, ranged, or spell
Additional Druid Circles attack, you may create an illusory double of yourself in an
Circle of the Sun unoccupied space 5 feet from you, and force the creature to
attack it instead. The illusory double looks identical to you,
Druids of the Circle of the Sun are vibrant, energetic, and has 1 hit point, and AC equal to 10 + your Wisdom modifier.
sometimes mischevious. All druids who follow this circle The double cannot move or act, but for all other purposes,
form small, tight knit groups spread all across the land, cannot be distinguished from you. While both you and your
known as Solarums. Each Solarum has their own laws and illusion are alive, creatures that attempt to target you with
values, but each one loosely follows the rules of overarching attacks must make their attack randomly between you. Upon
Circle. reducing your double to 0 hit points, it bursts into a flash of
These druids are intensely suspicious of outsiders, brilliant light, and the creature who destroyed it must make a
guarding their secrets and rituals closely within their Constitution saving throw against your spell save DC or else
Solarum. To those they consider friends, however, these be blinded for 1 minute. A creature may repeat this saving
Druids are devoted to an animalistic level, willing to fight and throw at the end of each of their turns to end the effect early.
die for those they care for. Once you use this feature, you must complete a short or long
rest before using it again.
Bonus Cantrip
 2nd-level Circle of the Sun feature
You learn the Word of Radiance cantrip, it is a druid cantrip
for you.

37
Luminous Aura Once you gain access to a circle spell, you always have it
 10th-level Circle of the Sun feature prepared, and it doesn't count against the number of spells
you can prepare each day. if you gain access to a spell that
You gain resistance to radiant damage and become immune doesn't appear on the druid spell list, it is nonetheless a druid
to the blinded condition. Additionally, as an action, you may spell for you
choose to exude bright light out to 15 feet, and dim light out
an additional 15 feet. You may dismiss this effect at any time Circle of Gravity Spells
as a bonus action on your turn. Druid Level Circle Spells
3rd Earthbind, Levitate
Insolation
 14th-level Circle of the Sun feature 5th Erupting Earth, Slow
You learn to control the sun's rays to an even greater extent. 7th Stone Shape, Stoneskin,
While a creature you can see within 60 feet is in bright light, 9th Hold Monster, Wall of Force
you may use a bonus action to attempt to blind the creature.
The chosen creature must succeed on a Constitution saving Bend Missile
throw with DC equal to your Spell Save DC or else take 4d8  6th-level Circle of Gravity feature
radiant damage and become blinded for 1 minute. On a
successful save, the creature takes half as much damage, and When a creature you can see makes a ranged attack against
the first attack the creature makes each turn has you, you may use your reaction to expend a spell slot of 1st
disadvantage for 1 minute. A creature may repeat this saving level or higher to force the attack to hit another creature
throw at the end of each turn to end either effect early. A within 15 feet of you and deal an extra 1d8 force damage.
creature immune to the blinded effect automatically succeeds The damage a creaure takes from this feature increases by
on its saving throw. You may use this feature a number of 1d8 per slot level above 1st. If there are no creatures within
time equal to your half your Wisdom modifier (rounded 15 feet of you, the attack misses.
down).
Alter Gravity
 10th-level Circle of Gravity feature
Circle of Gravity you gain the ability to alter gravity for all creatures of size
Druids who follow the Circle of Gravity are intensely studious Large or smaller in a 30 foot cube. You may select which way
and ritualistic, believing the entire universe is connected by the gravity orients, providing different effects based on the
geomagnetic and gravitational forces. They believe fervently direction you choose. All affected creatures may make a
in unity and peace, avoiding violence if at all possible, Dexterity saving throw against your spell save DC to grab
preferring instead to practice their control over the natural onto an object and avoid the fall. If a creature hits another
world. object, they take damage as normal. You may alter the way
gravity is oriented as an action. This effect requires
Gradiance concentration as if it was a spell. Once you use this feature,
 2nd-level Circle of Gravity feature you may not use it again until after completing a long rest.
You learn how to partially alter the flow of gravity around you. Alter Gravity: Up
You can make a long jump or running high jump after moving All creatures begin falling upwards towards the top of the
only 5 feet on foot, rather than 10 feet, and your jump affected area. Creatures that reach the top of the cube remain
distance is increased by 10 feet. Additionally, you fall much there oscillating slightly until the effect ends.
slower than normal. You gain resistance to fall damage.
Alter Gravity: Down
Gravitational Shift All creatures begin falling down towards the bottom of the
 2nd-level Circle of Gravity feature cube. All affected creatures gain vulnerability to fall damage,
You learn how to harness the magnetic fields of the earth. and disadvantage on grapple checks and saving throws to
When a creature you can see within 30 feet of you moves, you prevent being knocked prone. Whenever a creature reaches
may use your reaction to attempt to pull the creature down. the ground, or begins its turn on the ground, it must make a
That creature must make a Strength saving throw, or else be Strength saving throw or be knocked prone.
knocked prone and take bludgeoning damage equal to 1d8 + Alter Gravity: Sideways
your druid level. On a success, the creature takes half as All creatures begin falling sideways towards a chosen side of
much damage and remains standing. Once you use this the cube. Creatures that reach the side of the cube are
feature, you must complete a short or long rest before using it thrown from the radius as if they had fallen normally.
again
Geomagnetic Tremors
Circle Spells  14th-level Circle of Gravity feature
Your power comes from a fundamental understanding and a
ritualistic reverence of the earth itself. At 3rd, 5th, 7th, and Whenever a creature is knocked prone by one of your spells
9th level, you gain access to circle spells connected to the or druid features, you may force the creature to take
earth and alteration of it. additional magical bludgeoning damage equal to your
Wisdom modifier.

38
Fighter
Note: This class variant uses all the following class features as replacements and/or variant rules for the Fighter. You must use all
the features together. If a feature is not listed here, it remains unchanged

Variant Fighter Table


Fighter
Level Proficiency Bonus Features Superiority Die Superiority Die Uses Manuevers Known
1st +2 Fighting Style, Second Wind ─ ─ ─
2nd +2 Action Surge (1x), Combat Superiority d6 4 3
3rd +2 Martial Archetype d6 4 3
4th +2 Ability Score Improvement, Student of War d6 4 3
5th +3 Extra Attack (1x) d6 4 3
6th +3 Combat Superiority Improvement, d8 5 4
Know your Enemy
7th +3 Martial Archetype Feature d8 5 4
8th +3 Ability Score Improvement d8 5 4
9th +4 Indomitable (1x) d8 5 4
10th +4 Ability Score Improvement, d8 5 4
Martial Archetype Feature
11th +4 Combat Superiority Improvement, d10 6 5
Extra Attack (2x)
12th +4 Ability Score Improvement d10 6 5
13th +5 Indomitable (2x) d10 6 5
14th +5 Favoured Weapon d10 6 5
15th +5 Martial Archetype Feature d10 6 5
16th +5 Ability Score Improvement, d12 7 6
Combat Superiority Improvement,
17th +6 Action Surge (2x), Indomitable (3x) d12 7 6
18th +6 Martial Archetype Feature d12 7 6
19th +6 Ability Score Improvement d12 7 6
20th +6 Extra Attack (3x) d12 7 6

Combat Superiority Superiority Dice You have four superiority dice, which
are d6s. A superiority die is expended when you use it.
 2nd-level fighter feature You regain all of your expended superiority dice when you
You learn maneuvers that are fueled by special dice called finish a short or long rest. You gain another superiority die
superiority dice. at 6th level, 11th level, and one more at 16th level. The die
changes according to your fighter level, as shown on the
Maneuvers. You learn three maneuvers of your choice Superiority Die column of the fighter table.
from the maneuver list. Many maneuvers enhance an Saving Throws. Some of your maneuvers require your
attack in some way. You can use only one maneuver per target to make a saving throw to resist the maneuver's
attack. You learn one additional maneuver of your choice effects. The saving throw DC is calculated as follows:
at 6th, 11th, and 16th level. Each time you learn new
maneuvers, you can also replace one maneuver you know
with a different one. Maneuver Save DC: 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)

39
Ability Score Improvement
 4th-level fighter feature Tenser's Alterations
When you reach 4th level, and again at 8th, 10th, 12th, 16th, Fighter was probably the most uninteresting class
and 19th level, you can increase one ability score of your in the game. Beyond that, it also actively
choice by 2, or you can increase two ability scores of your discouraged out of combat roleplaying by not
giving any features which allowed you to do so. It
choice by 1. As normal, you can't increase an ability score locked you into a single archetype of "swordsman
above 20 using this feature. who hits things" with very few customization
options beyond your background. Battlemaster was
Student of War the only archetype that allowed for extensive
 4th-level fighter feature customization and gave useful non-combat
features. Tasha's Cauldron of Everything even
Choose any two artisan's tools. Whenever you make an ability realized this, and gave flavorful examples of
check using these tools, you may roll your Combat character builds one could create by becoming a
Superiority die and add the value to the total. Using this battlemaster. One subclass should not be the only
feature does not expend a Combat Superiority die. one capable of being flavorful
By moving the Battlemaster features into the
base class, you can get that same customization on
Extra Attack every fighter, while not sacrificing any of your
 5th-level fighter feature damage. Since a lot of the damage fighter did was
based on feats, we rescaled the amount and level
You can attack twice, instead of once, whenever you take the you get them at alongside a slower scaling
Attack action on your turn. Superiority Die. This slightly slower scaling allows
The number of attacks increases to three upon reaching for more interactive playing while keeping the
11th level in this class, and to four at 20th level same level of power as the base class had.

Know Your Enemy


 6th-level fighter feature
If you spend at least 1 minute observing or interacting with
Variant Martial
another creature outside combat, you can learn certain Archetypes
information about its capabilities compared to your own. The Because of the addition of Superiority Die to the base fighter
DM tells you if the creature is your equal, superior, or inferior class, several Martial Archetypes require a full rework
in regard to two of the following characteristics of your
choice: Arcane Hunter
Strength score Note: This archetype optionally replaces Arcane Archer
Dexterity score An Arcane Hunter studies a unique method of archery that
Constitution score weaves magic into attacks to produce supernatural effects.
Armor Class Arcane Hunters are some of their most elite warriors in any
Current hit points army, raining a hail of magical attacks upon enemies from
Total class levels, if any afar and inflicting devastating arcane effects. Such fighters
Fighter class levels, if any are also adept students of magic, with many studying and
Favored Weapon learning hidden techniques over years at a time in order to
better understand their enemies.
 14th-level fighter feature
You choose a single type of weapon as your favored weapon. Boon of the Great Hunt
While you wield this type of weapon, you gain the following 3rd-level Arcane Hunter feature which replaces Arcane
benefits:  Archer Lore
You are no longer limited by your size when wielding You learn magical theory or some of the secrets of nature –
weapons with the heavy property typical for practitioners of of this martial tradition. You gain
You cannot be disarmed against your will, and your proficiency in either the Arcana or Nature skill, and you learn
weapon cannot be destroyed by non-magical means either the Prestidigitation or Druidcraft cantrip.
Your damage dice increases one size (from 1d8 to 1d10 Arcane Shot
etc). If the weapon die was already 1d12, it becomes 2d6  3rd-level Arcane Hunter feature
instead. Similarly, if the weapon uses multiple damage die
(like the greatsword or maul), each die increases by 1 size. You learn to unleash special magical effects with some of
your shots. When you gain this feature, you learn two Arcane
Shot options of your choice (see "Arcane Shot Options")

40
Once per turn when you make a ranged or thrown weapon Arcane Shot Options
attack as part of the Attack action, you can expend one The Arcane Shot feature lets you choose options for it at
Combat Superiority Die to apply one of your Arcane Shot certain levels. The options are presented here in alphabetical
options to that projectile. You add your Combat Superiority order. They are all magical effects, and each one is associated
Die roll to the damage of the attack. You decide to use the with one of the schools of magic.
option when the projectile hits, unless the option doesn’t If an option requires a saving throw, your Arcane Shot save
involve an attack roll. DC equals 8 + your proficiency bonus + your Intelligence
Whenever you would normally learn a Maneuver, you can modifier.
forgo learning it to instead learn an additional Arcane Shot Banishing Shot. You use abjuration magic to try to
option and replace one you already know. temporarily banish your target to a harmless demiplane. The
creature hit by the projectile must succeed on a Charisma
Magical Infusion
 7th-level Arcane Hunter feature saving throw or be banished. While banished in this way, its
speed is 0, and it is incapacitated. At the end of its next turn,
You gain the ability to infuse magical energy into every the target reappears in the space it vacated or in the nearest
weapon you use. Whenever you make an attack using a unoccupied space if that space is occupied.
ranged or thrown weapon, it counts as magical for the Beguiling Shot. Your enchantment magic causes this
purposes of overcoming resistance and immunity to projectile to temporarily beguile its target. When the creature
nonmagical attacks and damage. The magic fades from the is hit by it, choose one of your allies within 30 feet of the
projectile after it hits or misses its target. target. The target must succeed on a Wisdom saving throw,
or it is charmed by the chosen ally for 1 minute. This effect
Curving Shots ends early if the chosen ally attacks the charmed target, deals
 7th-level Arcane Hunter feature damage to it, or forces it to make a saving throw. If the
You learn how to direct errant projectiles toward a new creature is unaware of you, it remains unaware of your
target. When you make an attack roll with a ranged or thrown attempt to charm it.
weapon and miss, you can use a bonus action to reroll the Bursting Shot. You imbue your projectile with force
attack roll against a different target within 30 feet of the energy drawn from the school of evocation. The projectile
original target. detonates after your attack. Immediately after the attack hits
the creature, the target and all creatures within 10 feet of it
must succeed on a Dexterity saving throw or else be pushed
Patient Techniques backwards 10 feet and knocked prone.
 10th-level Arcane Hunter feature Enfeebling Shot. You weave necromantic magic into your
Whenever you use an Arcane Shot while hidden from a projectile. After the projectile hits a creature, it must succeed
creature, it has disadvantage on any saving throw it makes to on a Constitution saving throw, or the damage dealt by its
resist the shot's effects. weapon attacks is halved until the end of your next turn.
Grasping Shot. When this shot strikes its target,
Ever-Ready Shot conjuration magic creates grasping brambles and vines
 15th-level Arcane Hunter feature which wrap around the target. While the vines are not
If you expend a Combat Superiority Die to use one of your destroyed, the creature's speed is halved. The target or any
Arcane Shot options and the target creature succeeds on its creature that can reach it can use its action to remove the
saving throw to resist an effect other than taking damage, you brambles with a successful Strength (Athletics) check against
regain the expended die. your Arcane Shot save DC. Otherwise, the brambles last for 1
minute or until you use this option again.
Piercing Shot. You use transmutation magic to give your
Arcane Replication projectile an ethereal quality. When you use this option, you
 18th-level Arcane Hunter feature don’t make an attack roll for the attack. Instead, the projectile
After intense study and practice, you have learned to replicate flies forward in a line, which is 1 foot wide and 30 feet long,
powerful magical spells, unleashing them alongside your hail before disappearing. The attack passes harmlessly through
of arcane shots. Whenever you expend a Combat Superiority objects, ignoring cover. Each creature in that line must make
Die to use one of your Arcane Shot options, you can forgo any a Dexterity saving throw. On a failed save, a creature takes
of those choices to instead cast any spell from the Wizard damage as if it were hit by the projectile normally. On a
spell list originating from the target the projectile hit. The successful save, a target takes half as much damage.
spell you cast must be of 4th-level or lower, must have a Shadow Shot. You weave illusion magic into your attack,
casting time of 1 Action or Bonus Action, and must not have a causing it to occlude your foe’s vision with shadows. The
duration longer than 1 minute. If you choose a spell of 3rd creature hit by the attack must succeed on a Wisdom saving
level or below and it can be cast at higher levels, it is throw or be blinded until the end of your next turn.
considered to be cast at 4th level. Once you have used this
feature, you may not do so again until after completing a long
rest.

41
Tracking Shot. Using divination magic, you grant your attack Rallying Cry
the ability to seek out your target, allowing it to curve and  3rd-level Banneret feature
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 You learn how to inspire your allies to fight on past their
one creature you have seen in the past minute. The projectile injuries.
flies toward that creature, moving around corners if When you use your Second Wind feature, you can choose
necessary and ignoring three-quarters cover and half cover. If up to three willing creatures within 60 feet of you. Each one
the target is within the weapon’s range and there is a path regains hit points equal to your Charisma modifier plus your
large enough for the projectile to travel to the target, the fighter level, provided that the creature can see or hear you. If
target must make a Dexterity saving throw. On a failed save, it the creature is frightened, paralyzed, or stunned the condition
takes damage as if it were hit by the projectile, and you learn ends. If the creature is prone, it can use its reaction to stand
the target’s current location. On a successful save, the target up.
takes half as much damage, and you don’t learn its location.
Strategic Maneuvers
 7th-level Banneret feature
Tenser's Alterations
Your prowess as a commander and awareness during battle
Arcane Archer was in a very odd spot, and we
theorized it was going to be an addition to Sword
allows you to inspire others to fight beyond their normal
Coast Adventurer's Guide and would have been
capabilities. If you and an ally are within 5 feet of the same
limited to elves like Bladesinger was. However, this creature, you can use a bonus action to make one weapon
was significantly weaker than Bladesinger and attack against that creature. If the attack hits, and your ally is
completely lacked a 10th level feature. The damage within 5 feet of the target at the start of their next turn, they
was far too weak to keep up with other fighters, can also use their bonus action to make a weapon attack
and only having two uses of it felt awful to deal against the same target.
with. Making it deal more damage, and giving way
more uses of it makes Arcane Archer more of the Inspiring Surge
battlefield control archetype it was meant to be  10th-level Banneret feature
When you use your Action Surge feature, you can choose one
creature within 60 feet of you that is allied with you. That
Banneret creature can make one weapon attack using its reaction,
A banneret is a knight who inspires greatness in others by provided that it can see or hear you. Alternatively, the
committing brave deeds in battle. The mere presence of one creature can cast one cantrip, provided it has a casting time
in a hamlet is enough to cause some orcs and bandits to seek of 1 action or bonus action.
easier prey. A lone banneret is a skilled warrior, but a Starting at 18th level, you can choose two allies within 60
banneret leading a band of allies can transform even the feet of you, rather than one.
most poorly equipped militia into a ferocious war band. Unwavering Bulwark
A banneret prefers to lead through deeds, not words. As a  15th-level Banneret feature which replaces Bulwark
banneret spearheads an attack, their actions can awaken
reserves of courage and conviction in allies that they never You can extend the benefit of your Indomitable feature to an
suspected they had. ally. When you decide to use Indomitable to reroll a saving
throw and you aren't incapacitated, you can choose up to 3
Commanding Word allies within 30 feet of you that also failed their saving throw
 3rd-level Banneret feature against the same effect. If the chosen creatures can see or
You learn the Commander's Strike Combat Superiority hear you, they can reroll their saving throw and must use the
Maneuver. This does not count against the number of new result. For each creature that succeeds on its reroll, you
Maneuvers you can know. restore one expended Superiority Die. The amount of
Superiority Die you restore cannot exceed half your
Charisma modifier rounded up (minimum 1).
Inspiring Presence
 3rd-level Banneret feature Defensive Tactics
When you choose this archetype, simply being in your  18th-level Banneret feature
presence fills your allies with confidence. Whenever a At the start of your turn, roll 1d4. You and a number of
creature you can see within 30 feet of you makes a Charisma creatures you choose up to your Charisma modifier within 30
ability check, you may use your reaction to roll a Combat feet of you add the result to their AC until the start of your
Superiority Die and add that value to the total. Once you have next turn. This feature requires concentration as if it were a
inspired a creature in this way, they must complete a short or spell. If you lose concentration on this feature, this bonus is
long rest before receiving this benefit again. Using this lost until the start of your next turn.
feature does not expend a use of your Combat Superiority
Die.

42
Spellcasting Ability. Intelligence is your spellcasting
Tenser's Alterations ability for your wizard spells, since you learn your spells
Banneret was so weak, when we discussed through study and memorization. You use your Intelligence
reworking fighter, several of us forgot it existed. whenever a spell refers to your spellcasting ability. In
Without a doubt, Banneret was the worst fighter in addition, you use your Intelligence modifier when setting the
the game, lacking damage, and lacking any sort of saving throw DC for a wizard spell you cast and when making
meaningful impact in combat beyond a few minor an attack roll with one.
effects. We reworked the class from the ground up,
ensuring that it would fit its intended role of Spell save DC = 8 + your proficiency bonus + your
inspiring others and acting as a leader. We also Intelligence modifier
made Rallying Cry as impactful as it sounded, and Spell attack Modifier = your proficiency bonus + your
not useless when your allies are at full health. Intelligence modifier
Eldritch Knight Spellcasting
Fighter Cantrips Spells
Eldritch Knight Level Known Known 1st 2nd 3rd 4th
The archetypal Eldritch Knight combines the martial mastery 3rd 2 3 2 — — —
common to all fighters with a careful study of magic. Eldritch 4th 2 4 3 — — —
Knights use magical techniques similar to those practiced by
wizards. They focus their study on two of the eight schools of 5th 2 4 3 — — —
magic: abjuration and evocation. Abjuration spells grant an 6th 2 4 3 — — —
Eldritch Knight additional protection in battle, and evocation 7th 2 5 4 2 — —
spells deal damage to many foes at once, extending the
fighter's reach in combat. These knights learn a 8th 2 6 4 2 — —
comparatively small number of spells, committing them to 9th 2 6 4 2 — —
memory instead of keeping them in a spellbook. 10th 3 7 4 3 — —
Spellcasting 11th 3 8 4 3 — —
 3rd-level Eldritch Knight feature 12th 3 8 4 3 — —
You learn to augment your martial prowess with the ability to 13th 3 9 4 3 2 —
cast spells.
Cantrips. You learn two cantrips of your choice from the 14th 3 10 4 3 2 —
wizard spell list. You learn an additional wizard cantrip of 15th 3 10 4 3 2 —
your choice at 10th level. 16th 3 11 4 3 3 —
Spell Slots. The Eldritch Knight Spellcasting table shows
how many spell slots you have to cast your spells of 1st level 17th 3 11 4 3 3 —
and higher. To cast one of these spells, you must expend a 18th 3 11 4 3 3 —
slot of the spell's level or higher. You regain all expended spell
slots when you finish a long rest. 19th 3 12 4 3 3 1
For example, if you know the 1st-level spell Shield and 20th 3 13 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you can
cast Shield using either slot. Weapon Bond
Spells Known of 1st Level and Higher. You know three  3rd-level Eldritch Knight feature
1st-level wizard spells of your choice, two of which you must
choose from the abjuration and evocation spells on the You learn a ritual that creates a magical bond between
wizard spell list. yourself and one weapon. You perform the ritual over the
The Spells Known column of the Eldritch Knight course of 1 hour, which can be done during a short or long
Spellcasting table shows when you learn more wizard spells rest. The weapon must be within your reach throughout the
of 1st level or higher. Each of these spells must be an ritual, at the conclusion of which you touch the weapon and
abjuration or evocation spell of your choice, and must be of a forge the bond.
level for which you have spell slots. For instance, when you Once you have bonded a weapon to yourself, you can't be
reach 7th level in this class, you can learn one new spell of disarmed of that weapon unless you are incapacitated.
1st or 2nd level. Additionally, you may use your bonded weapon as a
The spells you learn at 8th, 14th, and 20th level can come spellcasting focus for your Eldritch Knight spells. If it is on
from any school of magic. the same plane of existence, you can summon that weapon as
Whenever you gain a level in this class, you can replace one a bonus action on your turn, causing it to teleport instantly to
of the wizard spells you know with another spell of your your hand.
choice from the wizard spell list. The new spell must be of a You can have up to two bonded weapons, but can summon
level for which you have spell slots, and it must be an only one at a time with your bonus action. If you attempt to
abjuration or evocation spell, unless you're replacing the spell bond with a third weapon, you must break the bond with one
you gained at 3rd, 8th, 14th, or 20th level from any school of of the other two.
magic.

43
Acolyte's Study Psi Warrior
 3rd-level Eldritch Knight feature
Awake to the psionic power within, a Psi Warrior is a fighter
Your study of magic and its effects has granted you a greater who augments their physical might with psi-infused weapon
understand of the arcane. Whenever you make an Arcana or strikes, telekinetic lashes, and barriers of mental force. Many
History check, you can roll your Combat Superiority Die and githyanki train to become such warriors, as do some of the
add the result to your check. Using this feature does not most disciplined high elves. In the world of Eberron, many
expend a use of your Combat Superiority Die. young kalashtar dream of becoming Psi Warriors.
As a Psi Warrior, you might have honed your psionic
War Magic abilities through solo discipline, unlocked it under the
 7th-level Eldritch Knight feature tutelage of a master, or refined it at an academy dedicated to
When you use your action to make a weapon attack with one wielding the mind's power as both weapon and shield.
of your Bonded Weapons or cast a spell using one as your
focus, you can expend one of your Combat Superiority Die to Self Realization
cast a cantrip as a bonus action provided it has a casting time  3rd-level Psi Warrior feature
of one action. As a psionic empowered warrior, your mind transcends the
limits imposed upon other creatures. You learn the Encode
Eldritch Strike Thoughts cantrip and can cast it using Intelligence as your
 10th-level Eldritch Knight feature spellcasting ability
You learn how to make your weapon strikes undercut a
creature's resistance to your spells. When you hit a creature Psionic Power
with a weapon attack, that creature has disadvantage on the  3rd-level Psi Warrior feature
next saving throw it makes against a spell you cast before the You harbor a wellspring of psionic energy within yourself. You
end of your next turn. learn one Psionic Maneuver of your choice from the Psionic
Maneuver List below. Whenever you would normally learn an
Arcane Charge additional Combat Maneuver, you can instead choose a
 15th-level Eldritch Knight Feature Psionic Maneuver. Some of your Psionic Maneuvers require
You gain the ability to teleport up to 30 feet to an unoccupied your target to make a saving throw to resist the maneuver's
space you can see when you use your Action Surge. You can effects. The saving throw DC is calculated as follows:
teleport before or after the additional action. Psionic Maneuver save DC = 10 + your proficiency bonus +
your Intelligence modifier
Improved War Magic
 18th-level Eldritch Knight feature Telekinetic Adept
When you use your action to cast a spell, you can make two  7th-level Psi Warrior feature
weapon attacks as a bonus action. You learn to use your psionic powers to move your weapons
using only your mind. You may attack with and carry up to
Tenser's Alterations
two melee weapons, which lack the heavy and reach
properties, telekinetically up to 5 feet away from you.
Of the Martial Archetypes presented in the Player's Alternatively, you can wield one weapon which lacks the
Handbook, Eldritch Knight was definitely the
weakest. Casting spells required sacrificing a lot of
heavy and reach properties and a shield. While wielding a
damage while not really gaining anything.
weapon in this way, the range of your weapon attacks
Additionally, the way it was written Eldritch Knights increases by 5 feet (up to a maximum of 10 feet), and leaves
could not use arcane focuses and did not get a your hands free to perform other actions. You must obey all
component pouch, making them a very expensive equipment rules as if you were wielding the weapons
and awkard spellcaster. The 7th level feature was normally.
mathematically always worse than taking the attack
action (other than Green Flame Blade and Booming Guarded Mind
Blade up until level 11), making it basically a non  10th-level Psi Warrior feature
feature. By making the feature a situational
"quickened spell," it doesn't punish players for The psionic energy flowing through you has bolstered your
using their magic during combat and not taking mind, granting you resistance to psychic damage.
specific spells. Similar to the 7th level feature, Additionally, whenever you expend a Combat Superiority Die,
Improved War Magic felt awful to use instead of you can end one effect on yourself causing you to be charmed
attacking multiple times. Implementing the same or frightened.
mechanics allows an Eldritch Knight to unleash
awesome combinations of spells and attacks
befitting an 18th level character

44
Bulwark of Force Alternatively, if it is a Tiny object, you can move it to or
 15th-level Psi Warrior feature from your hand. Either way, you can move the target
horizontally, vertically, or both.
You can shield yourself and others with telekinetic force. As a Telekinetic Thrust. As a bonus action, you can expend a
bonus action, you can choose a number of creatures Combat Superiority Die to choose one creature within 30
including you up to your Intelligence modifier that you can feet of you to make a Strength saving throw against your
see within 30 feet of you (minimum one). Each of the chosen Psionic Superiority Save DC. On a failure, the creature is
creatures is protected by half cover for 1 minute or until hurled backwards 10 feet and knocked prone. Upon landing
you're incapacitated. they take force damage equal to the roll of your Combat
Once you take this bonus action, you can't do so again until Superiority Die plus your Intelligence modifier.
you finish a long rest. Any time before you regain the use
feature, you may expend a Combat Superiority Die to regain
its use early. Tenser's Alterations
Psi Warrior, in keeping with the habit of Tasha's
Telekinetic Master Cauldron of Everything, was almost a direct power
 18th-level Psi Warrior feature creep compared to Battlemaster. You got twice as
many "maneuver" dice while getting better and
Your ability to move creatures and objects with your mind is more features. Battlemaster did not get a 10th or
matched by few. You can cast the Telekinesis spell, requiring 18th level feature, since those were reserved for
no components, and your spellcasting ability for the spell is the superiority die increases, whereas Psi Warrior
Intelligence. On each of your turns while you concentrate on built that into its base feature. By nerfing the
the spell, including the turn when you cast it, you can make amount of die a Psi Warrior gets while buffing and
one attack with a weapon as a bonus action. rewording most of its maneuvers allows it to be
Once you cast the spell with this feature, you can't do so more consistently impactful without being too
again until you finish a long rest. Any time before you regain powerful.
the use feature, you may expend a Combat Superiority Die to
regain its use early.
Psionic Maneuver List
Clairsentient Shot. Whenever you make a ranged or thrown
Minor Variants
weapon attack, you can expend a Combat Superiority Die to Each of the following listed archetypes are essentially fine on
double the attack's range. Additionally, attacking from long their own. In stark contrast to the previous Martial
range does not impose disadvantage, and creatures gain no Archetypes, none of these were ever really problematic or
benefit from 1/2 or 3/4 cover. If the attack hits, the target lacking in their effectiveness. Even with the addition of
takes extra force damage equal to the roll of your Combat Superiority Die they only needed one or two changes to be
Superiority Die plus your Intelligence modifier brought in line. The main goal here is giving every Archetype
Protective Field. When you or another creature you can additional flavor where it was lacking, a free maneuver, and
see within 30 feet of you takes damage, you can use your an out of combat ability if they lacked one rather than
reaction to expend one Combat Superiority Die, roll the die, explicitly balancing them.
and reduce the damage taken by the number rolled plus your
Intelligence modifier (minimum reduction of 1), as you create Cavalier
a momentary shield of telekinetic force. Protective Instincts
Psionic Strike. You can propel your weapons with psionic  3rd-level Cavalier feature
force. Once on each of your turns, immediately after you hit a
target within 30 feet of you with an attack and deal damage to You learn the Goading Strike Combat Superiority maneuver.
it with a weapon, you can expend one Combat Superiority This does not count against the number of Maneuvers you
Die, rolling it and dealing force damage to the target equal to can know.
the number rolled plus your Intelligence modifier.
Psi-Powered Leap. As a bonus action, you can expend a Unwavering mark
Combat Superiority Die to propel your body with your mind.  3rd-level Cavalier feature
You gain a flying speed equal to twice your walking speed You can menace your foes, foiling their attacks and punishing
until the end of your turn. them for harming others. Whenever you expend a Combat
Psychic Ward. Whenever you or a creature you can see Superiority die, you may mark a creature you can see within
within 30 feet of you fails a Wisdom, Intelligence, or 30 feet of you until the end of your next turn. This effect ends
Charisma saving throw, you can use your reaction to expend early if you are incapacitated or you die, or if someone else
one Combat Superiority Die, rolling it and adding the result marks the creature.
to the creature's save and possibly changing the outcome. If a marked creature deals damage to anyone other than
Telekinetic Movement. You can expend a Combat you, you can make a special melee weapon attack against the
Superiority Die to move an object or a creature with your marked creature as a bonus action on your next turn. You
mind. As an action, you target one loose object that is large or have advantage on the attack roll, and if it hits, the attack's
smaller or one willing creature, other than yourself. If you can weapon deals extra damage to the target equal to half your
see the target and it is within 30 feet of you, you can move it fighter level (rounded down).
up to 30 feet to an unoccupied space you can see.

45
Champion Rune Knight
Cunning warriors dedicated to exploiting every small misstep Giant's Presence
a creature makes in combat, Champions are widely  3rd-level Rune Knight feature
considered some of the most deadly warriors on the You learn the Menacing Attack Combat Superiority
battlefield. Champions have dedicated themselves to the maneuver. This does not count against the number of
development of raw physical power combined with advanced Maneuvers you can know.
fighting styles, allowing them to pierce through any creature's
defenses with barely a flicker of their weapons.
Samurai
Seeking Blades The Samurai is a fighter who draws on an implacable
 3rd-level Champion feature fighting spirit to overcome enemies. A samurai’s resolve is
You learn the Feinting Attack Combat Superiority maneuver. nearly unbreakable, and the enemies in a Samurai’s path
This does not count against the number of Maneuvers you have two choices: yield or die fighting.
can know. Strong willed in all things, Samurai are at home within the
courts of high society as well as on the field of battle. They
War Scholar are looked up to as an impartial voice of reason, as well as
 3rd-level Champion feature elegant and powerful speakers. Samurai are able to placate
even the most underhanded of lords and ladies with a firm,
Upon choosing this Archetype, you gain advantage on yet logical word.
Intelligence (History) ability checks to recall information
about battles that occured. You also gain advantage on Perfect Defense
Intelligence (Investigation) checks to determine information  3rd-level Samurai feature
about weapons and armor. For example, you could learn the
type of crafting method used to create it, or warriors who You learn the Evasive Footwork Combat Superiority
commonly use it. maneuver. This does not count against the number of
Maneuvers you can know.
Echo Knight Inner Peace
Reverberating Blades  3rd-level Samurai feature which replaces Bonus Proficiency
 3rd-level Echo Knight feature
You learn to quell your emotions by performing relaxing
You learn the Distracting Strike Combat Superiority activities and hobbies. You gain proficiency in one Artisan's
maneuver. This does not count against the number of tool of you choice.
Maneuvers you can know. If you spend at least 10 minutes performing some small
activity with it, such as painting or fixing a watch, you gain
Manifest Echo the following benefits:
 3rd-level Echo Knight feature
You gain temporary hit points equal to 1d4 + your Fighter
You can use a bonus action and expend a Combat Superiority level.
Die to magically manifest an echo of yourself in an You gain proficiency in one skill of the following skills of
unoccupied space you can see within 15 feet of you. This your choice, History, Insight, Performance, or Persuasion.
echo is a magical, translucent, gray image of you that lasts This benefit lasts until you use this feature again
until it is destroyed, until you dismiss it as a bonus action,
until you manifest another echo, or until you're incapacitated.
Your echo has an AC equal to 14 + your proficiency bonus, Removal of Battlemaster
hit points equal to the roll of your Combat Superiority Die, Because we integrated every single one of
and immunity to all conditions. If it has to make a saving Battlemaster's features into the base fighter, we
throw, it uses your saving throw bonus for the roll. It is the would have had to create a completely new Martial
same size as you, and it occupies its space. On your turn, you Archetype. However, after some discussion we
can mentally command the echo to move up to 30 feet in any determined that there was no real way to make a
direction (no action required). If your echo is ever more than Battlemaster different enough from the new altered
30 feet from you at the end of your turn, it is destroyed. Martial Archetypes. Their flavor in the Player's
As a bonus action, you can teleport, magically swapping Handbook is that of a martial adept with
experience in history and tactical analysis. We
places with your echo at a cost of 15 feet of your movement, decided that this role was already filled by both the
regardless of the distance between the two of you. When you archetypes one could now build with base fighter
take the Attack action on your turn, any attack you make with (and their new maneuvers), and by already existing
that action can originate from your space or the echo's space. Martial Archetypes. What could a reworked
You make this choice for each attack. When a creature that Battlemaster do that a Banneret, Champion or even
you can see within 5 feet of your echo moves at least 5 feet Eldritch Knight could not? Given the overlap of
away from it, you can use your reaction to make an flavor, we decided that simply removing the
opportunity attack against that creature as if you were in the archetype was the most appropriate solution.
echo's space.

46
Wild Superiority
Additional Martial Several Chaos Lancer features state that you must roll on the
Archetypes sorcerer Wild Magic Surge table. Whenever you roll a 99-00,
you may choose to restore all expended Combat Superiority
Chaos Lancer Dice instead of restoring all expended sorcery points
Chaos Lancers seek to harness the raw, untamed power of Chaos Lancer Spellcasting
the Weave of magic, using it to make their attacks Fighter Cantrips Spells
dangerously unpredictable. They channel this power through Level Known Known 1st 2nd 3rd 4th
wicked reach weapons, preferring to keep some distance
between them and the erratic magic which they wield. 3rd 2 3 2 — — —
4th 2 4 3 — — —
Spellcasting 5th 2 4 3 — — —
 3rd-level Chaos Lancer feature
6th 2 4 3 — — —
You augment your martial prowess with the ability to cast
spells. 7th 2 5 4 2 — —
Cantrips You learn two cantrips of your choice from the 8th 2 6 4 2 — —
sorcerer spell list. You learn an additional sorcerer cantrip of 9th 2 6 4 2 — —
your choice at 10th level.
Spell Slots. The Chaos Lancer spellcasting table shows 10th 3 7 4 3 — —
how many spell slots you have to cast your spells of 1st level 11th 3 8 4 3 — —
and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended spell 12th 3 8 4 3 — —
slots when you finish a long rest. 13th 3 9 4 3 2 —
For example, if you know the 1st-level spell Chaos Bolt and 14th 3 10 4 3 2 —
have a 1st-level and a 2nd-level spell slot available, you can
cast Chaos Bolt using either slot. 15th 3 10 4 3 2 —
Spells Known of 1st Level and Higher You know three 16th 3 11 4 3 3 —
1st-level sorcerer spells of your choice, two of which you must
choose from the conjuration or evocation sorcerer spell list 17th 3 11 4 3 3 —
The Spells Known column of the Chaos Lancer 18th 3 11 4 3 3 —
Spellcasting table shows when you learn more sorcerer 19th 3 12 4 3 3 1
spells of 1st level or higher. Each of these spells must be a
conjuration or evocation spell of your choice, and must be of 20th 3 13 4 3 3 1
a level for which you have spell slots. For instance, when you
reach 7th level in this class, you can learn one new spell of Reach Mastery
1st or 2nd level.  3rd-level Chaos Lancer feature
The spells you learn at 8th, 14th, and 20th level can come Whenever you cast a spell that requires you to make a melee
from any school of magic. weapon attack and you are wielding a reach weapon, the
Whenever you gain a level in this class, you can replace one range is increased to 10 feet.
of the sorcerer spells you know with another spell of your
choice from the sorcerer spell list. The new spell must be of a
level for which you have spell slots, and it must be a Surging Strike
conjuration or evocation spell, unless you're replacing the  3rd-level Chaos Lancer feature
spell you gained at 3rd, 8th, 14th, or 20th level from any You gain some control over how the weave and weft of chaos
school of magic. affects your weapons. Whenever you make an attack using a
Spellcasting Ability Charisma is your spellcasting ability reach or versatile weapon, you may use your bonus action to
for your sorcerer spells, appealing to the raw pool of chaotic expend one Superiority Die and make the attack a Surging
energy to grant you power. You use your Charisma whenever Strike. You gain advantage on the attack, and you critically
a spell refers to your spellcasting ability. In addition, you use strike on a roll of 19-20. You may declare the use of this
your Charisma modifier when setting the saving throw DC feature before or after making the attack roll, but it must be
for a Sorcerer spell you cast and when making an attack roll before the DM declares the attack a hit or a miss. Once you
with one. use this feature, you must finish a short or long rest before
Spell save DC = 8 + your proficiency bonus + your Charisma you can use it again.
modifier Any time before you regain the use of this feature, you may
Spell attack modifier = your proficiency bonus + your choose to roll once on the sorcerer Wild Magic Surge table
Charisma modifier immediately after you cast a sorcerer spell of 1st level or
higher. You then regain the use of this feature.

