· 9 years ago · Apr 11, 2017, 06:28 PM
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18##### version: 1.3
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21\page
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23<div class='footnote'>CONTENTS</div>
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81<div class='wide' style="text-align: center">
82# Contents
83</div>
84
85<div class='toc'>
86- ### [<span>3</span><span>Part 1: Races and Subraces</span>](#p3)
87 - #### [<span>3</span><span>**Races**</span>](#p3)
88 - [<span>3</span><span>Changeling</span>](#p3)
89 - [<span>4</span><span>Minotaur</span>](#p4)
90 - [<span>6</span><span>Shifter</span>](#p6)
91 - [<span>8</span><span>Warforged</span>](#p8)
92 - #### [<span>9</span><span>**Subraces**</span>](#p9)
93 - [<span>9</span><span>Revenant</span>](#p9)
94 - [<span>10</span><span>Tiefling Variants</span>](#p10)
95
96- ### [<span>11</span><span>**Part 2: Classes**</span>](#p11)
97 - [<span>11</span><span>Artificer</span>](#p11)
98 - [<span>17</span><span>Mystic</span>](#p17)
99 - [<span>26</span><span>Revised Ranger</span>](#p26)
100 - [<span>32</span><span>Spell-less Ranger variant</span>](#p32)
101
102- ### [<span>36</span><span>**Part 3: Sub-Classes**</span>](#p36)
103 - #### [<span>36</span><span>**Barbarian Primal Paths**</span>](#p36)
104 - [<span>36</span><span>Path of the Ancestral Guardian</span>](#p36)
105 - [<span>37</span><span>Path of the Storm Herald</span>](#p37)
106 - [<span>37</span><span>Path of the Zealot</span>](#p37)
107 - #### [<span>38</span><span>**Bard Colleges**</span>](#p38)
108 - [<span>38</span><span>College of Glamour</span>](#p38)
109 - [<span>39</span><span>College of Satire</span>](#p39)
110 - [<span>40</span><span>College of Swords</span>](#p40)
111 - [<span>41</span><span>College of Whispers</span>](#p41)
112 - #### [<span>42</span><span>**Cleric Divine Domains**</span>](#p42)
113 - [<span>42</span><span>Forge Domain</span>](#p42)
114 - [<span>43</span><span>Grave Domain</span>](#p43)
115 - [<span>44</span><span>Protection Domain</span>](#p44)
116 - #### [<span>45</span><span>**Druid Circles**</span>](#p45)
117 - [<span>45</span><span>Circle of Dreams</span>](#p45)
118 - [<span>46</span><span>Circle of the Shepherd</span>](#p46)
119 - [<span>47</span><span>Circle of Twilight</span>](#p47)
120 - #### [<span>48</span><span>**Fighter Martial Archetypes**</span>](#p48)
121 - [<span>48</span><span>Arcane Archer</span>](#p48)
122 - [<span>49</span><span>Cavalier</span>](#p49)
123 - [<span>50</span><span>Knight</span>](#p50)
124 - [<span>51</span><span>Monster Hunter</span>](#p51)
125 - [<span>51</span><span>Samurai</span>](#p51)
126 - [<span>52</span><span>Scout</span>](#p52)
127 - [<span>52</span><span>Sharpshooter</span>](#p52)
128 - #### [<span>53</span><span>**Monastic Traditions**</span>](#p53)
129 - [<span>53</span><span>Way of the Kensei</span>](#p53)
130 - [<span>54</span><span>Way of Tranquility</span>](#p54)
131 - #### [<span>55</span><span>**Paladin Oaths**</span>](#p55)
132 - [<span>55</span><span>Oath of Conquest</span>](#p55)
133 - [<span>56</span><span>Oath of Treachery</span>](#p56)
134 - #### [<span>58</span><span>**Ranger Archetypes**</span>](#p58)
135 - [<span>58</span><span>Deep Stalker</span>](#p58)
136 - [<span>58</span><span>Horizon Walker</span>](#p58)
137 - [<span>59</span><span>Primeval Guardian</span>](#p59)
138</div>
139
140```
141```
142
143<div class="toc">
144 - #### [<span>60</span><span>Roguish Archetypes</span>](#p60)
145 - [<span>60</span><span>Inquisitive</span>](#p60)
146 - [<span>60</span><span>Scout</span>](#p60)
147 - [<span>61</span><span>Swashbuckler</span>](#p61)
148 - #### [<span>62</span><span>Sorcerous Origins</span>](#p62)
149 - [<span>62</span><span>Favored Soul</span>](#p62)
150 - [<span>63</span><span>Phoenix Sorcery</span>](#p63)
151 - [<span>64</span><span>Sea Sorcery</span>](#p64)
152 - [<span>65</span><span>Shadow</span>](#p65)