47
Lesser Metamagic You gain advantage on Wisdom (Nature) checks involving
 7th-level Chaos Lancer feature the ocean, and Intelligence (History) checks to recall
information about seafaring vessels.
You gain the ability to twist your spells to suit your needs. You
gain one sorcerer Metamagic option of your choice. You may Blessing of the Seas
choose one additional option at 10th level and again at 18th.  3rd-level Corsair feature
Whenever you use a Metamagic option, you expend one The essence of the sea always flows through you. You gain a
Combat Superiority Die rather than one sorcery point. swimming speed equal to your movement speed, and you
You can use only one Metamagic option on a spell when gain the ability to breath underwater. Additionally, you gain
you cast it, unless otherwise noted. advantage on saving throws to resist forced movement and
Conduit of Chaos
grapple checks.
 10th-level Chaos Lancer feature As an action on your turn, you may touch one willing
creature and transfer the effects of this blessing to them
Whenever you make a weapon attack and roll the highest instead. The effect ends and returns to you after 1 minute, or
number possible on any of the dice, choose one of those dice, if the creature moves more than 120 feet away from you.
roll it again and add that roll to the damage. You can use this
feature only once per turn. The extra damage can be any Dirty Fighting
damage type, choosing from acid, cold, lightning, or fire. The  7th-level Corsair feature
damage type you choose must be different than your last Your experience fighting on rough seas has trained you to
choice each time you use this feature. exploit any opening. When a creature within 10 feet of you
hits a creature with a weapon attack, you may use your
Swirling Blades reaction to move up to 10 feet and make one weapon attack
 15th-level Chaos Lancer feature against the creature they hit. This movement does not
Whenever you take the attack action, you may forgo one provoke opportunity attacks. If you successfully hit a creature
attack to instead cast a sorcerer spell. You then roll once on in this way, they cannot take reactions until the end of their
the sorcerer Wild Magic Surge Table. next turn. You may use this feature a number of times equal
Once you have used this feature, you may not do so again to your Wisdom modifier (minimum once) before completing
until after completing a long rest. Any time before regaining a long rest.
the use of this feature, you may expend one Combat
Superiority Die. You then regain its use. Steadfast
 10th-level Corsair feature
Controlled Chaos You have braved the roughest storms still standing. Whenever
 18th-level Chaos Lancer feature you make a Strength or Dexterity saving throw, you may roll
You gain a modicum of control over the surges of your wild your Combat Superiority die, and add that value to the total.
magic. Whenever you roll on the Wild Magic Surge table, you Additionally, you are unaffected by difficult terrain, and any
can roll twice and use either number. creature affected by your Blessing of the Seas feature
becomes unaffected by difficult terrain as well.
Corsair
Gang Up
The taste of the sea and the gentle surge of the waves  15th-level Corsair feature
beneath your feet are ever present in the mind of a Corsair. A
devious yet hardy adventurer, Corsairs are most at home on When you take the attack action against a creature and
the open seas, looking to exploit any who are foolhardy another one of your allies is within 5 feet of it and is not
enough to cross their path. incapacitated, you may add your Wisdom modifier to your
attack or damage roll.
Salt in the Wound
 3rd-level Corsair feature Smooth Sailing
 18th-level Corsair feature
You learn the Trip Attack Combat Superiority maneuver. This
does not count against the number of Maneuvers you can The skies themselves seem to part to your whim. You may
know. cast the Control Weather spell at 8th level without consuming
a spell slot, and without any material components. When you
Seafarer's Knowledge cast the spell in this way, you may only affect Precipitation
 3rd-level Corsair feature and Wind.
When you choose this archetype, your experience sailing and
traveling on the many seas of the world grants you the
following benefits.
You gain proficiency with Navigator's Tools and one
vehicle of your choice. If you already had proficiency in
Navigator's Tools, you may select one additional tool to
gain proficiency with.

48
Variant Fighting Styles Resolute
You gain a +1 bonus to Strength, Dexterity, and Constitution
Blind Fighting saving throws.
Being unable to see a creature doesn’t impose disadvantage
on your attack rolls against it, provided the creature isn’t Resourceful Fighting
hidden from you. Additionally, creatures do not gain You gain proficiency with improvised weapons. Additionally,
advantage on attacks against you as a result of being unseen you gain a +1 bonus to attack and damage rolls made with
or hidden from you. improvised weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC. Additional Combat
Additionally, you can use all of your movement on your turn
to don or doff your armor instead of spending the normal
Superiority Maneuvers
requisite time. Aimed Shot
When you make a weapon attack, you can expend one
Unarmed Fighting Combat Superiority Die to take careful aim at a target. You
Your unarmed strikes can deal bludgeoning damage equal to ignore the effects of 1/2 and 3/4 cover, and if the attack hits,
1d4 + your Strength modifier on a hit. The damage of your you add your superiority die to the attack's damage roll.
unarmed strikes increases when you reach certain levels in
this class: to 1d6 at 5th level, and 1d8 at 11th level. Deft Footwork
At the start of each of your turns, you can deal 1d4 You can expend one Combat Superiority Die to take the Dash
bludgeoning damage to one creature grappled by you. or Dodge action as a bonus action this turn. Additionally, you
do not provoke opportunity attacks until the end of your turn.
Removal of Superior Technique
Because we moved all of the battlemaster features Eagle Eye
into the base class, there was no need to keep Whenever you make a Wisdom (Perception) check, you can
Superior Technique as a fighter fighting style. expend one superiority die and add that total to your roll. You
also ignore effects from heavily and lightly obscured areas.
Field Dress
Additional Fighting Styles As an action, you can expend one Combat Superiority Die to
The following fighting styles are added to the list a fighter can touch a creature with 0 hit points. They regain 1 hit point,
choose from: and then gain a number of temporary hit points equal to your
superiority die roll.
Inspired
You gain a +1 bonus to Intelligence, Wisdom, and Charisma Scholar's Expertise
saving throws. Whenever you make an Intelligence (Arcana), Intelligence
(Nature), or Wisdom (Religion) check, you can expend one
Mounted Fighting Combat Superiority Die and the result to the ability check.
While you are mounted, you gain a +1 bonus to attack and
damage rolls. Additionally, any weapon you wield while Steel Mind
mounted gains the reach property if it did not already have it. On your turn, you can expend one Combat Superiority Die to
reinforce yourself against mental effects. Until the start of
Quickdraw fighting your next turn, whenever you are forced to make a
You ignore the loading property of ranged weapons. Intelligence, Wisdom, or Charisma saving throw, you can add
Additionally, you can draw or stow a weapon as part of your your superiority die to your save.
attack (no action required).
Reinforce
Reach Fighting On your turn, you can expend one Combat Superiority Die to
When you attack a creature while wielding a reach weapon reinforce yourself against physical effects. Until the start of
and miss, you can use your bonus action to make another your next turn, whenever you are forced to make a Strength,
attack against another creature within 5 feet of the target. Dexterity, or Constitution saving throw, you can add your
You do not add your proficiency bonus to the roll of the superiority die to your save.
second attack.

49
Monk
Note: This class variant uses all the following class features as replacements and/or variant rules for the Monk. You must use all
the features together. If a feature is not listed here, it remains unchanged

The Monk
Level Proficiency Bonus Features Martial Arts Ki Points Unarmored Movement
1st +2 Martial Arts, Unarmored Defense d4 — —
2nd +2 Ki, Unarmored Movement d4 2 +10 ft.
3rd +2 Deflect Missiles, Monastic Tradition d4 3 +10 ft.
4th +2 Ability Score Improvement, Slow Fall d4 4 +10 ft.
5th +3 Extra Attack, Ki Manipulation d6 5 +15 ft.
6th +3 Ki-Empowered Strikes, Monastic Tradition feature d6 6 +15 ft.
7th +3 Evasion, Stillness of Mind d6 7 +15 ft.
8th +3 Ability Score Improvement d6 8 +15 ft.
9th +4 Unarmored Movement improvement d8 9 +20 ft.
10th +4 Ability Score Improvement, Purity of Body d8 10 +20 ft.
11th +4 Monastic Tradition feature d8 11 +20 ft.
12th +4 Ability Score Improvement d8 12 +20 ft.
13th +5 Tongue of the Sun and Moon d10 13 +25 ft.
14th +5 Diamond Soul d10 14 +25 ft.
15th +5 Timeless Body, Ki Sense d10 15 +25 ft.
16th +5 Ability Score Improvement d10 16 +25 ft.
17th +6 Monastic Tradition feature d12 17 +30 ft.
18th +6 Empty Body d12 18 +30 ft.
19th +6 Ability Score Improvement d12 19 +30 ft.
20th +6 Perfect Self d12 20 +30 ft.

Equipment
Class Features You start with the following equipment, in addition to the
Hit Points equipment granted by your background.
Hit Dice: 1d8 Any 4 simple or martial weapons you are proficient with
Hit Points at 1st Level: 8 + your Constitution modifier that lack the heavy and special properties
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Monk level after 1st (a) a diplomat's pack, (b) an explorer's pack, or (c) a
scholar's pack
Proficiencies (a) any one type of artisan's tools or (b) any one musical
Armor: none instrument of your choice
Weapons: simple weapons, shortswords, natural weapons,
improvised weapons
Tools: Choose one type of artisan's tools or any one musical Alternatively, you may start with 4d4 x 10 gp to buy your
instrument of your choice own equipment.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth.

50
Martial Arts When you spend a ki point, it is unavailable until you finish a
long rest, or perform a ritual to draw your ki back into
 1st-level Monk Feature yourself. The ritual lasts for a number of minutes equal to
Your practice of martial arts gives you mastery of combat your proficiency bonus, and during which you are blinded,
styles that use unarmed strikes and monk weapons, which deafened, and incapacitated. The ritual usually involves
are any weapons that you are proficient in that don't have the meditation, but give thought to other methods your monk
heavy or special properties. Improvised weapons and natural may use to center themselves.
weapons also count. When the ritual is complete, you regain all of your
Furthermore, your unarmed strikes count as finesse expended ki points. You may only gain the benefit of this
weapons for the purpose of spells and features. ritual a number of times equal to half your Wisdom modifier
You gain the following benefits while you are unarmed or (rounded up, minimum 1) before completing a long rest.
wielding only monk weapons and you aren't wearing armor Some of your ki features require your target to make a
or wielding a shield. saving throw to resist the feature's effects. The saving throw
DC is calculated as follows:
You can use Dexterity instead of Strength for the attack Ki save DC = 8 + your proficiency bonus + your Wisdom
and damage rolls of your unarmed strikes and monk modifier
weapons.
You can roll a d4 in place of the normal damage of your Flurry of Blows
unarmed strike or monk weapon. This die changes as you When you use your Martial Arts to make unarmed strikes as
gain monk levels, as shown in the Martial Arts column of a bonus action on your turn, you may spend 1 ki point to
the Monk table. make one additional unarmed strike.
You can make one unarmed strike as a bonus action on
your turn. This number increases when you reach certain Patient Defense
levels in this class, two attacks at 11th level, and three You can spend 1 ki point to take the Dodge action as a bonus
attacks when you reach 17th level. action on your turn.
Finally, you also gain proficiency in your choice of weapons Step of the Wind
listed in the table found at the end of this class. As a bonus action your turn, you may spend 1 ki point to
move up to your speed without provoking opportunity
Monk Weapons attacks. Additionally, your jump distance is doubled until the
A monk's weapons are a reflection of their training. Work with end of your turn.
your DM to come up with weapons that are appropriate to
your instruction. Perhaps you were trained by a master in the
Focused Mastery
art of using a kama in conjunction with a wakizashi. Perhaps
When you make an skill or tool check, you may spend 1 ki
and begin to concentrate (as if you were concentrating on a
instead you use a bo staff while training with advanced
spell). Until your concentration ends, you add your Martial
footwork. Arts die to any roll of that same skill or tool check, including
Your chosen monk weapons should be personal to you and the triggering roll.
the experiences you underwent to learn your martial prowess.
Ensure that you and the DM both agree on weapons that are Unarmored Movement
thematic and powerful enough for your backstory.  2nd-level Monk feature
Your speed increases by 10 feet while you are not wearing
Unarmored Defense armor or wielding a shield. This bonus increases when you
 1st-level Monk feature reach certain monk levels, as shown in the Monk table.
Additionally, you can stand up from prone by spending only
While you are wearing no armor and not wielding a shield, 5ft of movement. Furthermore, you use your Dexterity, rather
your AC equals 10 + your Dexterity modifier + your Wisdom than your Strength, to determine the distance you can jump,
modifier. and on any ability check you make to jump, land, or climb.
At 9th level, you gain the ability to move along vertical
Ki surfaces and across liquids without falling during the move.
 2nd-level Monk feature When you do so, you fall at the start of your next turn, unless
you immediately use your full movement.
Your training allows you to harness the mystic energy of ki.
Your access to this energy is represented by a number of ki Monastic Tradition
points. Your monk level determines the number of points you
have, as shown in the Ki Points column of the Monk table.  3rd-level Monk feature
You can spend these points to fuel various ki features. You You commit yourself to a monastic tradition. Your tradition
start knowing four such features: Flurry of Blows, Patient grants you features at 3rd level and again at 6th, 11th, and
Defense, Step of the Wind, and Focused Mastery. You learn 17th level.
more ki features as you gain levels in this class.

51
Focused Deflection Ki Manipulation Table
Condition Ki Cost Save Minimum Monk Level
 3rd-level Monk feature
Deafened 1 CON 5
When you would be hit by an attack, you can use your Blinded 1 DEX 5
reaction to attempt to deflect the attack. Roll your Martial
Arts die and add it to your AC, possibly changing the outcome Incapacitated 1 CON 5
of the attack. Your AC returns to normal after the current Restrained 2 STR 9
turn.
If you use this feature and cause a ranged weapon attack to Stunned 2 CON 9
miss you, you can catch the missile if it is small enough for Paralyzed 3 STR 14
you to hold in one hand and you have at least one hand free.
If you catch a missile in this way, you can spend 1 ki point to
make a ranged attack (range 20/60 feet) with the weapon or Describing Ki Manipulation
piece of ammunition you just caught. You make this attack Give thought to how your Martial Arts create the effects of Ki
with proficiency, regardless of your weapon proficiencies, and Manipulation. Does your style focus on hitting delicate
the missile counts as a monk weapon for the attack. You may pressure points that cause muscles to temporarily spasm and
only redirect an attack in this way once per turn. lock up? Or do you prefer a more direct approach, such as
using sand to temporarily blind an opponent? Some Monks
Ability Score Improvement directly use their pseudopsionic abilities to manipulate the
 4th-level Monk feature link between their opponents mind and their body, while
When you reach 4th level, and again at 8th, 10th, 12th, 16th, others may rely on simple devices that create the effect.
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your Ki-Empowered Strikes
choice by 1. As normal, you can't increase an ability score
above 20 using this feature.  6th-level Monk feature
Your unarmed strikes count as magical for the purpose of
Slow Fall overcoming resistance and immunity to nonmagical attacks
 4th-level Monk feature and damage.
When you fall, you may reduce any falling damage you take by Evasion
an amount equal to five times your monk level (no action
required). You may not do so if you are incapacitated,  7th-level Monk feature
grappled (or grappling a creature), or restrained. Your instinctive agility lets you dodge out of the way of certain
area effects, such as a blue dragon's lightning breath or a
Extra Attack fireball spell. When you are subjected to an effect that allows
 5th-level Monk feature you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
You can attack twice, instead of once, whenever you take the saving throw, and only half damage if you fail.
Attack action on your turn.
Stillness of Mind
Ki Manipulation  7th-level Monk feature
 5th-level Monk feature which replaces Stunning Strike
At the start of your turn, you can end one effect on yourself
You become more adept at using your ki to disable an that is causing you to be charmed or frightened. When you do
opponent. Once per turn when you hit a target with an so, you cannot take actions that turn.
unarmed strike, or as an action when you touch a creature,
you may attempt to inflict one of the conditions on the table Purity of Body
below. When you do so, you expend the number of ki listed
for that condition, and the target must make the specified  10th-level Monk feature
saving throw against your Ki save DC. On a failure, the target Your mastery of the ki flowing through you makes you
is afflicted with the condition until the end of your next turn. immune to disease and poison.
When you use this feature, you must meet the Monk level
requirement listed in order to select the condition. Tongue of the Sun and Moon
 13th-level Monk feature
You learn to touch the ki of other minds so that you
understand all spoken languages. Moreover, any creature that
can understand a language can understand what you say.
Diamond Soul Variant Monastic
 14th-level Monk feature
Traditions
Your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, The Way of the Drunken Master
you can spend 1 ki point to reroll it and take the second Drunken Technique
result.  3rd-level Drunken Master feature
Timeless Body You learn how to twist and turn quickly as part of your
Martial Arts. During your turn, if you make a melee attack
 15th-level Monk feature against a creature, that creature can't make opportunity
Your ki sustains you so that you suffer none of the frailty of attacks against you for the rest of your turn.
old age, and you can't be aged magically. You can still die of Additionally, whenever you use Flurry of Blows, you gain
old age, however. Your maximum age is increased by a factor the benefit of the Disengage action, and your walking speed
of 4. In addition, you no longer need food or water. increases by 10 feet until the end of the current turn.

Ki Sense Bonus Proficiencies


 3rd-level Drunken Master feature
 15th-level Monk feature
Your martial arts technique mixes combat training with the
If you are able not incapacitated, you are able to sense the ki precision of a dancer and the antics of a jester. When you
in the creatures around you. You are aware of the location of choose this tradition, you gain proficiency in the Performance
any hidden or invisible creature within 10 feet of you. skill and brewer's supplies.
Additionally, if you succeed on a Charisma (Performance)
Empty Body check to distract a creature, that creature has disadvantage
 18th-level Monk feature on its next Wisdom (Perception) and initiative roll.
You can use your action to spend 4 ki points to become Tipsy Sway
invisible for 1 minute. During that time, you also have  6th-level Drunken Master feature
resistance to all damage but force damage. You can move in sudden, swaying ways. You gain the
Additionally, you can spend 8 ki points to cast the astral following benefits.
projection spell, without needing material components. When Light on Your Feet. You have advantage on saving throws
you do so, you can't take any other creatures with you. and ability checks to resist being grappled, restrained, or
forcibly moved.
Perfect Self Redirect Attack. Once per turn when a creature misses you
 20th-level Monk feature with a melee attack roll, you can spend 1 ki point as a
Whenever you roll your martial arts die and roll a 1 or 2, you reaction to cause that attack to hit one creature of your
can roll the die again. You must use the new result. choice, other than the attacker, that you can see within 5 feet
of you.
You may also use this feature as part of the reaction you
Tenser's Alterations take to use Focused Deflection if you successfully deflect a
When we graphed the damage for monk compared melee attack
to our baseline, we were absolutely shocked to see
how bad it was compared to other classes. They Drunkard's Luck
dealt less damage with their core feature of martial  11th-level Drunken Master feature
arts than a fighter did at first level with the You always seem to get a lucky bounce at the right moment.
Unarmed Fighting Style. Admittedly they got Flurry
of Blows for a possible 4 attacks at level five, but
When you have disadvantage on an ability check, attack roll,
that was such a limited resource that it made them
or saving throw, you may choose to cancel the disadvantage.
still deal less total damage than other classes who You may only use this feature a number of times equal to your
expended nothing. They also got no defensive Wisdom modifier. You regain these uses after you finish a
abilities, with Unarmored Defense giving less AC short or long rest, or if you spend 1 ki to use the ability again.
than most armor while still having less health than Additionally, you cannot have disadvantage on any check
any other martial. Where rogue would make up for you make as part of Focused Mastery.
this by using their Dodge/Disengage for free every
turn, monks had to expend a resource to do the Intoxicated Frenzy
same thing. When they used Step of the Wind, it  17th-level Drunken Master feature
was ki that could no longer be used to deal extra
damage, so they fell even further behind. Finally, You gain the ability to make an overwhelming number of
they got no real out of combat abilities (other than attacks against a group of enemies. When you use your
maybe one subclass features), falling behind other Flurry of Blows, you can make up to three additional attacks
classes that got other things to do. with it (up to a total of seven Flurry of Blows attacks),
provided that each target of your Flurry of Blows is targeted
with no more than two unarmed strikes.

53
The Way of the Four Elements A 10 foot radius sphere at a location you can see within
30 feet of you
Disciple of the Elements Any creature caught in the area must succeed on a
 3rd-level Four Elements feature
Dexterity saving throw against your Ki save DC. On a failure,
You learn to channel magical energy that harnesses the they take damage equal to two rolls of your martial arts die,
power of the four elements. Select one Elemental Discipline or half as much on a failure. The damage type of this feature
to begin channeling; choosing either Fire, Water, Air, or is determined by your current Elemental Discipline.
Earth. You may switch what Elemental Discipline you are You can increase the damage of this feature by spending
currently channeling as an action. While channeling any additional ki points (up to a maximum number equal to your
element, you gain the following effects: proficiency bonus) to increase the damage by one Martial
You may convert the damage of your unarmed strikes into Arts die per ki point spent in this way.
the associated elemental damage type, as shown in the The length, area, or radius this feature can affect increases
Elemental Discipline Damage Types table below. by 5 feet at 6th level, 10th level, 14th and 20th level.
When you convert the damage of your unarmed strikes Aspect of the Elements
into the associated elemental damage type, your reach for  6th-level Four Elements feature
that attack is 5 feet greater than normal
The essence of the energies you channel has slowly infused
Elemental Discipline Damage Types itself into your very being. You gain additional benefits based
Element Damage Type on the Elemental Discipline you are currently channeling.
Fire Fire Fire: Once per turn, when you hit a creature with an
Earth Bludgeoning, Piercing, unarmed strike or a monk weapon, you can deal
or Slashing additional fire damage to that creature equal to one roll of
Water Cold your Martial Arts die.
Air Thunder Water: Whenever you make a saving throw to resist a
magical effect, you can use your reaction to roll your
Elemental Attunement Martial Arts die and add it to the save, possibly changing
 3rd-level Four Elements feature the outcome. You must use this feature before your DM
declares the outcome of the roll.
Your connection with the elements allows you to create
certain effects. You can use your action to briefly control Air: You gain a flying speed equal to your movement speed
elemental forces within 30 feet of you, causing one of the during your turn; you fall if you end your turn in the air
following effects of your choice: and nothing else is holding you aloft.
Create a harmless, instantaneous sensory effect related to Earth: While not wearing armor, your AC increases by 1,
air, earth, fire, or water such as a shower of sparks, a puff and you cannot be moved or knocked prone unless you
of wind, a spray of light mist, or a gentle rumbling of stone. choose
Instantaneously light or snuff out a candle, a torch, or a
small campfire. Everchanging Essence
You double or halve the area of bright light and dim light  11th-level Four Elements feature
cast by a flame in a 5-foot cube, change its color, or both.
The change lasts for 1 hour. You learn to weave the elements you wield into a protective
Chill or warm up a 5-foot cube of nonliving material you barrier around yourself. When you complete your ritual to
can see for up to 1 hour. restore Ki points, you can choose one damage type from
Freeze, thaw, or turn into mist a 5-foot cube of water or ice either Acid, Cold, Fire, Lightning, or Thunder. You create a
Cause earth, fire, water, or wind that can fit within a 5-foot glimmering barely visible shield of energy around yourself,
cube to shape itself into a form you designate for 1 granting you resistance to the chosen damage type.
minute. Additionally, you can change the Elemental Discipline you
are channeling as a bonus action rather than an action
You can create multiple instances of these effects at higher
monk levels: two at 6th level, three at 11th level, and four at Heart of the Avatar
17th  17th-level Four Elements feature
Primordial Wrath Your training has allowed you to become the embodiment of
 3rd-level Four Elements feature elemental power. As an action on your turn, you may begin to
channel all four Elemental Disciplines for 1 minute. During
You learn an ancient technique allowing you to unleash a this time you gain access to the benefits and features of every
wave of destructive elemental energy. As an action, you can Elemental Discipline. Once you use this feature, you must
spend 1 ki to choose one the following areas to affect: complete a long rest before using it again.
A line 40 feet long and 5 feet wide originating from you
A 15 foot cone originating from you.

54
Flurry of Healing and Harm
Tenser's Alterations  11th-level Way of Mercy feature
Way of the Four Elements was essentially making
Avatar: The Last Airbender into a subclass. As cool You can now mete out a flurry of comfort and hurt. When you
as the idea was, it was absolutely terrible in use your Flurry of Blows, you may replace any of the attacks
execution. It gave players a grand total of four with a use of your Hand of Healing feature. You expend a ki
known spells at 17th level, all of which cost a point as normal for each use.
staggering amount of ki. In addition to this, the rest In addition, when you make an unarmed strike with Flurry
of the class got no features at the normal of Blows, you can use Hand of Harm with that strike without
6th/11th/17th levels. Other casting martial spending the ki point for Hand of Harm. You can still use
classes, such as Arcane Trickster, had a full Hand of Harm only once per turn.
complement of known spells they could choose
from entire spell lists as well as cantrips and full Hand of Ultimate Mercy
features. Playing the original Four Elements monk  17th-level Way of Mercy feature
felt like a kick in the teeth compared to what other
classes and subclasses got. Your mastery of life energy opens the door to the ultimate
By giving the class the "cantrip" they were mercy. As an action, you can touch the corpse of a creature
required to take at 3rd level as a base feature, and that died within the past 24 hours and expend 5 ki points to
moving away from the incredibly costly spells, return them to life if their soul is both willing and able. When
players can focus more on defining and you do so, the creature regains a number of hit points equal
customizing their elemental mastery. We did not to 4d10 + your Wisdom modifier. If the creature died while
want to remove the ability for players to cast iconic subject to any of the following conditions, it returns to life
spells such as Fireball and Cone of Cold, so we
created a feature that let players "cast" these spells,
with them removed: blinded, deafened, paralyzed, poisoned,
but in a way that was more versatile and not so
and stunned.
cost intensive. This feature does not remove magical diseases, curses, or
similar effects. If these afflictions aren't first removed prior to
using this feature, they take effect when the creature returns
to life. This feature can't return an undead creature to life.
The Way of Mercy This feature closes all mortal wounds, but it doesn't restore
missing body parts. If the creature is lacking body parts or
Hand of Healing
 3rd-level Way of Mercy feature organs integral for its survival—its head, for instance—the
feature has no effect and you do not expend its use.
Your mystical touch can mend wounds. As an action, you can Once you use this feature, you can't use it again until you
spend 1 ki point to touch a creature and restore a number of finish a long rest.
hit points equal to a roll of your Martial Arts die + your
Wisdom modifier. Tenser's Alterations
Hand of Harm Way of Mercy was sadly far too ki efficient for the
 3rd-level Way of Mercy feature healing it was capable of dishing out. For only 1 ki
each turn, you could restore a staggering amount
You use your ki to inflict wounds. When you hit a creature of health to your allies while not getting hit. While
with an unarmed strike, you can spend 1 ki point to deal this was not inherently too much on its own, they
extra necrotic damage equal to one roll of your Martial Arts also got amazing damage and other features which
die + your Wisdom modifier. You can use this feature only made them a little bit too much of everything in
once per turn. the same class. Finally, their capstone feature was
essentially a free cast of Raise Dead with none of
the restrictions or penalties the original got. By
Physician's Touch
 6th-level Way of Mercy feature adding a few more sentences that limit what the
feature actually removes and does not, we can limit
You learn to administer even greater cures with a touch, and, strange interactions of killing an allied creature and
if you feel it's necessary, you can use your knowledge to cause then reviving them to remove curses or restore
harm. lost body parts at will.
When you use Hand of Healing, you can also end one
disease or one of the following conditions affecting the
creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hand of Harm on a creature, you can
subject that creature to the poisoned condition until the end
of your next turn unless it succeeds a Constitution saving
throw against your Ki save DC.

55
The Way of the Open Hand While the vibrations are active, after you hit that creature
with an unarmed strike you increase the Resonance value by
Centered Steps one, to a maximum value equal to your proficiency bonus.
 3rd-level Open Hand feature You can increase the resonance value no more than twice per
Whenever you make a Strength (Athletics) or Dexterity round.
(Acrobatics) check, you gain a bonus to the check equal to The vibrations require your concentration (as if
your Wisdom modifier. concentrating on a spell) to maintain, and you can maintain
them for up to 8 hours.
Open Hand Technique
 3rd-level Open Hand feature Tenser's Alterations
When you choose this tradition, you learn to manipulate your Open Hand was fairly weak, up until the absolutely
enemy's ki when you harness your own. Whenever you use staggering 17th level feature. Similar to how
your Flurry of Blows and hit a creature with one of the Stunning Strike became a very unfun ability that
unarmed strikes you make as a bonus action, you can impose was just used every turn over other options,
one of the following effects on that target. Quivering Palm took this to the absolute max.
When there was a chance (no matter how small)
It must succeed on a Dexterity saving throw or be that you could just outright kill a creature for only
knocked prone. 3 ki, there was no reason to use any other feature.
It must make a Strength saving throw. If it fails, you can Which led to the very unfun situation of the monk
push it up to 15 feet away from you. using this feature every turn until they ran out of ki,
It can't take reactions until the end of your next turn. or until the creature outright died. By moving the
power away from the 17th level feature and giving
Wholeness of Body them more features to do out of combat, Open
 6th-level Open Hand feature Hand becomes less of the "all or nothing" subclass
it was
You gain the ability to heal yourself. As an action, you can
regain hit points equal to three times your monk level. You
must finish a long rest before you can use this feature again.
The Way of the Sun Soul
Mystic Appraisal
 6th-level Open Hand feature Monks of the Way of the Sun Soul are trained to extend the
energy that flows within them into searing bolts of light. This
As an action, you can make a Wisdom (Insight) check against technique requires years of training and deep meditation to
a creature you touch that isn’t incapacitated, contested by the unlock. Many who follow this tradition spend years traveling
target’s Charisma (Deception) check. On a successful check, through places of darkness in order to find the spark of light
you learn one of the following information within themselves. They believe that this light is the pure
essence of a creature's soul, and mastery over it represents
The creature's strongest and weakest saving throws the final mastery of the self.
Any condition immunities the creature has Outside of their gleaming temples and training grounds,
Any special senses the creature has these monks are looked to as protectors and guardians
If the creature succeeds on its check, it becomes immune against the ever spreading darkness of the world. Once their
to this feature for 8 hours. training is complete, a Sun Soul monk is often placed as a
protector of a city or town, warding off the terrors of the
Tranquility
night.
 11th-level Open Hand feature
Radiant Sun Bolt
You can enter a special meditation that surrounds you with  3rd-level Sun Soul feature
an aura of peace. At the end of a rest, or when you use Starting when you choose this tradition, you learn to create
Patient Defense feature, you gain the benefits of the searing bolts of radiance. When you make an unarmed strike
Sanctuary spell which last until the start of your next long on your turn, you may increase the reach to 30 ft. When you
rest (the spell can end early as normal). The saving throw DC do so, searing radiance strikes out towards your target,
for the spell equals your Ki save DC. changing the damage type of the unarmed strike to radiant
Quivering Palm
damage.
 17th-level Open Hand feature Additionally, whenever you spend a ki point, you may
choose to use some of its energy to illuminate yourself. For
You gain the ability to set up lethal vibrations in someone's one minute, you glow with bright light out to 10 ft, and dim
body. When you hit a creature with an unarmed strike, you light another 10 ft. While glowing in this way, when you hit a
can spend 3 ki points to start these imperceptible vibrations. creature with a Radiant Sun Bolt, they take additional radiant
When you start the vibrations, they have a Resonance value damage equal to your Wisdom modifier and the illumination
of 1. Whenever you make an unarmed strike against that ends.
creature, you may add the Resonance value to your attack
and damage rolls.

56
Ignite Radiance
 3rd-level Sun Soul feature
Tenser's Alterations
You learn to directly manifest the light shed by your soul. You Way of the Sun Soul was notoriously weak, with its
can use your action to create one of the following effects: 6th and 11th level features being essentially
casting two very weak spells. It also very strangely
One Small or smaller object you touch glows with bright redefined using unarmed strikes in its 3rd level
light in a 20 ft radius, and dim light for another 20 ft, for 1 feature, which prevented certain interactions with
hour, or until you use this option again. other monk features that worked off of unarmed
You create a mote of light within 5 ft of you that hovers in strikes. We redid the wording on Radiant Sun Bolt
place. On your turn, you can move the mote up to your so it made interactions far more clear and allowed
speed (no action required). The mote gives off dim light in certain builds to work. The 6th and 11th level
a 20 ft radius, and disappears after a minute. features were completely redone into something
You ignite a flamable object you touch that is not worn or far more thematic. They now allow for great
carried by an unwilling creature. Flames you light in this interplay within a party as well as protecting and
way do not harm you, and you can extinguish them as an encouraging what was intended to be a ranged
action. subclass.
You double the area of bright light and dim light cast by an
existing light source, change its color, or both. The change
lasts for 1 hour or until you use this option again.
Blinding Step
Minor Variants
 6th-level Sun Soul feature which replaces Searing Arc Strike The following Monastic Traditions are only changed in small
ways, and generally only get a new out of combat feature or a
You gain the ability to channel blinding radiant energy into reworked capstone in some cases. If a feature is not listed
your movement. When you use your Step of the Wind feature, here, it remains unchanged from the original.
all creatures within 5 feet of you must make a Constitution
saving throw against your Ki save DC. On a failure, creatures Way of the Astral Self
are blinded until the end of your next turn.
Arms of the Astral Self
Radiant Soul  3rd-level Astral Self feature
 11th-level Sun Soul feature which replaces Searing Sunburst Your mastery of your ki allows you to summon a portion of
You learn to bring forth the light of a creature's essence. As your astral self. As a bonus action, you can spend 1 ki point to
an action, you can spend 4 ki to choose a number of summon the arms of your astral self. When you do so, each
creatures within 30 feet of you up to your Wisdom modifier. creature of your choice that you can see within 10 feet of you
Those creatures begin glowing with sunlight for 1 minute, must succeed on a Dexterity saving throw or take force
giving off bright light in a 10-foot radius, and dim light for an damage equal to two rolls of your Martial Arts die.
additional 10 feet. While illuminated in this way, creatures For 10 minutes, these spectral arms hover near your
deal an extra 1d4 radiant damage when it hits with a weapon shoulders or surround your arms (your choice). You
attack. Creatures with darkvision have disadvantage to hit determine the arms' appearance, and they vanish early if you
illuminated targets as the sunlight sears their vision. are incapacitated or die.
This feature requires concentration as if it were a spell. While the spectral arms are present, you gain the following
benefits:
Photosynthesis You can use your Wisdom modifier in place of your
 17th-level Sun Soul feature which replaces Sun Shield Strength modifier when making Strength checks and
The light that burns others nourishes you. You gain Strength saving throws.
resistance to radiant and fire damage. Additionally, after you You can use the spectral arms to make unarmed strikes or
take radiant or fire damage, or as a reaction after a creature wield monk weapons.
within 30 ft of you takes radiant or fire damage, you gain You may use the spectral arms to attempt to grapple a
temporary hit points equal to your Monk level + your Wisdom creature. When you successfully initiate a grapple with the
modifier. arms, the target takes force damage equal to one roll of
your Martial Arts die.
Your reach with your astral arms is increased by 5 ft.
Attacks you make with the arms can use your Wisdom
modifier in place of your Strength or Dexterity modifier
for the attack and damage rolls, and their damage type is
force.

57
Visage of the Astral Self One with the Blade
 6th-level Astral Self feature  6th-level Kensei feature
You can summon the visage of your astral self. As part of the You extend your ki into your kensei weapons, granting you
bonus action you take to activate Arms of the Astral Self, you the following benefits.
can summon this visage for 10 minutes. It vanishes early if
you are incapacitated or die. Magic Kensei Weapons. Your attacks with your kensei
The spectral visage covers your face like a helmet or mask. weapons count as magical for the purpose of overcoming
You determine its appearance. resistance and immunity to nonmagical attacks and
While the spectral visage is present, you gain the following damage.
benefits. Ki Shot. You may use your Ki Manipulation feature on
Astral Sight. You can see normally in darkness, both magical creatures you hit with an attack using one of your kensei
and nonmagical, to a distance of 120 feet. weapons.
Wisdom of the Spirit. You have advantage on Wisdom
(Insight) and Charisma (Intimidation) checks. The Way of the Long Death
Word of the Spirit. When you speak, you can direct your
words to a creature of your choice that you can see within 60 Wisdom of the Departed
feet of you, making it so only that creature can hear you.  3rd-level Long Death feature
Alternatively, you can amplify your voice so that all creatures You learn to harness and put to rest the last echoes of ki
within 600 feet can hear you. within the dead. To do so, you must perform a 10 minute
ritual with the corpse of a humanoid that has been dead no
The Way of the Kensei longer than 24 hours. Upon the completion of the ritual, you
learn the creature's dying wish, greatest regret, and/or
Path of the Kensei
 3rd-level Kensei feature favorite memory, as determined by your DM.
When the ritual is complete, the corpse gains the benefit of
When you choose this tradition, your special martial arts the Gentle Repose spell.
training leads you to master the use of certain weapons. This
path also includes instruction in the deft strokes of Glimpse of Death
calligraphy or painting. You gain the following benefits.  17th-level Long Death feature
Kensei Weapons. Choose two types of weapons to be Your very touch induces the essense of death. As an action,
your kensei weapons: one melee weapon and one ranged you can spend 3 ki to channel this energy into a creature you
weapon. Each of these weapons can be any simple or touch. When you do so, the creature must succeed on a
martial weapon that lacks the heavy and special Charisma saving throw, or fall unconscious and have its soul
properties. The longbow is also a valid choice. You gain temporarily sent to the afterlife.
proficiency with these weapons if you don't already have it. The target remains unconscious until the end of your next
Weapons of the chosen types are monk weapons for you. turn, or until it takes damage. While the target remains
Many of this tradition's features work only with your unconscious, you can use your action to maintain this effect,
kensei weapons. When you reach 6th, 11th, and 17th level extending its duration until the end of your next turn. Either
in this class, you can choose another type of weapon— way, when the effect ends, the target takes 10d10 necrotic
either melee or ranged—to be a kensei weapon for you, damage as it reels from the glimpse of its mortality.
following the criteria above.
The Way of Shadow
Kensei's Shot. When you hit a target with a kensei
weapon, you can spend 1 ki point to cause the weapon to Umbral Executioner
 3rd-level Shadow feature
deal extra damage to the target equal to your Martial Arts
die + your Wisdom modifier. You can use this feature only When you hit a creature that is in dim light or darkness, they
once on each of your turns. take extra damage equal to one roll of your Martial Arts die.
Split Focus. When you use Focused Mastery, instead of You may deal this damage to each creature you hit no more
choosing only one skill or tool, you may choose two skills than once per round.
or tools with which you are proficient to gain the benefit.
This number increases whenever you learn another type
of kensei weapon - to three at 6th level, four at 11th level,
and five at 17th level
Way of the Brush. You gain proficiency with your choice
of calligrapher's supplies or painter's supplies.

58
Unity of Being
Additional Monastic  11th-level Harmony feature
Traditions The harmonious energies surging within you grant you
Way of Harmony increased power. Directly after taking the attack action, you
may spend 2 ki points to cast a spell from your Way of
Monks who follow the way of harmony believe devoutly in the Harmony list as a bonus action.
balance of all things: Good and Evil, Life and Death, Law and Additionally, whenever a creature within 30 feet of you
Chaos. These monks believe that the duality of such forces becomes bloodied, you may use your reaction to immediately
create harmony between all creatures, and with harmony move up to 30 feet towards them and cast a spell from your
comes peace and transcendance. Way of Harmony list, provided it affects the bloodied
creature. You may not take this reaction on your turn.
Duality of Teachings
 3rd-level Harmony feature Life Rupture
 17th-level Harmony feature
Your teachings and meditation have granted you access to the
magical weave of the world. You learn the following spells at You have learned the ultimate ritual of sacrifice and balance.
the levels listed below, using Wisdom as your spellcasting As an action on your turn, you may unleash the surging waves
ability. You may cast each of the spells on the list once of energy within you. You immediately take 4d8 necrotic
without a spell slot and without consuming material damage, which cannot be resisted or ignored in any way. All
components. Once you have cast one of these spells, you may creatures within 30 feet of you must succeed on a
not cast it again in this way until you complete a long rest. Constitution saving throw or else take twice as much necrotic
damage, or half as much on a success. You may choose a
Way of Harmony Spells number of creatures up to your Wisdom modifier to gain
Monk Level Spells temporary hit points equal to twice the damage you took
3rd Cure Wounds, Inflict Wounds instead of suffering necrotic damage. Once you use this
5th Calm Emotions, Mind Spike
feature, you must complete a long rest before using it again.
9th Searing Heal* , Vampiric Touch Way of the Four Winds
13th Aura of Life, Blight When you move, the air seems to blur with the sheer speed
17th Weaver's Ray* , Negative Energy Flood and precision of your movements. You dance between the
blades and arrows of enemies with nary a whisper in your
Ebb and Flow step. The four winds follow your every move, swirling around
 3rd-level Harmony feature your fists with tempestuous fury.
The ebb and flow of life alters your magical energies. Galetouch
Whenever you restore hit points to a target using a spell from  3rd-level Four Winds feature
the Way of Harmony list, if the creature is not bloodied, you You learn the Gust cantrip, and can cast it using Wisdom as
may cause it to deal necrotic damage equal to the hit points your spellcast ability modifier.
that would have been restored. Conversely, if you cast a spell
that deals damage to a creature that is bloodied, you may Wind Strike
cause it to heal the creature instead.  3rd-level Four Winds feature
Schism of Energies Whenever you make an unarmed strike, you may harness the
 6th-level Harmony feature powers of the winds through your fist. You expend 1 ki point
You learn to protect creatures with an ancient ritual of paired to make it a Wind Strike. Roll 1d4, and apply the
energies. As a bonus action on your turn, you may create a corresponding effects of the strike from the table below. You
swirling mass of energies around a creature you can see may expend 1 additional ki point to instead choose the effect.
within 30 feet. The enchantment lasts for 1 minute, but you You may use this feature multiple times in the same turn, but
may dismiss it using a bonus action at any time. While the you may not apply the same effect twice.
affected creature is bloodied, they gain advantage on the first Wind Strike Table
saving throw made each turn, including death saving throws. Roll Wind Effect
While a creature is not bloodied they gain disadvantage on
the first saving throw they make each turn. Once you use this 1 North The creature's movement is halved until the
feature, you must complete a short or long rest before using end of their next turn
again. 2 East The creature is pushed directly backwards 15
feet.
3 South The creature's AC is reduced by 1 until the end
of their next turn
4 West The creature cannot restore hit points until the
end of their next turn.