153 - [<span>66</span><span>Stone Sorcery</span>](#p66)
154 - [<span>67</span><span>Storm</span>](#p67)
155 - #### [<span>68</span><span>Warlock Patrons</span>](#p68)
156 - [<span>68</span><span>The Hexblade</span>](#p68)
157 - [<span>69</span><span>The Raven Queen</span>](#p69)
158 - [<span>70</span><span>The Seeker</span>](#p70)
159 - [<span>71</span><span>The Undying Light</span>](#71)
160 - [<span>72</span><span>Eldritch Invocations</span>](#p72)
161 - #### [<span>74</span><span>Wizard Traditions</span>](#p74)
162 - [<span>74</span><span>Artificer</span>](#p74)
163 - [<span>75</span><span>Lore Mastery</span>](#p75)
164 - [<span>76</span><span>Theurgy</span>](#p76)
165
166- ### [<span>77</span><span>Part 4: Extras</span>](#p77)
167 - [<span>77</span><span>Action points</span>](#p77)
168 - [<span>77</span><span>Dragonmarks</span>](#p77)
169 - [<span>78</span><span>Feats</span>](#p78)
170 - [<span>80</span><span>Fighting Styles</span>](#p80)
171 - [<span>81</span><span>Spells</span>](#p81)
172 - [<span>83</span><span>Wild Shape Forms</span>](#p83)
173 - [<span>84</span><span>Prestige Classes and Rune Magic</span>](#p84)
174 - [<span>89</span><span>When Armies Clash</span>](#p89)
175 - [<span>96</span><span>Variant Rules</span>](#p96)
176 - [<span>98</span><span>Modern Magic</span>](#p98)
177- ### [<span>105</span><span>Appendix</span>](#p105)
178 - [<span>105</span><span>Changelog</span>](#p105)
179 - [<span>105</span><span>Articles information</span>](#p105)
180 - [<span>106</span><span>Credits</span>](#p106)
181</div>
182
183\page
184<div class='pageNumber auto'></div>
185<div class='footnote'>RACES | CHANGELING</div>
186# Part 1: Races
187## Changeling
188
189Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.
190
191### Personality
192Changelings are commonly harmless, passive people and are uninterested in politics and social affairs. Due to their capricious ways of life many people have come to distrust the changelings which has led to them becoming social recluses or more commonly has pushed them to create fake identities to escape persecution.
193
194Having no culture of their own the changeling slip into other's societies and blend in. Rather than creating their own art and achievements the Changeling are happy with claiming other societies' as their own. This nomadic lifestyle has led the changeling to become exceptionally adaptable people. Changeling will not simply shapeshift into a new person but rather create a new whole one. Most changeling will set up a handful of personas so if one is compromised they can disappear and switch to one of their others. Their personas that they create are incredibly realistic and have their own personality traits, backgrounds and network of friends. The changeling can be evasive and will often try to avoid confrontation or anything that will draw attention to themselves.
195
196### Description
197Changelings can look like anyone at any given time though they do have a true form. Their natural look can be scary to some due to their lack of detail and distinctive features. Their skin tone is always pale, the darkest tone some have is a light grey. They have large white eyes but have no pupils and are circled by thick black rings. Their noses are small and subtle with no detail.
198
199The changeling's body structures are slender, even more so than elves and border on being frail. Their hair colour is most commonly a light shade of silver followed by platinum and blonde. In rarer cases their hair can be pale shades of green, pink and blue. Also similar to elves the changeling lack body and facial hair.
200
201### Changeling Names
202Changeling names are usually monosyllabic and seem to other races more like nicknames than proper names. In fact, changelings collect names and may go by entirely different names in different social circles. They make no distinction between male and female names.