59
Dance of the Four Winds
 6th-level Four Winds feature Additional Monk Weapons
Whenever you make an unarmed strike, you may immediately As a monk, you also gain proficiency in your choice of
move up 5 feet in any direction. This movement does not weapons on the tables below.
provoke opportunity attacks
 
Swirling Wind Leap
 11th-level Four Winds feature Additional Simple Melee Weapons
Weapon Cost Damage Weight Properties
You may wrap the four winds around you, bending them to Bō 2 sp 1d6 3 lb. Versatile (1d8)
your command. You can cast Fly at 3rd level targeting piercing
yourself. Once you do so, you cannot cast it again in this way
until after completing a long rest. Dart 5 cp 1d4 1/4 lb. Finesse, light,
Any time before regaining the use of this feature, you can piercing thrown (range
30/60)
expend 3 ki points to regain its use early.
Kama 1 gp 1d4 2 lb. Light
Maelstrom Fists slashing
 17th-level Four Winds feature Nunchaku 1 sp 1d4 1 lb. Finesse, light
You may make attacks of opportunity on creatures that suffer bludgeoning
from forced movement effects. Additionally, you may expend Jutte 5 gp 1d4 2 lb. Light
2 ki points to deal an extra 3d10 bludgeoning damage bludgeoning
whenever you hit with an unarmed strike until the end of your Sai 3 gp 1d4 1 lb. Finesse, light
turn. piercing
Shobo 3 gp 1d4 1 lb. Finesse, light
Way of the Unbroken piercing
Those who dare challenge you swore they've seen you fall in Tonfa 1 sp 1d4 1 lb. Finesse, light
battle before, shrugging off arrows and swords as if they were bludgeoning
specs of dust. Your body is covered in scars that tell more
tales than a tattoo or a bard ever could. Additional Martial Melee Weapons
Weapon Cost Damage Weight Properties
Temple of the Body
 3rd-level Unbroken feature Chakram 15 1d6 2 lb. Light, Finesse, Thrown
gp slashing (range 30/60)
When you choose this tradition, your body seems to absorb Dao 5 gp 1d6 3 lb. Finesse, light
attacks. Whenever you take damage, you may reduce the total slashing
by 2. This reduction increases to 3 at 6th level, 4 at 11th level,
and 5 at 17th level. You cannot reduce the total damage you Ninjatō 15 1d6
gp slashing
2 lb. Finesse, light
take to less than 1.
Katana 25 1d8 3 lb. Finesse, two-handed
Hardened Resolve gp slashing
 6th-level Unbroken feature Kusarigama 10 1d4 4 lb. Reach, Finesse
You learn how to shrug off attacks. After you are hit by an gp slashing
attack, your AC increases by 1 to a maximum value equal to Wakizashi 25 1d6 3 lb. Finesse
your proficiency bonus. Your AC returns to normal at the start gp piercing
of your next turn.
Undying Stance
 11th-level Unbroken feature
You gain advantage on grapple checks and strength saving
throws. Additionally, you may expend 3 ki points to reduce
your exhaustion level by one. Once you have used this
feature, you may not use it again until after completing a long
rest.
Relentless Advance
 17th-level Unbroken feature
When you are reduced to 0 hit points or would be outright
killed, you may use your reaction to restore half your hit point
maximum, and stand up. If you use this feature again before
completing a long rest, you gain a stack of exhaustion.

60
Paladin
On the first attack roll they make each turn, they may add
Minor Variants half your Charisma modifier rounded down to their attack
roll (minimum +1)
Oath of Glory
Undying Spirit. You may use a bonus action to use your
Aura of Alacrity Channel Divinity to cause a brilliant wave of swirling radiant
 3rd-level Oath of Glory feature energy to wash over yourself. Once within the next hour,
You emanate an aura that fills you and your companions with whenever a creature falls to 0 health within 30 feet of you,
supernatural speed, allowing you to race across a battlefield and is not outright killed, you may use your reaction to cause
in formation. Your walking speed increases by 10 feet. In them to immediately restore 1 hit point, and gain temporary
addition, if you aren't incapacitated, the walking speed of any hit points equal to your Charisma modifier. You then lose this
ally who starts their turn within 10 feet of you increases by benefit
10 feet until the end of that turn.
When you reach 18th level in this class, the range of the Oath Spells
aura increases to 30 feet. You gain oath spells at the paladin levels listed
Oath of Perseverance Spells
Additional Sacred Oaths Paladin Level Oath Spells
Oath of Perseverance 3rd Compelled Duel, Heroism
When a Paladin takes the Oath of Perseverance, they commit 5th Spiritual Weapon, Warding Bond
themselves to a war torn path, leading valiant crusades 9th Conjure Barrage, Revivify
agains the tides of darkness and inspiring their allies to 13th Death Ward, Freedom of Movement
perform beyond the capabilities of mere warriors. Oath of
Perseverance paladins are the first to lead the charge against 17th Conjure Volley, Reincarnate
a terrifying horde of demons, weapons shimmering with
radiant brilliance as they hack their way through enemy after Aura of Valor
enemy in the name of all that is good and pure. Some may  7th-level Oath of Perseverance feature
refer to these paladins as "warlords" or "crusaders" in
hushed whispers while thanking the gods for sending such a Your valor in combat inspires those around you. You and all
fearless leader of men. creatures you choose within 10 feet gain advantage on death
saving throws. Additionally, if a chosen creature is bloodied,
Tenets of Perseverance and they begin their turn in your aura, they gain temporary
Paladins who follow the Oath of Perseverance follow a strict hit points equal to your Charisma modifier (minimum 1
code of combat and leadership, recorded by great heroes of temporary hit point).
old. These tenets ensure that no paladin become corrupted by At 18th level, the range of this aura increases to 30 feet
the power they wield on the field of combat, and by the
warriors they lead. Relentless Assault
 15th-level Oath of Perseverance feature
Take no Joy in Death. There is no joy in slaying your foes.
Necessecity compels us to fight where others cannot. Your allies look to your holy fervor for both strategy and
Honor Those Who Fight. Those who fight alongside you inspiration during combat. Once per turn, whenever you miss
are warriors of no greater and no less honor than yours. an attack, you may use your reaction to immediately cause
Until the Last Breath. Until death takes you, fight as one friendly creature you can see within 30 feet to make an
though you feel no wounds, and act as a relentless beacon of attack on the same creature.
hope in the battlefield
Be the Unbroken Shield. There are those who cannot Unending Fervor
fight, and must suffer to be swept asunder by the tides of war.  20th-level Oath of Perseverance feature
Be the unbreaking shield that protects them, for they have You gain the ability to channel the terrifying nature of combat
done no wrong. into your very being. Using your action, you undergo a
Channel Divinity transformation, and gain the following benefits for 1 hour.
 3rd-level Oath of Perseverance feature Your movement speed is doubled while moving towards
You gain the following two Channel Divinity options. an enemy
Spur the Fight. You use your Channel Divinity to utter You may add your Charisma modifier to any attack roll
words that inspire your allies, causing them to fight harder. made with simple or martial weapons
You may use your action to select a number of creatures You may make one weapon attack as a bonus action on
equal to your Charisma modifier (minimum 1). They gain the your turn
following benefits for 1 minute. Once you use this feature, you cannot use it again until you
They may take the dash action as a bonus action finish a long rest

61
Oath of the Justicar Covenant of Conjuration
Tenet of Conjuration: There is power to be found in other
Justicars are feared and respected across the land as keepers realms, seeking out this power is both your right and your
of arcane secrets. They are a deeply secretive and exclusive duty to the Covenant.
order, believeing greater understanding of magic is the only Bonus Cantrip When you choose to follow this covenant,
way to prove one's faith. They travel almost fully covered, you learn the Mage Hand cantrip. This cantrip counts as a
seeking to protect their identities. These mysterious paladins Paladin spell for you.
may be referred to as templars, confessors, or inquisitors.
These paladins protect orders of archmages, keeping Covenant of Conjuration Spells
powerful arcane artifacts and scrolls out of the hands of Paladin Level Oath Spells
those who would misuse them. When paladins swear to this 3rd Tenser's Floating Disk, Unseen Servant
oath, they commit themselves to one school of magic, or
Covenant, to study and protect; fervently seeking out and 5th Find Steed, Misty Step
aquiring powerful spells and artifacts to take back to their 9th Create Food and Water, Spirit Guardians
order.
13th Conjure Minor Elementals, Dimension Door
Tenets of the Justicar 17th Conjure Volley, Far Step
Even though each paladin who takes the Oath of the Justicar
binds themselves to the service of a Covenant, they have a Covenant of Divination
uniting creed. Tenet of Divination: The gods have blessed you with the
The Secret Order. Keeping secret the spells and rituals of power to cast spells, you honor your Covenant by entreating
your Covenant is paramount. Those who attempt to learn the them, and channeling their power as a seer.
knowledge which you hold sacred should be destroyed Bonus Cantrip When you choose to follow this covenant,
Magic is Power. Spells and all things arcane are blessed you learn the Guidance cantrip. This cantrip counts as a
by the gods themselves, and grant incomprehensible power. paladin spell for you.
Studying and learning this arcana strengthens your faith, and
all aspects of your life. Covenant of Divination Spells
The Weave Unites. Magic is an unbroken strand, weaved Paladin Level Oath Spells
through all of us; touching hearts, minds, and all things 3rd Detect Magic, Identify
within this realm. The use of magic should only strengthen
this bond between us. 5th Augery, Locate Object
Zealotry. Those who use magic for evil purposes or 9th Clairvoyance, Tongues
personal gain offend the gods themselves, and should be
treated as heathens 13th Divination, Locate Creature
17th Commune, Legend Lore
Binding of the Covenant
 3rd-level Oath of the Justicar feature Covenant of Enchantment
You choose an order of magic to protect, known as a Tenet of Enchantment: The memory of mortals is a fragile
Covenant. Your Oath Spells and Oath features are defined by thing to be protected. You must use your magic carefully,
the Covenant you bind yourself to. Once you have chosen a using it to protect the secrets of your covenant by modifying
Covenant, you may not choose another. the very nature of any foe's thoughts.
Bonus Cantrip When you choose to follow this covenant,
Covenant of Abjuration you learn the Friends cantrip. This cantrip counts as a
Tenet of Abjuration: Magic can be woven into a shield, and paladin spell for you.
should be used as such. There are those who require
protection, and it is your duty to the Covenant to seek them Covenant of Enchantment Spells
out wherever needed. Paladin Level Oath Spells
Bonus Cantrip When you choose to follow this covenant, 3rd Charm Person, Sleep
you learn the Resistance cantrip. This cantrip counts as a
paladin spell for you. 5th Calm Emotions, Suggestion
9th Catnap, Enemies Abound
Covenant of Abjuration Spells
Paladin 13th Compulsion, Dominate Beast
Level Oath Spells 17th Geas, Modify Memory
3rd Protection From Evil and Good, Shield
5th Arcane Lock, Protection from Poison
9th Beacon of Hope, Remove Curse
13th Banishment, Mordenkainen's Private
Sanctum
17th Circle of power, Greater Restoration

62
Covenant of Evocation Bonus Cantrip When you choose to follow this covenant,
Tenet of Evocation: What else is magic but a weapon to be you learn the Prestidigitation cantrip. This cantrip counts as
carved to your whim? You are the mightiest warrior, a blade a paladin spell for you.
to turn the tides of battle by channeling the great powers of Covenant of Transmutation Spells
the elements into your strikes.
Bonus Cantrip When you choose to follow this covenant, Paladin Level Oath Spells
you learn the Green-Flame Blade cantrip. This cantrip counts 3rd Create or Destroy Water, Feather Fall
as a paladin spell for you. 5th Enlarge/Reduce, Levitate
Covenant of Evocation Spells 9th Erupting Earth, Slow
Paladin Level Oath Spells 13th Control Water, Polymorph
3rd Chaos Bolt, Faerie Fire 17th Awaken, Telekinesis
5th Moonbeam, Spiritual Weapon
9th Fireball, Wind Wall Ritual Casting
 3rd-level Oath of the Justicar feature
13th Ice Storm, Vitrolic Sphere
17th Flame Strike, Wall of Light
Your studies within your chosen Covenant have granted you
increased arcane mastery. You may cast any paladin spell as a
ritual if that spell has the ritual tag and you have the spell
Covenant of Illusion prepared.
Tenet of Illusion: Magic is beauty, and can be weaved to suit
your very whim. Weaving mystical creations together to Channel Divinity
protect allies and distract foes is your duty within this  3rd-level Oath of the Justicar feature
Covenant.
Bonus Cantrip When you choose to follow this covenant, You gain the following Channel Divinity Option.
you learn the Minor Illusion cantrip. This cantrip counts as a Invoke Arcanum As a bonus action on your turn, you can
paladin spell for you. use your Channel Divinity feature to restore a spell slot of 1st
level. When you reach 11th level, this increases to a slot of
Covenant of Illusion Spells 2nd level or lower. And at 20th level, it further increases to a
Paladin Level Oath Spells slot of 3rd level or lower
3rd Color Spray, Silent Image In addition to the Channel Divinity option listed above, your
5th Mirror Image, Silence Covenant also grants you one Channel Divinity Option
9th Hypnotic Pattern, Greater Image Channel Divinity: Abjuration
13th Greater Invisibility, Hallucinatory Terrain You can use your Channel Divinity to ward a creature from
17th Creation, Mislead
damage. As an action, select one creature within 30 feet of
you. The creature gains temporary hit points equal to 1d4 +
Covenant of Necromancy
your Charisma modifier, may immediately stand up if it was
prone, and gains resistance to bludgeoning, piercing, and
Tenet of Necromancy: Death is but a moment to those slashing damage from nonmagical sources for 1 minute.
within this covenant; temporary, yet still honored and revered.
It is your duty to serve and protect those who have died. You Channel Divinity: Conjuration
must prevent it when you can, but honor it when you cannot. You can use your Channel Divinity to summon a being of your
Bonus Cantrip When you choose to follow this covenant, choice, weaved together out of light. You decide on the nature
you learn the Spare the Dying cantrip. This cantrip counts as of the creature, but it must be a beast, fey, or elemental and
a paladin spell for you. have a size of Small or less. The creature appears in the
nearest unoccupied space within 5 feet of you.
Covenant of Necromancy Spells The creature sheds bright light out to 15 feet, and dim light
Paladin Level Oath Spells 15 feet further. This creature may only move and take the
3rd False Life, Inflict Wounds Help action. The creature is immune to all damage, and may
5th Blindness/Deafness, Gentle Repose
only be disabled by means of a Dispel Magic spell, for the
purposes of which this feature counts as a 1st level spell. The
9th Life Transferance, Revifify creature lasts for 1 hour, and you may dismiss the creature at
13th Blight, Shadow of Moil any time.
17th Enervation, Raise Dead Channel Divinity: Divination
You can use your Channel Divinity to pray for guidance
Covenant of Transmutation throughout the day. As an action, you may bless yourself for 1
Tenet of Transmutation: The natural world is to you as clay hour. While blessed in this way, you cannot be surprised, you
is to a sculptor. Within this Covenant, the ever changing and gain advantage on initiative rolls, and you may add half your
shifting nature of the world is celebrated as a progression to Charisma modifier rounded down to your passive Wisdom
a higher state of being. (Perception) skill

63
Channel Divinity: Enchantment They gain advantage on Intelligence and Wisdom saving
You may use your Channel Divinity to attempt to confuse the throws
mind of your foe. Choose one creature you can see within 30 Whenever they make a skill check involving Intelligence,
feet of you. That creature must succeed on a Wisdom saving they may add half your Charisma modifier rounded down
throw against your spell save DC, or else become to the total
incapacitated for 1 minute. A creature may repeat this saving At 18th level, the range of this aura increases to 30 feet
throw at the end of each of their turns to end the effect early.
If the creature suffers any damage, the effect immediately Spellsteal
ends.  15th-level Oath of the Justicar feature
Channel Divinity: Evocation You learn how to identify and steal spells commonly used by
You may use your Channel Divinity to wrap your weapon in your Covenant. Whenever a creature within 30 feet of you
arcane energies. As a bonus action on your turn, you may casts a spell, you may use your reaction to make an
enchant your weapon for the next minute. While enchanted, Intelligence (Arcana) check with DC equal to 12 + the level of
your weapon deals an additional 1d6 force damage on a hit, the spell. On a success, you immediately add the spell to your
and you may convert the damage type of your Divine Smite list of prepared spells. The creature then casts the spell as
into force damage. normal, but then the knowledge of how to cast it slips from
Channel Divinity: Illusion their mind, and they must finish a short or long rest before
casting it again. The stolen spell is removed from your
You can use your Channel Divinity to attempt to hide you and prepared spell list after the affected creature completes a
your allies. As an action on your turn, you can create a 1 inch short or long rest, or 8 hours if they die or otherwise do not
thick illusory screen at a target location. The screen can be rest. Once you use this feature, you must complete a long rest
any size you decide, but must be no greater than 15 feet in before using it again.
any direction. When you create the screen, you must
designate one side of the screen as illusory, and the other as Grand Arcana
normal. A creature looking towards the normal side of the  20th-level Oath of the Justicar feature
screen can see through it as if the area in front of it was in
dim light. A creature looking towards the illusory portion of The great secrets of your Covenant are revealed to you. You
the wall must make an Intelligence (Investigation) check learn a 9th level spell based on your chosen Covenant as
against your spell save DC. On a failed save, they perceive the shown in the Grand Arcana table below. You may this spell
area behind the screen as it was before the use of this once without using a spell slot. Once you use this feature, you
feature. On a success, they see through the screen, and can gain one stack of exhaustion and may not use it again until
perceive that there is an illusion there. The screen cannot you complete a long rest. This spell does not count against
display moving objects, and when a creature passes through the number of spells you can know or prepare.
the screen, it is immediately shattered and the effect ends, Grand Arcana Table
Channel Divinity: Necromancy Covenant Grand Arcana Granted
You can use your Channel Divinity to cause others to fight on, Abjuration Invulnerability
even past death. Whenever a creature drops to 0 hit points
but is not outright killed, you may use your reaction to Conjuration Gate
temporarily revive them for 1 round. They may use their Divination Foresight
reaction to stand up if they were prone, and they take their Enchantment Psychic Scream
turn as normal. At the end of their turn, this effect ends, they
fall prone, and begin making death saving throws as normal. Evocation Meteor Swarm
Illusion Weird
Channel Divinity: Transmutation
You can use your Channel Divinity to alter the very battlefield Necromancy True Resurrection
on which you stand. As an action on your turn, you may create Transmutation True Polymorph
a 20 foot cube of shimmering arcane energy. Within the
affected area, gravity becomes significantly stronger, and the
entire space is considered difficult terrain. Whenever a
creature would make a ranged attack through the affected
area, the attack is made with disadvantage.
Aura of Arcana
 7th-level Oath of the Justicar feature
You constantly emanate a protective aura while you're not
incapacitated. The aura extends 10 feet from you in every
direction, but not through total cover. While within the aura,
creatures you choose gain the following benefits:

64
Ranger
Note: This class variant uses all the following class features as replacements and/or variant rules for the Ranger. You must use all
the features together, and may not pick and choose variant features from other class variants.

Variant Ranger
Level Proficiency Bonus Features Favored Enemy Die Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer 1d4 0 — — — — —
2nd +2 Fighting Style, Spellcasting 1d4 2 2 — — — —
3rd +2 Primeval Awareness, Ranger Conclave 1d4 3 3 — — — —
4th +2 Ability Score Improvement 1d4 3 3 — — — —
5th +3 Extra Attack 1d4 4 4 2 — — —
6th +3 Favored Enemy Improvement 1d6 4 4 2 — — —
7th +3 Ranger Conclave Feature 1d6 5 4 3 — — —
8th +3 Ability Score Improvement, Fleet of Foot 1d6 5 4 3 — — —
9th +4 — 1d6 6 4 3 2 — —
10th +4 Fade Away, Favored Enemy Improvement 1d8 6 4 3 2 — —
11th +4 Ranger Conclave Feature 1d8 7 4 3 3 — —
12th +4 Ability Score Improvement 1d8 7 4 3 3 — —
13th +5 — 1d8 8 4 3 3 1 —
14th +5 Favored Enemy Improvement, Vanish 1d10 8 4 3 3 1 —
15th +5 Ranger Conclave Feature 1d10 9 4 3 3 2 —
16th +5 Ability Score Improvement 1d10 9 4 3 3 2 —
17th +6 — 1d10 10 4 3 3 3 1
18th +6 Favored Enemy Improvement, Feral Senses 1d12 10 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 11 4 3 3 3 2
20th +6 Foe Slayer 1d12 11 4 3 3 3 2

Favored Enemy You can use this feature to mark a Favored Enemy a
number of times equal to your proficiency bonus plus your
1st-level Ranger feature which replaces the Wisdom modifier, and you regain all expended uses when you
 Hunter's Mark spell finish a short or long rest. You may expend a spell slot of 1st
You learn how to magically mark your quarry. When you hit a level or higher to immediately regain one use of this feature.
creature with an attack, you can call on your mystical bond At 6th level, while you track a creature, you can use your
with nature to mark the target as your Favored Enemy until connection to nature to learn about the creature you track. If
you lose your concentration (as if you were concentrating on you track a creature for at least 10 minutes, you may
a spell). immediately mark it as your Favored Enemy without
While a creature is marked, you gain advantage on Wisdom expending a use of this feature or hitting it with an attack.
(Perception) and Wisdom (Survival) checks you make to find
it. Natural Explorer
Whenever you hit the Favored Enemy with an attack and  1st-level Ranger feature
deal damage to it, including on the triggering attack, you can
increase that damage by 1d4. This feature's extra damage You are a master of navigating the natural world, and you
increases when you reach certain levels in this class: 1d6 at react with swift and decisive action when attacked. This
6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at grants you the following benefits:
18th level.

65
You are unaffected by difficult terrain. Spell save DC = 8 + your proficiency bonus + your Wisdom
On your first turn after rolling initiative, you have modifier
advantage on attack rolls against creatures that have not Spell attack modifier = your proficiency bonus + your
yet acted. Wisdom modifier
In addition, you are skilled at navigating the wilderness.
You gain the following benefits when outdoors Ritual Casting
You can cast a ranger spell as a ritual if that spell has the
You gain advantage on Intelligence (Nature) and Wisdom ritual tag and you have the spell prepared.
(Survival) checks to determine direction.
You can take 1 hour (which can be completed during a Spellcasting Focus
short or long rest) to prepare your group for an upcoming You can use a druidic focus as a spellcasting focus for your
journey, drawing maps and discussing the best route for ranger spells. See chapter 5, “Equipment,” of the Player’s
travel. When you do so, difficult terrain doesn't slow your Handbook for a list of things that count as druidic focuses.
group's travel.
Whenever you are surprised, you may take an action as Expanded Spell List
normal, but that action must be either the Dash, The following spells expand the ranger's spell list.
Disengage, Dodge, or Hide action. Additionally, the Hunter's Mark spell is removed from all spell
If you start your turn with no creatures within 10 feet of lists.
you, your movement speed is increased by 10 feet until
the end of your turn. Spell
When you forage, you find twice as much food as you Level Spells
normally would. 1st Create or Destroy Water, Detect Evil and Good,
While tracking other creatures, you also learn their exact Entangle, Expiditious Retreat, Faerie Fire, Feather
number, their sizes, and how long ago they passed Fall, Searing Smite, Purify Food and Drink,
through the area. Protection From Good and Evil
2nd Aid, Enhance Ability, Find Steed, Flame Blade, Gust
Spellcasting of Wind, Magic Weapon, Spider Climb, Warding
 2nd-level Ranger feature Wind, Warding Bond
3rd Blinding Smite, Create Food and Water, Elemental
You have learned to use the magical essence of nature to cast Weapon, Magic Circle, Meld Into Stone, Revivify,
spells, much as a druid does. See chapter 10 for the general Remove Curse, Tongues
rules of spellcasting and chapter 11 for the ranger spell list.
4th Charm Monster, Control Water, Death Ward,
Dominate Beast, Giant Insect
Spell Slots
The Ranger table shows how many spell slots you have to 5th Awaken, Control Winds, Hold Monster, Greater
cast your ranger spells of 1st level and higher. To cast one of Restoration, Mass Cure Wounds, Wrath of Nature
these spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a Primeval Awareness
long rest.  3rd-level Ranger feature
For example, if you know the 1st-level spell animal
friendship and have a 1st-level and a 2nd-level spell slot Your mastery of ranger lore allows you to establish a
available, you can cast animal friendship using either slot. powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and
Spells Known of 1st Level and Higher they recognize you as a kindred spirit. Through sounds and
You know two 1st-level spells of your choice from the ranger gestures, you can communicate simple ideas to a beast as an
spell list. action, and can read its basic mood and intent. You learn its
The Spells Known column of the Ranger table shows when emotional state, whether it is affected by magic of any sort, its
you learn more ranger spells of your choice. Each of these short-term needs (such as food or safety), and actions you can
spells must be of a level for which you have spell slots. For take (if any) to persuade it to not attack.
instance, when you reach 5th level in this class, you can learn You cannot use this ability against a creature that you have
one new spell of 1st or 2nd level. attacked within the past 10 minutes.
Additionally, when you gain a level in this class, you can Additionally, you may attune your senses to determine if
choose one of the ranger spells you know and replace it with any additional enemies lurk nearby when stalking your
another spell from the ranger spell list, which also must be of quarry. While you are concentrating on your Favored Enemy
a level for which you have spell slots. mark, you may spend 1 uninterrupted minute to awaken your
senses. You sense whether any enemies of the same type as
Spellcasting Ability the marked creature are present within 5 miles of you. This
Wisdom is your spellcasting ability for your ranger spells, feature reveals their numbers and the creatures’ general
since your magic draws on your attunement to nature. You direction and distance from you. If there are multiple groups
use your Wisdom whenever a spell refers to your spellcasting of your Favored Enemy's type within range, you learn this
ability. In addition, you use your Wisdom modifier when information for each group.
setting the saving throw DC for a ranger spell you cast and
when making an attack roll with one.

66
Extra Attack Variant Ranger Conclaves
 5th-level Ranger feature Beast Master
You can attack twice, instead of once, whenever you take the Primal Companion
Attack action on your turn.  3rd-level Beast Master feature
Fleet of Foot You form a mystical bond with a specific willing beast, or
 8th-level Ranger feature magically summon a primal beast which draws strength from
your bond with nature. The beast is friendly to you and your
You can use the Dash action as a bonus action on your turn. companions and obeys your commands. Choose its stat block
— Beast of the Land, Beast of the Sea, or Beast of the Sky —
Fade Away which uses your proficiency bonus (PB) in several places. You
 10th-level Ranger feature also determine the kind of animal the beast is, choosing a
kind appropriate for the stat block. If you magically summon
You learn how to hide yourself in almost any environment. As the beast, it is covered in primal markings indicating its
a bonus action on your turn, you may magically become mystical origin. If you bond with an existing beast, you may
invisible, along with any equipment you are wearing or choose if it manifests primal markings that denote your bond
carrying, until the end of your next turn. with it.
If you do not move or attack until on your next turn, the In combat, the beast acts during your turn. It can move and
duration of the invisibility is increased until the end of the use its reaction on its own, but the only action it takes is the
following turn. You may repeat this process on each of your Dodge action, unless you take a bonus action on your turn to
turns for up to an hour. command it to take another action. That action can be one in
Once you use this feature, you can't use it again until you its stat block or some other action. You can also sacrifice one
finish a short or long rest. of your attacks when you take the Attack action to command
the beast to take the Attack action. If you are incapacitated,
Vanish the beast can take any action of its choice, not just Dodge.
 14th-level Ranger feature If the beast has died within the last hour, you can use your
action to touch it and expend a spell slot of 1st level or higher.
You can use the Hide action as a bonus action on your turn. The beast returns to life after 1 minute with all its hit points
Also, you can't be tracked by nonmagical means, unless you restored.
choose to leave a trail. When you finish a long rest, you can summon a different
primal beast, or bond with a different beast. The new beast
Feral Senses appears in an unoccupied space within 5 feet of you, and you
 18th-level Ranger feature choose its stat block and appearance. If you had previously
summoned a beast with this feature, it vanishes when the
You gain preternatural senses that help you fight creatures new beast appears, or if you die. If you had previously bonded
you can't see. When you attack a creature you can't see, your with an existing beast, the bond breaks if you bond with a
inability to see it doesn't impose disadvantage on your attack different one.
rolls against it. You are also aware of the location of any
invisible creature within 30 feet of you, provided that the Beast Master Magic
 3rd-level Beast Master feature
creature isn't hidden from you and you aren't blinded or
deafened. You learn additional spells when you reach certain levels in
this class, as shown in the Beast Master Spells table. The
Foe Slayer spell counts as a ranger spell for you, but it doesn't count
 20th-level Ranger feature against the number of ranger spells you know.
You become an unparalleled hunter of your enemies. You can Beast Master Spells
add your Wisdom modifier to the attack and damage rolls of Ranger Level Spells
any weapon attack you make. 3rd Command, Beast Bond
5th Enlarge/Reduce, Beast Sense
Tenser's Alterations 9th Catnap, Conjure Animals
Ranger is the classic example of "throw something
at a wall until it sticks." The class has been 13th Dominate Beast, Find Greater Steed
reworked 3 times now, and it still falls short of 17th Awaken, Raise Dead
what it needs to be. By moving Hunter's Mark into
a feature and having it scale, we remove the
dependency on taking that spell at 2nd level.
Additionally, by reworking Natural Explorer it
removes the unfun mechanic that allowed
everyone to ignore travel and directions.

67
Exceptional Training Gloom
 7th-level Beast Master feature
Conclave Spells
While your companion can see you, it has advantage on all  3rd-level Gloom Stalker feature
saving throws.
Additionally, your companion's attacks now count as Gloom Stalker Spells
magical for the purpose of overcoming resistance and Ranger Level Spells
immunity to nonmagical attacks and damage 3rd Disguise Self, False Life
Storm of Claw and Fangs 5th Darkness, Rope Trick
 11th-level Beast Master feature 9th Fear, Major Image
Your animal companion becomes a more potent fighting 13th Greater invisibility, Hallucinatory Terrain
force. It can attack twice, instead of once, whenever it takes 17th Enervation, Seeming
the Attack action on its turn.
Perfected Bond Conclave Spells
 15th-level Beast Master feature  3rd-level Horizon Walker feature
Your beast bond reaches the pinnacle of its power. You and Horizon Walker Spells
the your companion gain the following benefits: Ranger
Level Spells
When either you or your bonded beast takes damage 3rd Expeditious Retreat, Protection from Evil and
while you're within 30 feet of each other, you can use your Good
reaction to give yourself or the beast resistance to that
instance of damage. 5th Blur, Misty Step
While you and your beast companion flank a target, you 9th Dispel Magic, Haste
both gain an additional +2 bonus to attack rolls against it.
When you cast a spell on your turn and can see your 13th Banishment, Dimension Door
companion, the spell may originate from the beast's space 17th Contact Other Plane, Teleportation Circle

Minor Variants Conclave Spells


 3rd-level Hunter feature
The following subclasses were mostly fine on their own, only
requiring a few extra features to keep up with other classes Hunter Spells
and combinations that have been released. Ranger Level Spells
3rd Compelled Duel, Heroism
Conclave Magic
5th Branding Smite, Hold Person
Each Ranger Conclave has a list of expanded spells, magic
learned from your time training. You learn additional spells 9th Conjure Barrage
when you reach certain levels in this class, as shown in the 13th Staggering Smite
Conclave Spells table. Each spell counts as a ranger spell for
you, but it doesn't count against the number of ranger spells 17th Steel Wind Strike
you know
Conclave Spells
Fey Wanderer  3rd-level Monster Slayer feature
Conclave Spells Monster Slayer Spells
 3rd-level Beast Master feature Ranger Level Spells
Fey Wanderer Spells 3rd Guiding Bolt, Protection from Evil and Good
Ranger Level Spells 5th Arcane Lock, Zone of Truth
3rd Charm Person, Color Spray 9th Magic Circle, Water Breathing
5th Mirror Image, Misty Step 13th Banishment, Charm Monster
9th Dispel Magic, Hypnotic Pattern 17th Dispel Evil and Good, Hold Monster
13th Dimension Door, Confusion
17th Dream, Mislead

68
Conclave Spells Coldiron
 3rd-level Swarmkeeper feature  3rd-level Frostwalker feature
You learn how to coat your weapons in a thin layer of magical
Swarmkeeper Spells frost for 1 minute. As a bonus action on your turn, you may
Ranger Level Spells
expend a spell slot of 1st level or higher to coat your weapon
3rd Faerie Fire, Jump or 30 pieces of ammunition in this way. Once per turn when
5th Alter Self, Web you hit a creature with an attack using a coated weapon, you
can force the creature to make a Strength saving throw
9th Gaseous Form, Tiny Servant against your spell save DC. On a failed save, they take 1d6
13th Arcane Eye, Giant Insect cold damage and their movement speed is reduced by half
17th Cloudkill, Insect Plague
until the end of their next turn.
When you use a spell slot of 2nd level or higher, the cold
damage increases by 1d6 per slot level above the 1st
Tenser's Alterations Arctic Stalker
Rangers knew so few spells in their base class. At  7th-level Frostwalker feature
almost every level, they knew about half the
amount of spells a paladin or artificer would, not You learn how to hide yourself in the darkness of storms and
even including their subclass spells. Additionally, natural environments. When you make a spell attack or a
because Hunter's Mark was such a necessary spell, Coldiron enchanted attack while undetected, you may use
one was almost required to take it when learning your reaction to immediately move up to 10 feet in any
spells. It was almost painful for players to choose direction and take the Hide action. This movement does not
between spells because there were so few options provoke opportunity attacks.
to get more. By expanding the ranger spell list and
giving them additional spells in their conclave, Call Blizzard
players have significantly more choices and  11th-level Frostwalker feature
customization at every level.
You learn how to call down a swirling blizzard. As an action
on your turn, you may call down a blizzard in a 30 foot cube
at a location you can see within 60 feet of you for one minute.
Additional Ranger Creatures that start their turn in the blizzard must make a
Wisdom saving throw against your spell save DC or else
Conclaves become lost in the storm until the start of their next turn.
Creatures who are lost in the storm have their vision reduced
Frostwalker to 10 feet, and their movement speed reduced by half. A
A whisper in the cold outside, a gentle footprint in the creature with truesight or blindsight does not have their
morning snow, or a flash of steel are the only telltale signs of vision reduced. After the effect ends, the accumulated snow
a Frostwalker. Silent and fearless hunters of the frozen lands, makes the affected area difficult terrain for 1 minute. Once
Frostwalkers stalk the mountains and tundras alike, leaving you have used this feature, you may not use it again until after
only the corpse of their prey as proof they were there. completing a long rest.
Frostwalkers are incredibly hard to track down, living
solitary lives in frigid mountaintops and glaciers. Most towns Icy Veins
and civilizations may be entirely unaware of the protection a  15th-level Frostwalker feature
Frostwalker provides; safe in their homes as the ranger The very air around you feels colder, and you are ice cold to
battles all manner of threats in the frozen wastes. the touch. You gain immunity to cold damage, and whenever
a creature you can see within 30 feet attacks you with a
Conclave Magic
 3rd-level Frostwalker feature melee or ranged attack, you may use your reaction to
immediately deal cold damage to them equal to 1d6 + your
Frostwalker Spells Wisdom modifier.
Ranger Level Spells
3rd Ice Knife, Disguise Self
Feywarden
There are tales of rangers who directly alongside the courts
5th Invisibility, Hold Person and wilds of the Fey, acting as keepers and protectors of their
9th Sleet Storm, Slow realms, and also scouts into the natural world. Depending on
13th Freedom of Movement, Ice Storm the court each ranger follows, the environment in which they
are commonly found, and those they protect varies greatly.
17th Cone of Cold, Control Winds When a ranger becomes a Feywarden, they swear an
unbreakable oath to defend the Fey-Folk. Those who abandon
Frostkissed their duties lose access to the powerful Fey magic, and are
 3rd-level Frostwalker feature hunted as traitors against the court...
Your movement speed cannot be reduced by any means and
you ignore difficult terrain caused by snow or ice.

69
Warden's Oath Boon of the Winter Court
 3rd-level Feywarden feature You gain advantage on death saving throws.
You choose which Fey court to follow, choosing from either You gain advantage on saving throws against being
the Summer or Winter Court. Your Feywarden Magic is frightened.
defined based on your choice, and you gain unique benefits You learn the Toll the Dead cantrip. If you already know
later on based on which Fey court you serve. Once you make cantrips, this does not count against the number of
this choice, you may not choose again. cantrips you can know.
Feytrance
Summer Court  7th-level Feywarden feature
Feywardens of the Summer Court protect the Seelie Fey.
Seelie Fey are beautiful, beings of light and magical essence As an action on your turn, you assume the illusory form a
with pure Fey ancestry. These beings trust no one, creating faerie, you gain a flying speed of 20 feet, and you gain
factions and cliques of great power, and celebrating deception additional effects based on the court you chose to serve for
as a great art. the next 1 minute while in the form. You may dismiss this
transformation as either an action or bonus action. Once you
Summer Court Spell List have used this feature, you must complete a long rest before
Ranger Level Spells using it again.
3rd Color Spray, Charm Person Summer Court
5th Mirror Image, Calm Emotions You appear as a glowing approximation of a Fey pureblood.
9th Hypnotic Pattern, Major Image While in this form, you gain a +10 to Charisma (Persuasion)
checks. When this effect ends, you may attempt to weave the
13th Banishment, Confusion shadows of your form into brilliant images for those around
17th Dominate Person, Modify Memory you. You may select a number of creatures up to your
Wisdom modifier within 30 feet of you to attempt to enthrall
Winter Court them, forcing them to make a Charisma saving throw against
Feywardens of the Winter Court protect the Unseelie Fey. your spell save DC or else become charmed by you for 1
These Fey celebrate the differences of ancestries, accepting minute. A creature may repeat this saving throw at the end of
any who contain a modicum of Fey blood. Those within the each of their turns to end the effect early.
Winter Court are macabre abominations of Fey magic and Winter Court
necromancy, embracing the power of death, blood, and You appear as a shadowy approximation of a Fey
sacrifice. abomination. While in this form, you gain a +10 to Dexterity
Winter Court Spell List (Stealth) checks. When this effect ends, you may attempt to
Ranger Level Spells weave the shadows of your form into horrific nightmares for
those around you. You may select a number of creatures up to
3rd Bane, Dissonant Whispers your Wisdom modifier within 30 feet of you to attempt to
5th Darkness, Suggestion terrify them, forcing them to make a Charisma saving throw
against your spell save DC or else become frightened of you
9th Speak with Dead, Bestow Curse for 1 minute. A creature may repeat this saving throw at the
13th Phantasmal Killer, Shadow of Moil end of each of their turns to end the effect early.
17th Danse Macabre, Mislead
Wyldsight
 11th-level Feywarden feature
Matriarch's Favor
 3rd-level Feywarden feature As an action on your turn, you may invoke the Blessing of the
Cosmos, causing glimmering ethereal light to wrap around
Beginning when you choose this conclave, the Matriarch of your weapons and flow over the battlefield. For the next
your chosen court grants you additional boons for your minute, all creatures you choose within 60 feet of you glow
service with arcane energy, and are always visible, even through
Boon of the Summer Court walls and cover no greater than 10 feet thick. Additionally,
You gain advantage on ability checks to see through whenever you make an attack roll against a creature, you
illusions. ignore 1/2 and 3/4 cover. If you are undetected while using
You gain advantage on saving throws against being this feature, any affected creatures are unaware they have
charmed, and magic can't put you to sleep. been illuminated in this way. A creature that is immune to
You learn the Minor Illusion cantrip. If you already know scrying or other methods of divination are immune to this
cantrips, this does not count against the number of effect. You may use this feature a number of times equal to
cantrips you can know. your Wisdom modifier before completing a long rest
(minimum once).

70
Matriarch's Blessing
 15th-level Feywarden feature Additional Fighting Styles
Your devotion to your chosen court grants you access to great The following fighting styles are added to the list a ranger
powers. You gain the following benefits based on the court can choose from
you protect.
Inspired
Summer Court You gain a +1 bonus to Intelligence, Wisdom, and Charisma
Whenever a creature attempts to see through one of your saving throws
illusions, you may use your reaction to impose
disadvantage on the check. Light Weapon Fighting
You suffer none of the frailty of old age, and you can't be You gain a +1 to bonus attack and damage rolls made with
aged magically. You can still die of old age, however. In light weapons. This bonus is increased to +2 when attacking
addition, you no longer need food or water. enemies wearing heavy armor.
You learn to weave together the pure essence of the
Summer Court, embodying the beautiful yet illusory Mounted Fighting
energy contained within. You can cast the Glibness spell While you are mounted, you gain a +1 bonus to attack and
once without consuming a spell slot. Once you have cast damage rolls. Additionally, any weapon you wield while
the spell in this way, you may not do so again until after mounted gains the reach property if it did not already have it
completing a long rest.
Quickdraw fighting
Winter Court You ignore the loading property of ranged weapons.
Whenever you reduce a creature to 0 health, you gain Additionally, you can draw or stow a weapon as part of your
temporary hit points equal to their Constitution modifier + attack (no action required)
your Wisdom modifier (minimum 2)
You gain advantage on Dexterity (Stealth) checks, and you Reach Fighting
may take the Disengage action as a bonus action. When you attack a creature while wielding a reach weapon
You learn to emulate the powerful energies pouring forth and miss, you can use your bonus action to make another
from the Black Diamond within the Unseelie Court, attack against another creature within 5 feet of the target.
attracting those who would be friendly to the court's cause You do not add your proficiency bonus to the roll of the
and terrifying others. You can cast the second attack.
Antipathy/Sympathy spell once without consuming a spell
slot and without requiring material components. Once you Resolute
have cast the spell in this way, you may not do so again You gain a +1 bonus to Strength, Dexterity, and Constitution
until after completing a long rest. saving throws
Resourceful Fighting
Variant Fighting Styles You gain proficiency with improvised weapons. Additionally,
Blind Fighting you gain a +1 bonus to attack and damage rolls made with
Being unable to see a creature doesn’t impose disadvantage improvised weapons.
on your attack rolls against it, provided the creature isn’t
hidden from you. Additionally, creatures do not gain
advantage on attacks against you asa result of being unseen
or hidden from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Additionally, you can use all of your movement on your turn
to don or doff your armor instead of spending the normal
requisite time.

71
Rogue
Spellcasting Ability
Additional Roguish Intelligence is your spellcasting ability for your Toxicologist
Archetypes spells, since you learn your spells through experiments and
alchemical tinkering. You use your Intelligence whenever a
Toxicologist spell refers to your spellcasting ability. In addition, you use
Cunning and deadly, Toxicologists are shadowy alchemical your Intelligence modifier when setting the saving throw DC
assassins, specializing in deadly venoms and mixtures, giving for a Toxicologist spell you cast and when making an attack
their victims something to remember them by long after roll with one.
they're gone... These rogues are highly intelligent, possessing Spell save DC = 8 + your proficiency bonus + your
the neccessary skills and experience required to create the Intelligence modifier
rarest and most deadly poisons in the world. They are sought Spell attack modifier = your proficiency bonus + your
out for their skill in both identifying poisons, and crafting new Intelligence modifier
ones.
Toxicologists make their home in secretive labs, sewers, or Toxicologist Spellcasting
forests, any place they can collect the chemicals needed to Rogue Level 1st 2nd 3rd 4th
perfect their craft. 3rd 2 — — —
Spellcasting 4th 3 — — —
 3rd-level Toxicologist feature 5th 3 — — —
Your experience with poisons and alchemical materials has 6th 3 — — —
granted you the ability to manipulate them in magical ways 7th 4 2 — —
Spell Slots 8th 4 2 — —
The Toxicologist Spellcasting table shows how many spell 9th 4 2 — —
slots you have to cast your spells of 1st level and higher. To
cast one of these spells, you must expend a slot of the spell's 10th 4 3 — —
level or higher. You regain all expended spell slots when you 11th 4 3 — —
finish a long rest. 12th 4 3 — —
For example, if you know the 1st-level spell Chromatic Orb
and have a 1st-level and a 2nd-level spell slot available, you 13th 4 3 2 —
can cast Chromatic Orb using either slot. 14th 4 3 2 —
15th 4 3 2 —
Preparing and Casting Spells
The Toxicologist table shows how many spell slots you have 16th 4 3 3 —
to cast your spells of 1st level and higher. To cast one of these 17th 4 3 3 —
spells, you must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you finish a long 18th 4 3 3 —
rest. 19th 4 3 3 1
You prepare the list of Toxicologist spells that are available
for you to cast, choosing from the artificer spell list. When 20th 4 3 3 1
you do so, choose a number of artificer spells equal to your
Intelligence modifier + one third your rogue level (rounded Spellcasting Focus
down, minimum of one spell). The spells must be of a level for You can use either a poisoner's kit, a finesse weapon, or a
which you have spell slots. blowgun as your spellcasting focus
For example, if you are a 7th-level rogue, you have four 1st-
level and two 2nd-level spell slots. With an Intelligence of 16, Master of Poisons
your list of prepared spells can include five spells of 1st or  3rd-level Toxicologist feature
2nd level, in any combination, but they must be of the When you choose this archetype, you learn the necessary
Evocation or Abjuration school. If you prepare the 1st-level talents to become proficient with poisons and all manner of
spell Absorb Elements, you can cast it using a 1st-level or alchemical creations. You also know how to apply them to
2nd-level slot. Casting the spell doesn’t remove it from your your weapons with deadly results. You become proficient
list of prepared spells. with blowguns and Alchemist's Tools.
You can change your list of prepared spells when you finish Additionally, you learn the Acid Splash and Poison Spray
a long rest. Preparing a new list of Toxicologist spells cantrips.
requires time spent in study: at least 1 minute per spell level
for each spell on your list.

72
Alchemical Compounds Pygmy Fungus
 3rd-level Toxicologist feature The first time you hit a creature with a weapon or
You learn how to apply poisons and compounds directly to ammunition while coated in this toxin, it must make a
your weapons and tools to enchance them. You may spend 1 Wisdom saving throw or else begin to hallucinate. They
minute applying an Alchemical Compound to a single become frightened of the nearest creature to them for the
weapon, tool, or 30 rounds of ammunition. For the next hour, duration. You may also use a Toxicologist spell slot to deal an
you gain the benefits of the compound as listed under the extra 1d6 psychic damage to the target per slot level on a hit.
description of each. You know 2 compounds at 3rd level, and Blightleaf
may select an additional one to learn at 7th level, and again at The first time you hit a creature with a weapon or
11th level. If the compound description states the creature ammunition while coated in this toxin, it must make a
must make a saving throw, the saving throw is made against Wisdom saving throw or else become blinded. You may also
your spell save DC. The effects of all compounds last for 1 use a Toxicologist spell slot to deal an extra 1d6 necrotic
minute, and if a creature is subjected to a negative lasting damage to the target per slot level on a hit.
effect, they may repeat the saving throw at the end of each of
their turns to end the effect early. If a creature succeeds on its Sprite Toxin
saving throw at any point, they become immune to the effects The first time you hit a creature with a weapon or
for the next 8 hours. Additionally, you may use your ammunition while coated in this toxin and while unseen, it
Toxicologist spell slots to amplify the effects of each must make a Wisdom saving throw or else become charmed
compound. by you. After the toxin wears off, the creature is aware it was
Fire Beetle Venom
charmed.
The first time you hit a creature with a weapon or Shimmerroot
ammunition while coated in this toxin, the creature must You may apply this compound to a weapon, tool, or
make a Constitution saving throw or else have their AC ammunition. Once applied, the item becomes a +1 magical
reduced by 1. You may also use a Toxicologist spell slot to version of itself for the duration. You may also use a
deal an extra 1d6 fire damage to the target per slot level on a Toxicologist spell slot to enhance the effect. Using a spell slot
hit. of 2nd level or higher increases the bonus to +2, and using a
slot of 4th level increases the bonus to +3. If the item already
Quipper Paste has a higher magical bonus than this compound would grant,
The first time you hit a creature with a weapon or it has no effect.
ammunition while coated in this toxin, the creature must
make a Constitution saving throw or else their movement Glowshroom Extract
speed is halved. If the creature spends at least 3 turns Applying this compound to a weapon or tool causes it to glow
affected by this compound, they become paralyzed. You may slightly. The affected object gives off dim light for 10 feet.
also use a Toxicologist spell slot to deal an extra 1d6 cold Additionally. the first time you hit a creature with a weapon or
damage to the target per slot level on a hit. ammunition while coated in this compound, it must make a
Constitution saving throw or else become illuminated, giving
Stirgebane off dim light for 10 feet, and preventing it from becoming
The first time you hit a creature with a weapon or invisible. You may also use a Toxicologist spell slot to deal an
ammunition while coated in this toxin, it must make a extra 1d6 radiant damage to the target per slot level on a hit.
Constitution saving throw or else become vulnerable to
attacks. The next time it suffers bludgeoning, piercing, or Viral Infusion
slashing damage, the compound ruptures, dealing an extra  9th-level Toxicologist feature
1d6 magical piercing damage to the target. You may also use
a Toxicologist spell slot to increase the rupture damage by You learn how to apply vicious antigens into your toxins.
1d6 per slot level. Whenever a creature succeeds on a saving throw against one
of your Alchemical Compounds or spells, you may force the
Needlespore creature to reroll the save, taking the new result. Once you
The first time you hit a creature with a weapon or use this feature, you may not use it again until after
ammunition while coated in this toxin, it must make a completing a short or long rest. Any time before regaining the
Strength saving throw or else immediately fall prone, use of this feature, you may expend a Toxicologist spell slot of
shaking. If they are carrying any items, they immediately drop any level. You then regain the use of this feature.
them. You may also use a Toxicologist spell slot to enhance Additionally, you become immune to poison and disease.
the effect. Using a slot of 2nd level or higher causes the target
to not be able to use reactions for the duration of the effect. Cytopathy
Using a slot of 4th level causes the target to be paralyzed for  13th-level Toxicologist feature
the duration as well. You learn how to tinker with your compounds, making them
much stronger. When you apply a compound to a weapon,
tool, or ammunition, the effects persist for 8 hours. When a
creature fails its saving throw, the effect lasts for 1 hour.

73
Viral Infection Adrenaline Injection
 17th-level Toxicologist feature  9th-level Surgeon feature
Whenever a creature affected by one of your toxins is reduced You learn to apply medicine and salves with blazing speed
to 0 hit points, their body becomes a viral host. Any creature during combat. When you restore hit points to a creature
that is within 15 feet of the corpse must make a Constitution using your Field Bag feature, you gain an additional bonus
saving throw against your spell save DC, or else succumb to action that you can take once during your turn. You can only
any and all poisons the corpse was affected by. You may select use this additional bonus action to use your Cunning Action
a number of creatures equal to your Intelligence modifier to feature. You cannot gain this additional bonus action on the
be immune to this effect. same turn that you have already used your Cunning Action
feature.
Surgeon Additionally, if a creature you heal using your Field Bag
With a elegent and precise cuts alongside immense feature is bloodied, the total amount of hit points you restore
anatomical knowledge, Surgeons are able to heal the most is doubled.
deadly wounds as well as inflict them. Surgeons are most Anatomical Studies
comfortable, and most often found, darting through the  13th-level Surgeon feature
battlefiend, patching up the fallen. They are a calm and
welcoming presence in the blood and terror, fully capable of You learn how to conduct more intense and invasive
turning the tide of battle on their own. surgeries with much greater success rates. Whenever you
make an attack against a creature who is bloodied, you can
Versatile Medicine use your Sneak Attack against that target even if you don't
 3rd-level Surgeon feature have advantage on the attack roll, but not if you have
Your experience and learning as a student of medicine grants disadvantage on it.
you the following bonuses. Additionally, if a creature suffers a lasting wound, such as
losing an appendage, without outright dying, you may spend
You gain proficiency with Herbalism Kits and the the entirety of a long rest attempting to reattach it. When you
Medicine skill do so, make a Wisdom (Medicine) check with a DC set by the
Whenever you make Wisdom (Medicine) check, you may DM. On a success, the appendage is reattached, and the
use either Intelligence or Wisdom to make the check. creature regains the use of it over the course of 1+1d4 days.
You learn the Spare the Dying cantrip and can cast it On a failure, the appendage is destroyed and must be
using your Wisdom or Intelligence (your choice) as your restored by means of a spell such as Regenerate or Wish. You
spellcasting ability. must use this feature within 8 hours of the wound occuring,
and you must have the original appendage with you.
Rapid Inoculation You may also reference the Lasting Injuries table below for
 3rd-level Surgeon feature examples on how to set fair DCs depending on the severity of
You can spend one minute performing surgery, concocting a the injury.
potion, or devising another medicinal solution for a creature Lasting Injuries
you touch over the duration. If the creature is affected by any Example Ability
non-magical disease or poison, one of the effects end. Example Injury Check DC
Your skill with medicine increases at higher levels, allowing
you to better cure your patients. At 9th level, when you use Minor, such as a lost toe or finger 15
this feature the target is cured as if it were affected by the Moderate, such as a foot or hand 20
Lesser Restoration spell. At 17th level, the target is cured as if Major, such as a forearm and hand 25
it were affected by the Greater Restoration spell together

Field Bag Devastating, such as an entire arm 30


 3rd-level Surgeon feature or leg

Beginning when you choose this archetype, you learn how to Advanced Medicine
prepare what is known as your Field Bag. You can prepare  17th-level Surgeon feature
this Field Bag over the course of a long rest, filling it with
valuable alchemical healing salves and potions. The amount When you use your Rapid Inoculation feature, you can
of medicine held within your Field Bag is represented by a expend any number of dice from your Field Bag to heal the
pool of d6s. The number of dice in this pool is equal to your target. When you do so, you restore the maximum number of
rogue level. Your pool regains all expended dice when you hit points possible rather than rolling. For example, if you
finish a long rest. expend 6d6s from your bag, you would restore 36 hit points
As a bonus action, you can touch a creature and heal them, plus your Wisdom or Intelligence modifier.
spending dice from your pool. The maximum number of dice Additionally, whenever you make a medicine check and roll
you can spend at once equals your Wisdom or Intelligence an 11 or lower on the d20, you can treat that roll as a 12.
modifier (minimum of one die). Roll the dice you spend, add
them together, and restore a number of hit points equal to the
total rolled plus your Wisdom or Intelligence modifier.

74
Planar Trickster While line of sight passes through the portal, if the attacker
cannot see you through the portal, then you count as an
Most rogues limit their thinking to their current plane of unseen attacker for purposes of attacks made through the
existence. But a select few learn to expand their minds. portal. Additionally, the first attack made through a portal on
Whether through developing an experimental device or the turn it is created has advantage.
training an innate ability, some rogues learn a new way to If you create a portal under a creature (or in any other
think: how to think with portals. orientation where the creature may try to avoid falling
through the portal), they may make a Dexterity saving throw
Planar Magics with a DC of 8 + your proficiency bonus + your spellcasting
At 3rd level, you have learned, manifested, or discovered an ability modifier. On a failed save, they fall through the portal
ability that allows you to manipulate planar magic. Based on and fall prone if the orientations of the portals differ. On a
the source of your newfound powers, choose Intelligence, success they manage to throw themselves to one side of the
Wisdom, or Charisma to be your spellcasting ability. portal, landing in an unoccupied space of their choice within
Your affinity for planar magic lets you replicate the effects 5 feet of the portal.
of certain spells. At 3rd, 9th, 13th, and 17th levels, you gain
the ability to cast each of the spells below without any verbal Portal Improvement
or material components that do not have a gold cost. Once At 9th level, you gain a greater control over your portals. They
you have cast one of the spells, you cannot cast that same no longer need to be created on a flat surface you can see,
spell again in this way until you finish a long rest. you can instead place them in midair in a location within 60
Level Spells
feet of you that you can see. You cannot create a portal in a
volume physically occupied by an object or creature, but you
3rd Misty Step, Rope Trick can still create them in a creatures space, for example on the
9th Blink, Dimension Door ground underneath them or just above their head. Both sides
of the portal can be traversed through, and you decide when
13th Banishment, Teleportation Circle you place a new portal which side of the new portal
17th Demiplane, Word of Recall corresponds to which side of an existing portal.
Additionally, when you make a Dexterity (Sleight of Hand)
Create Minor Portal through the portal in order to stow or retrieve one object in a
At 3rd level, you have also learned, manifested, or discovered container worn or carried by another creature, you make the
a magical ability that allows you to create a small portal. check at advantage. Additionally, when appropriate, Dexterity
Either as an action or bonus action on your turn, you can (Stealth) checks made to stealthily interact with other
magically create one side of the portal on a flat, solid surface creatures or objects through the portal can be made at
you can see within 60 feet. Each portal is 5ft in diameter, and advantage. Furthermore, your Dexterity (Acrobatics) checks
keeping any number of portals open requires your made to interact gracefully with your portals are made at
concentration as if it were a spell. You can sustain up to two advantage.
portals at a time. If you try to create a third portal, the first
portal that you created will disappear. Once you use this Didn't See That Coming!
feature a number of times equal to three times your By the time you reach 13th level, you have become
spellcasting ability modifier, you cannot do so again until you particularly adept at disguising the true target of your attacks
finish a long rest. using your portals. You can use your Sneak Attack on any
If only one side of the portal exists, it acts as a barrier, attack made through your portals even if you don't have
appearing as an infinitely thin plane of pure blackness on the advantage on the attack roll, but not if you have disadvantage
surface it was created. However, when you open two on it.
instances of the portal, they connect, and you can see from
one portal what is visible from the other. Objects, attacks, Redirection
creatures, and spell effects that enter one portal instantly exit Upon reaching 17th level, you have become so adept at the
the other portal with the same momentum, although in a new quick use of portals that you may redirect attacks when them.
direction and position. When a creature targets you with an attack, you can use your
A portal closes if you lose or drop concentration, if any part reaction to create a pair of portals. The first portal opens 5
of the surface where the portal was placed is destroyed, or if feet in front of you, directly in front of the attack or effect. The
you take a bonus action to close one side of the portal. They second portal other opens in a space that you choose within 5
can also be dispelled using Dispel Magic as if they were feet of the attacker. The attack automatically misses you, and
spells of level equal to your spellcasting ability modifier instead targets the original attacker with the same attack roll.
(minimum 1st level). Objects part-way through a closing If the attack hits, then it deals the attack's original damage
portal are harmlessly shunted to the side of the portal they plus your Sneak Attack damage.
are mostly on when the portal closes. Creatures that succeed These portals do not require your concentration, do not
on a Dexterity saving throw with a DC equal to 8 + your count against the number of portals you can create, and do
proficiency bonus + your spellcasting ability modifier may not count against the number of active portals you can have
choose to throw themselves to one side of the portal as it at one time. However, they close immediately after they
closes, otherwise it is randomly assigned. redirect the attack. Once you use this feature a number of
times equal to your spellcasting ability modifier, you can't use
it again until you finish a long rest.

75
Sorcerer
Additionally your link to the divine allows you to learn
Variant Class Features spells normally associated with the cleric class. When your
Spellcasting feature lets you learn a sorcerer cantrip or a
Expanded Spell List sorcerer spell of 1st level or higher, you can choose the new
The following spells expand the Sorcerer's Spell list. spell from the cleric spell list or the sorcerer spell list. You
must otherwise obey all the restrictions for selecting the
Sorcerer Expanded Spell List spell, and it becomes a sorcerer spell for you.
Spell
Level Spells Good Origin Spells
1st Cause Fear, Frost Fingers, Unseen Servant Sorcerer Level Spells

2nd Calm Emotions, Continual Flame, Heat Metal, Magic 1st Cure Wounds, Sanctuary
Mouth, Melf's Acid Arrpw, Rope Trick, Silence 3rd Aid, Prayer of Healing
3rd Elemental Weapon, Leomund's Tiny Hut, Magic 5th Beacon of Hope, Mass Healing Word
Circle, Summon Shadowspawn
7th Aura of Life, Guardian of Faith
4th Arcane Eye, Control Water, Elemental Bane
9th Dawn, Mass Cure Wounds
5th Conjure Elemental, Contagion, Geas, Maelstrom,
Modify Memory, Planar Binding, Scrying. Wall of
force Evil Origin Spells
Sorcerer Level Spells
6th Otiluke's Freezing Sphere, Wall of Ice
1st *Inflict Wounds, Hellish Rebuke
7th Forcecage, Mirage Arcane, Project Image
3rd Darkness, Shadow Blade
8th Antimagic Field, Antipathy/Sympathy, Control
Weather, Incendiary Cloud, Glibness 5th Fear, Summon Lesser Demons
9th Astral Projection, Prismatic Wall 7th Blight, Phantasmal Killer
9th Dominate Person, Negative Energy Flood
Origin Spells
When you choose your Sorcerous Origin, your bloodline Law Origin Spells
unlocks gain additional spells called Origin spells. You learn Sorcerer Level Spells
additional spells when you reach certain levels in this class,
as shown on the tables below. The spells learned count as 1st Bless, Comprehend Languages
sorcerer spells for you, but don’t count against the number of 3rd Calm Emotions, Zone of Truth
sorcerer spells you know. These spells can’t be replaced 5th Dispel Magic, Magic Circle
when you gain a level in this class.
7th Banishment, Freedom of Movement
Origin Spells 9th Far Step, Geas

Draconic Bloodline Chaos Origin Spells


Origin Spells Sorcerer Level Spells
 1st-level Draconic Bloodline feature 1st Bane, Silent Image
Draconic Origin Spells 3rd Alter Self, Blindness/Deafness
Sorcerer Level Spells 5th Bestow Curse, Enemies Abound
1st Chromatic Orb, Absorb Elements 7th Compulsion, Hallucinatory Terrain
3rd Alter Self, Dragon's Breath 9th Creation, Mislead
5th Fear, Protection from Energy
7th Elemental Bane, Leomund's Secret Chest Neutrality Origin Spells
Sorcerer
9th Conjure Elemental, Legend Lore Level Spells
1st Protection from Evil and Good, Identify
Divine Soul
3rd Locate Object, See Invisibility
Origin Spells
 1st-level Divine Soul feature which replaces Divine Magic 5th Create Food and Water, Leomund's Tiny Hut
7th Find Greater Steed, Mordenkainen's Private
Choose an affinity for the source of your divine power: good, Sanctum
evil, law, chaos, or neutrality. Your Origin Spells are
determined by your choice. 9th Dispel Evil and Good, Legend Lore

76
Shadow Wild magic Surge
 1st-level Wild Magic Origin feature
Origin Spells Starting when you choose this origin, your spellcasting can
 1st-level Shadow Origin feature
unleash surges of untamed magic. Immediately after you cast
Shadow Origin Spells a sorcerer spell of 1st level or higher, roll a d20. If you roll a 1,
Sorcerer Level Spells roll once on the Wild Magic Surge table to create a random
1st Cause Fear, Disguise Self
magical effect. Once you have rolled on the Wild Magic Surge
table as a result of this feature, you do not need to roll a d20
3rd Invisibility, Shadow Blade after casting a spell for the next hour unless you choose to.
5th Fear, Nondetection
Tides of Chaos
7th Greater Invisibility, Phantasmal Killer  1st-level Wild Magic Origin feature
9th Passwall, Negative Energy Flood You can manipulate the forces of chance and chaos to gain
advantage on one attack roll, ability check, or saving throw.
Storm You may declare the use of this feature before or after making
Origin Spells the check, but it must be before the DM declares it a success
 1st-level Storm Origin feature or failure. Once you use this feature, you must finish a short
or long rest before you can use it again.
Storm Origin Spells Any time before you regain the use of this feature, you may
Sorcerer Level Spells roll once on the Wild Magic Surge table immediately after
1st Thunderwave, Zephyr Strike
you cast a sorcerer spell of 1st level or higher. You then
regain the use of this feature.
3rd Warding Wind, Shatter
5th Lightning Bolt, Fly Bend Luck
 6th-level Wild Magic Origin feature
7th Control Water, Storm Sphere
You have the ability to twist fate using your wild magic. When
9th Control Winds, Maelstrom another creature you can see makes an attack roll, an ability
check, or a saving throw, you can use your reaction and spend
Variant Feature: Sorcerous 1 sorcery point to roll 1d4 and apply the number rolled as a
Restoration bonus or penalty (your choice) to the creature's roll. You can
do so after the creature rolls but before any effects occur.
At 20th level, whenever you roll initiative, you restore up to 4
expended Sorcery points. Controlled Chaos
 14th-level Wild Magic Origin feature
Tenser's Alterations You gain a modicum of control over the surges of your wild
Sorcerer was a great class, but it just knew far too magic. Whenever you roll on the Wild Magic Surge table, you
few spells. It knew roughly half as many spells as can roll twice and use either number.
any prepared caster, and far fewer than bard who
also knows spells. By giving them thematic spells Spell Bombardment
(like Aberrant Mind and Clockwork Soul already got  18th-level Wild Magic Origin feature
in Tasha's Cauldron of Everything), choosing spells
at every level doesn't feel like such a chore and The harmful energy of your spells intensifies. When you roll
does not limit you to choosing only the accepted damage for a spell and roll the highest number possible on
"good" spells for that level. any of the dice, roll that die again and add the result to the
damage total. If a reroll results in another maximum value,
roll it again and keep adding.
Variant Sorcerous Origins Tenser's Alterations
Wild Magic Wild Magic put far too much strain on the
relationship between a player and a DM. Requring
Origin Spells the DM to determine when a player rolled on the
 1st-level Wild Magic Origin feature Wild Magic Surgetable or not was frustrating for
Origin Spells the player, as it allowed the DM to create
disastrous effects at the most inopportune
Sorcerer Level Spells moments. Putting the control back in the player's
1st Chaos Bolt, Color Spray hands while still keeping it relatively random makes
the subclass far less frustrating to play.
3rd Mirror Image, Ray of Enfeeblement
5th Counterspell, Slow
7th Confusion, Polymorph
9th Bigby's Hand, Hold Monster

77
Death Tyrant Origin Spells
Tenser's Alterations (continued) Sorcerer Level Spells
Additionally, the 18th level feature was abysmal as 1st Cause Fear, Inflict Wounds
a capstone. It was mathematically worse than
adding your spellcasting modifier to a spell like 3rd Darkness, Blindness/Deafness
other subclasses get, and didn't feel entirely 5th Animate Dead, Vampiric Touch
"chaotic." By removing the limit and allowing the
dice to explode, we lean much harder into the 7th Blight, Phantasmal Killer
random nature of the class while increasing their 9th Enervation, Negative Energy Flood
damage output.
Spectator
Your eyes begin to flicker with dark, wondrous colors, and
Additional Sorcerous whispers begin to fill your head with visions of other
dimensions. You gain advantage on saving throws to resist
Origins magical charm effects, and you may add half your Charisma
modifier to your passive Wisdom (Perception) and Wisdom
Tyrant (Perception) checks.
Dark feelings of hate and greed have plagued your thoughts
since birth. You trust no one, isolating yourself from others Origin Spells
 1st-level Tyrant Origin feature
unless absolutely neccessary. Those around you can sense
your mistrust, and fear your power; and rightly so... Whether Spectator Origin Spells
you were captured from a young age, or narrowly survived an Sorcerer Level Spells
attack from one, a beholder has touched your life at some
point, forever changing you, and mutating your very being. 1st Charm Person, Dissonant Whispers
3rd Suggestion, Mind Spike
Tyrant's Curse
 1st-level Tyrant Origin feature 5th Enemies Abound, Fear
7th Compulsion, Dominate Beast
When you choose this Sorcerous Origin you choose the type
of Tyrant that affected you, gaining Origin Spells and class 9th Dominate Person, Synaptic Static
features based on your choice. You may choose either an Eye
Tyrant, a Death Tyrant, or a Spectator. Gaze of the Beholder
 6th-level Tyrant Origin feature
Eye Tyrant
Your physical appearance begins to change, and chitinous Once per round whenever you make a spell attack, you may
plates begin to grow in patches over your skin. While not expend two sorcery points to roll 2d4 and add the total to the
wearing armor, your AC becomes 13 + your Dexterity spell attack roll, and ignore 1/2 and 3/4 cover. You may use
modifier, and you gain advantage on Intelligence this feature before or after the roll, but it must be before the
(Investigation) checks that rely on sight DM declares the attack a hit or miss.
Eye Tyrant Origin Spells Energy Cone
Sorcerer Level Spells  14th-level Tyrant Origin feature
1st Charm Person, Ray of Sickness You gain the ability to channel your Tyrant's Curse into a
3rd Detect Thoughts, Ray of Enfeeblement
powerful energy cone in front of you. As an action on your
turn you may project a 15 foot cone outwards from your eyes
5th Bestow Curse, Slow as they glow bright with arcane energy. This cone lasts for 1
7th Arcane Eye, Shadow of Moil minute, and requires concentration as though it was a spell.
9th Rary's Telepathic Bond, Hold Monster Eye Tyrant: Antimagic Cone
Whenever a creature in the cone, excluding you, casts a spell,
Death Tyrant they must make an Intelligence (Arcana) check with DC equal
Your physical appearance begins to look sunken and hollow, to your spell save DC. On a failed check, the spell fizzles and
as if decaying, and you are cold to the touch. You no longer does nothing, and the target does not expend a spell slot or
need to sleep, and may instead spend the time you normally spell use. Additionally, for the duration, you gain advantage
would resting performing light activity such as reading or on saving throws against magical effects.
meditating to gain the benefits of a rest. Additionally, you gain Death Tyrant: Negative Energy Cone
darkvision out to 120 feet
All creatures in the cone, excluding you, cannot restore hit
points by any means. Additionally, whenever a creature
begins its turn in the cone, it must make a Charisma saving
throw against your spell save DC, or else become frightened
of you until the start of their next turn. On a success, they
remain unaffected.

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Spectator: Psychic Cone Mired Lineage
All creatures in the cone, excluding you, gain disadvantage on  14th-level Plaguetouched Origin feature
saving throws against your charm spells (such as fear, or Essences of plague and rot course through your veins. You
dominate person). Additionally, if a creature succeeds a become immune to poison damage, and you may add your
saving throw against one of your mind control spells while Charisma modifier to any Constitution saving throw you
affected by the cone, they take an additional 2d8 psychic make.
damage
Disintegration Ray Plague Lord
 18th-level Tyrant Origin feature  18th-level Plaguetouched Origin feature
You learn the Disintegrate spell. This does not count against As an action on your turn, you may channel the essence of
the number of spells you can know. You may expend 6 great plagues into your physical form and transform into a
sorcery points to cast this spell at 6th level without material swirling mass of plague and rot for 1 minute. While
components. transformed in this way, you gain the following benefits
Your size becomes Large.
Plaguetouched
You are no longer affected by difficult terrain.
Your magic stems from the boiling and stinking mires of the
earth. You embrace death and rot as natural processes, ones You gain a number of temporary hit points equal to 5
to be celebrated rather than feared. Your ancestors taught you times your sorcerer level.
the power that swirls beneath the mud and muck, acting as Your AC becomes 13 + your Charisma modifier, unless it
both a curative and a powerful poison... Perhaps you were was already higher.
born during a great plague, or you might have been blessed
by a powerful hag or other creature of the marshes. Whenever a creature starts its turn within 10 feet of you,
you may force them to take 2d8 poison or necrotic
Origin Spells
 1st-level Plaguetouched Origin feature damage (your choice).
Plaguetouched Origin Spells
Sorcerer Level Spells Additional Metamagic
1st Entangle, Hex Options
3rd Lesser Restoration, Melf's Acid Arrow Blessed Spell
5th Plant Growth, Stinking Cloud Prerequisite: Divine Soul
7th Blight, Vitrolic Sphere When you cast a spell, you may spend 1 sorcery point to grant
9th Cloudkill, Contagion any number of targets of the spell temporary hit points equal
to twice the level of the spell.
Blessing of Rot
You can use Blessed Spell even if you have already used a
 1st-level Plaguetouched Origin feature different Metamagic option during the casting of the spell.
When you choose this origin, the plagues and poisons that Consistent Spell
have touched your lineage make you heartier and more Prerequisite: Clockwork Soul
resistant to the afflictions of the world. You become immune
to poison and disease. When you roll damage for a spell, you can spend 2 sorcery
Additionally, whenever a creature you can see makes a points to choose any number of dice to take their average
Constitution saving throw, you may use your reaction to roll value instead.
1d4, and add or subtract the value from the total (your You can use Ordered Spell even if you have already used a
choice), possibly changing the outcome. different Metamagic option during the casting of the spell.
Hagmother's Curse Contagious Spell
 6th-level Plaguetouched Origin feature Prerequisite: Plaguetouched
As a bonus action on your turn, you may attempt to place a When you cast a spell that targets one creature, and does not
curse on a creature you can see within 60 feet of you. The have a range of self, you can spend a number of sorcery
chosen creature must make a Constitution saving throw or points equal to the spell's level to cast it again on each
become cursed and begin retching violently. The curse lasts creature within 5 feet of the target (1 sorcery point if the spell
for 1 minute, and while affected, a creature may take either a is a cantrip). To be eligible for Contagious Spell, a spell must
bonus action or action on its turn, but not both, and may not be incapable of targeting more than one creature at the
take reactions. A creature may repeat this saving throw at the spell's current level.
end of each of its turns to end the effect early. Once you use
this feature, you must complete a long rest before using it
again.

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Eye of the Storm
Prerequisite: Storm Sorcery Variant Wild Magic Rules
The Wild Magic Sorcerous Origin's Surge Table interacted
When you cast a spell that affects an area, you may spend 1 strangely with certain features and spells. The following rules
sorcery point to exclude your space from the effect, or to attempt to resolve these issues.
exclude all spaces within 5 ft of you from the effect.
Imperceptible Spell
Removing Effects
Prerequisite: Shadow Magic Any effects applied from the Wild Magic Surge Table may be
removed by means of a Remove Curse or Wish spell.
When you cast a spell, you may spend 1 sorcery point to
make any direct spell effects invisible and silent. Any Alternate Table Effects
secondary spell effects, such as creatures reacting to being
damaged, objects or creatures moving as a result of the spell, When you roll on the Wild Magic Surge Table, the following
or nonmagical fires lit by your spell, are unaffected. results are altered.
Spells such as True Polymorph that cause changes to 07 - 08: Explosive energy surges from you. All creatures
creatures and objects do not make them invisible, but they in a 20 feet sphere centered on yourself must make a
appear unchanged while under the effects of the spell. Dexterity saving throw against your Spell Save DC.
You can use Imperceptible Spell even if you have already Creatures take 2d8 fire damage on a failure, or half as
used a different Metamagic option during the casting of the much on a success. This damage increases by 1d8 each
spell. time your proficiency bonus increases.
39-40: You regain 2d10 hit points. The amount of hit
Revulsive Spell points you regain increases by 1d10 each time your
Prerequisite: Aberrant Mind proficiency bonus increases
When a creature fails a saving throw against a spell you cast,
you can spend 1 sorcery point to cause one target within the
same range of the spell to be frightened of you or another
creature you can see until the end of your next turn.
Ricochet Spell
Prerequisite: Wild Magic
When you cast a spell that requires a ranged attack roll, you
may spend a number of sorcery points equal to the spell's
level (1 sorcery point if the spell is a cantrip) to make the
spell ricochet. Regardless of if the attack hits, if you rolled an
even number on the d20, the spell bounces to affect another
target of your choice within 30 ft of the first target. Make a
new attack roll against the target, which may cause the spell
to ricochet again.
A creature may not be affected multiple times with a
ricochet.
Spell Breath
Prerequisite: Draconic Bloodline
When you cast a spell that affects an area, you may expend 1
sorcery point to have the spell act as a breath weapon, When
you do so, you change the area of the effect to be a cone or a
line 5 ft wide. The size of the length of cone is determined
such that it has the same total area as the spell would
otherwise affect.
Nullifying Spell
Prerequisite: Tyrant Bloodline
Whenever you cast a spell of 1st-level or higher, you can
spend a number of sorcery points equal to the spell's level to
end one magical effect of your choice on yourself. If the effect
you end is a spell, it's level must be of a level equal to or
less than the level of the spell slot you expended

80
Warlock
Note: This class variant uses all the following class features as replacements and/or variant rules for the Warlock. You must use all
the features together. If a feature is not listed here, it remains unchanged

The Warlock
Proficiency Cantrips Spells Slot Invocations
Level Bonus Features Known Slots Level Known
1st +2 Eldritch Blast, Eldritch Ritual, Otherwordly Patron, 2 1 1st —
Pact Magic
2nd +2 Eldritch Invocations 2 2 1st 2
3rd +2 Pact Boon 2 2 2nd 2
4th +2 Ability Score Improvement 3 2 2nd 2
5th +3 Eldritch Blast (2x) 3 2 3rd 3
6th +3 Otherwordly Patron Feature 3 2 3rd 3
7th +3 — 3 2 4th 4
8th +3 Ability Score Improvement 3 2 4th 4
9th +4 — 3 2 5th 5
10th +4 Otherwordly Patron Feature 4 2 5th 5
11th +4 Eldritch Blast (3x), Mystic Arcanum (6th level) 4 3 5th 5
12th +4 Ability Score Improvement 4 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 3 5th 6
14th +5 Otherwordly Patron Feature 4 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 3 5th 7
16th +5 Ability Score Improvement 4 3 5th 7
17th +6 Eldritch Blast (4x), Mystic Arcanum (9th level) 4 4 5th 7
18th +6 — 4 4 5th 8
19th +6 Ability Score Improvement, Mystic Arcanum (6th 4 4 5th 8
level x2)
20th +6 Eldritch Master, Mystic Arcanum (7th level x2) 4 4 5th 8

Cantrips
Multiclassing Sidenote You know two cantrips of your choice from the warlock spell
The minimum ability score to multiclass into or out list. You learn additional warlock cantrips of your choice at
of Warlock is removed. As long as your patron is higher levels, as shown in the Cantrips Known column of the
willing to grant you power, you may take levels in Warlock table.
warlock. Since patrons can grant power to anyone
they want, work with your DM to create a backstory Spell Slots
which facilitates this decision and synergizes with
the other class or classes you choose
The Warlock table shows how many spell slots you have. The
table also shows what the level of those slots is; all of your
spell slots are the same level. To cast one of your warlock
spells of 1st level or higher, you must expend a spell slot. You
Pact Magic do not restore your expended spell slots over a short or long
 1st-level Warlock feature rest.
For example, when you are 5th level, you have two 3rd-level
Your arcane research and the magic bestowed on you by your spell slots. To cast the 1st-level spell Witch Bolt, you must
patron have given you facility with spells. spend one of those slots, and you cast it as a 3rd-level spell.

81
Spell
Spellcasting Ability Level Spells
While many warlocks derive the power of their magic
through the strength of their will and the force of their 1st Bane, Command, Detect Evil and Good, Disguise
personality - their Charisma - each pact is different. A sage Self, Inflict Wounds, Ray of Sickness, Sleep
may reconstruct the ancient rituals to channel the power of 2nd Blindness/Deafness, Phantasmal Force, Detect
an alien entity or attract the attention of a lich by unlocking Thoughts, Spiritual Weapon
knowledge they may have forgotten in their extended 3rd Bestow Curse, Life Transference, Nondetection
lifespan. Alternatively, an Archfey might grant a warlock
power through that creature's connection with nature, or a 4th Compulsion, Evard's Black Tentacles, Phantasmal
Celestial may have a warlock channel their power through Killer
the warlock's attunement to the divine. 5th Antilife Shell, Cloudkill, Contagion, Dream, Mislead,
Work with your DM to determine the ability score that best Planar Binding, Seeming
represents your warlock's connection to their patron. That 6th Create Homunculus, Disintegrate, Harm, Magic Jar
ability score becomes your spellcasting ability for your
warlock spells, so you use it whenever a spell refers to your 7th Symbol
spellcasting ability. In addition, you use that ability score 8th Abi-Dalzim's Horrid Wilting, Dark Star, Reality Break
modifier when setting the saving throw DC for a warlock 9th Gate, Ravenous Void, Weird
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Eldritch Ritual
spellcasting ability modifier  1st-level Warlock feature
Spell attack modifier = your proficiency bonus + your
spellcasting ability modifier You can draw on your inner reserve of mystical power while
entreating your patron to regain expended spell slots. You
Spell Slots can spend 1 minute entreating your patron for aid to regain
The Warlock table shows how many spell slots you have to all your expended spell slots from your Pact Magic feature.
cast your warlock spells of 1st through 5th level. The table You may use this feature a number of times equal to half your
also shows what the level of those slots is; all of your spell spellcasting ability modifier (rounded up, minimum once)
slots are the same level. To cast one of your warlock spells of before completing a long rest.
1st level or higher, you must expend a spell slot. Additionally, you can perform a more complex ritual
You do not regain any pact magic spell slots upon chanting and performing rites for your patron for an hour
completing a short or long rest. Additionally, you may only over the course of a long rest to regain all expended Pact
use your Pact Magic spell slots to cast warlock spells or use Magic slots and uses of your Mystic Arcanums.
other warlock features.
For example, when you are 5th level, you have two 3rd-level Otherworldly Patron
spell slots. To cast the 1st-level spell Witch Bolt, you must  1st-level Warlock feature
spend one of those slots, and you cast it as a 3rd-level spell.
You have struck a bargain with an otherworldly being of your
Preparing and Casting Spells choice. Your choice grants you features at 1st level and again
You prepare the list of warlock spells that are available for at 6th, 10th, and 14th level.
you to cast, choosing from the warlock spell list. When you
do so, choose a number of warlock spells equal to your Patron Spells
spellcasting ability modifier + half your warlock level, When you choose an Otherworldly Patron, they grant you
rounded down (minumum of one spell). The spells must be of spells at certain warlock levels. These spells are always
a level for which you have spell slots. prepared, and do not count against the number of spells you
For example, if you are a 3rd-level warlock, you have two can prepare. If you receive a Patron Spell that is not on the
2nd-level spell slots. With a spellcsting ability of 16, your list warlock spell list, it is nonetheless considered a warlock spell
of prepared spells can include four spells of 1st or 2nd level, for you.
in any combination. Casting the spell doesn't remove it from
your list of prepared spells. Eldritch Blast
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of warlock spells requires 1st-level Warlock feature which replaces the Eldritch Blast
time spent consulting with your Otherworldly Patron: at least  
cantrip
1 minute per spell level for each spell on your list. Your patron offers you direct access to the smallest fraction
of their power. Some warlocks choose to use this raw power
Additional Warlock Spells
 1st-level Warlock feature as a bolt of translucent force or crackling energy, however,
your patron may alter how its power appears. At 1st level,
The following spells expand the warlock's spell list choose one warlock cantrip you know to become your
Eldritch Blast. The cantrip cannot have the range of Self or
Warlock Expanded Spell List Self (Area), cannot affect an area, and cannot require
Spell Level Spells concentration. When you choose a cantrip to become your
Cantrip Firebolt, Thaumaturgy
Eldritch Blast, it gains no benefit from your total character
level as other cantrips do.