203
204**Male and Female Names:** Bin, Dox, Fie, Hars, Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yug.
205
206### Changeling Traits
207Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.
208
209As a changeling, you have the following racial traits.
210
211**Ability Score Increase.** Your Dexterity and Charisma scores increase by 1.
212
213**Size.** Changelings are built much like humans, but a little leaner. Your size is Medium.
214
215**Speed.** Your base walking speed is 30 feet.
216
217**Duplicity.** You gain proficiency in the Deception skill.
218
219**Shapechanger.** As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
220
221**Languages.** You can speak, read, and write Common and two other languages of your choice.
222
223<img
224 src='http://i.imgur.com/lxTtkQA.png'
225 style='position:absolute;bottom:-20px;left:365px;width:600px' />
226
227\page
228<div class='pageNumber auto'></div>
229<div class='footnote'>RACES | MINOTAUR</div>
230
231## Minotaur (Krynn)
232
233In the world of Krynn, the setting of the Dragonlance saga, minotaurs live in an honorâ€based society where strength determines power in both the gladiatorial arenas and in daily life. At home on both land and sea, the minotaurs of Krynn are ferocious sea raiders who rank as the ablest and most dangerous sailors in the world.
234
235<img
236 src='http://i.imgur.com/Y42tgkQ.png'
237 style='position:absolute;bottom:0px;left:-170px;width:600px' />
238
239```
240```
241
242### Arrogant Conquerors
243
244Minotaurs embrace the notion that the weak should perish and that the strong must rule—and that they themselves are the strongest and most powerful race on Krynn. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age.
245
246The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect—three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals.
247
248### Trial by Combat
249
250Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor’s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus.
251
252The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood.
253
254Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors’ grand schemes of conquest.
255
256### Honor above All
257
258For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away.
259
260Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver.
261
262### Sea Reavers
263In the world of Krynn, the minotaurs rule a chain of islands dominated by the isles of Mithas and Kothas. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered.
264
265\page
266<div class='pageNumber auto'></div>
267<div class='footnote'>RACES | MINOTAUR</div>
268
269### Minotaur Names
270Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix “esâ€â€ for minotaurs from lands controlled by the island of Mithas, or “deâ€â€ for minotaurs from areas under the sway of Kothas.
271
272**Male Names:** Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas
273
274**Female Names:** Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia
275
276**Clan Names:** Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan
277
278### Minotaur Traits
279Your minotaur character possesses a number of traits that reflect the power and superiority of your kind.
280
281**Ability Score Increase.** Your Strength score increases by 1.
282
283**Conqueror’s Virtue.** From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
284
285**Age.** Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
286
287**Alignment.** Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
288
289**Size.** Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
290
291**Speed.** Your base walking speed is 30 feet.
292
293**Horns.** You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
294
295**Goring Rush.** When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
296
297**Hammering Horns.** When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
298
299**Labyrinthine Recall.** You can perfectly recall any path you have traveled.
300
301**Sea Reaver.** You gain proficiency with navigator’s tools and vehicles (water).
302
303**Languages.** You can speak, read, and write Common.
304
305### Minotaur Bonds
306When creating a minotaur character rooted in Krynn (or in any campaign that draws on the backstory presented here), you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background’s bond or a bond of your creation.
307
308| d6 | Bond |
309|:----:|:-------------|
310| 1 | My opponent in the Circus for my trial of adulthood was chosen years ago. Though we sparred only once, I fell deeply in love. Rather than fight my beloved to the death, I fled from home and have been branded a coward. |
311| 2 | I’m the last of my clan. If I die without achieving great deeds, the hero who is my clan’s patron will be forgotten. |
312| 3 | I was part of a raiding party that was defeated and enslaved. I’ve escaped and sworn revenge. |
313| 4 | I never shared my people’s love of violence. I’m part of a conspiracy to topple the emperor’s violent regime. |
314| 5 | I claim that I am an exile from my people, but in truth I have been sent to serve as a spy. I’m expected to leave secret messages telling my folk of villages and towns that are ripe targets for conquest. |
315| 6 | I’m the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life. |
316
317<div class='descriptive'>
318##### Minotaurs in Your Campaign
319We chose the minotaurs of Krynn as the model for our depiction of this race for a very specific reason. Tying them to the sea and a distinct culture helps give minotaurs more flavor than serving as just another big, brutish monster race. After all, we already have half†orcs in the Player’s Handbook and the goliath in our Elemental Evil Player’s Companion. As an added bonus, these minotaurs are Medium (as opposed to Large for the monstrous version) and are thus much easier to balance against the Player’s Handbook races.