82
Alternatively, you may select one option from your Your pact weapon disappears if it is more than 5 feet away
Otherworldly Patron's Eldritch Blast Options to become your from you for 1 minute or more. It also disappears if you use
Eldritch Blast, which requires verbal and somatic this feature again, if you dismiss the weapon (no action
components to use, and counts as a cantrip for the purposes required), or if you die.
of Counterspell and Dispel Magic. You may swap your
Eldritch Blast for another option when you complete your Mystic Arcanum
Eldritch Ritual over the course of a long rest.  11th-level Warlock feature
When you reach certain levels in this class, you create
multiple instances of the Eldritch Blast when you use it: two At 11th level, your patron bestows upon you a magical secret
at 5th level, three at 11th level, and four at 17th level. You called an arcanum. Choose one 6th-level spell from the
target each instance of the spell separately according to its warlock spell list as this arcanum. You may also choose from
range. You may target the same creature multiple times with an expanded spell list based on the Otherworldly Patron you
different instances. chose, in addition to the warlock spell list. Those spells are
For example, if you choose the Toll the Dead cantrip as considered warlock spells for you.
your Eldritch Blast, then a fifth level warlock may force one
creature to make two saving throws against the spell, dealing Otherworldly Patron Spell List
1d8 or 1d12 necrotic damage for each failed save. Archfey Druid
Alternatively, they may choose to target two separate Celestial Cleric
creatures, each of which must succeed on the saving throw or
take 1d8 or 1d12 damage. Fathomless Sorcerer
Fiend Sorcerer
Additional Eldritch Blast Genie Bard
Alternatives Great Old Old Bard
Each Warlock's Eldritch Blast reflects not only their
Hexblade Bard
unique Patron, but also the nature of their pact. If
none of your patron's Eldritch Blast options are a Undying Wizard
good fit your character concept, discuss with your
DM how you can alter one of the Eldritch Blast You can cast your arcanum spell once without expending a
options from you any patron to fit your concept. spell slot. You must complete your Eldritch Ritual over the
For example, a Solar acting as a Celestial patron course of a long rest before using it again.
might offer the Imbue Force option to a Warlock
taking the Pact of the Blade, and it might be
At higher levels, you gain more spells of your choice that
changed to deal Radiant damage, instead of Force.
can be cast in this way: one 7th-level spell at 13th level, one
8th-level spell at 15th level, and one 9th-level spell at 17th
level. You also gain a second 6th level spell at 19th level, and a
second 7th level spell at 20th level. You regain all uses of your
Pact Boon Mystic Arcanum when you complete your Eldritch Ritual over
 3rd-level Warlock feature the course of a long rest.
Additionally, when you complete your Eldritch Ritual over
Pact of the Blade the course of a long rest, you may entreat your patron to swap
You can use your bonus action to create a pact weapon in out one chosen Arcanum with another from your spell list.
your empty hand. You can choose the form that this melee You may still only use an Arcanum once per long rest.
weapon takes each time you create it (see chapter 5 for
weapon options). You are proficient with it while you wield it. Eldritch Master
This weapon counts as magical for the purpose of  20th-level Warlock feature
overcoming resistance and immunity to nonmagical attacks Whenever you roll initiative, you restore 1 expended spell slot
and damage. Additionally, when you attack with that weapon, from your Pact Magic feature.
you can use your spellcasting ability modifier, instead of
Strength or Dexterity, for the attack and damage rolls.
You can transform one magic weapon into your pact Tenser's Alterations
weapon by performing a special ritual while you hold the Warlock was a very frustrating class for many
weapon. You perform the ritual over the course of 1 hour, people to play. Players would sit on their spell slots
which can be done during a short rest. You can then dismiss because they had so few, and use Eldritch Blast
the weapon, shunting it into an extradimensional space, and every turn instead. By moving that into a feature, it
it appears whenever you create your pact weapon thereafter. frees up many more Eldritch Invocation and cantrip
You can't affect an artifact or a sentient weapon in this way, options. Removing their reliance on short rests and
unless it is willing. The weapon ceases being your pact expanding their spell list also makes players more
weapon if you die, if you perform the 1-hour ritual on a likely to cast leveled spells.
different weapon, or if you use a 1-hour ritual to break your
bond to it. The weapon appears at your feet if it is in the
extradimensional space when the bond breaks.

83
You can use this feature a number of times equal to your
Variant Otherworldly spellcasting modifier. You regain all uses of this feature upon
completion of an Eldritch Ritual.
Patrons
Because of the fundamental changes made to the warlock Misty Escape
class, many patrons needed to be completely reworked.  6th-level Archfey feature
You can vanish in a puff of mist in response to harm. When
Archfey you take damage, you can use your reaction to turn invisible
Your patron is a lord or lady of the fey, a creature of legend and teleport up to 60 feet to an unoccupied space you can
who holds secrets that were forgotten before the mortal races see. You remain invisible until the start of your next turn, or
were born. This being's motivations are often inscrutable, and until you attack or cast a spell.
sometimes whimsical, and might involve a striving for greater Once you use this feature, you must complete an Eldritch
magical power or the settling of age-old grudges. Beings of Ritual before using it again.
this sort include the Prince of Frost; the Queen of Air and
Darkness, ruler of the Gloaming Court; Titania of the Beguiling Defenses
 10th-level Archfey feature
Summer Court; her consort Oberon, the Green Lord;
Hyrsam, the Prince of Fools; and ancient hags. Your patron teaches you how to turn the mind-affecting magic
of your enemies against them. You are immune to being
Patron Spells charmed and frightened.
 1st-level Archfey feature Additionally, when another creature attempts to charm or
Archfey Patron Spells frighten you, you can use your reaction to attempt to turn the
Warlock Level Spells effect back on that creature. The creature must succeed on a
Wisdom saving throw against your warlock spell save DC or
1st Faerie Fire, Sleep be charmed or frightened (same as the triggering effect) by
3rd Calm Emotions, Phantasmal Force you for 1 minute or until the creature takes any damage.
5th Blink, Plant Growth
Dark Delirium
7th Dominate Beast, Greater Invisibility  14th-level Archfey feature
9th Dominate Person, Seeming You can plunge a creature into an illusory realm. As an
action, choose a creature that you can see within 60 feet of
Patron Eldritch Blast Options you. It must make a Wisdom saving throw against your
 1st-level Archfey feature warlock spell save DC. On a failed save, it is charmed or
frightened by you (your choice) for 1 minute or until your
Drowsing Ray Your Eldritch Blast takes the form of a concentration is broken (as if you are concentrating on a
sluggish bolt, a sleepy cloud, or other similar effect. As an spell). This effect ends early if the creature takes any damage.
action, you may make a ranged spell attack against a target Until this illusion ends, the creature thinks it is lost in a
within 120 ft of you. On a hit, the target takes 1d10 psychic misty realm, the appearance of which you choose. The
damage. If this damage would reduce them to 0 hit points, creature can see and hear only itself, you, and the illusion.
you can cause them to fall into a magical slumber instead, as Once you use this feature, you must complete an Eldritch
if by the Sleep spell. Ritual before using it again.
Illusory Attacker Your Eldritch Blast takes the form of a
malicious illusion potent enough to cause damage. As an Tenser's Alterations
action, you create an illusion within 90 ft of you, and that Archfey suffers from the power creep that so many
must fit within a 5 ft cube. The illusion attacks a creature other subclasses do in the Player's Handbook.
within 10 ft of it and dissapears immediately after attacking. Compared to Patrons like the Genie or Fathomless,
Make a ranged spell attack for the illusion, which deals 1d10 Archfey's features paled in comparison. Moving
psychic damage on a hit. some features around and increasing their power
The attack is clearly illusory, but a creature targeted by it should make this feel like more of a viable option.
may immediately make an Intelligence (Investigation) check
against your warlock spell save DC to determine the true
source of the attack(s).
Celestial
Fey Presence Your patron is a powerful being of the Upper Planes. You
 1st-level Archfey feature have bound yourself to an ancient empyrean, solar, ki-rin,
Starting at 1st level, your patron bestows upon you the ability unicorn, or other entity that resides in the planes of
to project the beguiling and fearsome presence of the fey. As everlasting bliss. Your pact with that being allows you to
an action, you can cause a creature within 30 ft of you to experience the barest touch of the holy light that illuminates
make a Wisdom saving throw against your warlock spell save the multiverse.
DC. On a failure, the creature is charmed or frightened by
you (your choice) until the end of your next turn.

84
Being connected to such power can cause changes to your Your pool regains all expended dice when you finish
behavior and beliefs. You might find yourself driven to a long rest.
annihilate the undead, to defeat fiends, and to protect the
innocent. At times, your heart might also be filled with a Radiant Soul
longing for the celestial realm of your patron, a desire to  6th-level Celestial feature
wander that paradise for the rest of your days. But you know Your link to the Celestial allows you to serve as a conduit for
that your mission is among mortals for now and that your radiant energy. You have resistance to radiant damage, and
pact binds you to bring light to the dark places of the world. when a creature within 5 ft of you hits you with a melee
Patron Spells
attack, you may use your reaction to cause them to take
 1st-level Celestial feature radiant damage equal to your spellcasting ability modifier
(minimum 1).
Celestial Patron Spells
Warlock Level Spells Celestial Resilience
 10th-level Celestial feature
1st Cure Wounds, Guiding Bolt
3rd Flaming Sphere, Lesser Restoration
You gain temporary hit points whenever you finish a short or
long rest. These temporary hit points equal your warlock
5th Daylight, Revivify level + your spellcasting ability modifier. Additionally, choose
7th Guardian of Faith, Wall of Fire up to five creatures you can see at the end of the rest. Those
creatures each gain temporary hit points equal to half your
9th Flame Strike, Greater Restoration warlock level + your spellcasting ability modifier.
Patron Eldritch Blast Options Searing Vengeance
 1st-level Celestial feature  14th-level Celestial feature
Sacred Weapon Your Eldritch Blast takes the form of a The radiant energy you channel allows you to resist death.
weapon characteristic of your partron, for example, a solar's When you have to make a death saving throw at the start of
flying sword, a planetar's radiant greatsword, or a unicorn's your turn, you can instead spring back to your feet with a
horn. As an action on your turn, you summon a version of this burst of radiant energy. You reduce your exhaustion level by
weapon made from condensed radiant energy and use it to one, regain hit points equal to half your hit point maximum,
attack a target. Make a ranged spell attack against a target and then you stand up if you so choose. Each creature of your
you can see within 120 ft of you. On a hit, the target takes choice that is within 30 feet of you takes radiant damage
1d6 magical bludgeoning, piercing, or slashing damage (your equal to 2d8 + your spellcasting ability modifier, and it is
choice), and 1d4 radiant damage. The weapon and blinded until the end of the current turn.
ammunition created by this feature vanishes the instant after Once you use this feature, you must complete your Eldritch
it hits or misses a target. Ritual over the course of a Long Rest before using it again.
Holy Light Your Eldritch Blast takes the form of a halo of
holy light that burns your foes. At your choice, the light can Tenser's Alterations
either descend from the heavens to attack a target, or it can Celestial was an amazing option for warlocks who
be channeled through you as a ray of radiant energy. It may wanted to dabble in a bit of the divine. They were
also be accompanied by the tolling of church bells, fanfare (and still are) a great option for anyone to take. The
trumpets, or a similar sound effect. Either way, you may use only small alteration we made was replacing
your action to make a ranged spell attack against a target you Radiant Soul, since Agonizing Blast now essentially
can see within 120 ft of you. On a hit, the target takes 1d10 does the same thing for every patron.
radiant or fire damage (your choice).
When you use your Eldritch Blast, you are illuminated by
dim light in a 5 ft radius until the start of your next turn.
Fathomless
Healing Light You have plunged into a pact with the deeps. An entity of the
 1st-level Celestial feature ocean, the Elemental Plane of Water, or another otherworldly
You gain the ability to channel celestial energy to heal sea now allows you to draw on its thalassic power. Is it
wounds. You have a pool of d6s that you spend to fuel this merely using you to learn about terrestrial realms, or does it
healing. The number of dice in the pool equals 1 + your want you to open cosmic floodgates and drown the world?
warlock level. Perhaps you were born into a generational cult that
As a bonus action, you can heal one creature you can see venerates the Fathomless and its spawn. Or you might have
within 60 feet of you, spending dice from the pool. The been shipwrecked and on the brink of drowning when your
maximum number of dice you can spend at once equals your patron's grasp offered you a chance at life. Whatever the
spellcasting ability modifier (minimum of one die). Roll the reason for your pact, the sea and its unknown depths call to
dice you spend, add them together, and restore a number of you.
hit points equal to the total. 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.

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Patron Spells Oceanic Soul
 1st-level Fathomless feature  6th-level Fathomless feature
Fathomless Patron Spells You are now even more at home in the depths. You gain
Warlock resistance to cold damage. In addition, when you are fully
Level Spells submerged, any creature that is also fully submerged can
1st Create or Destroy Water, Thunderwave
understand your speech, and you can understand theirs.
3rd Gust of Wind, Silence Guardian Coil
5th Lightning Bolt, Sleet Storm  6th-level Fathomless feature
7th Control Water, Summon Elemental (Water Your Tentacle of the Deeps can defend you and others,
only) interposing itself between them and harm. When you or a
9th Bigby's Hand (appears as a tentacle), Cone of creature you can see takes damage while within 10 feet of the
Cold tentacle, you can use your reaction to choose one of those
creatures and reduce the damage to that creature by 1d8.
Patron Eldritch Blast Options When you reach 10th level in this class, the damage reduced
 1st-level Fathomless feature by the tentacle increases to 2d8.
Ocean's Depths Your Eldritch Blast takes the form of a jet of Grasping Tentacles
water that bursts at great pressure from your hand or mouth.  10th-level Fathomless feature
As an action, you can make a ranged spell attack with the You learn the spell Evard's Black Tentacles. It counts as a
compressed water against a target within 120 ft of you. On a warlock spell for you, but it doesn't count against the number
hit, the target takes 1d10 magical bludgeoning or piercing of spells you know. You can also cast it once without using a
damage (your choice). Each attack summons a total of spell slot, and you regain the ability to do so when you
approximately a cup of pressurized saltwater, leaving the complete your Eldritch Ritual over the course of a Long Rest.
target dripping wet on a hit. Whenever you cast this spell, your patron's magic bolsters
Thalassic Transformation Your Eldritch Blast takes the you, granting you a number of temporary hit points equal to
form of thalassic tentacles, pincers, or some other spectral your warlock level. Moreover, damage can't break your
manifestation of the depths. As an action, you draw forth this concentration on this spell.
spectral limb and use it to lash out at a target. Make a melee
spell attack against a target within 15 ft of you. On a hit, the Fathomless Plunge
target takes 1d10 magical bludgeoning, piercing, or slashing  14th-level Fathomless feature
damage (your choice).
If your Tentacle of the Deeps is active, you can have the You can magically open temporary conduits to watery
spectral manifestation appear in and attack from that space. destinations. As an action, you can teleport yourself and up to
five other willing creatures that you can see within 30 feet of
Tentacle of the Deep you. Amid a whirl of tentacles, you all vanish and then
 1st-level Fathomless feature reappear up to 1 mile away in a body of water you've seen
You can magically summon a spectral tentacle that strikes at (pond size or larger) or within 30 feet of it, each of you
your foes. As a bonus action, you create a 10-foot-long appearing in an unoccupied space within 30 feet of the
tentacle at a point you can see within 60 feet of you. The others.
tentacle lasts for 1 minute or until you use this feature to Once you use this feature, you can't use it again until you
create another tentacle. complete an Eldritch Ritual.
When you create the tentacle, you can make a melee spell
attack against one creature within 10 feet of it. On a hit, the Fiend
target takes 1d8 cold damage, and its speed is reduced by 10 You have made a pact with a fiend from the lower planes of
feet until the start of your next turn. When you reach 10th existence, a being whose aims are evil, even if you strive
level in this class, the damage increases to 2d8. against those aims. Such beings desire the corruption or
As a bonus action on your turn, you can move the tentacle destruction of all things, ultimately including you. Fiends
up to 30 feet and repeat the attack. powerful enough to forge a pact include demon lords such as
You can summon the tentacle a number of times equal to Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils
your proficiency bonus, and you regain all expended uses such as Asmodeus, Dispater, Mephistopheles, and Belial; pit
when you complete your Eldritch Ritual over the course of a fiends and balors that are especially mighty; and ultroloths
Long Rest. and other lords of the yugoloths.
Gift of the Sea
 1st-level Fathomless feature
You gain a swimming speed of 40 feet, and you can breathe
underwater.

86
Patron Spells At the end of your next turn, the target returns to the space
 1st-level Fiend feature it previously occupied, or the nearest unoccupied space. If the
target is not a fiend, it takes 10d10 psychic damage as it reels
Fiend Patron Spells from its horrific experience.
Warlock Level Spells Once you use this feature, you can't use it again until you
1st Burning Hands, Command complete your Eldritch Ritual over the course of a Long Rest.
3rd Blindness/Deafness, Scorching Ray
5th Fireball, Stinking Cloud
Tenser's Alterations
Similar to Archfey, the Fiend Patron was never bad,
7th Fire Shield, Wall of Fire and was not power creeped as hard as other
9th Flame Strike, Hallow Player's Handbook subclasses in the game. Hurl
Through Hell was an iconic feature that is still very
relevant, and Fiendish Resilience will always be a
Patron Eldritch Blast Options
 1st-level Fiend feature good feature. The only feature that was not very
good was Dark One's Own Luck, which only
Rot In Hells Your Eldritch Blast takes the form of a cloud of needed a small change to make relevant again.
rot, an entropic ray, or some other rotting force. As an action,
you may make a ranged spell attack against a creature or
object within 120 ft of you. On a hit, the target takes 1d10 Genie
necrotic or poison damge (your choice). If the target is an
object (including a structure), then a hit is automatically a You have made a pact with one of the rarest kinds of genie, a
critical strike, causing the object to decay, rust, or rot. noble genie. Such entities rule vast fiefs on the Elemental
Taste of the Nine Hells Your Eldritch Blast takes the form Planes and have great influence over lesser genies and
of a fiery burst of energy, a freezing hailstone, or some other elemental creatures. Noble genies are varied in their
manifestation of the nature of the Nine Hells. As an action, motivations, but most are arrogant and wield power that
you can make a ranged spell attack to hurl this manifestation rivals that of lesser deities. They delight in turning the table
at a target within 120 ft of you. On a hit, the target takes 1d10 on mortals, who often bind genies into servitude, and readily
fire, cold, acid, or poison damage (your choice). enter into pacts that expand their reach.
You choose your patron's kind or determine it randomly,
Dark One's Blessing using the Genie Kind table.
 1st-level Fiend feature
Genie Kind
When you reduce a creature to 0 hit points, you gain d4 Kind element
temporary hit points equal to your spellcasting modifier +
your warlock level (minimum of 1). 1 Dao Earth
2 Djinni Air
Dark One's Own Luck
 6th-level Fiend feature 3 Efreeti Fire
4 Marid Water
You can call on your patron to alter fate in your favor. When
you make an ability check or a saving throw and fail, you can
use this feature to add a d10 to your roll, possibly changing Patron Eldritch Blast Option
the outcome.  1st-level Genie feature
Once you use this feature to successfully change the Elemental Stream. Your Eldritch Blast takes the form of a
outcome of the roll, you cannot do so again until after stream of elemental energy of the same type as your patron.
completing an Eldritch Ritual. The energy takes a form of your choice as it streams towards
your target. For example, it may appear as a fiery serpent
Fiendish Resilience coiling towards an enemy or water bursting from your genie's
 10th-level Fiend feature vessel. As an action, you may make a ranged spell attack
You can choose one damage type when you complete an against a target within 120 ft of you. On a hit, the target takes
Eldritch Ritual. You gain resistance to that damage type until 1d10 bludgeoning (dao), thunder (djinni), fire (efreeti), or cold
you choose a different one with this feature. Damage from (marid) damage.
magical weapons or silver weapons ignores this resistance. Gilded Curse. Your Eldritch Blast becomes a hail of coins,
gems, or other valuables. As an action, you cause the
Hurl Through Hell collection to rain down on a target within 120 feet of you,
 14th-level Fiend feature making a ranged spell attack. On a hit, the target takes 1d10
bludgeoning, piercing, or slashing damage (your choice)
When you hit a creature with an attack, you can use this depending on the shape of the riches you choose. The
feature to instantly transport the target through the lower treasure crumbles into ash after hitting or missing the target
planes. The creature disappears and hurtles through a
nightmare landscape.

87
Patron Spells The vessel's AC equals your spell save DC. Its hit points
 1st-level Genie feature equal your warlock level plus your proficiency bonus, and
it is immune to poison and psychic damage. If the vessel is
Your patron Spell List is determined in part by the Genie kind destroyed or you lose it, you can perform a 1-hour
you choose, as shown in the Genie Patron Spells table ceremony to receive a replacement from your patron. This
ceremony can be performed during a short or long rest,
Genie's Vessel and the previous vessel is destroyed if it still exists. The
 1st-level Genie feature vessel vanishes in a flare of elemental power when you
Your patron gifts you a magical vessel that grants you a die.
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. Elemental Gift
You decide what the object is, or you can determine what it is  6th-level Genie feature
randomly by rolling on the Genie's Vessel table. You begin to take on characteristics of your patron's kind. You
Genie's Vessel now have resistance to a damage type determined by your
d6 Vessel patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti),
or cold (marid).
1 Oil Lamp In addition, as a bonus action, you can give yourself a flying
2 Urn speed of 30 feet that lasts for 10 minutes, during which you
can hover. You can use this bonus action a number of times
3 Ring with compartment equal to your proficiency bonus, and you regain all expended
4 Stoppered bottle uses when you complete your Eldritch Ritual over the course
5 Hollow statuette of a Long Rest.
6 Ornate lantern Sanctuary Vessel
 10th-level Genie feature
While you are touching the vessel, you can use it in the When you enter your Genie's Vessel via the Bottled Respite
following ways: feature, you can now choose up to five willing creatures that
Bottled Respite. As an action, you can magically vanish you can see within 30 feet of you, and the chosen creatures
and enter your vessel, which remains in the space you left. are drawn into the vessel with you. As a bonus action, you can
The interior of the vessel is an extradimensional space in eject any number of creatures from the vessel, and everyone
the shape of a 20-foot-radius cylinder, 20 feet high, and is ejected if you leave, die, or if the vessel is destroyed.
resembles your vessel. The interior is appointed with In addition, anyone (including you) who remains within the
cushions and low tables and is a comfortable temperature. vessel for at least 10 minutes gains the benefit of finishing a
While inside, you can hear the area around your vessel as short rest, and anyone can add your proficiency bonus to the
if you were in its space. You can remain inside the vessel number of hit points they regain if they spend any Hit Dice as
up to a number of hours equal to twice your proficiency part of a short rest there.
bonus. You exit the vessel early if you use a bonus action
to leave, if you die, or if the vessel is destroyed. When you Limited Wish
exit the vessel, you appear in the unoccupied space closest  14th-level Genie feature
to it. Any objects left in the vessel remain there until You entreat your patron to grant you a small wish. As an
carried out, and if the vessel is destroyed, every object action, you can speak your desire to your Genie's Vessel,
stored there harmlessly appears in the unoccupied spaces requesting the effect of one spell that is 6th level or lower and
closest to the vessel's former space. Once you enter the has a casting time of 1 action. The spell can be from any
vessel, you can't enter again until you finish a long rest. class's spell list, and you don't need to meet the requirements
Genie’s Wrath. Once during each of your turns when you in that spell, including costly components: the spell simply
hit with an attack roll or a creature fails a saving throw takes effect as part of this action.
against one of your damaging spells, you can channel your Once you use this feature, you can't use it again until you
patron's fury into the damage. When you do so, you may finish your Eldritch Ritual over the course of a Long Rest 1d4
reroll a number of damage dice up to your proficiency times.
bonus that were either 1s or 2s. When you do so, the Additionally, upon reaching 17th level, your patron allows
rerolled dice are converted into a different damage type you to invoke the mightest element of their power, altering
determined by your patron: bludgeoning (dao), thunder the very fabric of reality. When you choose your 9th-level
(djinni), fire (efreeti), or cold (marid). Mystic Arcanum, you may choose the Wish spell instead of
the options presented in your warlock spell list.
Genie Patron Spells
Warlock Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st Detect Evil and Good Sanctuary Thunderwave Burning Hands Fog Cloud
3rd Phantasmal Force Spike Growth Gust of Wind Scorching Ray Blur
5th Create Food and Water Meld into Stone Wind Wall Fireball Sleet Storm
7th Phantasmal Killer Stone Shape Greater Invisibility Fire Shield Control Water
9th Creation Wall of Stone Seeming Flame Strike Cone of Cold
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Patron Spells
Tenser's Alterations  1st-level Great Old One feature
The Genie patron was an absolutely amazing patron
already, we simply had to alter a few things to make Great Old One Patron Spells
it compatible with this variant. The only mechanic Warlock
we changed from the ground up was the 1st-level Level Spells
feature Genie's Wrath option. Because Agonizing 1st Dissonant Whispers, Tasha's Hideous
Blast was moved into a more general invocation, Laughter
adding your proficiency bonus as damage to an
attack roll where you're already generally getting a 3rd Detect Thoughts, Phantasmal Force
bonus to the damage of the roll. Changing it to a 5th Clairvoyance, Sending
reroll will still help the damage, while being unique
enough to not be a flat buff. 7th Dominate Beast, Evard's Black Tentacles
9th Dominate Person, Telekinesis

Great Old One Awakened Mind


 1st-level Great Old One feature
Your patron is a mysterious entity whose nature is utterly Starting at 1st level, your alien knowledge gives you the
foreign to the fabric of reality. It might come from the Far ability to touch the minds of other creatures. You can
Realm, the space beyond reality, or it could be one of the communicate telepathically with any creature you can see
elder gods known only in legends. Its motives are within 120 feet of you. You don't need to share a language
incomprehensible to mortals, and its knowledge so immense with the creature for it to understand your telepathic
and ancient that even the greatest libraries pale in utterances, but the creature must be able to understand at
comparison to the vast secrets it holds. The Great Old One least one language.
might be unaware of your existence or entirely indifferent to As an action, you can use this connection to attempt to
you, but the secrets you have learned allow you to draw your frighten a creature you communicate with. The target must
magic from it. succeed a Wisdom saving throw against your warlock spell
Entities of this type include Ghaunadar, called That Which save DC or become frightened of you until the end of your
Lurks; Tharizdun, the Chained God; Dendar, the Night next turn.
Serpent; Zargon, the Returner; Great Cthulhu; and other
unfathomable beings.
Entropic Ward
Patron Eldritch Blast Options
 6th-level Great Old One feature
 1st-level Great Old One feature You learn to magically ward yourself against attack and to
Alien Transformation Your Eldritch Blast takes the form of turn an enemy's failed strike into good luck for yourself.
alien tentacles, pseudopods, mandibles, or some other alien When a creature makes an attack roll against you that would
manifestation that sprouts from your arm, bursts from your normally hit, you can use your reaction to force the creature
chest, or escapes from your gaping maw. As an action, you to re-roll, possibly causing the attack to miss. If the attack
draw forth these alien limbs and stretch them impossibly far. misses you, your next attack roll against the creature has
Make a melee spell attack against a target within 60 ft of you. advantage if you make it before the end of your next turn.
On a hit, the target takes 1d10 bludgeoning, piercing, or You have a number of uses equal to your proficiency bonus,
slashing damage (your choice). and you regain all uses when you complete your Eldritch
Additionally, if the target is the creature you most recently Ritual over the course of a Long Rest.
communicated with using your Awakened Mind feature, your
attack ignores all cover, including total cover, as long as there Thought Shield
is a path from you to the target is shorter than the reach of  10th-level Great Old One feature
the attack. This does not negate disadvantage on the attack if Your thoughts can't be read by telepathy or other means
you cannot see the target. unless you allow it. Additionally, you can't be compelled to tell
the truth by magic, and magic cannot determine if you are
Words of Chaos Your Eldritch Blast takes the form of an telling the truth.
invisible and nearly inaudble link between you and a target Finally, you also have resistance to psychic damage, and,
you can see within 120 ft. As an action, you whisper words whenever a creature deals psychic damage to you, that
that invoke primal fear and dread within your target. If the creature takes the same amount of damage that you do.
target can hear and understands any language, it must make
a Wisdom saving throw against your spell save DC, taking Create Thrall
1d10 psychic damage on a failure.  14th-level Great Old One feature
A creature observing you must succeed a Wisdom
(Perception) check against your spell save DC to determine You gain the ability to infect a humanoid's mind with the alien
you are the origin of the damage. magic of your patron. You can use your action to touch an
incapacitated humanoid. That creature is then charmed by
you until a Remove Curse spell is cast on it, the charmed
condition is removed from it, or you use this feature again.

89
You can communicate telepathically with the charmed Patron Spells
creature as long as the two of you are on the same plane of  1st-level Hexblade feature
existence. If you issue the creature a command through this
link, it must make a Charisma saving throw against your spell Hexblade Patron Spells
save DC, or carry out the order to the best of its ability. On a Warlock Level Spells
successful saving throw, the creature is no longer charmed. 1st Shield, Wrathful Smite
3rd Branding Smite, Spiritual Weapon
Tenser's Alterations 5th Blink, Elemental Weapon
The Great Old One patron was definitely slightly
weaker compared to the other options available to 7th Phantasmal Killer, Staggering Smite
the warlock. By increasing the utility of Awakened 9th Banishing Smite, Steel Wind Strike
Mind beyond what a Kalashtar normally gets at 0th
level, and increasing the uses of Entropic Ward,
Hexblade's Curse
this patron becomes significantly more "alien." We
increased the uses for Thought Shield, figuring that
 1st-level Hexblade feature
if your thoughts cannot be read, creatures should You gain the ability to place a baleful curse on someone. As a
not be able to tell if you are lying. Similarly, Create bonus action, choose one creature you can see within 30 feet
Thrall was poorly defined in its intent, and by just of you. The target is cursed for 1 minute. The curse ends
adding a few rules it becomes significantly stronger early if the target dies, you die, or you are incapacitated. Until
the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed
Hexblade target. The bonus equals your proficiency bonus.
You have made your pact with a entity once revered for their Any attack roll you make against the cursed target is a
legendary combat prowess or their ability as a skilled critical hit on a roll of 19 or 20 on the d20.
commander. Maybe you form a pact with a sentient weapon, If the cursed target dies, you regain hit points equal to
using it as an instrument to fight your battles as much as it your warlock level + your spellcasting ability modifier
uses you as a means to its fulfillment. Or maybe Archduke (minimum of 1 hit point).
Zariel of Avernus has deemed you a worthy addition to her You can't use this feature again until you complete an
legions, or Bel, Molydeus, or Yeenoghu have seen fit to grant Eldritch Ritual.
you one of their dark weapons in exchange for your servitude.
Similarly, a solar or empyrean may grant you a spectral Hex Warrior
version of their flying sword, radiant longbow, or divine maul.  1st-level Hexblade feature
A dullahan might grant you a blade of shadow and the
knowledge to wield it from horseback. You acquire the training necessary to effectively arm yourself
These legendary warriors often cannot directly impact the for battle. You gain proficiency with medium armor, shields,
mortal plane themselves, instead granting you the expertice and martial weapons.
to fight in their stead.
Accursed Tactics
Patron Eldritch Blast Options  6th-level Hexblade feature
 1st-level Hexblade feature
Your patron grants you the knowledge to most efficiently
Spectral Weapon. As an action, you summon a spectral dispatch your foes. You learn two of the below options, each
weapon characteristic of your patron. Regardless of the of which you may use once. You regain use of a tactic when
weapon you choose, it makes an ranged attack against a you use your Eldritch Ritual during a Long Rest. Additionlly,
target you can see within 120 ft of you. A melee weapon you may entreat your patron during a long rest to swap one
summoned in this way appears as if telekinetically thrown tactic you know for another.
towards the target.
Make a ranged spell attack for the weapon, which deals Blood Letting. When a creature becomes bloodied as a
1d10 magical bludgeoning, piercing, or slashing damage result of one of your weapon attacks, you may use your
(your choice) on a hit. The weapon and ammunition created reaction to use their blood to bind them. They must
by this feature vanishes the instant after it hits or misses a succeed a Constitution saving throw or be paralyzed until
target. the end of your next turn.
Eldritch Bash. As an action, you brandish a shield you Forbidden Knowledge. When you mark a creature with
wield, or summon a shield of condensed force, and use it to your Hexblade's Curse, you learn that creature's damage
bash a creature within 10 ft of you. Make a melee spell attack resistances, immunities, and vulnerabilities. You also
against that creature, dealing 1d8 force damage on a hit. learn one of that creature's ideals, bonds, flaws, or some
After the shield hits a creature, it remains in front of you, other information such as a special weakness, at the DM's
attempting to deflect attacks. The next attack the target discretion.
makes against you before the end of their turn has
disadvantage

90
Fractured Attack. As an action on your turn, you can Undying
make a special attack with a weapon you wield. The
weapon appears to fracture as if reflected in a broken Death holds no sway over your patron, who has unlocked the
mirror, reflecting such that the attack targets creatures secrets of everlasting life, although such a prize – like all
you choose within 20 ft of you. Make a melee or ranged power – comes at a price. Once mortal, the Undying has seen
(depending on the type of weapon you brandished) spell mortal lifetimes pass like the seasons, like the flicker of
attack against each creatue. On a hit, the attack deals endless days and nights. It has the secrets of the ages to
damage equal to 1d10 + your warlock level. share, secrets of life and death. Beings of this sort include
Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-
Self-Hatred. As a reaction when you are targeted with an queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen
attack, you can attempt to fill the attacker with self-hatred. of the githyanki; and the deathless wizard Fistandantalus.
Unless they succeed a Wisdom saving throw, the In the Realms, Undying patrons include Larloch the
triggering attack is instead rolled against themselves, and Shadow King, legendary master of Warlock's Crypt, and
they are frightened of themselves for one minute. The Gilgeam, the God-King of Unther.
creature may repeat the save at the end of their turns to
end the effect early. Patron Spells
Spectre's Intangibility. As a bonus action on your turn, or  1st-level Undying feature
when you end your turn grappled, paralyzed, petrified, or Undying Patron Spells
restrained, you may expend you use of this tactic (no Warlock Level Spells
action required) to gain immunity to those conditions until
the end of your next turn. When you do so, you may also to 1st False Life, Ray of Sickness
move up to 50 ft in any direction, even through objects or 3rd Blindness/Deafness, Silence
creatures, as long as you end in an unoccupied space. 5th Feign Death, Speak with Dead
This movement does not provoke attacks of opportunity.
7th Aura of Life, Death Ward
Armor of Hexes 9th Contagion, Legend Lore
 10th-level Hexblade feature
Your hex grows more powerful. If the target cursed by your Patron Eldritch Blast Options
Hexblade’s Curse hits you with an attack roll, you can use  1st-level Undying feature
your reaction to roll a d6. On a 4 or higher, the attack instead Draining Ray Your Eldritch Blast takes the form of a black
misses you, regardless of its roll. cloud of necrotic energy, a green ray of light, or a similar
effect. As an action, you may make a ranged spell attack
Master of Hexes against a target within 30 ft of you. On a hit, the target takes
 14th-level Hexblade feature 1d10 necrotic damage, and, if the target was a creature that is
You can spread your Hexblade's Curse from a slain creature not undead or a construct, you gain a number of temporary
to another creature. When the creature cursed by your hit points equal to your proficiency bonus.
Hexblade's Curse dies, you can apply the curse to a different Drag to the Grave You Eldritch Blast takes the form of a
creature you can see within 30 feet of you, provided you skeletal hand bursting from the ground, a ghostly embrace, or
aren't incapacitated. When you apply the curse in this way, a similar effect. As an action, you make a ranged spell attack
you don't regain hit points from the death of the previously against a target within 120 ft of you. On a hit, the target takes
cursed creature. 1d10 necrotic or cold damage (your choice) and cannot
regain hit points until the end of your next turn.
Tenser's Alterations
Defy Death
Hexblade was one of the strongest patrons before
the release of the patrons in Tasha's Cauldron of
 6th-level Undying feature
Everything, especially when combined with Pact of You can give yourself vitality when you cheat death or when
the Blade. It made it a very strong dip when multi- you help someone else cheat it. You can regain hit points
classing. Because the rest of the features past 1st- equal to 1d10 + your Constitution modifier (minimum of 1 hit
level were very lackluster and didn't make sense for point) when you succeed on a death saving throw or when
the theming of the class, it worked as a strong you stabilize a creature with spare the dying.
multiclass with no incentive to be a pure warlock.
By completely reworking the 1st and 6th level
You can gain these hit points a number of times equal to
features, we distributed the power throughout the
your proficiency bonus, and you regain all expended uses
levels rather than frontloading it into the 1st level when you finish a long rest.
feature. This gives incentive to continue taking
levels in pure warlock Undying Nature
 10th-level Undying feature
You do not need to breathe, and you don't require food, water,
or sleep, although you still require rest to reduce exhaustion
and still benefit from finishing short and long rests.

91
Moreover, you age at a slower rate. For every 10 years that Guardian of Secrets
pass, your body ages only 1 year, and you are immune to  1st-level Sphinx feature
being magically aged.
Additionally, when you regain hit points after being at 0 hit The inherent magical ambiguity of the Sphinx's nature
points, you do not gain a level of exhaustion, and you may use begins to harden your mind. You become immune to any
your reaction to immediately stand up if you were prone. effects that would read your mind unless you choose
otherwise. Additionally, Wisdom (Insight) checks made
Indestructible Life against you to sense your intentions or sincerity have
 14th-level Undying feature disadvantage.
When you die you can roll a d100. On a value less than your Wisdom of the Sands
Warlock level, you return to life with 1 hit point after 1d4  6th-level Sphinx feature
days.
Additionally, if you ever lose a limb, you may use an action You gain the ability to sense the true motives of creatures. As
on your turn to reattach it by holding it to the stump. a bonus action on your turn, you may force a creature you can
see that isn't incapacitated to make a Charisma (Deception)
check against your spell save DC. On a failed check, for the
Additional Otherworldly next 1 minute, you gain the following bonuses.
Patrons You immediately know if they are lying when they answer
The Sphinx a question.
You gain advantage on Charisma (Persuasion) checks
Powerful, beautiful, mysterious, and deadly, you have forged a made against them.
pact with one of the immortal sphinxes. The sphinx promises Your first spell attack roll made against them each turn
you the knowledge to find untold riches, hidden in ancient has advantage.
tombs as long as you expand their domains. Deeply
territorial, Sphinxes covet even the lands they cannot see, and If a creature successfully saves against this effect, or after
will destroy any creature they deem unworthy to hold it the effect ends, the creature is immune to this effect for the
next hour.
Patron Eldritch Blast Options
 1st-level Sphinx feature Thunderous Roar
 10th-level Sphinx feature
Blinding Sands Your Eldritch Blast takes the form of a
swirling mass of sand surrounding a creature. As an action, You gain the ability to roar with the might of a sphinx. As an
you whip the winds in a 5-ft. cube up to 90 feet away from you action, you release a tremendous roar and all creatures
into a localized sandstorm. Any creature caught within the within 30 feet of you must make a saving throw with DC
effect must make a Dexterity saving throw. On a failed save, equal to your spell save DC. You may choose a number of
they take 1d10 piercing or slashing damage (your choice). creatures equal to your Charisma modifier to be immune to
this effect. This feature has different effects based on how
Deafening Blast Your Eldritch Blast becomes a beam of many times you have used it. The feature reverts to its first
concentrated sonic energy. Choose one creature within 120 effect after completing a long rest.
feet of you, and make a ranged spell attack roll against it. On First Use
a hit, the beam detonates, releasing a thunderous roar
reminiscient of the Sphinx's which can be heard up to 300 All affected creatures must make a Strength saving throw or
feet away. The target takes 1d10 thunder damage else become deafened for 1 minute and take 2d6 thunder
damage. A creature takes half as much damage and suffers
Patron Spells no other effects on a success. A creature may repeat this
 1st-level Sphinx feature saving throw at the end of its turn to end the effect early.
The Sphinx Patron Spells Second Use
Spell Level Spells All affected creatures must make a Wisdom saving throw or
1st Command, Detect Evil and Good
else take 3d8 thunder damage and become deafened and
frightened of you for 1 minute. A creature takes half as much
3rd Lesser Restoration, Zone of Truth damage and suffers no other effects on a success. A creature
5th Glyph of Warding, Create Food and Water may repeat this saving throw at the end of its turn to end the
effects early.
7th Compulsion, Freedom of Movement
9th Flame Strike, Greater Restoration Third Use
All affected creatures must make a Constitution saving throw
Mystic Arcanum or else take 4d10 thunder damage and be knocked prone. A
For the purposes of choosing your Mystic Arcanum, you may creature takes half as much damage and remains standing on
select any spell on the bard spell list. It is considered a a success
warlock spell for you. After using this feature three times, you must complete your
Eldritch Ritual over the course of a long rest before using it
again.

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Aurifar's Curse Chill Respite
 14th-level Sphinx feature  1st-level Frozen Titan feature
You may use a bonus action to attempt to judge a target's You learn how to cloak yourself in ice for protection.
heart, channeling the wisdom of the Sphinx through you. Whenever you are targeted by ranged or melee attack, you
When you do so, you place a curse on a target that lasts for 1 may use your reaction to immediately cloak yourself in ice.
minute. At the start of each of the creature's turns for the You gain temporary hit points equal to 2d6 + twice your
duration of the curse, they must make a Charisma saving warlock level, and are stunned until the start of your next
throw against your spell save DC, or else become paralyzed turn. The temporary hit points are also lost at the start of
until the end of their turn and suffer 2d12 psychic damage. your next turn. Once you use this feature, you must complete
On a success, a creature takes half as much damage and is a short or long rest before using it again
not paralyzed. If a creature succeeds a total of three times,
the effect ends. Once you have used this feature, you may not Frozen Thrall
use it again until after completing a long rest.  6th-level Frozen Titan feature
You learn how to create elemental servants out of pure ice.
The Frozen Titan You can spent one minute touching a 5 foot cube of ice or
Locked away, waiting in an eternal dream-filled slumber, the water, forging a roughly humanoid creature out of shards of
Frozen Titan begins to whisper to you in your dreams. Deep frigid ice. When you create a Frozen Thrall, it shares its
below the frozen wastes of the world, an ancient primordial statistics with a creature determined by your warlock level, as
being lies trapped. Forging a pact with such an ancient being shown in the Frozen Thrall Creature table.
is dangerous, and not one to be taken lightly. However, The Thrall obeys your commands to the best of its ability,
warlocks who do dare touch the power of the primordials can but has its own initiative in combat. It immediately melts if it
become some of the strongest beings in the land, potentially moves more than 120 feet away from you at any time. Finally,
embodying their once dormant energy. A warlock can forge it does not need to eat or sleep. The Thrall lasts until it dies,
this pact with any primordial, but common ones include Dur- or you use this feature again.
Baagal or As-Gorath the World Shaper. Frozen Thrall Creature
Patron Eldritch Blast Options Warlock Level Creature
 1st-level Frozen Titan feature 6th Ice Mephit (CR 1/2)
Splintershard Your Eldritch Blast becomes a wickedly sharp 10th Galvanice Weird (CR 1)
icicle. As an action, choose one creature within 120 feet of 14th Gargoyle (CR 2)
you, and make a ranged spell attack roll against it. On a hit,
the target takes 1d6 cold damage, and the shard splinters,
dealing 1d4 piercing damage to all creatures within 5 feet. Scars of the Dawn War
 10th-level Frozen Titan feature
Elemental Fissure When you use this Eldritch Blast option, You gain resistance to cold and necrotic damage. Additionally,
as an action you choose a location within 90 feet of you which whenever you touch a corpse or undead creature, you
ruptures upwards creating deadly spikes of ice in a 5 foot immediately learn how they died, and exactly how long ago
cylinder. Any creature caught in the initial rupture must they died.
succeed on a Dexterity saving throw or else take 1d8 piercing
or cold damage (your choice). Until the start of your next turn, Shatterbones
the fissure remains and counts as difficult terrain.  14th-level Frozen Titan feature
Patron Spells Directly after dealing damage to a target, you may use your
 1st-level Frozen Titan feature bonus action to cause shards of ice to appear in a 10 foot
cylinder around the target. All creatures within the area must
The Frozen Titan Expanded Spell List make a Dexterity saving throw against your spell save DC, or
Spell Level Spells else take 4d8 piercing damage + 4d8 cold damage or half as
1st Ice Knife, Inflict Wounds much on a success. That area remains as difficult terrain for
the next 1 minute
3rd Gentle Repose, Snilloc's Snowball Swarm Once you have used this feature, you must complete your
5th Animate Dead, Sleet Storm Eldritch Ritual over the course of a long rest before using it
7th Death Ward, Ice Storm again.
9th Raise Dead, Cone of Cold

Mystic Arcanum
For the purposes of choosing your Mystic Arcanum, you may
select any spell on the wizard spell list. It is considered a
warlock spell for you.

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Bond of the Talisman
Variant Eldritch Prerequisite: 12th level, Pact of the Talisman feature
Invocations While someone else is wearing your talisman, you can use
your action to teleport to the unoccupied space closest to
Agonizing Blast them, provided the two of you are on the same plane of
When you roll damage for a warlock cantrip you cast, or for existence. The wearer of your talisman can do the same
your Eldritch blast, you may add your spellcasting ability thing, using their action to teleport to you. The teleportation
modifier to the damage total. can be used a number of times equal to your proficiency
bonus, and all expended uses are restored when complete
Armor of Shadows your Eldritch Ritual over the course of a Long Rest.
You bend the shadows to your form, using them to protect
you. When you are not wearing armor, or it would leave you Book of Ancient Secrets
with a lesser AC, your AC is equal to 12 + your Dexterity Prerequisite: Pact of the Tome
modifier. You gain a +1 bonus to this value when you are in You can now inscribe magical rituals in your Book of
dim light, and a +2 bonus when you are in darkness. Shadows. Choose two 1st-level spells that have the ritual tag
Additionally, while you are in dim light or darkness, you from any class's spell list. The spells needn't be from the
gain advantage on Dexterity (Stealth) checks. same spell list. The spells appear in the book and don't count
against the number of spells you know. With your Book of
Ascendant Step Shadows in hand, you can cast the chosen spells as rituals.
Prerequisite: 9th level You can't cast the spells except as rituals, unless you've
You can cast Levitate on yourself at will, without expending learned them by some other means. You can also cast a
a spell slot or material components. When you cast it in this warlock spell you know as a ritual if it has the ritual tag.
way, it does not require concentration. On your adventures, you can add other ritual spells to your
Book of Shadows. When you find such a spell, you can add it
Aspect of the Moon to the book if the spell's level is equal to or less than half your
Prerequisite: Pact of the Tome warlock level (rounded up) and if you can spare the time to
You no longer need to sleep and can't be forced to sleep by transcribe the spell. For each level of the spell, the
any means. To gain the benefits of a long rest, you can spend transcription process takes 2 hours and costs 50 gp for the
all 8 hours doing light activity, such as reading your Book of rare inks needed to inscribe it.
Shadows and keeping watch.
Chains of Carceri
Beast Speech Prerequisite: 15th level, Pact of the Chain
You gain the ability to speak with animals, as if you were You can cast hold monster at will—targeting a celestial,
constantly under the effect of the Speak with Animals spell. fiend, or elemental—without expending a spell slot or
material components. After you use this ability on a creature,
Beguiling Influence it becomes immunte to it for 24 hours.
You gain proficiency in the Deception and Persuasion skills.
If you already had proficiency in either of these skills, you can Cloak of Flies
add twice your proficiency bonus, instead of any proficiency Prerequisite: 5th level
bonus you normally apply. As a bonus action, you can surround yourself with a
magical aura that looks like buzzing flies. The aura extends 5
Bewitching Whispers feet from you in every direction, but not through total cover. It
Prerequisite: 7th level lasts until you're incapacitated or you dismiss it as a bonus
You can create whispers that command minds you have action.
touched. As an action, you can force any creatures that are The aura grants you advantage on Charisma (Intimidation)
charmed by you and can hear you to make a Charisma saving checks but disadvantage on all other Charisma checks. Any
throw. other creature that starts its turn in the aura takes poison
For each target that fails their save, you can force them to damage equal to your Charisma modifier (minimum of 1
move to a space of your choice at the start of their next turn. damage).
If the target cannot use their movement to get to that space, Once you use this invocation, you can’t use it again until
they move as close as they can to that location. you complete an Eldritch Ritual.
A target isn't compelled to move into an obviously deadly
hazard, such as a fire or pit, but it will provoke opportunity Devil's Sight
attacks to move in the designated direction. You can see normally in darkness, both magical and
nonmagical, to a distance of 120 feet.

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Dreadful Word Ghostly Gaze
Prerequisite: 7th level Prerequisite: 7th level
As an action, you can utter a single word that shatters the As an action, you gain the ability to see through solid
mind of another creature. If the target can hear you, it must objects to a range of 30 feet. Within that range, you have
succeed a Wisdom saving throw, or act as if under the darkvision if you don’t already have it. This special sight lasts
Confusion spell. At the end of each of its turns, the target may for 1 minute or until your concentration ends (as if you were
repeat the saving throw to end the effect. concentrating on a spell). During that time, you perceive
Once a target succeeds a save aganst this feature, they objects as ghostly, transparent images.
cannot be affected by it again until they finish a long rest. Once you use this invocation, you can’t use it again until
you complete an Eldritch Ritual.
Eldritch Mind
You have advantage on Constitution saving throws that you Gift of the Depths
make to maintain your concentration on a spell. Prerequisite: 5th level
You can breathe underwater, and you gain a swimming
Eldritch Sight speed equal to your walking speed. You can also cast Water
You gain the ability to sense the presence of magic around Breathing without expending a spell slot and without
you, as if you were constantly under the effects of the Detect requiring material components. Once you cast the spell in
Magic spell. this way, you may not do so again until you complete an
Eldritch Ritual.
Eldritch Spear
When you make a melee or ranged attack with your Eldritch Gift of the Ever-Living Ones
Blast, its range is 300 feet. Prerequisite: Pact of the Chain
Whenever you regain hit points while your familiar is
Eyes of the Rune Keeper within 100 feet of you, treat any dice rolled to determine the
You can read all writing. hit points you regain as having rolled their maximum value
for you.
Far Scribe
Prerequisites: 5th level, Pact of the Tome Gift of the Protectors
A new page appears in your Book of Shadows. With your Prerequisites: 9th level, Pact of the Tome feature
permission, a creature can use its action to write its name on A new page appears in your Book of Shadows. With your
that page, which can contain a number of names equal to permission, a creature can use its action to write its name on
your proficiency bonus. that page, which can contain a number of names equal to
You can cast the sending spell, targeting a creature whose your proficiency bonus.
name is on the page, without using a spell slot and without When any creature whose name is on the page is reduced
using material components. To do so, you must write the to 0 hit points but not killed outright, the creature magically
message on the page. The target hears the message in their drops to 1 hit point instead. Once this magic is triggered, no
mind, and if the target replies, their message appears on the creature can benefit from it until you complete your Eldritch
page, rather than in your mind. The writing disappears after 1 Ritual over the course of a long rest.
minute. As an action, you can magically erase a name on the page
As an action, you can magically erase a name on the page by touching it.
by touching it.
Grasp of Hadar
Fiendish Vigor Once on each of your turns when you hit a creature with your
You can cast False Life on yourself at will as a 1st-level spell, Eldritch Blast, you can move that creature in a straight line
without expending a spell slot or material components. 10 feet closer to you.
Gaze of Two Minds Improved Pact Weapon
You can use your action to touch a willing humanoid and Prerequisites: Pact of the Blade
perceive through its senses until the end of your next turn. As You can use any weapon you summon with your Pact of the
long as the creature is on the same plane of existence as you, Blade feature as a spellcasting focus for your warlock spells.
you can use your action on subsequent turns to maintain this In addition, the weapon gains a +1 bonus to its attack and
connection, extending the duration until the end of your next damage rolls, unless it is a magic weapon that already has a
turn. While perceiving through the other creature's senses, bonus to those rolls.
you benefit from any special senses possessed by that Finally, the weapon you conjure can be a shortbow,
creature, and you are blinded and deafened to your own longbow, light crossbow, or heavy crossbow.
surroundings.

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Patron Minions of Chaos Spell
Investment of the Chain Master
Prerequisite: Pact of the Chain Archfey Summon Fey
When you cast find familiar, you infuse the summoned Celestial Summon Celestial
familiar with a measure of your eldritch power, granting the
creature the following benefits: Fathomless Summon Elemental (Water only)
Fiend Summon Shadowspawn
The familiar gains either a flying speed or a swimming
speed (your choice) of 40 feet. Genie Summon Elemental
The familiar no longer needs to breathe. Great Old One Summon Abberation
As a bonus action, you can command the familiar to take
the Attack action. Hexblade Summon Shadowspawn
The familiar's weapon attacks are considered magical for Undying Summon Undead
the purpose of overcoming immunity and resistance to
nonmagical attacks. Mire the Mind
If the familiar forces a creature to make a saving throw, it Prerequisite: 5th level
uses your spell save DC. As an action, you target one creature you can see and send
When the familiar takes damage, you can use your a burst of disruptive thoughts and energy towards them. The
reaction to grant it resistance against that damage. target must succeed a Wisdom saving throw, or be affected by
Lance of Lethargy the effects of the Slow spell until the start of your next turn.
Once on each of your turns when you hit a creature with your
Eldritch Blast, you can reduce that creature's speed by 10 Misty Visions
feet until the end of your next turn. You can cast Silent Image at will, without expending a spell
slot or material components. When you cast the spell in this
Lifedrinker way, it does not require concentration, but it ends
Prerequisites: 12th level, Pact of the Blade immediately if you cast the spell again.
When you hit a creature with your pact weapon, the
creature takes extra necrotic damage equal to your One with Shadows
spellcasting ability modifier (minimum of 1). Prerequisite: 5th level
When you are in an area of dim light or darkness, you can
Maddening Hex use your action to become invisible until you move or take an
Prerequisites: 5th level, hex spell or a warlock feature that action or a reaction.
curses
As a bonus action, you cause a psychic disturbance around Otherworldly Leap
the target cursed by your hex spell or by a warlock feature of You gain the effects of the Jump spell. You also become
yours, such as Hexblade's Curse or Sign of Ill Omen. When immune to fall damage while you are not incapacitated.
you do so, you deal psychic damage to the cursed target and
each creature of your choice that you can see within 5 feet of Protection of the Talisman
it. The psychic damage equals your spellcasting modifier Prerequisites: 7th level, Pact of the Talisman feature
(minimum of 1 damage). When the wearer of your talisman fails a saving throw, they
To use this invocation, you must be able to see the cursed can add a d4 to the roll, potentially turning the save into a
target, and it must be within 30 feet of you. success. This benefit can be used a number of times equal to
your proficiency bonus, and all expended uses are restored
Mask of Many Faces when you complete your Eldritch Ritual over the course of a
You can cast Disguise Self at will, without expending a spell Long Rest.
slot.
Rebuke of the Talisman
Master of Myriad Forms Prerequisite: Pact of the Talisman
Prerequisite: 15th level When the wearer of your talisman is hit by an attacker you
You can cast Alter Self at will, without expending a spell can see within 30 feet of you, you can use your reaction to
slot. When you cast the spell in this way, it does not require deal psychic damage to the attacker equal to your proficiency
concentration. bonus and push it up to 10 feet away from the talisman's
wearer.
Minions of Chaos Relentless Hex
Prerequisites: 9th level Prerequisites: 7th level, hex spell or a warlock feature that
You learn the spell below determined by your Otherworldly curses
Patron. You may cast this spell once at 5th level without Your curse creates a temporary bond between you and your
expending a spell slot and without material components. target. As a bonus action, you can magically teleport up to 30
When you cast the spell in this way its maximum duration is feet to an unoccupied space you can see within 5 feet of the
increased to 8 hours. Once you cast the spell in this way, you target cursed by your hex spell or by a warlock feature of
cannot do so again until you complete your Eldritch Ritual yours, such as Hexblade's Curse or Sign of Ill Omen. To
over the course of a Long Rest. teleport in this way, you must be able to see the cursed target.

96
Repelling Blast Once you use this invocation, you can’t use it again until
Once on each of your turns when you hit a creature with your you finish an Eldritch Ritual.
Eldritch Blast, you can push the creature up to 10 feet away
from you in a straight line. Trickster's Escape
Prerequisite: 7th level
Sculptor of Flesh Your movement is unaffected by difficult terrain, and spells
Prerequisite: 7th level and other magical effects can neither reduce your speed nor
As a 10 minute ritual, you transmute a willing creature you cause you to be paralyzed or restrained.
touch into a different form. The new form can be any beast You can also spend half of your movement to automatically
whose challenge rating is less than one, and cannot exceede escape from nonmagical restraints, such as manacles or a
the target's original challenge rating (or the target's level, if it creature that has you grappled.
doesn't have a challenge rating).
The transformation may be slightly visually altered Undying Servitude
according to your preference - for example, a warlock with Prerequisite: 5th-level
the Undead patron may transform a target into a beast that You can cast Animate Dead without using a spell slot. Once
looks as if it had already died. The change has no mechanical you do so, you can't cast it in this way again until you
impact - the beast retains its original stat block. complete your Eldritch Ritual over the course of a long rest.
The target is then transformed as if by the Polymorph spell.
The transformation lasts for a maximum of 1 hour, or until Visions of Distant Realms
the target drops to 0 hit points, dies, you use this feature Prerequisite: 15th level
again, or you end the transformation (no action required). You can cast arcane eye at will, without expending a spell
slot.
Shroud of Shadow
Prerequisite: 15th level Voice of the Chain Master
You can cast invisibility at will, without expending a spell Prerequisite: Pact of the Chain
slot. You can communicate telepathically with your familiar and
perceive through your familiar's senses as long as you are on
Sign of Ill Omen the same plane of existence. Additionally, while perceiving
Prerequisite: 15th level through your familiar's senses, you can also speak through
You learn the Bestow Curse spell, and can cast it once your familiar in your own voice, even if your familiar is
without requiring a spell slot. When you cast the spell in this normally incapable of speech.
way, it does not require concentration, and the duration is
increased to one week. You can't do so again until you Whispers of the Grave
complete your Eldritch Ritual over the course of a Long Rest. Prerequisite: 9th level
You can cast speak with dead at will, without expending a
Thief of Five Fates spell slot.
As an action, you target a creature you can see within 30 ft of
you and force them to make a Charisma saving throw. On a Witch Sight
failure, the next 5 times the creature makes an attack roll, Prerequisite: 15th level
ability check, or saving throw, they must subtract a d4 from You can see the true form of any shapechanger or creature
the total. concealed by illusion or transmutation magic while the
You can use this invocation five times. You regain all uses creature is within 30 feet of you and within line of sight.
upon completion of your Eldritch Ritual over the course a
long rest. Additional Eldritch
Thirsting Blade Invocations
Prerequisites: 5th level, Pact of the Blade
You can attack twice, rather than once, whenever you take Aspect of Belial
the Attack action on your turn. Moreover, you can create a Prerequisite: 18th level, Fiend Patron
single instance of your Eldritch Blast in place of one of those Any creature that starts its turn within 20 ft of you and
attacks. aware of you must succeed on a Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
Tomb of Levistus saving throw at the end of each of its turns, ending the effect
Prerequisite: 5th level on itself on a success. If a creature's saving throw is
As a reaction when you take damage, you can entomb successful or the effect ends for it, the creature is immune to
yourself in ice, which melts away at the end of your next turn. theis feature for the next 24 hours.
You gain 10 temporary hit points per warlock level, which
take as much of the triggering damage as possible. Boon of the Greater Planes
Immediately after you take the damage, you gain vulnerability Prerequisites: 18th level, Celestial Patron
to fire damage, your speed is reduced to 0, and you are Whenever you use your Healing Light to restore hit points
incapacitated. These effects, including any remaining to a creature, they may add a d4 to any attack rolll, ability
temporary hit points, all end when the ice melts. check, or saving throw they make until the end of your next
turn.

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Glimmering Presence
Prerequisites: 18th level, Archfey Patron Eldritch Ritual Notes
When you use Fey Presence, you may target a number of Warlocks do not generally have any power of their
creatures of your choice within 30 ft equal to your own, instead their power comes from forging pacts
spellcasting ability modifier. with powerful entities. Thus, thematically it does
not make sense for a warlock to get their features
God King's Unending March and spells back when resting as a Wizard or
Prerequisites: 18th level, Undying Patron Sorcerer might do. Instead, a warlock should get
their power back by praying to or communicating
You stop aging unless you otherwise choose, and become with their Otherworldly Patron.
immune to the effects of exhaustion. To gain the benefits of a Short Eldritch Rituals: Whenever a spell or
short or long rest, you may spend the duration performing warlock feature states that you restore the use of a
light activity such as reading and keeping watch. Additionally, feature "upon completion of an Eldritch Ritual,"
you may cast the Death Ward spell on yourself at will. you restore it upon completion of either your 1-
minute Eldritch Ritual, OR over the longer one
Grasping Tentacles hour ritual performed during a long rest.
Prerequisites: 18th level, Fathomless Patron Long Eldritch Rituals: Alternatively, a spell or
Whenever you hit a creature with your Tentacle of the feature may state "you must complete your
Deeps, they are grapped by the tentacle (escape DC equal to Eldritch Ritual over the course of a long rest"
your warlock spell save DC). Until the grapple ends, the before regaining its use. This means that you only
tentacle cannot attack a different creature. regain the use of this feature after you spend at
least one hour during your long rest performing a
more complex ritual to entreat your patron. Note
Mental Decimation that spending this time to perform your ritual does
Prerequisites: 18th level, Great Old One Patron not interrupt your long rest nor limit any benefits
Whenever you deal psychic damage to a creature, you may you would normally receive during this time.
use your bonus action to try to rend their mind. They must Customizing your Ritual: A warlock's Eldritch
succeed a Charisma saving throw or have their Intelligence, Ritual of any length should be a reflection of the
Wisdom, or Charisma (your choice) decreased by 4, to a pact a warlock and their patron have. A warlock
minimum of 1. This reduction lasts until it is removed by a uses this time to plead for the continued use of
Greater Restoration spell. their patron's power. As a player you should
Once you have used this invocation, you must complete consider how this appears, and how you would
your Eldritch Ritual over the course of a long rest before ensure your pact continues. Many warlocks simply
using it again. repeat a chant combined with complex hand
movements or an item that is reflective of their
Mythic Fighter patron's will. Some Warlocks may instead
Prerequisites: 18th level, Hexblade Patron document the day's events in a journal, keeping a
Your patron bestows upon you their legendary martial record of how they are achieving the goals of their
patron. Alternatively, Warlocks may perform darker
expertice. You you may add twice your proficiency bonus to rituals, such as casting bones, dreamwalking, or
attack rolls you make with weapons you wield, instead of any even sacrifice to satiate their patron. However you
proficiency bonus you normally apply. flavor your ritual, ensure that it is thematically
appropriate for your patron, and is something you
Unlimited Limited Wish find fun and interesting for your character.
Prerequisites: 18th level, Genie Patron
When you use your Limited Wish feature, the spell you
request can be of 8th level or lower.

98
Wizard
Wild Casting
Arcane Traditions Beginning at 2nd level, whenever you cast a spell using a slot
School of Geomancy of 1st level or higher with a casting time of 1 action, you may
attempt to enhance the spell by infusing raw magic into it.
A wizard who studies the school of geomancy seeks primal You may make an Intelligence check with DC equal to 13 +
knowledge of how the earth is held together. The very ground the level of the slot expended. On a success, choose one of the
itself splits apart with a very wave of your hand, and trembles following features to augment your spells.
with your steps. As you learn more and more, you learn how
to shape greater and greater swathes of land, bending even The spell gains advantage on one attack roll made as part
magnetic attraction between natural materials. of the spell
One random creature that makes a saving throw against
Additional Cantrip the spell makes it with disadvantage
When you choose this tradition at 2nd level, you learn the Once you use this feature, you must complete a long rest
Mold Earth cantrip. This does not count against the number before using it again. Any time before regaining the use of
of cantrips you can know. this feature, you may use your bonus action to roll once on
the Sorcerer Wild Magic Surge table to regain the use of it
Stone Form early.
Beginning when you select this tradition at 2nd level, while
you are not wearing armor, your AC is equal to 13 + your Nonlinear Elements
Dexterity modifier. Additionally, you gain resistance to Beginning at 6th level, whenever you cast a spell dealing
bludgeoning, piercing, slashing damage from nonmagical damage in an area (such as with the Fireball spell), you may
sources. roll once on the Sorcerer Wild Magic table to change the
total damage into another damage type of your choice. Once
Geomagnetic Tremors you use this feature, you must complete a short or long rest
At 2nd level, whenever you deal bludgeoning damage using a before using it again.
spell of 1st level or higher, you may choose to exude arcane
tremors around you. All creatures within 10 feet of you must Transitive Casting
make a Dexterity saving throw, or else be knocked prone. Beginning at 10th level, whenever you inflict a condition on a
single creature using a spell, you may attempt to change it for
Pierce The Earth another. Make an Intelligence check with DC equal to 15 +
Starting at 6th level, you may use an action to mold natural the numerical value of the chosen status effect outlined in the
material underneath you. As an action on your turn, you may table below - the level of the spell slot consumed. On a
gain a tunnel speed of 10 feet. This benefit is lost at the start successful check, the status effect is changed. On a failure,
of your next turn. the spell casts as normal, but you lose the ability to use this
feature for 1 minute. The altered condition ends when the
Endurance original would as normal.
Beginning at 10th level, you gain advantage on saving throws
to prevent being knocked prone. Additionally, standing up Condition Numerical Value
only costs 5 feet of movement instead of half your maximum. Deafened 1
Prone 2
Guardian's Grasp
Beginning at 14th level, you learn how to knit earthen shields Poisoned 3
around creatures. Whenever you attempt to restrain a Paralyzed/grappled 4
creature using a spell of 1st level or higher, you may use your
bonus action to impose disadvantage on the creature's saving Silenced 4
throw. If the creature fails its saving throw, you may select a Frightened 5
number of creatures within 30 feet of the target equal to your
Intelligence modifier. Those creatures gain temporary hit Blinded 5
points equal to your Intelligence modifier + your wizard level. Charmed 6
Once you use this feature, you must complete a long rest Stunned 7
before using it again
Petrified 9
School of Chaos
Students of the school of chaos spend their time creating Determinism
theories about the unnknowable nature of the universe, Beginning at 14th level, whenever you would roll once on the
embracing the fact that nothing can be fully controlled or Sorcerer Wild Magic table, roll twice and take either result
expected. These wizards specialize in wild and unpredictable
magic, preferring to take great risks to enchance their power
and knowledge rather than years of study.

99
School of Chronomancy Link
Anomaly: The first weapon or spell attack made by this
Students of the School of Chronomancy seek to protect the target has disadvantage.
integrity of temporal events. Powerful mages sometimes seek Singularity: The first weapon or spell attack made by this
to undo events, or otherwise alter outcomes, having target has advantage.
potentially deadly and terrifying effects on the future. It is a
Chronomancer's job to meticulously study the flow and Slip
passage of time, ensuring that all events were supposed to Anomaly: Teleport the target to a random unoccupied
occur. location within 30 feet of its original position. Roll 1d6,
and multiply the value by 5, the value rolled is the distance
Chronostability moved in feet.
When you choose this arcane tradition at 2nd level, you gain Singularity: The target teleports to a target location it
access to a pool of temporal energy known as chooses within 30 feet of its original position.
Chronostability. You have access to a pool of Chronostability
equal to your Intelligence modifier. Whenever you make a Split Timeline
saving throw or ability check, you can expend one At 6th level, as a bonus action on your turn, you can diverge
Chronostability to reroll the die, and take the new result. the current timeline into two simultaneous possibilities until
You regain all expended Chronostability after completing a the end of your next turn. You and all creatures within 120
long rest. feet, regardless of cover, are split into either the Primary or
Secondary timeline (you choose for each creature). All
Temporal Mark creatures in the Primary timeline have advantage on weapon
When you choose this arcane tradition at 2nd level, you learn attack rolls and ability checks. All creatures in the
how to control timelines and alter certain events, twisting Secondary timeline have disadvantage on weapon attack
reality to suit your whim. Choose two of the following rolls and ability checks. Creatures in different timelines can
Temporal Marks to learn. You may choose an additional mark move and act as normal, but cannot damage or interact with
at 7th, 11th, and 15th level. Whenever you choose to use a creatures in other timelines in any way. Creatures in separate
Temporal mark, select a target you can see within 60 feet and timelines appear as flickering translucent images to each
roll 1d4. On a 1-2, the target is affected by an Anomaly, and on other. When a creature in a timeline interacts with an object
a 3-4, the target is affected by a Singularity. These effects last in some way, such as pulling a lever or cutting a rope, any
until the start of your next turn. You may expend 1 effects that the interaction might cause do not affect the other
Chronomancy Point to choose whether the target is affected timeline. At the start of your next turn, the timelines
by an Anomaly or a Singularity instead converge. When the timelines converge, roll 1d4. On a 1-2, the
effects of object interactions from the Primary timeline are
Dilate kept, and on a 3-4, the effects of object interactions from the
Anomaly: The first saving throw made by this target has Secondary timeline are kept. You may expend 1
disadvantage. Chronostability point to choose which object interactions are
Singularity: The first saving throw made by this target kept instead of rolling 1d4. This feature requires
has advantage. concentration as if it was a spell.
Once you use this feature, you must complete a short or
Flow long rest before using it again
Anomaly: The target may not take the Dash, Disengage,
or Hide actions. Tachyon Collapse
Singularity: The target may take the Dash, Disengage, or Upon reaching 10th level, you learn how to alter the timeline
Hide actions as a bonus action. slightly, cauing some attacks to miss you. Whenever a
Gaze
creature makes a weapon attack against you, you may use
your reaction to force the target to make its attack on another
Anomaly: The target's effective vision is reduced to 30 creature in range. If there are no other creatures within
feet. Attempting to make any ability checks or attack rolls range, the attack automatically misses. Once you use this
that require vision greater than 30 feet are made as if the feature, you must complete a long rest before using it again
target was blinded.
Singularity: The target gains blindsight out to 30 feet. Coalescence
Suspend At 14th level, whenever a creature you can see within 30 feet
Anomaly: Reduce a target's movement speed by half of of you makes an attack roll or saving throw, you may use your
their movement speed. reaction to expend 1 Chronostability point to impose
Singularity: Increase a target's movement speed by half disadvantage on the check.
of their movement speed.
Shift
Anomaly: The target cannot become invisible, and you
know its exact location while it remains within 120 feet of
you.
Singularity: The target becomes invisible.

100
Feats and Spells

101
Variant Feats
Actor Eldritch Adept
Skilled at mimicry and dramatics, you gain the following Studying occult lore, you have unlocked eldritch power within
benefits: yourself: you learn one Eldritch Invocation option of your
Increase your Charisma score by 1, to a maximum of 20. choice from the warlock class. If the invocation has a
You have advantage on Charisma (Deception) and prerequisite, you can choose that invocation only if you’re a
Charisma (Performance) checks when trying to pass warlock and only if you meet the prerequisite.
yourself off as a different person. If the invocation you choose allows you to cast a spell, you
You can mimic the speech of another person or the can choose either Intelligence, Wisdom, or Charisma as your
sounds made by other creatures. You must have heard the spellcasting ability.
person speaking, or heard the creature make the sound, Whenever you gain a level, you can replace the invocation
for at least 1 minute. A successful Wisdom (Insight) check with another one from the warlock class.
contested by your Charisma (Deception) check allows a Elven Accuracy
listener to determine that the effect is faked.
You may use your action to attempt to distract a target or Prerequisite: Elf or Half-Elf
throw them off their guard. When you do so, choose one The accuracy of elves is legendary, especially that of elven
target that can see and hear you and make a Charisma archers and spellcasters. You have uncanny aim with attacks
(Deception) or a Charisma (Performance) check, that rely on precision rather than brute force. You gain the
contested by your target's Wisdom (Insight) check. On a following benefits:
success, your target has disadvantage on initiative rolls for Once per turn, when you make an attack roll using
a number of minutes equal to your proficiency bonus. Dexterity, Intelligence, Wisdom, or Charisma, you can
Dual Wielder reroll one of the dice once. You must take the new value
for that dice.
You master fighting with two weapons, gaining the following
benefits: Grappler
You gain a +1 bonus to AC while you are wielding a Prerequisites: Strength 13
separate melee weapon in each hand. You've developed the skills necessary to hold your own in
You can use two-weapon fighting even when the one- close-quarters grappling. You gain the following benefits:
handed melee weapons you are wielding aren't light. You have advantage on attack rolls against creatures you
If you have Extra Attack, when you use two-weapon are grappling, and creatures you are grappling have
fighting to make an attack with a weapon in your off-hand, disadvantage on attack rolls.
you may instead make a number of attacks with that You can use your action to try to pin a creature grappled
weapon equal to one fourth of your proficiency bonus by you. To do so, make another grapple check. If you
(rounded up). succeed, you and the creature are both restrained until the
You can draw or stow two one-handed weapons when you grapple ends.
would normally be able to draw or stow only one. When you are grappling a creature, you can make an
Dungeon Delver unarmed attack against it as a bonus action on your turn
When you use your reaction to make an attack of
Alert to the hidden traps and secret doors found in many opportunity, you may attempt a grapple rather than
dungeons, you gain the following benefits: making a melee attack.
You have advantage on Wisdom (Perception) and Great Weapon Master
Intelligence (Investigation) checks made to detect the
presence of secret doors, traps, or hidden creatures. You've learned to put the weight of a weapon to your
You have advantage on saving throws made to avoid or advantage, letting its momentum empower your strikes. You
resist traps. gain the following benefits:
You have resistance to poison damage, as well as any On your turn, when you score a critical hit with a melee
damage dealt by traps. weapon or reduce a creature to 0 hit points with one, you
You can search for traps while traveling at a normal pace, can make one melee weapon attack as a bonus action.
instead of only at a slow pace. Once per turn, before you make a melee attack with a
heavy weapon with which you are proficient, you can
choose to take a -5 penalty to the attack roll. If you do so
and the attack hits, it deals +10 damage.

102
Keen Mind Sharpshooter
You have a mind that can track fine details with uncanny You have mastered ranged weapons and can make shots that
precision. You gain the following benefits: others find impossible. You gain the following benefits:
Increase your Intelligence by 1, to a maximum of 20. Attacking at long range doesn't impose disadvantage on
You always know which way is north. your ranged weapon attack rolls.
You always know how the number of hours left before the Your ranged weapons ignore half cover and three-quarters
next sunrise or sunset. cover.
You can accurately recall anything you have seen or heard Once per turn, before you make a ranged attack with a
within the past month. ranged weapon with which you are proficient, you can
Once per long rest, you may use your action to investigate choose to take a -5 penalty to the attack roll. If you do so
a creature. You learn its damage immunities, resistances, and the attack hits, it deals +10 damage.
and vulnerabilities, as well as its number of remaining
Legendary Resistances. At the DM's option, you might Weapon Master
also realize you know a piece of the creature's history or Your training has resulted in a greater mastery over a number
one of its personality traits, if it has any. of weapons and techniques. You gain the following benefits:
Lucky Increase your Strength or Dexterity by 1, to a maximum of
You have inexplicable luck that seems to kick in at just the 20.
right moment. Choose four weapons. If you were already proficient with
You have 3 luck points. Whenever you make an attack roll, those weapons, the damage dice increases by one rank, to
an ability check, or a saving throw, you can spend one luck a maximum of 1d12. This does not apply to weapons that
point to roll an additional d20. You can choose to spend one deal more than one dice of damage. Otherwise, you gain
of your luck points after you roll the die, but before the proficiency with that weapon.
outcome is determined. After you see the new roll, you can If you have disadvantage to wield the weapon, for example
choose to replace one of the dice you rolled originally rolled wielding a heavy weapon as a small creature, it no longer
for the attack roll, ability check, or saving throw with the dice applies to the weapons you chose.
you just rolled. If you had advantage or disadvantage on the Magic Initiate
roll, it is resolved with the remaining original dice and the
new dice. Choose a class: bard, cleric, druid, sorcerer, warlock, or
You can also spend one luck point when an attack roll is wizard. You learn two cantrips of your choice from that class's
made against you. Roll a d20, and then choose whether the spell list, and you learn one 1st-level spell of your choice from
attack uses the attacker’s roll or yours. that list.
If more than one creature spends a luck point to influence You can cast this feat's 1st-level spell without a spell slot,
the outcome of a roll, the points cancel each other out; no and you must finish a long rest before you can cast it in this
additional dice are rolled. way again. You can also cast the spell using any spell slots
You regain your expended luck points when you finish a you have.
long rest. Your spellcasting ability for these spells depends on the
class you chose: Intelligence for wizard; Wisdom for cleric or
Sentinel druid; or Charisma for bard or sorcerer. You may choose
You have mastered techniques to take advantage of every Intelligence, Wisdom, or Charisma for warlock.
drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the Additional Feats
creature's speed is reduced by a number of feet equal to Mechanical Studies
10 * your proficiency bonus (minimum 0). Prerequisite: At least 1 level of artificer
Creatures provoke opportunity attacks from you even if Your immense skill with machines and time spent in study
they take the Disengage action before leaving your reach. has enhanced your abilities as an artificer. You gain the
When a creature within 5 feet of you makes an attack following benefits:
against a target other than you (and that target doesn't
have this feat), you can use your reaction to make a melee Increase your Intelligence score by 1, to a maximum of 20.
weapon attack against the attacking creature. You gain advantage on all artisan's tools checks using
tools created by your The Right Tool for the Job artificer
feature.
You gain advantage on all Charisma checks interacting
with Warforged, Self-Forged, or any other sentient
clockwork/mechanized being.

103
Cull the Weak Battlefield Master
Prerequisite: At least 1 level of Barbarian Prerequisite: At least 1 level of Fighter
Your disdain for those who flee combat drives your rage Your training and experience on the field of combat have
even further. You gain the following benefits: taught you even greater martial mastery. You gain the
Increase your Strength score by 1, to a maximum of 20. following benefits:
You may take two reactions each turn, provided at least Increase your Strength or Dexterity score by 1, to a
one of them is used to make an opportunity attack. maximum of 20.
You may take opportunity attacks against creatures who You learn one additional Combat Superiority Manuever of
suffer forced movement. your choice.
Whenever you roll your Combat Superiority Die and roll
Song of Remembrance a 1, you can roll it again and use the new result.
Prerequisite: At least 1 level of Bard Ki Master
Your songs and performances relax those who hear them,
bringing back memories of simpler times. You gain the Prerequisite: At least 2 levels of Monk
following benefits: Your inner power and focus has granted you access to even
Increase your Charisma score by 1, to a maximum of 20. greater pools of magical energies. You gain the following
Whenever a creature expends one of your Bardic benefits:
Inspiration uses, they gain temporary hit points equal to Increase your Dexterity of Wisdom score by 1, to a
the value rolled. maximum of 20.
As a bonus action on your turn, you may apply one stack
Radiant Being of exhaustion to yourself to regain half your maximum ki
Prerequisite: At least 1 level of Cleric points.
You embody the light and purity of your pantheon. You Oathsworn
seem to shimmer with radiant light and energy, inspiring
those around you. Prerequisite: At least 1 level of Paladin
Your devotion to your oath has honored the pantheon
Increase your Wisdom score by 1, to a maximum of 20 which you choose, directly gaining a blessing from those
As an action on your turn, you may cause your body to above.
glow, emitting bright light out to 15 feet, and dim light out
15 feet further. You can end this effect at any time (no Increase your Strength or Charisma score by 1, to a
action required). maximum of 20.
Whenever a creature makes a melee weapon attack Your pool of energy granted by Lay on Hands increases by
against you, you may use your reaction to cause brilliant a value equal to 5 times your proficiency bonus.
white light to flash in their eyes, imposing disadvantage on You may expend 25 hit points from your Lay on Hands
their attack roll. You can use this feature a number of pool to cure a creature of all curses, poisons, and diseases
times equal to your proficiency bonus. You regain all uses currently affecting it. You must still touch the target to
upon completing a long rest. apply this affect. Once you use this feature on a creature,
you may not use it again until you complete a long rest.
Natural Bond
Prerequisite: At least 1 level of Druid Farwalker
Your very presence around animals seems to soothe and Prerequisite: At least 2 levels of Ranger
calm them, innately making them trust you. You gain the Your experience traveling for hours and even days at a time
following benefits: with minmal rest has enhanced your magical prowess. You
gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Animal Handling skill. If you Increase your Dexterity of Wisdom score by 1, to a
are already proficient in the skill, you may double your maximum of 20.
proficiency bonus to checks you make with it. Once over the course of a short rest, you may draw on
You may cast the Animal Friendship, Beast Bond, and reserves of energies to restore ranger spell slots with a
Speak with Animals spells each once without consuming combined level equal to half your Wisdom modifier
a spell slot, and without material components. Once you rounded down (minimum one 1st level slot).
have cast one of these spells, you may not cast the same
one again in this way until completing a long rest.