320
321Casting minotaurs as conquestâ€minded, honorable pirates gives them a distinct flavor while providing many roleplaying hooks for players. When adding a new race to your own campaign, it’s always a good idea to think about its culture, its relationship to other folk, and how the two can combine to give it a unique place in your world. Creating a table of bonds such as the one provided for minotaurs can be a good place to start.
322
323Casting minotaurs as mariners has some interesting implications for a setting. The Labyrinthine Recall ability makes minotaurs perfect sailors, as they can travel the seas with little fear of becoming lost or losing their way. A minotaur navigator is an unmatched master of the sea. When adapting races to your campaign, look for similar hooks that might be buried in special abilities or elements of a creature’s story that you might otherwise overlook.
324
325Remember that the story we provide is only a starting point. Modifying this minotaur to move it away from its roots in Krynn is as easy as swapping the proficiencies provided by Sea Reaver for some other option that better reflects your setting. As a guideline, consider swapping the tool proficiencies for proficiency in any one skill, for proficiency with thieves’ tools, or for proficiency with two tools other than thieves’ tools.
326</div>
327
328\page
329<div class='pageNumber auto'></div>
330<div class='footnote'>RACES | SHIFTER</div>
331
332## Shifter
333
334Shifters, sometimes called “the weretouched,†are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape but can take on animalistic features—a state they call shifting. Shifters have evolved into a unique race that breeds true. They have a distinct culture with its own traditions and identity
335
336
337### Personality
338Shifters commonly have chaotic personalities and experience extremes in their emotions. They are often temperamental and are liable to change moods in swift and dramatic fashion. Shifters find it difficult to control their emotions, especially in stressful situations. Some have learnt to control their emotions however, it is obvious to others that they're finding it difficult to do so.
339
340The shifter mind-set is built up around the idea of being self-sufficient and being able to conjure inner strength in times of need rather than relying on one's allies. Shifters can seem overly cautious or constantly ready for future events. A common saying among shifters is "preparing for the journey yet to come" which reflects how they believe the world can change instantly and how important it is to be prepared to avoid the danger that those changes can bring.
341
342Shifters believe that the reward for independence is freedom and thus they feel uncomfortable around those who attempt to impose their will and beliefs upon others. It is also common for a shifter to feel restricted in a human settlement with its rules and law enforcement.
343
344Due to their predator instincts shifters can't help acting or thinking like animals and think in terms of hunting and prey. Like wolves longtooth shifters feel the urge to form packs with companions whether they be family or even a group consisting of no other shifters. They make useful companions as they work well in teams, capable of coordinating attacks and will come to the rescue of any of its pack members.
345
346Razorclaw shifters are more independent, self-reliant and adaptable than their longtooth cousins. They're just as loyal to their group as longtooth shifters however, they expect their companions to be just as self-reliant and capable as they are. Razorclaw shifters strive to carry their own weight within their groups.
347
348Shifters are accustomed to distrust and don't expect better treatment from the other races though, some try to earn trust with their companions through good deeds. Most shifters are neutral and are concerned more with their survival than ethics and morals.
349
350### Description
351Shifters resemble humans but with more animal like features. Their bodies are physically fit and lithe, they tend to move around in an animal like manner, crouching, springing and leaping. Like cats they have wide flat noses with large eyes, pointed ears and claw-like nails on both their toes and fingers. Their hair is thick and worn long and some have long sideburns to match. Longtooth shifters claim that werewolves are their ancestors and have canine features while the razorclaw shifters claim weretigers to be their ancestors and display feline features.
352
353<img
354 src='http://i.imgur.com/fPvNjTZ.png'
355 style='position:absolute;bottom:50px;left:60px;width:1000px' />
356
357\page
358<div class='pageNumber auto'></div>
359<div class='footnote'>RACES | SHIFTER</div>
360
361### Shifter Names
362Shifters use the same names as humans, often ones that sound rustic to city-dwellers.