104
The Professional Covert Warrior
Prerequisite: At least 1 level of Rogue You learn to use your fists almost as you would a blade. You
Your general experience with tools of every trade has gain the following benefits:
allowed you to gain intution when using any tool. You gain the Increase your Dexterity or Wisdom score by 1, to a
following benefits: maximum of 20.
Increase your Dexterity or Intelligence score by 1, to a Your unarmed strike uses a d4 for damage.
maximum of 20. Your unarmed strike counts as a melee weapon with the
You gain proficiency with two extra Artisan's Tools of your Finesse property.
choice, or you may double the proficiency you have with
any two Artisan's Tools. Additionally, When you hit a creature with an unarmed
Whenever you make a skill check with any Artisan's Tools strike on your turn, you can use a bonus action to attempt to
or Thieves' Tools, and you are not proficient in that tool or silence the target. The target must make a Constitution
check, you may add half your proficiency bonus rounded saving throw with a DC equal to 8 + your proficiency bonus +
down to the check. your Dexterity modifier. If the target fails the saving throw, it
is unable to speak or verbally make noise until the start of
Expanded Bloodline your next turn.
Prerequisite: At least 1 level of Sorcerer Crowdbreaker
Your bloodline surges with power through your veins,
granting you access to untapped conduits of power, granted Being outnumbered only makes you fight harder. Whenever
by those who have come before. You gain the following you are within 5 feet of two or more creatures that are not
benefits: friendly towards you, you gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20. You gain a bonus to your weapon attack rolls equal to the
Choose one additional Sorcerous Origin. You gain all the number of creatures within 5 feet of you, up to a
1st-level features of that origin, including any Origin maximum of +3.
Spells you would learn at 1st-level. You gain no benefit You gain advantage on escaping and avoiding grapple
from features that would allow you to expand your class's checks, and creatures gain no benefit from flanking you.
spell list, such as the Divine Soul origin's Divine Magic Whenever two or more creatures take the attack action
feature. against you in the same round, you may use your reaction
to impose disadvantage on the second creature's attacks.
Patron's Teachings
Prerequisite: At least 1 level of Warlock Master of Ceremonies
Your patron has taken notice of you, realizing that your Prerequisites: Charisma 13
powers grow stronger by the day. You gain the following You have learned to conduct inspiriring rituals and
benefits: ceremonies, empowering those who follow you. You gain the
following benefits.:
Increase your Charisma score by 1, to a maximum of 20.
You may use an action to replace one warlock spell you Increase your Charisma score by 1, to a maximum of 20.
have prepared with another of the same level from the Whenever you complete a long rest, you may choose up to
warlock spell list. Once you have used this feature, you 3 creatures that remained within 60 feet of you for the
may not do so again until after completing a short or long entirety of the rest to Inspire. Whenever a creature
rest. inspired in this way makes an attack roll, ability check, or
saving throw, they can choose to reroll the die. A creature
Protective Caster may choose to reroll the die before or after they see result,
Prerequisite: At least 1 level of Wizard but it must before the DM declares it a success or failure.
Your innate knowledge of how the flow of arcane energy After rerolling a die, a creature loses this Inspiration and
affects all things greatly enhances your spellcasting ability. may not benefit from it again until after completing a long
You gain the following benefits: rest.
Increase your Intelligence score by 1, to a maximum of 20. Mental Haven
Whenever you use your action to cast a spell using a slot Prerequisites: Intelligence, Wisdom, or Charisma 13
of 1st level or higher, you gain a bonus to the next saving Your sheer mental capacity flows over, even protecting you
throw or ability check you make (you choose) equal to 1 + from physical harm. Whenever you are forced to make a
the level of the slot expended. This bonus is lost after one saving throw, you may choose to alter the type of saving
minute. throw you make to either an Intelligence, Wisdom, or
Charisma saving throw. For example, you could turn a
Dexterity saving throw made to avoid a Fireball into an
Intelligence saving throw. Once you use this feature, you may
not do so again until after completing a long rest.

105
Additional Spells
Affliction Calm Weather
Evocation Cantrip 5th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: touch Range: Self
Components: V, S Components: V, S, M
Duration: Instantaneous Duration: Concentration, up to 8 hours
A swirling mass of poison and rot appears around your You attempt to calm the natural weather around you. For
hand. Make a melee spell attack against a creature. On a hit, the duration you concentrate on this spell, natural weather
the creature takes 1d4 poison damage, and the first time it and effects up to 1 mile away begin to slowly lessen in
makes a saving throw before the end of its next turn, you may intensity. You must be outdoors to cast this spell. Moving to a
roll 1d4 and subtract the value from the total. place where you don't have a clear path to the sky ends the
This spells's damage increases by 1d4 when you reach 5th spell early.
level (2d4), 11th level (3d4), and 17th level (4d4) When you cast the spell you attempt to lessen the current
weather Conditions, which are determined by the DM based
Available to: Druids, Sorcerers, Warlocks, Wizards on the climate and season. You can change precipitation,
temperature, and wind. You may attempt this change once
Arid Crush every hour, and it takes 1d4 x 10 minutes for the new
1st-level transmutation Conditions to take effect. When the spell ends, the weather
Casting Time: 1 action gradually returns to normal. Whenever you attempt to change
Range: 30 feet the weather, roll a d20. On a roll of 11-20, the weather
Components: V, S changes successfully. On a roll of 3-10, it takes twice as long
Duration: Instantaneous to apply the effect, and on a roll of 1-2, the effect fails.
You focus on the air in a 10 foot cube within range. All When you change the weather Conditions, find a current
creatures within the area must make a Strength saving throw. condition on the following tables and change its stage by one
On a failed save, a creature falls prone, gasping for breath as down.
the air rushes out of the area. On a success, a creature Precipitation
remains unaffected Stage Condition
Available to: Druids, Wizards 1 Clear
2 Light Clouds
Benediction
5th-level abjuration 3 Overcast or ground fog
Casting Time: 1 action 4 Rain, hail, or snow
Range: Self 5 Torrential rain, driving hail, or blizzard
Components: V, S
Duration: Instantaneous Temperature
You select a number of creatures you can see within 30 feet Stage Condition
of you up to your spellcasting ability modifier. Those 1 Pleasant/Normal
creatures gain 4d4 temporary hit points, and any disease,
poison, and curses affecting them immediately end as if they 2 Warm or cool
were affected by the Remove Curse spell. 3 Hot or cold
Available to: Bards, Clerics, Paladins, Rangers 4 Unbearable heat or arctic cold

Bucknard's Swift Repose Wind


9th-level Abjuration Stage Condition
Casting Time: 1 action 1 Calm
Range: Self 2 Moderate Wind
Components: V, S
Duration: Instantaneous 3 Strong Wind
You and all creatures within 10 feet of you immediately 4 Gale
gain the benefits of a short rest. Once a creature has been 5 Storm
affected by this spell, they are immune to its effects for 24
hours. Available to: Druids, Rangers, Sorcerers, Wizards
Available to: Bards, Sorcerers, Wizards

106
Create Phylactery Chaos Shield
9th level Necromancy 4th-level abjuration
Casting time: 10 days Casting Time: 1 action
Range: touch Range: 60 feet
Components: V, S, M (One object of great significance to you Components: VS
that can hold 1 liter of liquid, a vial of poison, the blood of a Duration: Concentration, up to 1 minute
creature killed within the last hour, and diamonds worth at You select one creature within range. They immediately
least 25,000 GP, which the spell consumes) appear to be covered in a shimmering translucent mist. Roll
Duration: Until dispelled 2d6, the selected creature gains temporary hit points equal to
You fill a container up with the blood of a sentient creature the value rolled, and gains additional effects based on the
with an intelligence of 8 or higher that you have killed within value of the d6s rolled. The first d6 rolled grants resistance to
the last hour. You then touch the container within range for a damage type based on the table below, and the second d6
the entire casting time of the spell, transferring your very life grants an effect when the temporary hit points are lost by
essence within it. After successfully casting this spell, you taking damage.
drink the vial of poison while uttering the final arcane rite, 1st Value Rolled Resistance Granted
forever binding yourself to the object you have enchanted.
After completing this ritual, and while the Phylactery is not 1 Bludgeoning, piercing, and slashing
destroyed you gain the following effects. 2 Fire
You are considered Undead for all purposes, and your skin 3 Lightning
begins to take on an ashen tone 4 Cold
You no longer need to eat or sleep, and you become
immune to the effects of exhaustion 5 Force
You no longer age, and become immune to aging through 6 Radiant
magical means
You gain resistance to cold, necrotic, and lightning damage 2nd
You appear as evil to all spells and features that would Value
reveal it or affect it, such as the Detect Evil and Good spell Rolled Effect
Whenever you die from failing death saving throws or are 1 You gain advantage on the next attack you make
outright killed, your mind and body regenerate within 5 within 1 minute
feet of the Phylactery over the course of 1+1d8 days.
2 All creatures within 10 feet of the shielded
If the Phylactery is destroyed by any means, you are creature must make a constitution saving throw or
immediately aware of it, and all effects granted by this spell else become blinded for 1 minute. A creature can
except for the regeneration become permanent, only capable repeat this saving throw at the end of each of their
of being removed by means of a Wish spell. turns to end the effect early.
You may never have more than one Phylactery at a time. 3 All creatures you designate within 10 feet of the
Attempting to create another one through any means shielded creature must make a dexterity saving
immediately kills you, unable to be revived. You may throw or else take 4d6 force damage, or half as
disenchant a Phylactery at any time by casting this spell again much on a success
while touching the object. Successfully disenchanting the 4 All creatures you designate within 10 feet of the
object in this way reverts all effects granted by this spell. shielded creature must make a strength saving
throw or else their movement is reduced by half
Available To: Warlocks, Wizards for 1 minute. A creature can repeat this saving
throw at the end of each of their turns to end the
effect early.
Transition to Lichdom 5 The shielded creature restores health equal to 5 +
It is important to note that while casting this spell your spellcasting ability modifier
is the first step for any Wizard to become a Lich, it 6 You may choose to roll once on the sorcerer wild
does not complete the ritual. In order to truly magic table and apply the effect
become a lich, one must complete a much more
intense and deadly ritual. For example, a creature
could create a more powerful necrotic toxin over Available to: Sorcerers
the course of many days, and be taught the rest of
the Arcane Rite (which may vary greatly depending
on the type of Lich) by a powerful demon or god
willing to grant the creature a modicum of their
powers. If a player wishes to truly become a lich by
the time they achieve this spell, they should talk to
their DM about the process they would envision
for their world.

107
Dark Edict Dessication
3rd-level Necromancy 4th level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Select one creature you can see within range. They A flash of sickening red light exudes out from you in a 10
immediately make a Constitution saving throw, taking 3d6 foot radius. All creatures within the radius must make a
Necrotic damage on a failure. If the creature fails their saving constitution saving throw. A creature takes 3d8 necrotic
throw, you may use your action on subsequent turns to force damage on a failed save, and half as much on a successful
the creature to make a Constitution saving throw or else take one. For each creature hit, up to a maximum number equal to
necrotic damage equal to 3d6 + 1d6 for every round you have your spellcasting ability modifier, you gain 1d8 temporary hit
been concentrating on this spell. On any successful save, the points.
spell ends, and the creature takes half as much damage.
Available to: Druids, Paladins, Sorcerers, Warlocks, Wizards
Available to: Bards, Warlocks, Wizards
Don/Doff
Darnmouth's Indecisive Spell Transmutation Cantrip
3rd level evocation Casting Time: 1 action
Casting Time: 1 action Range: touch
Range: 120 feet Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous You touch one piece of armor or clothing, choosing
Unsure of what spell to cast, you produce a random effect whether to instantly don or doff it. This has no effect on items
drawing from from the tumultuous arcane energy within being worn or carried by other creatures.
yourself. Choose any number of creatures within a 5 ft sphere
centered on a point you can see within range, and roll 2d6 Available to: Artificers, Bards, Wizards
and 2d12. Choose one of the d6, and each target must make a
saving throw of that type. On a failure, the target takes force Eidolon
damage equal to the total you rolled, and is afflicted until the 4th-level Enchantment
end of your next turn by a condition you choose from the Casting Time: 1 action
table below determined by one of the d12 you rolled. Range: touch
d6 Save Type d6 Save Type
Components: V, S, M (A small fleck of gold)
Duration: Concentration, up to 1 minute
1 Strength 4 Intelligence
You touch a willing creature, for the duration you
2 Dexterity 5 Wisdom concentrate on this spell, they appear as an idealized version
3 Constitution 6 Charisma of themselves that is more trustworthy. They gain advantage
on Charisma ability checks and Wisdom (Insight) checks.
d12 Save Type d12 Save Type
Available to: Bards, Warlocks, Wizards
1 Blinded 7 Petrified
2 Charmed 8 Poisoned Feymagic Shell
2nd-level abjuration
3 Deafened 9 Prone
Casting Time: 1 action
4 Frightened 10 Restrained Range: 30 feet
5 Incapacitated 11 Stunned Components: V, S
6 Paralyzed 12 Unconscious
Duration: Concentration, up to 1 minute
You place a glowing green shimmering aura around a
Available to: Sorcerer creature you can see within range. Once per turn, whenever
that creature takes bludgeoning, piercing, or slashing
damage, they immediately restore hit points equal to 1d4 +
your spellcasting ability modifier. Whenever a creature
affected in this way takes damage, you make a concentration
check, even if you were not the target.
At Higher levels: When you cast this spell using a spell slot
of 3rd level or higher, the healing increases by 1d4 for each
slot above the 2nd.
Available to: Druids, Rangers

108
Gleam Malediction
2nd-level evocation 8th-level enchantment
Casting Time: 1 action Casting Time: 1 hour
Range: 60 feet Range: Unlimited
Components: V, S Components: V, S, M (a gilded mirror worth at least 100 gp,
Duration: Instantaneous which breaks upon casting, and a lock of the target's hair)
You target one creature you can see within range. The Duration: Up to 30 days
target must make a constitution saving throw or else become You may select a creature of whom you know the name and
illuminated in brilliant white light for 1 minute. While location of, regardless of distance. A vision of the chosen
illuminated, a creature cannot become invisible, and sheds creature appears in the mirror, and you begin chanting a deep
bright light out to 15 feet, and dim light out an additional 15 and gutteral curse. While you are casting this spell, you enter
feet. Additionally, at the end of the illuminated creature's turn, a trancelike state, completely unaware of your surroundings
they must make a constitution saving throw or else take 1d8 for the duration. Once you finish casting the spell, you inflict
radiant damage, and 1d8 fire damage. On a success, the the creature with a curse, which grows more powerful over
creature takes half as much damage and the illumination time for the duration. The creature is completely unaware
ends. that they are cursed initially, but as time goes on, they may
begin to notice the effects taking hold and seek to remove the
At Higher Levels: When you cast this spell using a slot of curse. You immediately know if the curse has been removed,
3rd level or higher, the radiant or fire damage increases by and the school of magic used to remove it. While you have a
1d8 for each slot above the 2nd creature cursed in this way, you may not cast this spell again
Available to: Artificers, Bards, Clerics, Druids, Wizards even if you have an available spell slot. If the creature is
immune to scrying or other methods of divination, the spell
Inversion
fails.
2nd-level transmutation Day 1: Whenever the creature makes an ability check,
Casting Time: 1 action they must roll a d4 and subtract the value rolled from the
Range: 60 feet total. The creature also becomes susceptible to poison and
Components: V, S, M (A small pebble) disease, even if it was immune before
Duration: Instantaneous Day 3: Whenever the creature makes an attack roll or
saving throw, they must roll a d4 and subtract the value
You immediately attempt to telekinetically throw a creature rolled from the total.
into the air. Select one creature within range, they make a Day 5: The creature's hit point maximum is reduced by
Dexterity saving throw. On a failure, the creature is forecfully 10, and their movement speed is reduced by 10 ft
hurled up to 40 feet in the air, and then immediately falls Day 10: The creature's hit point maximum is reduced by
down. If the creature collides with anything, such as a ceiling, 30. Additionally, any resistances the creature had to
the creature takes 2d8 bludgeoning damage and then falls. damage are disabled, and any immunity is treated as
At Higher Levels: When you cast this spell using a slot of resistance.
3rd level or higher, the distance a creature is thrown unto the Day 15: The creature's movement speed is reduced by
air increases by 10 feet and the bludgeoning damage half, and they gain disadvantage on all attack rolls, ability
increases by 1d8 for each slot above the 2nd checks, and saving throws
Day 30: The spell ends, but the creature becomes
Available to: Artificers, Druids, Sorcerers, Wizards permanently affected by this curse, which may only be
removed by means of a Wish spell
Leomund's Forceful Isolation Available to: Bards, Warlocks, Wizards
6th-level abjuration
Casting Time: special Major Preservation
Range: Self 5th-level Abjuration
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
As a reaction taken when you are grappled or restrained, or Components: V, S
as an action you erupt with a wave of pure force in an attempt Duration: Instantaneous
to push creatures away from you. Any effects causing you to A creature of your choice that you can see within range
be grappled or restrained immediately end, and all creatures immediately gains 8d4 temporary hit points, and restores the
within 10 feet of you must succeed on a Strength saving same amount as hit points
throw. On a failure, creatures are pushed back 30 feet and
take 6d10 force damage upon landing. Creatures are pushed At Higher Levels: When you cast this spell using a spell slot
back half as far and take half as much damage on a success. of 6th level or higher, the temporary hit points granted
Available to: Sorcerers increases by 1d4 per for each slot level above the 5th
Available to: Bards, Clerics, Druids

109
Mental Assault Monstrous Visage
3rd-level evocation 8th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: self Range: Self (60-foot cone)
Components: V, S Components: S, M (The eye of a newt)
Duration: Instantaneous Duration: Instaneous
You unleash a destructive wave of energy towards a target You transform your face into the horrific appearance of a
location. All creatures in a 20 foot cone in front of you must monster of your choice. Choose one of the following
make a Wisdom saving throw. On a failure, the creature takes creatures to change your visage into. Any creature you choose
4d8 psychic damage, and may not take reactions next turn. within a 60-foot cone must make a saving throw determined
On a success, creatures take half as much damage and may by the appearance you manifest. Your DM may allow you to
take reactions. transform into additional creatures beyond the choices listed
at their discretion.
At Higher Levels: When you cast this spell using a slot of 4th
level or higher, the psychic damage increases by 1d8 for each Beholder. You grow multiple eye stalks which begin to glow
slot above the 3rd with arcane energies. An affected creature must make a
Charisma saving throw. On a failure, a creature takes 6d10
Available to: Bards, Clerics, Sorcerers, Warlocks, Wizards force damage and drops concentration on any spells or
effects which it was concentrating. Additionally, they cannot
Mind Rot cast spells for 1 minute. On a success, a creature takes half
4th level necromancy as much damage, does not drop concentration on spells, and
Casting Time: 1 action can cast spells as normal
Range: 60 feet Medusa. Your face sprouts hissing snakes and you manifest
Components: V, S the sharp fangs and rough scales of a Medusa. An affected
Duration: Instantaneous creature must make a Constitution saving throw. On a failure,
You reach into the center of a foe's mind, attempting to a creature takes 6d10 necrotic damage and becomes
implant a virulent plague in it. You choose one creature petrified for 1 minute. On a success, a creature takes half as
within range, and it must make a Constitution saving throw. much damage and is not petrified.
On a failure, a creature takes 2d8 psychic damage and 2d8
necrotic damage and suffers disadvantage on all Wisdom, Mind Flayer. Your face warps into the tentacled appearance
Charisma, and Intelligence saving throws for 1 minute. On a of a mind flayer. An affected creature must make a Wisdom
successful save, a creature takes half as much damage and saving throw. On a failure, a creature takes 6d10 psychic
does not suffer disadvantage on saving throws. A creature damage and becomes stunned for 1 minute. On a success, a
may repeat this saving throw at the end of each of their turns creature takes half as much damage and is not stunned.
to end the effect early. Regardless of the visage you choose, if a creature fails its
At Higher Levels: When you cast this spell using a slot of 5th saving throw, it can repeat it at the end of each of their turns,
level or higher, the psychic or necrotic damage increases by ending any effects of the spell on a success. Your appearance
1d8 for each slot above the 4th returns to normal after you cast this spell.
Available to: Bards, Warlocks, Wizards Available to: Sorcerers, Warlocks
Minor Preservation
1st-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 round
A creature of your choice that you can see within range
immediately gains temporary hit points equal to 1d4 + your
spellcasting ability modifier. If you maintain concentration on
this spell until the start of the creature's next turn, they regain
hit points equal to 1d4 + your spellcasting ability modifier
and the spell ends
At Higher Levels: When you cast this spell using a spell slot
of 2nd level or higher, you may choose whether to increase
the temporary hit points or the health restored by 1d4 for
each slot level above 1st
Available to: Bards, Clerics, Druids
Mordenkainen's Wonderous Conveyance Open Wounds
6th-level Conjuration 3rd-level Necromancy
Casting Time: 10 minutes Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S, M (a small ornate model of a horse Components: V, S, M (a small silver bell worth at least 2 SP)
carved out of ivory worth at least 15 gp) Duration: Instantaneous
Duration: 24 hours You seek out and tear open old wounds in a creature you
You create a beautiful and intricate transport of your own can see within range. The target must succeed on a
design that lasts for the duration. You determine the visual Constitution saving throw or else take 5d8 necrotic damage
appearance and type of the transport when you cast this spell, and begin to bleed. A creature takes half as much damage
choosing from either a carriage, or a boat. Regardless of the and does not begin to bleed on a success. At the start of a
form you choose, the transport you create cannot be larger bleeding creature's turn, they take 2d8 necrotic damage. A
than 50 feet in any direction, and can move comfortably at 5 creature can repeat their saving throw at the end of each of
miles per hour. their turns, stopping the bleeding on a success. The bleeding
Carriage: The transport you create takes on the form of a automatically ends after 1 minute, or if the creature restores
horse drawn carriage. The large coach can carry up to 8 hit points by any means.
people comfortably within it, and may be open air or closed. A If a creature is Bloodied, the initial damage increases to
near-transparent servant rides in front or on top of the coach, 5d10, and the bleeding damage increases to 2d10.
driving a team of up to 20 ethereal horses.
Boat: The transport you create takes the form of a sleek At Higher Levels: When you cast this spell using a spell slot
and elegant boat rowed by up to 20 near-transparent of 4th level or higher, the initial damage increases by 1d8 (or
servants. The boat can have up to two lower decks, and can 1d10 if Bloodied) for each slot level above 3rd.
have any number of beds and rooms that would fit normally Available to: Clerics, Warlocks, Wizards
within it.
You decide the visual appearance of any servant or creature Pannar's Winding Snake
you create as part of this spell. They are completely obedient 2nd-level evocation
to your orders. Each servant can perform any task a normal
human servant could perform, but they can't attack or take Casting Time: 1 action
any action that would directly harm another creature. Thus Range: Special
the servants can communicate, drive the transports, perform Components: V, S
repairs, and so on. The servants can go anywhere within the Duration: Instantaneous
transport but can't leave it. Furnishings and other objects You gesture and a strand of energy in the form of a green
created by this spell dissipate into smoke if removed from the snake bursts from your hands. The strand consists of 6 5-foot
transport. When the spell ends, any creatures inside the cubes placed where you choose, but each cube must match a
transport are expelled into the open spaces nearest to its face with at least one other cube. Each creature in a cube
entrance. must make a Dexterity saving throw. A creature takes 3d8
At Higher Levels: When you cast this spell using a spell poison, acid, or fire damage (your choice when you cast the
slot of 8th-level or higher, you can choose to conjure an spell) on a failure and is knocked prone, or half as much on a
airship instead of a carriage or boat. This airship is similarly successful one and they remain standing
staffed and built like a boat, but has a flying speed of 10 miles
per hour as it is lifted by a gas filled balloon attached to the At Higher Levels. When you cast this spell using a spell slot
top deck. of 3rd level or higher, the number of cubes increases by 1 and
the damage increases by 1d8 for each slot above 2nd.
Available to: Bards, Wizards
Available To: Sorcerers
Obfuscate
2nd-level Illusion
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You create a swirling mass of illusory spirits which attempt
to distract and confuse creatures within a 10 foot cube
centered on a point within range. Any creature within the
cube must make a Wisdom saving throw. On a failure, they
believe the illusion to be real and must use their action on
their next turn fighting the illusions off and swatting them
away.
Available to: Bards, Clerics, Druids, Warlocks, Sorcerers

111
Paraeidolia Purge
5th-level illusion 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantaneous
You choose one nonmagical, nonsentient object you can You select one creature within range and and attempt to
see within range. You bend the light around the object, giving cleanse negative effects from them. When you do so, choose
it the illusory appearance of being alive. For the duration of one effect causing the creature to be blinded, deafened,
this spell, any creature you choose within 120 feet of the paralyzed, or poisoned to end. If the effect you choose to
object must make a wisdom saving throw before making any remove is a spell, it must be of a level equal to or less than the
attack or casting a spell. On a failed save, the creature is level of the slot you used to cast this spell. The creature then
convinced the object is alive and will target that object with gains 1d4 temporary hit points for each effect removed in this
all spells or attacks it could make on its turn. On a success, way.
the creature remains unaffected.
Available to: Artificers, Clerics, Druids, Paladins, Rangers
Available to: Bards, Warlocks, Wizards
Searing Heal
Pillar of Water 3rd-level evocation
5th-level Conjuration Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 120 feet Components: VS
Components: V, S, M (A bit of driftwood and conch shell) Duration: Instantaneous
Duration: Instantaneous You select one creature within range. The creature must
You create a massive cylinder of water 30 feet wide and 60 immediately make a strength saving throw, or else take 4d8
feet tall which falls from the sky. It crashes down with the fire damage, or half as much on a success. At the start of the
force of a thunderous waterfall at the base of the cylinder, and creature's turn, they immediately restore hit points equal to
any creature standing within must make a Dexterity saving 8d8 + your spellcasting modifier
throw. On a failure, a creature takes 6d8 bludgeoning
damage, is knocked prone, and is pushed outside of the At Higher levels: When you cast this spell using a spell slot
cylinder to the nearest unoccupied space. On a successful of 4th level or higher, the initial damage increases by 1d8, and
save, a creature takes half as much damage, remains the healing increases by 2d8 for each slot level above the 4th.
standing, and is not pushed. Available to: Clerics, Druids, Paladins, Warlocks
Available to: Druids, Rangers, Wizards
Solar Flare
Power Word Malice 3rd-level evocation
8th level Enchantment Casting Time: 1 action
Casting Time: 1 action Range: self
Range: 30 feet Components: V, S, M (a feather dipped in pitch)
Components: V Duration: Instantaneous
Duration: Instantaneous A brilliant surge of white hot light exudes outwards from
You speak a word of power causing horrific visions to you. Each creature within 15 feet of you must make a
surround a creature you can see within range. If the creature Constitution saving throw. On a failed save, a creature
has 100 hit points or fewer, it is subject to malefic visions. becomes blinded for 1 minute. A creature may repeat this
Otherwise the spell has no effect on it. A target is also saving throw at the end of each of its turns to end the effect
unaffected if it is immune to being charmed. early. On a success, is not blinded. After the flare subsides,
While the creature is affected by malefic visions, they you glow with the energy that flowed through you, and exude
become silenced and frightened of you, and gain vulnerability bright light out to 15 feet, and dim light out 15 feet further for
to psychic damage. 1 minute.
While frightened by this spell, the creature cannot willingly Available to: Clerics, Druids
move closer to you. While affected by malefic visions in this
way, a creature may make a Wisdom saving throw at the end
of each of its turns. On a successful save, the visions end.
Available to: Warlocks, Wizards

112
Soothing Mist A harsh ray of energy surges over a target, damaging enemies
7th-level evocation or healing allies. Select one target within range, you may
choose to either heal or harm the creature. Healed creatures
Casting Time: 1 action restore hit points equal to 2d8 + your spellcasting ability
Range: 60 feet modifier. Harmed creatures take necrotic damage equal to
Components: VS 2d8 + your spellcasting ability modifier. The ray of energy
Duration: Concentration, up to 1 minute then jumps to up to 3 additional creatures within 30 feet of
A gentle mist begins falling from the sky in a column 40 the first. A creature may not be affected by this ray more than
feet high, and 30 feet wide, soothing those in its aura. once. This spell has no effect on undead or constructs.
Immediately, and for the duration of this spell, at the start of a At Higher levels: When you cast this spell using a spell slot
creature's turn that you designate, they restore hit points of 5th level or higher, the ray jumps to 1 additional target for
equal to 2d8 + your spellcasting modifier, and they have each slot level above the 4th.
advantage on Intelligence, Wisdom, and Charisma saving
throws until the end of their next turn. Available to: Bards, Clerics, Warlocks, Wizards
Available to: Bards, Clerics, Druids
Word of Brilliance
Roaming Mend 5th-level evocation
4th-level conjuration Casting Time: 1 action
Casting Time: 1 action Range: self
Range: 30 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You glow with brilliant power and exude a massive wave of
You conjure a floating green orb into the air above you. The light in a 15 foot circle around you. All creatures you choose
Orb has a flying speed of 20 feet, AC of 16, 1 health, and within range restore 3d10 health. All other creatures must
emits dim light up to 20 feet away. The orb cannot move on make a constitution saving throw or else take 6d10 radiant
its own and is not sentient, but emits a faint pleasant noise. A damage, or half as much on a success.
single creature you designate within 10 feet of the orb Available to: Clerics, Paladins
restores health equal to 2d4 + your spellcasting modifier.
While the orb is not destroyed, when an ally you can see Xenophobia
within 60 feet of you takes damage, you may use your 4th-level enchantment
reaction to move the orb up to its movement speed and
restore the same health again. Casting Time: 1 action
Range: 300 feet
Available to: Druids, Rangers Components: V, M (A bone of the selected creature type)
Duration: Permanent
Thoughtblast You speak a phrase which implants a false memory within
3rd-level evocation one creature in range of some traumatizing event in the past.
Casting Time: 1 action Choose one type of monster (such as aberration, fey, undead,
Range: 60 feet etc.) that is different from the target's type. If a creature has
Components: V, S multiple types, it must be different from all of them. The
Duration: Instantaneous target creature must make a Charisma saving throw. On a
You attempt to interrupt a creature's thoughts by blasting failure, the creature is cursed. When a cursed target can see a
them with a psychic ray. Make a ranged spell attack against a creature of the chosen type or comes within 60 feet of it, they
creature you can see within range. On a hit, the creature must succeed on a Wisdom saving throw or become
suffers 3d12 psychic damage and must immediately make a frightened. The target remains frightened while it can see the
concentration check against your spell save DC or else drop creature or is within 60 feet of it. While frightened of the
concentration on any spells or magical effects. creature, the cursed target must use its movement to move to
the nearest safe spot from which it can't see the creature. If
At Higher Levels: When you cast this spell using a slot of 4th the creature moves more than 60 feet from the target and
level or higher, the psychic damage increases by 1d12 for can't see it, they are no longer frightened, but they become
each slot above the 3rd frightened again if it regains sight of the creature or moves
within 60 feet of it.
Available to: Clerics, Bards, Sorcerers, Warlocks, Wizards You can end the spell early by using an action to dismiss it.
A Remove Curse, Greater Restoration, or Wish spell also
Weaver's Ray ends it.
5th-level necromancy
Casting Time: 1 action Available to: Warlocks
Range: 60 feet
Components: VS
Duration: Instantaneous

113
Variant Spells
Animate Objects
5th-level transmutation Tenser's Alterations
The Conjure Creature spells were very strange and
Casting Time: 1 action unbalanced. It was always mathematically better to
Range: 120 feet summon the greater number of lower CR creatures,
Components: V, S since they would provide more attacks each turn
Duration: Concentration, up to 1 minute and greater total damage. It was no small difference
Objects come to life at your command. Choose up to ten either, depending on the creatures you summoned,
nonmagical objects within range that are not being worn or it was exponentially better in terms of damage and
carried. Tiny targets count as one object, Small targets count utility. However, this was incredibly unfun to DM,
as two objects, Medium targets count as three objects, Large and slowed combat down to a crawl since one
would have to roll and act up to 8 times for
targets count as four objects, Huge targets count as five random creatures while looking up what features
objects. You can't animate any object larger than Huge. Each each one had and what damage they dealt
target animates and becomes a creature under your control (especially if you used more than one creature
until the spell ends or until reduced to 0 hit points. type). By reducing the amount of creatures that are
As a bonus action, you can mentally command any creature summoned of lower CR, the math for damage
you made with this spell if the creature is within 500 feet of evens out and combat speeds up
you (if you control multiple creatures, you can command any Additionally, none of the spells actually stated
or all of them at the same time, issuing the same command to that you chose what creatures appeared. This led to
each one). You decide what action the creature will take and strange rule interpretations where DMs would
where it will move during its next turn, or you can issue a randomly determined what appeared rather than
general command, such as to guard a particular chamber or the player.
corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given an order,
the creature continues to follow it until its task is complete. Conjure Animals
The objects act as a group immediately after your turn, 3nd-level conjuration
unless the DM chooses for them to roll their own initiative(s).
Casting Time: 1 action
Animated Object Statistics Range: 60 feet
Size HP AC Attack Str Dex Components: V, S
Tiny 20 18 +3 to hit, 1d4 - 1 damage 8 18 Duration: Concentration, up to 1 hour
Small 25 16 +4 to hit, 1d8 + 0 damage 10 14 You summon fey spirits that take the form of beasts and
appear in unoccupied spaces that you can see within range.
Medium 40 13 +5 to hit, 2d6 + 1 damage 12 12 Choose one of the following options for what appears:
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
One beast of challenge rating 2 or lower
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 8 Two beasts of challenge rating 1 or lower
Three beasts of challenge rating 1/2 or lower
An animated object is a construct with AC, hit points, Five beasts of challenge rating 1/4 or lower
attacks, Strength, and Dexterity determined by its size. Its You determine which beasts are summoned, and they do
Constitution is 10 and its Intelligence and Wisdom are 3, and not all need to be of the same type, as long as they all follow
its Charisma is 1. Its speed is 30 feet; if the object lacks legs the challenge rating restrictions. Each beast is also
or other appendages it can use for locomotion, it instead has considered fey, and it disappears when it drops to 0 hit points
a flying speed of 30 feet and can hover. If the object is or when the spell ends.
securely attached to a surface or a larger object, such as a The summoned creatures are friendly to you and your
chain bolted to a wall, its speed is 0. It has blindsight with a companions. They act as a group immediately after your turn,
radius of 30 feet and is blind beyond that distance. When the unless the DM chooses for them to roll their own initiative(s).
animated object drops to 0 hit points, it reverts to its original They obey any verbal commands that you issue to them (no
object form, and any remaining damage carries over to its action required by you). If you don't issue any commands to
original object form. them, they defend themselves from hostile creatures, but
If you command an object to attack, it can make a single otherwise take no actions.
melee attack against a creature within 5 feet of it. It makes a At Higher Levels: When you cast this spell using certain
slam attack with an attack bonus and bludgeoning damage higher-level spell slots, you choose one of the summoning
determined by its size. The DM might rule that a specific options above, and more creatures appear: twice as many
object inflicts slashing or piercing damage based on its form. with a 5th-level slot, three times as many with a 7th-level slot,
At Higher Levels: If you cast this spell using a spell slot of and four times as many with a 9th-level slot.
6th level or higher, you can animate two additional objects for
each slot level above 5th. Available to: Druids, Rangers
Available to: Artificers, Bards, Sorcerers, Wizards

114
Conjure Minor Elementals At Higher Levels: When you cast this spell using certain
4th-level conjuration higher-level spell slots, you choose one of the summoning
options above, and more creatures appear: twice as many
Casting Time: 1 action with a 6th-level slot and three times as many with an 8th-level
Range: 60 feet slot.
Components: V, S
Duration: Concentration, up to 1 hour Available to: Druids, Rangers
You summon elementals that appear in unoccupied spaces
that you can see within range. You choose one the following Conjure Barrage
options for what appears: 3rd-level conjuration
One elemental of challenge rating 2 or lower Casting Time: 1 action
Two elementals of challenge rating 1 or lower Range: self (60 foot cone)
Three elementals of challenge rating 1/2 or lower Components: V, S, M (four or more arrows or bolts)
Five elementals of challenge rating 1/4 or lower Duration: Instantaneous
You throw a nonmagical weapon or fire a piece of
You determine which elementals are summoned, and they nonmagical ammunition into the air to create a cone of
do not all need to be of the same type, as long as they all identical weapons that shoot forward and then disappear.
follow the challenge rating restrictions. An elemental Each creature in a 60-foot cone must succeed on a Dexterity
summoned by this spell disappears when it drops to 0 hit saving throw. A creature takes 4d8 damage on a failed save,
points or when the spell ends. or half as much damage on a successful one. The damage
The summoned creatures are friendly to you and your type is the same as that of the weapon or ammunition used
companions. They act as a group immediately after your turn, as a component. The affected area is then littered with the
unless the DM chooses for them to roll their own initiative(s). conjured projectiles, becoming difficult terrain for 1 minute.
They obey any verbal commands that you issue to them (no At Higher Levels. When you cast this spell using a spell
action required by you). If you don't issue any commands to slot of 4th level or higher, the damage increases by 1d8 for
them, they defend themselves from hostile creatures, but each slot level above 3rd.
otherwise take no actions. At Higher Levels: When you cast
this spell using certain higher-level spell slots, you choose Available to: Ranger
one of the summoning options above, and more creatures
appear: twice as many with a 6th-level slot and three times as Conjure Volley
many with an 8th-level slot. 5th-level conjuration
Available to: Druids, Wizards Casting Time: 1 action
Range: 150 feet
Conjure Woodland Beings
Components: V, S, M (four or more arrows or bolts)
4th-level conjuration Duration: Instantaneous
Casting Time: 1 action You fire a piece of nonmagical ammunition from a ranged
Range: 60 feet weapon or throw a nonmagical weapon into the air and
Components: V, S, M (one holly berry per creature choose a point within range. Hundreds of duplicates of the
summoned) ammunition or weapon fall in a volley from above and then
Duration: Concentration, up to 1 hour disappear. Each creature in a 40-foot-radius, 20-foot-high
cylinder centered on that point must make a Dexterity saving
You summon fey creatures that appear in unoccupied throw. A creature takes 8d8 damage on a failed save, or half
spaces that you can see within range. Choose one of the as much damage on a successful one. The damage type is the
following options for what appears: same as that of the ammunition or weapon.
One fey creature of challenge rating 2 or lower At Higher Levels. When you cast this spell using a spell
Two fey creatures of challenge rating 1 or lower slot of 6th level or higher, the damage increases by 1d8 for
Three fey creatures of challenge rating 1/2 or lower each slot level above 5th.
Five fey creatures of challenge rating 1/4 or lower Available to: Ranger
You determine which fey creatures are summoned, and
they do not all need to be of the same type, as long as they all Tenser's Alterations
follow the challenge rating restrictions. A summoned
creature disappears when it drops to 0 hit points or when the There was no real reason that both Conjure Barrage
and Conjure Volley could not be upcast. Perhaps
spell ends. maybe Wizards of the Coast ran out of room to
The summoned creatures are friendly to you and your include that on the page?
companions. They act as a group immediately after your turn, Additionally, Conjure Barrage was incredibly
unless the DM chooses for them to roll their own initiative(s). weak as a 3rd level spell. It dealt about as much
They obey any verbal commands that you issue to them (no damage as Burning Hands and provided nothing
action required by you). If you don't issue any commands to else for 2 slot levels higher.
them, they defend themselves from hostile creatures, but
otherwise take no actions.