363
364### Shifter Traits
365Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting.
366
367As a shifter, you have the following racial traits.
368
369**Ability Score Increase.** Your Dexterity score increases by 1.
370
371**Size.** Shifters are about the same size as humans. Your size is Medium.
372
373**Speed.** Your base walking speed is 30 feet.
374
375**Darkvision.** Your lycanthropic heritage grants you the ability to see in dark conditions. 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.
376
377**Shifting.** On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
378
379While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.
380
381You must finish a short or long rest before you can shift again.
382
383**Languages.** You can speak, read, and write Common and Sylvan.
384
385```
386```
387
388#### Subraces
389Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.
390
391#### Beasthide
392As a beasthide shifter, you are especially tough and persistent in battle.
393
394**Ability Score Increase.** Your Constitution score increases by 1.
395
396**Shifting Feature.** While shifting, you gain a +1 bonus to AC.
397
398#### Cliffwalk
399Your cliffwalk heritage grants you the agility of a mountain goat.
400
401**Ability Score Increase.** Your Dexterity score increases by 1.
402
403**Shifting Feature.** While shifting, you gain a climb speed of 30 feet.
404
405#### Longstride
406Longstride shifters are fleet and elusive.
407
408**Ability Score Increase.** Your Dexterity score increases by 1.
409
410**Shifting Feature.** While shifting, you can use the Dash action as a bonus action.
411
412#### Longtooth
413As a longtooth shifter, you are a ferocious combatant.
414
415**Ability Score Increase.** Your Strength score increases by 1.
416
417**Shifting Feature.** While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.
418
419#### Razorclaw
420As a razorclaw shifter, you make swift, slashing strikes in battle.
421
422**Ability Score Increase.** Your Dexterity score increases by 1.
423
424**Shifting Feature.** While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
425
426#### Wildhunt
427Your wildhunt heritage makes you a consummate tracker and survivor.
428
429**Ability Score Increase.** Your Wisdom score increases by 1.
430
431**Shifting Feature.** While shifting, you gain advantage on all Wisdom-based checks and saving throws.
432
433<img
434 src='http://i.imgur.com/fvfZkV0.png'
435 style='position:absolute;bottom:-50px;right:390px;width:600px' />
436
437\page
438<div class='pageNumber auto'></div>
439<div class='footnote'>RACES | WARFORGED </div>
440
441## Warforged
442
443The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.
444
445### Personality
446Warforged can have unique personality traits though, being constructs, they are restricted in some ways. They experience anger, pain, fear and hatred like their human creators; not all warforged are incredibly reserved and pensive, hiding an array of emotions behind their metallic face. Their faces were not designed to display facial expressions and so it can seem like they are distant to the conversation. Despite their lack of physical facial expressions they're not completely without them as their eyes tend to brighten when experiencing strong or specific emotions.
447
448Some warforged are incredibly naive and lack introspection; however, many others are the opposite and question their existence, wonder if they have souls and ask what becomes of them in the after life. The more intelligent warforged create complex philosophies about what they perceive and learn. Though warforged can show loyalty to religions and organisations, typically they become loyal to a small group of comrades.
449
450Warforged often have little life experience as they spent most of their time assigned to one specific duty, usually soldiering. If there is one interest all warforged share it is the love of working and many create endless lists of goals and chores. They take pride in their work and work incredibly hard which makes them dislike idleness and failure. Warforged can excel at most tasks having a single-minded efficiency, especially in combat related roles.
451
452War and military conditioning create the foundation of warforged personalities, they understand duty, the chain of command and conflict. Due to their bodies more closely resembling males than females, most warforged prefer to be called "he" than "it". Some warforged adopt female names though most of their names are straightforward and are related to their job, abilities or rank. Many warforged simply accept the nicknames given to them by their comrades while others seek to earn more meaningful names that best describe them.
453
454### Description
455The warforged are made of stone, metal and wood fibres. The core of a warforged is a skeletal frame made of metal and stone with wood fibres acting as a muscular system. Covering the warforged is an outer shell of metal and stone plates. An internal network of tubes run through the warforged's body, these tubes are filled with a blood like fluid that is designed to lubricate and nourish their systems. Their hands have only two thick fingers and a thumb whilst their feet only have two broad toes.