115
Cordon of Arrows Contagion
2nd-level transmutation 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: Self (5-foot radius)
Components: V, S, M (five or more arrows or bolts) Components: V, S
Duration: 8 hours Duration: 7 days
You plant five pieces of nonmagical ammunition – arrows Your presence inflicts disease. All creatures within 5 feet of
or crossbow bolts – in the ground within range and lay magic you must make a Constitution saving throw or else become
upon them to protect an area. Until the spell ends, whenever Poisoned. At the end of each of the poisoned target's turns,
a creature other than you comes within 30 feet of the the target must make a Constitution saving throw. If the
ammunition for the first time on a turn or ends its turn there, target succeeds on two of these saves, it is no longer
one piece of ammunition flies up to strike it, alerting you to poisoned, and the spell ends for that creature. If the target
the creature's presence if you were not already before. Make fails two of these saves, the target is no longer poisoned, but
a ranged spell attack against the target. On a hit, the choose one of the diseases below. The target is subjected to
ammunition deals 1d8 magical piercing damage. The piece of the chosen disease for the remainder of the spell's duration.
ammunition is then destroyed. The spell ends when no Since this spell induces a natural disease in its target, any
ammunition remains. effect that removes a disease or otherwise ameliorates a
When you cast this spell, you can designate any creatures disease's effects apply to it.
you choose, and the spell ignores them. Blinding Sickness. Pain grips the creature's mind, and its
At Higher Levels: When you cast this spell using a spell slot eyes turn milky white. The creature has disadvantage on
of 3rd level or higher, the amount of ammunition that can be Wisdom checks and Wisdom saving throws and is
affected increases by one for each slot level above the 2nd. blinded.
Available to: Artificers, Rangers Filth Fever. A raging fever sweeps through the creature's
body. The creature has disadvantage on Strength checks,
Counterspell Strength saving throws, and attack rolls that use Strength.
3rd-level abjuration Flesh Rot. The creature's flesh decays. The creature has
Casting Time: 1 reaction, which you take when you see a disadvantage on Charisma checks and vulnerability to all
creature within 60 feet of you casting a spell damage.
Range: 60 feet Mindfire. The creature's mind becomes feverish. The
Components: S creature has disadvantage on Intelligence checks and
Duration: Instantaneous Intelligence saving throws, and the creature behaves as if
You attempt to interrupt a creature in the process of under the effects of the confusion spell during combat.
casting a spell. You make an ability check with your
spellcasting ability modifier, contested by the tartet's ability Seizure. The creature is overcome with shaking. The
check with their spellcasting ability modifier. You gain a creature has disadvantage on Dexterity checks, Dexterity
bonus to your check equal to the level you cast Counterspell saving throws, and attack rolls that use Dexterity.
at, and the target gains a bonus equal to the level they cast Slimy Doom. The creature begins to bleed uncontrollably.
their spell at. The creature has disadvantage on Constitution checks
On a success, the target's spell fails and has no effect. and Constitution saving throws. In addition, whenever the
Available to: Sorcerers, Warlocks, Wizards creature takes damage, it is stunned until the end of its
next turn.
Tenser's Alterations
Counterspell was a very unfun spell for both players Tenser's Alterations
and DMs to deal with. It simply made spellcasters
Contagion was often looked at as one of the worst
do nothing on their turn, which was incredibly
5th-level spells. It is the lowest level spell which
strong against spellcasting monsters since it took
can stun a creature, but it worked so slowly that it
away their entire turn for only a reaction. On a
often never came up. At a maximum it would take
successful cast of Counterspell, it was essentially
5 rounds for an effect to happen (or not), and at a
stunning the target since spellcasting monsters
minimum 3. This was so staggeringly slow for a 5th
generally do not get bonus actions. Changing it to a
level spell that the strong effects would never
contested check makes it far more interactive, and
actually take place in a normal fight. By reducing
themes it as a "battle of wills."
the amount of rounds the effect can take place
over, and slightly increasing the number of targets
it could possibly affect, the spell becomes for more
appropriate for a 5th-level spell.

116
Control Weather Darkvision
8th-level transmutation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self (5-mile radius) Range: Touch
Components: V, S, M (burning incense and bits of earth and Components: V, S, M (either a pinch of dried carrot or an
wood mixed in water) agate)
Duration: Concentration, up to 8 hours Duration: 8 hours
You take control of the weather within 5 miles of you for You touch a willing creature to grant it the ability to see in
the duration. You must be outdoors to cast this spell. Moving the dark. For the duration, that creature can see in dim light
to a place where you don't have a clear path to the sky ends within 120 feet of you as if it were bright light, and in
the spell early. darkness as if it were dim light. They also do not suffer
When you cast the spell, you change the current weather disadvantage on Wisdom (Perception) checks made that rely
conditions, which are determined by the DM based on the on sight while within or looking at a lightly obscured area.
climate and season. You can change precipitation,
temperature, and wind. It takes 1d4+1 minutes for the new Available to. Artificer, Druid, Ranger, Sorcerer, Wizard
conditions to take effect. Once they do so, you can change the
conditions again. When the spell ends, the weather gradually Daylight
returns to normal. 3rd-level evocation
When you change the weather conditions, find a current Casting Time: 1 action
condition on the following tables and change its stage by one, Range: 60 feet
up or down. When changing the wind, you can change its Components: V, S
direction. Duration: 1 hour
Precipitation A 60-foot-radius sphere of light spreads out from a point
Stage Condition you choose within range. The sphere is bright light and sheds
dim light for an additional 60 feet. The light is sunlight.
1 Clear If you chose a point on an object you are holding or one
2 Light clouds that isn't being worn or carried, the light shines from the
3 Overcast or ground fog
object and moves with it. Completely covering the affected
object with an opaque object, such as a bowl or a helm,
4 Rain, hail, or snow blocks the light.
5 Torrential rain, driving hail, or blizzard If any of this spell's area overlaps with an area of darkness
created by a spell of 3rd level or lower, the spell that created
Temperature the darkness is dispelled.
Stage Condition
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the radius of bright and dim light
1 Unbearable heat increases by 10 feet for each slot level above 3rd. Additionally,
2 Hot magical darkness created by spells equal to or less than the
slot expended are dispelled.
3 Warm
4 Cool Available to. Clerics, Druids, Paladins, Rangers, Sorcerers
5 Cold
6 Arctic cold

Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

Available to. Clerics, Druids, Wizards

117
Find the Path Similar Area. You learn a path to a different area that's
5th-level Divination visually or thematically similar to the target area. If you are
heading for your home town, for example, you might wind up
Casting time: 1 Action in another player's home town or in a random city that has
Range: Self many of the same tools and implements as yours. Generally,
Components: V, S, M (a set of divinatory tools--such as you appear in the closest similar place, but since the spell has
bones, ivory sticks, cards, teeth, or carved runes worth at no range limit, you could conceivably wind up anywhere on
least 5 GP) the plane.
Duration: 1 Day
This spell allows you to find the shortest, most direct Available to: Bards, Clerics, Druids, Rangers
physical route to a location. The destination you choose must
be known to you, and it must be on the same plane of Find Traps
existence as you. Your familiarity with the destination 2nd-level Divination
determines whether the route this spell reveals is accurate or Casting time: 1 Action
not. The DM rolls d100 and consults the table. Based on the Range: 30 feet
DM's roll, you learn a path to the location you specify. While Components: V, S
you are traveling there, whenever you are presented with a Duration: Concentration up to 1 minute
choice of paths along the way, you automatically determine While concentrating on this spell, you sense the presence
which path is the shortest and most direct route (but not of any trap within range that is within line of sight. A trap, for
necessarily the safest route) to the destination. the purpose of this spell, includes anything that would inflict a
Familiarity Similar Area Off Target On Target sudden or unexpected effect you consider harmful or
Associated Object - - 01-100
undesirable, which was specifically intended as such by its
creator. Thus, the spell would sense an area affected by the
Very familiar 01-13 14-24 25-100 alarm spell, a glyph of warding, or a mechanical pit trap, but it
Seen casually 01-43 44-53 54-100 would not reveal a natural weakness in the floor, an unstable
ceiling, or a hidden sinkhole.
Viewed once 01-53 54-73 74-100 When you sense a trap in this way, you learn its intent, and
Description 01-53 54-73 74-100 the general direction it is located in. The intent of the trap
False destination 01-100 - -
could be that it fires an arrow, or releases a fireball. You could
learn the general direction of the trap as a vague directional
statement, such as "around the corner" or "near that statue,"
Familiarity. "Associated object" means that you possess an but it does not reveal the exact location.
object taken from the desired destination within the last six
months, such as a branch from an old grove, lichen from the Available to: Clerics, Druids, Rangers
side of a mountain, or a chunk of earth from a town's farms.
"Very familiar" is a place you have been very often, a place
you have carefully studied, or a place you can see when you Tenser's Alterations
cast the spell. "Seen casually" is someplace you have seen Find Traps and Find the Path were notoriously bad,
more than once but with which you aren't very familiar. considered a joke by most players and DMs. For
"Viewed once" is a place you have seen once, possibly using Find Traps, the original spell told you such limited
magic. "Description" is a place whose location and information that it was almost useless. By
appearance you know through someone else's description, increasing it's duration and making it more similar
perhaps from a map. to spells like Detect Magic, it is now a decent spell
"False destination" is a place that doesn't exist. Perhaps for players to take while not becoming too
powerful.
you tried to scry an enemy's sanctum but instead viewed an Find the Path did nothing players or DMs
illusion, or you are attempting to travel to a familiar location expected it to. For a 6th-level spell, you learned the
that no longer exists. same information as 1st-level ranger would. You
learned roughly the same amount of information as
On Target. You learn the exact destination you are you would from looking at a map of the local area.
attempting to find, and the path revealed to you is true. While On top of the massive investment of a 6th level
following this path path you avoid major natural hazards if spell slot, it also had a huge cost of 100GP worth
possible, such as rockfalls or poisonous gas. of materials and required an object from the
lcoation you specified. This meant that in order to
Off Target. The path you learn is incorrect or incomplete. If cast this spell, you needed to know you were going
you follow this path to its end, you wind up a distance away to cast it again soon. Finally, the spell required
from the target equal to 1d10 × 1d10 percent of the distance concentration, meaning that for an entire day
that was to be traveled. For example, if you tried to travel 120 players could not cast some of their most powerful
miles, found an off target path, and rolled a 5 and 3 on the spells. Overall this spell was so niche and so
two d10s, then you would be off target by 15 percent, or 18 specific that no one ever took it.
miles. The GM determines the direction off target randomly
by rolling a d8 and designating 1 as north, 2 as northeast, 3
as east, and so on around the points of the compass.

118
Flame Blade Geas
2nd-level evocation 5th-level enchantment
Casting Time: 1 bonus action Casting Time: 1 minute
Range: Self Range: 60 feet
Components: V, S, M (leaf of sumac) Components: V
Duration: Concentration, up to 10 minutes Duration: 30 days
You evoke a fiery blade in your free hand. The blade is You place a magical command on a creature that you can
similar in size and shape to a scimitar, and it lasts for the see within range, forcing it to carry out some service or
duration. If you let go of the blade, it disappears, but you can refrain from some action or course of activity as you decide. If
evoke the blade again as a bonus action. the creature can understand you, it must succeed on a
You can use your action to make a melee spell attack with Wisdom saving throw or become charmed by you for the
the fiery blade. On a hit, the target takes 3d6 fire damage. duration. While the creature is charmed by you, it takes 4d10
The flaming blade sheds bright light in a 10-foot radius and psychic damage each time it acts in a manner directly
dim light for an additional 10 feet. counter to your instructions, but no more than once each
At Higher Levels: When you cast this spell using a spell hour. A creature that can't understand you is unaffected by
slot of 4th level or higher, you make one additional attack the spell.
with the blade for every two slot levels above 2nd. You can issue any command you choose, short of an activity
that would result in certain death. Should you issue a suicidal
Available to. Druids, Sorcerers command, the spell ends.
You can end the spell early by using an action to dismiss it.
Flame Strike Remove curse, greater restoration, and wish spell also end it.
5th level evocation At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 7th or 8th level, the duration is 1 year. When you cast
Range: 60 feet this spell using a spell slot of 9th level, the spell lasts until it is
Components: V S M (Pinch of sulfur) ended by one of the spells mentioned above.
Duration: Instantaneous Available to. Bards, Clerics, Druids, Paladins, Wizards
A vertical column of divine fire roars down from the
heavens in a location you specify. Each creature in a 10-foot- Goodberry
radius, 50-foot-high cylinder centered on a point within range 1st-level transmutation
must make a Dexterity saving throw. A creature takes 4d8 fire Casting Time: 1 action
damage and 4d8 radiant damage on a failed save, or half as Range: Touch
much damage on a successful one. Components: V, S, M (a sprig of mistletoe, which is
At Higher Levels: When you cast this spell using a spell slot consumed)
of 6th level or higher, the fire damage or the radiant damage Duration: Instantaneous
(your choice) increases by 1d8 for each slot level above 5th. Up to ten berries appear in your hand and are infused with
Available to: Clerics, Paladins magic for the duration. A creature can use its action to eat
one berry, or to administer it to another creature within 5 ft.
Friends
Eating or administering a berry restores 1 hit point to the
Enchantment cantrip creature, and the berry provides enough nourishment to
sustain a creature for one day.
Casting Time: 1 action The berries lose their potency if they have not been
Range: 60 feet consumed within 24 hours of the casting of this spell.
Components: S, M (a small amount of makeup applied to the
face as this spell is cast) Available to: Druids, Rangers
Duration: Concentration, up to 1 minute
Choose one creature within range that isn't hostile toward
you. For the duration, you have advantage on all Charisma
checks directed at the target. When the spell ends, the
creature realizes that you used magic to influence its mood
and becomes hostile toward you. A creature prone to violence
might attack you. Another creature might seek retribution in
other ways (at the DM's discretion), depending on the nature
of your interaction with it.
Available to: Bards, Sorcerers, Warlocks, Wizards

119
Locate Creature Magic Missile
4th-level divination 1st-level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S, M (a bit of fur from a bloodhound) Components: V S
Duration: Concentration, up to 1 hour Duration: Instantaneous
Describe or name a creature that is familiar to you. You You create three glowing darts of magical force. Each dart
sense the direction to the creature's location, as long as that hits a creature of your choice that you can see within range. A
creature is within a mile feet of you. If the creature is moving, dart deals 1d4 + 1 force damage to its target. The darts all
you know the direction of its movement. strike simultaneously, and you can direct them to hit one
The spell can locate a specific creature known to you, or creature or several. Roll damage for each dart separately.
the nearest creature of a specific kind (such as a human or a At Higher Levels. When you cast this spell using a spell
unicorn), so long as you have seen such a creature up close— slot of 2nd level or higher, the spell creates one more dart for
within 30 feet—at least once. If the creature you described or each slot level above 1st.
named is in a different form, such as being under the effects Available to: Sorcerers, Wizards
of a polymorph spell, this spell doesn't locate the creature.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the maximum range a creature can Tenser's Alterations
be detected at increases to 10 miles. If you use a spell slot of Magic Missile was notorious for very game
7th level or higher, the maximum range a creature can be breaking combinations. Because it was technically
detected becomes unlimited as long as they are on the same "one roll" you could easily deal hundreds of
plane of existence. If you use a spell slot of 9th level or higher, damage using features which added damage to a
the maximum range a creature can be detected becomes roll, such as the Evocation Wizard's Empowered
unlimited and reveals if the creature is on a different plane of Evocation feature. By making the rolls separate, it
existence and which plane they are on. removes such unintended combinations
Available to: Bards, Clerics, Druids, Paladins, Rangers,
Wizards
Mordenkainen's Sword
Locate Object 7th-level Conjuration
2nd-level divination Casting Time: 1 action
Casting Time: 1 action Range: 90 feet
Range: Self Components: V, S, M (a miniature platinum sword with a
Components: V, S, M (a forked twig) grip and pommel of copper and zinc, worth 250 gp)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
Describe or name an object that you wish to find. You sense You create a sword-shaped plane of force that hovers
the direction to the object's location, as long as that object is within range. It lasts for the duration.
within 1,000 feet of you. If the object is in motion, you know When the sword appears, you make a melee spell attack
the direction of its movement. against a target of your choice within 5 feet of the sword. On
The spell can locate a specific object that you know the a hit, the target takes 3d10 force damage and is wreathed in
name of or that you give a precise description of. in glowing white arcane energy.
Alternatively, the spell can locate the nearest object of a While illuminated in this way, until the end of the creature's
particular kind, such as a certain kind of apparel, jewelry, next turn they shed bright light out to 10 feet, dim light out 10
furniture, tool, or weapon. feet further, and they cannot become invisible. If they take
This spell can't locate an object if any thickness of lead, damage from any source while illuminated in this way, the
even a thin sheet, blocks a direct path between you and the illumination ends, and the target takes an additional 3d10
object. force damage.
At Higher Levels. When you cast this spell using a spell Until the spell ends, you can use a bonus action on each of
slot of 4th level or higher, the maximum range an object can your turns to move the sword up to 30 feet to a spot you can
be detected at increases to 1 mile. When you cast this spell see and repeat this attack against the same target or a
using a spell slot of 5th level or higher, the maximum range different one.
an object can be detected at increases to 10 miles. If you use Available to: Bards, Wizards
a spell slot of 7th level or higher, the maximum range an
object can be detected becomes unlimited as long as they are
on the same plane of existence. If you use a spell slot of 9th Tenser's Alterations
level or higher, the maximum range an object can be detected Mordenkainen's Sword was very weak for a 7th
becomes unlimited and reveals if the creature is on a level spell. When spells like Crown of Stars exist,
different plane of existence and which plane they are on. there is really no benefit to taking this spell. By
increasing it's damage and providing an additional
Available to: Bards, Clerics, Druids, Paladins, Rangers, effect, it becomes more on par with other spells.
Wizards

120
Phantasmal Killer Power Word Stun
4th-level Illusion 8th-level enchantment
Casting Time: 1 action Casting time: 1 Action
Range: 120 feet Range: 60 feet
Components: V, S Components: V
Duration: Concentration, up to 1 minute Duration: Instantaneous
You tap into the nightmares of a creature you can see You speak a word of power that can overwhelm the mind of
within range and create an illusory manifestation of its one creature you can see within range, leaving it
deepest fears, visible only to that creature. The target must dumbfounded. If the target has 100 hit points or fewer, it is
make a Wisdom saving throw. On a failed save, the target stunned. Otherwise, the target must make a Constitution
becomes frightened for the duration and takes 4d10 psychic saving throw, becoming incapacitated on a failure.
damage. At the end of each of the target's turns before the An affected target must make a Constitution saving throw
spell ends, the target must succeed on a Wisdom saving at the end of each of its turns. On a successful save, this
throw or take 4d10 psychic damage. On a successful save, effect ends.
the spell ends. Available to: Bards, Sorcerers, Warlocks, Wizards
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d10 for Produce Flame
each slot level above 4th. Conjuration cantrip
Available to: Wizards
Casting Time: 1 action
Power Word Heal Range: Self
9th lvl Evocation Components: V, S
Casting time: 1 Action Duration: 10 minutes
Range: 120 feet A flickering flame appears in your hand. The flame remains
Components: V there for the duration and harms neither you nor your
Duration: Instantaneous equipment. The flame sheds bright light in a 10-foot radius
A wave of healing energy washes over the creature you and dim light for an additional 10 feet. The spell ends if you
touch. If the creature is blinded, charmed, deafened, dismiss it as an action or if you cast it again.
frightened, incapacitated, paralyzed, petrified, poisoned, You can also attack with the flame, although doing so ends
stunned, or unconcious, the condition ends. Additionally, if the spell. When you cast this spell, or as an action on a later
the creature had any levels of exhaustion, they are lost. The turn, you can hurl the flame at a creature within 30 feet of
target then regains all its hit points. If the creature is prone, it you. Make a ranged spell attack. On a hit, the target takes 1d8
can use its reaction to stand up. This spell has no effect on fire damage. A flammable object hit by this spell ignites if it
undead or constructs. isn't being worn or carried.
Available to: Bards, Clerics, Druids This spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Power Word Kill Available to: Druids
9th-level enchantment
Casting time: 1 Action Simulacrum
Range: 60 feet 7th-level illusion
Components: V Casting time: 12 hours
Duration: Instantaneous Range: touch
You utter a word of power that can compel one creature Components: V, S, M (Snow or ice in quantities sufficient to
you can see within range to die instantly. If the creature you made a life-size copy of the duplicated creature; some hair,
choose has 100 hit points or fewer, it dies. Otherwise, the fingernail clippings, or other piece of that creature’s body
target takes 50 necrotic damage and has its hit point placed inside the snow or ice; and powdered ruby worth
maximum reduced by the same amount. 1,500 gp, sprinkled over the duplicate and consumed by
Available to: Bards, Sorcerers, Warlocks, Wizards the spell)
Duration: Until dispelled
Tenser's Alterations You shape an illusory duplicate of one beast or humanoid
that is within range for the entire casting time of the spell.
Power Word Kill was very bad compared to other
9th level spells. Meteor Swarm on average did
The duplicate is a creature, partially real and formed from ice
roughly the same damage even on a successful
or snow, and it can take actions and otherwise be affected as
saving throw (70 damage on success, 140 on a normal creature. It appears to be the same as the original,
failure) and dealt its damage in an area. but it has half the creature’s hit point maximum and is
Additionally, if the creature was not at 100 hit formed without any equipment. Additionally, it cannot cast
points or less, your only 9th level spell slot was spells of 7th level or higher. Otherwise, the illusion uses all
wasted. By making it have some bad effect even if the statistics of the creature it duplicates.
it does not kill them makes it a much better choice

121
The simulacrum is friendly to you and creatures you Tsunami
designate. It obeys your spoken commands, moving and 8th-level conjuration
acting in accordance with your wishes and acting on your
turn in combat. The simulacrum lacks the ability to learn or Casting Time: 1 action or 8 hours
become more powerful, so it never increases its level or other Range: Sight
abilities, nor can it regain expended spell slots. Components: V, S
If the simulacrum is damaged, you can repair it in an Duration: Concentration, up to 1 hour
alchemical laboratory, using rare herbs and minerals worth This spell creates a devastating wall of water that wreaks
100 gp per hit point it regains. The simulacrum lasts until it havoc on the area it crashes through. There are two possible
drops to 0 hit points, at which point it reverts to snow and uses for this spell, granting either immediate or delayed
melts instantly. If you cast this spell again, any currently results.
active duplicates you created with this spell are instantly If you cast this spell using 1 action, a wall of water springs
destroyed. into existence at the point you choose within range. You can
Available to: Wizards make the wall up to 300 feet long, 300 feet high, and 50 feet
thick. The wall lasts for the duration.
Tenser's Alterations
When the wall appears, each creature within its area must
make a Strength saving throw. On a failed save, a creature
Because there were no limits on Simulacrum's takes 6d10 bludgeoning damage, or half as much damage on
illusory duplicate being able to cast spells, it a successful save.
allowed one to cast it once, then the duplicate At the start of each of your turns after the wall appears, the
would cast the Simulacrum and so on and so forth.
One could then chain powerful spells together
wall, along with any creatures in it, moves 50 feet away from
such as Wish with each duplicate casting it at the
you. Any Huge or smaller creature inside the wall or whose
same time. space the wall enters when it moves must succeed on a
Strength saving throw or take 5d10 bludgeoning damage. A
creature can take this damage only once per round. At the
end of the turn, the wall's height is reduced by 50 feet, and
Time Stop the damage creatures take from the spell on subsequent
9th level transmutation rounds is reduced by 1d10. When the wall reaches 0 feet in
Casting time: 1 Action height, the spell ends.
Range: Self A creature caught in the wall can move by swimming.
Components: V Because of the force of the wave, though, the creature must
Duration: Instantaneous make a successful Strength (Athletics) check against your
spell save DC in order to move at all. If it fails the check, it
You briefly stop the flow of time for everyone but yourself. can't move. A creature that moves out of the area falls to the
No time passes for other creatures, while you take 1d4 + 1 ground.
turns in a row, during which you can use actions and move as If you cast the spell over 8 hours, the wall you create may
normal.During this time, you may cast spells, move, and be up to 1 mile long, 1500 ft tall, and 250 ft thick. The wall
interact with objects normally. However, you may not deal follows the same rules as above, with an initial damage of
direct damage to any creature, and doing so ends the spell 30d10, and affecting creatures of any size. The same damage
early. For example, you could cut a rope bridge, cause a and movement is applied to structures as well. When you cast
boulder to begin falling, or steal a key, but you could not cast the spell over 8 hours, the massive wave can be seen forming
the Fireball spell at a creature. slowly over the duration of the casting.
Available to: Sorcerers, Wizards Available to: Sorcerers, Wizards

Tenser's Alterations
Time Stop is one of the most iconic spells in Fifth
Edition. However, the way it was worded before
meant that one could literally not do anything
during the extra turns. It has even been stated that
without any homebrew rules, one could not use
the spell and even cut a rope bridge or set up any
other effect that would take place after it ended.

122
Snilloc's Snowball Swarm Available to: Wizards
2nd-level conjuration
Casting time: 1 Action Tenser's Alterations
Range: 90 feet Even compared to Time Stop, Weird was absolutely
Components: V, S, M (a piece of ice or a small white rock abysmal for a 9th-level spell. It dealt less damage
chip) than most 3rd-level spells, and frightened without
Duration: Instantaneous doing anything else. It needed significant buffs to
compete with other powerful spells of this level.
A flurry of magic snowballs erupts from a point you choose
within range. Each creature in a 10-foot-radius sphere
centered on that point must make a Dexterity saving throw. A
creature takes 3d6 cold damage on a failed save and its Witch Bolt
movement speed is reduced by 10 feet until the start of your Casting Time: 1 action
next turn. A creature takes half as much damage on a Range: 60 feet
successful save and their movement speed is not reduced. Components: V, S, M (a twig from a tree that has been struck
At Higher Levels. When you cast this spell using a spell by lightning)
slot of 3rd level or higher, the damage increases by 1d6 for Duration: Concentration, up to 1 minute
each slot level above 2nd.
A beam of crackling, blue energy lances out toward a
Available to: Sorcerers, Wizards creature within range, forming a sustained arc of lightning
between you and the target. Make a ranged spell attack
True Strike against that creature. On a hit, the target takes 1d12
Evocation cantrip lightning damage, and on each of your next turns for the
Casting Time: 1 action duration, you can use your bonus action to deal 1d12
Range: 30 feet lightning damage to the target automatically. At the start of an
Components: S affected creature's turn, they can make a Strength saving
Duration: Concentration, up to 1 round throw to end this spell early. The spell also ends if the target
moves outside the spell’s range or if it has total cover from
You extend your hand and point a finger at a target in you.
range. Your magic grants you a brief insight into the target’s At Higher Levels. When you cast this spell using a spell slot
defenses. Until the end of your next turn, you gain advantage of 2nd level or higher, the initial damage increases by 1d12
on your first attack roll against the target, provided that this for each slot level above 1st.
spell hasn’t ended. If that attack hits, it deals an extra 2d4
force damage. Available to: Sorcerer, Warlock, Wizard
This spell's damage increases by 2d4 when you reach 5th
Level (4d4), 11th level (6d4), and 17th level (8d4).
Available to: Bards, Sorcerers, Warlocks, Wizards
Weird
9th level illusion
Casting time: 1 Action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 minute
Drawing on the deepest fears of a group of creatures, you
create illusory creatures in their minds, visible only to them.
The illusion calls on the creature’s deepest fears, manifesting
its worst nightmares as an implacable threat. Each creature
in a 60-foot-radius sphere centered on a point of your choice
within range must make a Wisdom saving throw. On a failed
save, a creature takes 4d12 psychic damage and becomes
frightened and incapacitated for the duration. On a
successful save, they instead take half as much damage and
suffer no other effects.
For every round beyond the first that you concentrate on
this spell, an affected creature can repeat its saving throw at
the start of its turn. On a failure, they take 4d12 psychic
damage and must move as far as its speed allows away from
you. On a success, a creature takes half as much damage and
is no longer incapacitated. At the end of its turn, the creature
becomes incapacitated once again.

123
Items

124
Variant Magic Items
Piloting the Broom of Flying while doing something else is
Magical Tattoos no easy feat. You make the same saving throw whenever you
When created, magical tattoos are often imbued with magic cast a spell with somatic components or make a weapon
that lets them be easily removed. However, not all tattoos, attack.
particularlly the most volatile, are created that way. Many You can send the broom to travel alone to a destination
tattoos that require attumenent are permanent, and can only within 1 mile of you if you speak the command word, name
be removed and the attunement broken by a casting of the location, and are familiar with that place. The broom
Remove Curse. When you do so, the magic in the tattoo is comes back to you when you speak another command word,
permanently destroyed. The DM determines if the process provided that the broom is still within 1 mile of you.
also removed the ink from your skin, or if it leaves
nonmagical ink thre, and if so, if the images or designs are Wingwear
warped when the magic infused into them is destroyed. Wondrous item, minor tier, uncommon (requires attunement)
This snug uniform has symbols of air stitched into it and
Magic Items leathery flaps that stretch along the arms, waist, and legs to
create wings for gliding. While you wear the suit, you can use
Potion of Flying a bonus action or reaction when you begin falling to gain a
flying speed of 30 feet until you land. At the end of each of
Potion, minor tier, common your turns, your altitude drops by 5 feet. Your altitude drops
When you drink this potion, you gain a flying speed equal instantly to 0 feet at the end of your turn if you didn't fly at
to your walking speed for 1 hour and can hover. If you're in least 30 feet horizontally on that turn. When your altitude
the air when the potion wears off, you fall unless you have drops to 0 feet, you land (or fall).
some other means of staying aloft. This potion's clear liquid
floats at the top of its container and has cloudy white Winged Boots
impurities drifting in it.
Wondrous item, major tier, rare
Flying Chariot While you wear these boots, you have a flying speed equal
Wondrous item, minor tier, uncommon to your walking speed. You can use the boots to fly for up to 4
If this magic chariot is pulled by one or more flying hours, all at once or in several shorter flights, each one using
creatures, it too can fly. Additionally, the chariot's riders and a minimum of 1 minute from the duration. If you are flying
creatures pulling the chariot gain a +1 bonus to their AC. when the duration expires, you descend at a rate of 30 feet
per round until you land.
The boots regain 2 hours of flying capability for every 12
Eagle Whistle hours they aren't in use.
Wondrous item, major tier, uncommon
While you blow an eagle whistle continuously, you can fly Wings of Flying
twice as fast as your walking speed. You can blow the whistle Wondrous item, major tier, rare (requires attunement)
continuously for a number of rounds equal to 5 + five times While wearing this cloak, you can speak its command word
your Constitution modifier (minimum of 1 round) or until you (no action required) to turn the cloak into a pair of bat wings
talk, hold your breath, or start suffocating. A use of the or bird wings on your back until you repeat the command
whistle also ends if you land. If you are aloft when you stop word (no action required). The wings give you a flying speed
blowing the whistle, you fall. The whistle has three uses. It of 60 feet.
regains expended uses daily at dawn.
Broom of Flying Tenser's Alterations
Wondrous item, major tier, uncommon The magic items which allowed players to fly were
This wooden broom, which weighs 3 pounds, functions like very oddly balanced. Some of the uncommon items
a mundane broom until you stand astride it and speak its provided a far better benefit than rarer items that
required attunement. In keeping with the theme of
command word. It then hovers beneath you and can be rebalancing flying in this book, we made the
ridden in the air. It has a flying speed of 50 feet. It can carry stronger items actually feel stronger, and made
up to 400 pounds, but its flying speed becomes 30 feet while some of the weaker ones more balanced for the
carrying over 200 pounds. The broom stops hovering when level they were given at.
you land.
If an effect moves you against its will while you're on the
broom, you must succeed on a DC 14 Dexterity saving throw
or fall off the broom and fall. You make this save at
disadvantage if you do not have at least one hand on the
broom. If you're knocked prone while on the broom, you must
make the same saving throw.

125
Additional Potions
Darkvision Vial Potion of Catapult
Potion, Common Potion, Uncommon
This strange brew is bottled in an ornate glass vial shaped This potion's container holds a small amount of dark
like the head of an owl. The liquid contained within is semi- metallic liquid that is highly viscous. Consuming the liquid
transparent and has a faint black tinge to it. Several carrots doubles your carrying capacity, and gives you a +2 to all
float within it. attack and damage rolls made with thrown weapons. This
When you drink this potion, you gain the effects of the bonus lasts for one hour.
Darkvision spell for 8 hours.
Potion of Demotivation
Potion of Amorphism Potion, Uncommon
Potion, Uncommon When you drink this potion, you are unable to willingly
The container of the liquid inside feels soft to the touch, move or take actions or reactions for one round.
and cannot be easily broken. When you drink the liquid
inside, you gain the Amorphous trait, allowing you to move Potion of the Divine Muse
through spaces as narrow as 1 inch in diameter without Potion, very rare
squeezing. The effects of this potion last for 1 hour. After drinking this potion, whenever you attempt to create
a work of art, play an instrument, or perform an act, your
Potion of Banishment work is a masterpiece. Any performance check you make as
Potion, Uncommon part of this creation automatically succeeds. Once you have
Upon consuming this potion, you must make a DC 15 finished your work, the potion's effect fades and you become
Wisdom saving throw. On a failure, you are transported to a immune to its effect for the next 9 years.
random plane of existence (determined by the DM). On a
success, you become aware of the potion's effect. Potion of the Devil's Muse
Potion, very rare
Potion of Beasts This potion looks, smells, and tastes exactly like a Potion
Potion, any rarity of the Divine Muse. After drinking this potion, whenever you
A wooden jug swirling with a sickening green and black attempt to create a work of art, play an instrument, or
substance within it. When uncorked, you can hear the sound perform an act, your work is a masterpiece. Any performance
of various animal calls emenating from within. Consuming check you make as part of your creations automatically
the potion causes the drinker to transform into a beast of succeeds. One month after you consume this potion, a
their choice for one hour. If the creature is unwilling to drink powerful devil (such as an Abishai or Amnizu) appears and
the potion, or unaware of its effects, they must make a attempts to kill you. This devil becomes your eternal hunter,
Constitution saving throw to resist being transformed into a unrelenting in its task to collect your debt. If the fiend
random beast (determined by the DM) instead. The saving succeeds in its hunt, your soul is drug into the 9 hells and you
throw DC and the maximum CR of the beast a creature cannot be revived by any means other than a Wish spell.
transforms into is determined by this potion's rarity. Every year you elude capture, either by running or slaying the
devil, a new devil appears to continue the hunt. Regardless of
Potion of Beasts Rarities if you are killed by the devil or not, the effects of this potion
Rarity Maximum CR Save DC fade after 9 years and you then become permanently immune
Uncommon 1 12 to its effects.
Rare 2 14
Potion of Expertise
Very Rare 4 16 Potion, uncommon
Legendary Any 20 An earthen jar with a brownish liquid contained within,
your body feels warm and jittery upon consuming it. When
you drink this potion, choose one skill or tool. If you are not
Potion of Blanking already proficient in your choice, you gain proficiency with it
Potion, rare for the duration. If you choose a skill or tool in which you
The creature who drinks this potion forgets all their were already proficient, your proficiency with it is doubled for
memories and is charmed for one minute. This potion has no the furation. The effects of this potion wear off after 8 hours.
effect of creatures immune to charm. This potion does not stack with other sources of expertise.
During that minute, anyone may provide any story or
details of the creatures life to that creature. When the charm
ends, the creature's memories will be altered to accept the
story, creating false memories to make the events of your
story seem true.

126
Potion of Energy Potion of Forced Aging
Potion, any rarity Potion, uncommon
This glimmering yellow-orange liquid swirls and seems to This concoction looks, smells, and tastes like a potion of
sparkle when agitated, and leaves the faint taste of pepper longevity. However, it is a cursed liquid masked by illusory
and other spices in your mouth when consumed. When you magic. An identify spell reveals its true nature.
drink this potion, choose one of the following resources to If you drink it, you must make a DC 15 Constitution saving
restore. If you restore Spell Slots, you restore a number of throw, and your physical age is increased by 1d20 years on a
expended spell slot that have a combined level equal to or failure. If this effect would cause you to age beyond your
less than the roll. You must be able to cast at least one spell of natural lifespan, you die and crumble into dust. The aging
the spell slot or slots you choose to restore. The individual effect can be reversed by a greater restoration spell, but only
level of the slots you restore cannot be higher than 5th level, within 24 hours of it occurring.
regardless of your roll.
Once you have consumed a Potion of Energy, the arcane Flask of the Hive
energies flowing through you become volatile and unstable. If Potion, rare
you attempt to drink another Potion of Energy, regardless of This potion contains a large amount of a honey-like
rarity, before completing a long rest, the energy detonates, substance with insects swirling around inside. Drinking it
you are immediately killed and your soul is shattered, with no allows you to communicate telepathically with any creature
way to be revived other than True Resurrection. within 60 feet of you for one hour, but you lose the ability to
speak.
Spell Levels Restored Additionally, you gain the ability to cast the Gaseous Form
Name Rarity Total Restored spellat will for the duration, without consuming a spell slot,
Energy Potion Uncommon 1 and without requiring material components. When you cast
the spell in this way, you may only target youself, and you
Greater Energy Potion Rare 1d4+1 appear as a mass of swarming insects rather than a cloud.
Superior Energy Potion Very Rare 2d4+1
Supreme Energy Potion Legendary 4d4+1 Phial of Illusion
Potion, common
Psi Points Restored
This potion is contained within an opaque square jar with
simmering yellow liquid contained within. Upon
Name Rarity Total Restored consumption, you become completely covered by an
Energy Potion Uncommon 1 unmoving illusion of your choice (such as a tree or bookcase).
Greater Energy Potion Rare 1d4+1
The illusion you choose cannot be larger than 5 feet wide,
and 10 feet tall. The illusion lasts up to 8 hours, or until you
Superior Energy Potion Very Rare 2d4+1 move.
Supreme Energy Potion Legendary 4d4+1
Potion of Instant Death
Sorcery Points Restored Potion, Legendary
Name Rarity Total Restored
This potion is contained within a small phial with a simple
copper top. The liquid within looks indistinguishable from
Energy Potion Uncommon 1d4+1 water, but gives off the faint smell of wildflowers. Any
Greater Energy Potion Rare 2d4+2 creature who consumes the potion and is not an undead,
ooze, or elemental is reduced to 0 hit points and dies. Their
Superior Energy Potion Very Rare 3d4+3 body then crumbles to ash.
Supreme Energy Potion Legendary 4d4+4
Potion of Luminescence
Ki Points Restored Potion, common
Name Rarity Total Restored A pale blue liquid swirls with several white and silvery
specks within it, it gives off a strong smell of salt water. When
Energy Potion Uncommon 1d4+1 you drink this potion, you give off bright blue light out to 10
Greater Energy Potion Rare 2d4+2 feet, and dim light 10 feet further.
Superior Energy Potion Very Rare 3d4+3
Potion of Mimicry
Supreme Energy Potion Legendary 4d4+4 Potion, rare
This potion is a clay jar with swirling white designs painted
Lay on Hands Points Restored on the outside of it, the liquid inside tastes like tar. For 24
Name Rarity Total Restored hours after you drink this potion, you can use your action to
Energy Potion Uncommon 2d4+2
mimic objects of the same size as you. While you remain
motionless, your transformation is indistinguishable from an
Greater Energy Potion Rare 4d4+4 ordinary object.
Superior Energy Potion Very Rare 10d4+10
Supreme Energy Potion Legendary All

127
Potion of Mind Blank Potion of Water
Potion, rare Potion, common
When you drink this potion, you gain the effects of the This potion looks, tastes, and feels just like water.
mind blank spell for 8 hours. This potion's white liquid looks Consuming it makes you feel hydrated. Good for you!
like watery glue.
Potion of Weakness
Potion of Polmorph Potion, any rarity
Potion, any rarity This potion looks, smells, and tastes like a potion of giant
A wooden jug swirling with a sickening purple and red strength (any variant of the same rarity). However, it is
substance within it. When uncorked, you can hear a actually an enfeebling potion masked by magic. An identify
cacaphony of voices and calls of creatures not of this world. spell reveals its true nature.
Consuming the potion causes the drinker to transform into If you drink it, you must succeed on a DC 15 Constitution
any creature of their choice for one hour. If the creature is saving throw or be poisoned. While you are poisoned in this
unwilling to drink the potion, or unaware of its effects, they way, your Strength score is halved (to a minimum of 1), and
must make a Constitution saving throw to resist being you have disadvantage on all Strength checks and Strength
transformed into a random creature (determined by the DM) saving throws. At the end of each of your turns, you can
instead. The saving throw DC and the maximum CR of the repeat the saving throw. On a success, the poison ends.
beast a creature transforms into is determined by this
potion's rarity
Potion of Polymorph Rarities
Rarity Maximum CR Save DC
Uncommon 1/2 12
Rare 1 14
Very Rare 2 16
Legendary 20 20

Potion of Rage
Potion, rare
This potion's container holds a dark red liquid that is
constantly frothing and warm to the touch. When you drink
this potion, you gain the effects of a barbarian's rage for 1
minute, granting you the following effects for the duration:
You have advantage on Strength checks and Strength
saving throws
When you make a melee weapon attack using Strength,
you gain a +2 bonus to the damage roll.
You have resistance to bludgeoning, piercing, and slashing
damage.
You are unable to cast or concentrate on spells.
Potion of Sloth
Potion, rare
This potion, which has a dark fluid streaked with a yellow
swirl and swirls on its own, smells and tastes like a potion of
speed. However, it is a foul concoction masked by magic. An
identify spell reveals its true nature.
If you drink it, you suffer the effects of a slow spell for one
minute. At the end of each of your turns, you can make a DC
14 Constitution saving throw, ending the effects early on a
successful save.
Potion of Ultimate Healing
Potion, legendary
You regain all your hit points when you drink this potion.
The potion's red liquid glimmers when agitated.

128

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