456
457The warforged's face loosely resembles their human creators though they have a toothless jaw, heavy brow line and are lacking noses and hair. Each warforged has a ghulra engraved upon their foreheads. Each of these runes are unique to the warforged giving them a sense of individuality.
458
459The warforged have a sexless form and are considered to be mono-gender. The warforged are able to be repaired and modified by artificers or even themselves giving them an endless possibility to their appearances.
460
461### Warforged Names
462Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.
463
464### Warforged Traits
465As a warforged, you have the following racial traits.
466
467**Ability Score Increase.** Your Strength and Constitution scores increase by 1.
468
469**Size.** Warforged are generally broader and heavier than humans. Your size is Medium.
470
471**Speed.** Your base walking speed is 30 feet.
472
473**Composite Plating.** Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.
474
475**Living Construct.** Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.
476
477Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
478
479**Languages.** You can speak, read, and write Common and one other language of your choice.
480
481<img
482 src='http://i.imgur.com/fxqYqJJ.png'
483 style='position:absolute;bottom:-140px;right:-100px;width:600px' />
484
485\page
486<div class='pageNumber auto'></div>
487<div class='footnote'>SUBRACES | REVENANT</div>
488
489## Subraces
490### Subrace: Revenant
491Having met a cruel and undeserved end, you have returned to the realm of the living. As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.
492
493The revenant subrace can be applied to any race that has a subrace, and replaces that race’s existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.
494
495Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission.
496
497#### Racial Adjustments
498For races that don’t have subrace options, taking on the revenant subrace means making changes to your character’s base traits, as follows. (This playtest article provides options only for human and dragonborn characters. Because half-elves and half-orcs have no subrace options, they shouldn’t be used with these revenant subrace rules.)
499
500**Human Revenant.** If you want to play a human revenant, modify the human’s Ability Score Increase trait to the following: Two different ability scores of your choice increase by 1. If you use the variant human traits, remove the Skills trait and the Feat trait.
501
502**Dragonborn Revenant.** If you want to play a dragonborn revenant, modify the dragonborn’s Ability Score Increase trait to the following: Your Strength score increases by 1, and your Charisma score increases by 1. Additionally, your Draconic Ancestry trait uses necrotic damage as its damage type, replacing the damage type that applies to your breath weapon and your damage resistance.
503
504**Tiefling Revenant.** If you use one of the two tiefling variants presented below, you can use any of those subraces to make a tiefling revenant, replacing the subrace options with the revenant subrace options.
505
506#### Ability Score Increase
507
508Your Constitution score increases by 1.
509
510#### Relentless Nature
511Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:
512- If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
513- If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
514- You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.
515
516When your goal is complete, you finally find rest. You die and cannot be restored to life.
517
518<img
519 src='https://i.imgur.com/yAs0bqC.png'
520 style='position:absolute;bottom:-25px;right:-200px;width:750px' />
521
522\page
523<div class='pageNumber auto'></div>
524<div class='footnote'>SUBRACES | TIEFLING VARIANTS </div>
525
526### Tiefling Variants
527As presented in the *Player’s Handbook*, all members of the tiefling race share some manner of diabolic origin. The following option allows you to instead create a tiefling with a demonic tie.
528
529All tieflings gain the following traits from the standard tiefling race of the *Player’s Handbook*:
530- Age
531- Alignment
532- Size
533- Speed
534- Darkvision
535
536Additionally, the following traits are modified from the Player’s Handbook:
537
538- **Ability Score Increase.** Your Charisma score increases by 2.
539- **Languages.** You can speak, read, and write Common.
540
541#### Subraces
542
543This variant introduces new subraces for the tiefling. Each subrace offers traits in addition to the ones noted above. The race presented in the Player’s Handbook is the infernal tiefling, which is summarized here for ease of reference.
544
545#### Infernal Tiefling
546
547An infernal tiefling draws upon the power of the Nine Hells and its diabolic masters. These tieflings have the following additional features.
548
549- **Ability Score Increase.** Your Intelligence score increases by 1.
550- **Hellish Resistance.** As described in the *Player’s Handbook.*
551- **Infernal Legacy.** As described in the *Player’s Handbook.*
552- **Languages.** You can speak, read, and write Infernal.
553
554```
555```
556#### Abyssal Tiefling
557
558All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following additional features.
559- **Ability Score Increase.** Your Constitution score increases by 1.
560- **Abyssal Arcana.** Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.
561
562You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.
563
564At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
565
566##### Abyssal Arcana Spells
567| d6 | 1st Level | 3rd Level | 5th Level
568|:----:|:----|:----|:----|
569| 1 | *Dancing lights* | *Burning hands* | *Alter self*
570| 2 | *True strike* | *Charm person* | *Darkness*
571| 3 | *Light* | *Magic missile* | *Invisibility*
572| 4 | *Message* | *Cure wounds* | *Levitate*
573| 5 | *Spare the dying* | *Tasha’s hideous laughter* | *Mirror image*
574| 6 | *Prestidigitation* | *Thunderwave* | *Spider climb*
575
576
577**Abyssal Fortitude.** Your hit point maximum increases by half your level (minimum 1).
578
579**Languages.** You can speak, read, and write Abyssal.
580
581
582<img
583 src='https://i.imgur.com/n5lBtOj.png'
584 style='position:absolute;bottom:-13px;right:0px;width:950px' />
585
586<img
587 src='https://i.imgur.com/JeWnFpw.png'
588 style='position:absolute;bottom:-510px;right:-270px;width:800px' />
589
590
591\page
592<div class='pageNumber auto'></div>
593<div class='footnote'>CLASSES | ARTIFICER</div>
594# Part 2: Classes
595# Artificer
596
597A gnome sits hunched over a workbench, carefully using needle and thread to wave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding.
598
599A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee.
600
601An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape.
602
603Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.
604
605### Cunning Inventors
606Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist.
607
608All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.
609
610```
611```
612### Intense Rivalries
613The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.
614
615Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.
616
617<img
618 src='http://i.imgur.com/E8ZUTV6.png'
619 style='position:absolute;bottom:-40px;right:-115px;width:550px' />
620
621\page
622<div class='pageNumber auto'></div>
623<div class='footnote'>CLASSES | ARTIFICER</div>
624
625<div class='classTable wide'>
626##### The Artificer
627| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th |
628|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|
629| 1st | +2 | Artificer Specialist, Magic Item Analysis | — | — | — | — | — |
630| 2nd | +2 | Tool Expertise, Wondrous Invention | — | — | — | — | — |
631| 3rd | +2 | Artificer Specialist feature, Spellcasting | 3 | 2 | — | — | — |
632| 4th | +2 | Ability Score Improvement, Infuse Magic| 4 | 3 | — | — | — |
633| 5th | +3 | Superior Attunement, Wondrous Invention | 4 | 3 | — | — | — |
634| 6th | +3 | Mechanical Servant | 4 | 3 | — | — | — |
635| 7th | +3 | — | 5 | 4 | 2 | — | — |
636| 8th | +3 | Ability Score Improvement | 6 | 4 | 2 | — | — |
637| 9th | +4 | Artificer Specialist feature | 6 | 4 | 2 | — | — |
638| 10th | +4 | Wondrous Invention | 7 | 4 | 3 | — | — |
639| 11th | +4 | — | 8 | 4 | 3 | — | — |
640| 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | — | — |
641| 13th | +5 | — | 9 | 4 | 3 | 2 | — |
642| 14th | +5 | Artificer Specialist feature | 10 | 4 | 3 | 2 | — |
643| 15th | +5 | Superior Attunement, Wondrous Invention | 10 | 4 | 3 | 2 | — |
644| 16th | +5 | Ability Score Improvement | 11 | 4 | 3 | 3 | — |
645| 17th | +6 | Artificer Specialist feature | 11 | 4 | 3 | 3 | — |
646| 18th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | — |
647| 19th | +6 | — | 12 | 4 | 3 | 3 | 1 |
648| 20th | +6 | Soul of Artifice, Wondrous Invention | 13 | 4 | 3 | 3 | 1 |
649</div>
650
651### Creating an Artificer
652When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.
653
654#### Quick Build
655You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
656
657
658## Class Features
659As an artificer, you gain the following class features.
660#### Hit Points
661___
662- **Hit Dice:** 1d8 per artificer level
663- **Hit Points at 1st Level:** 8 + your Constitution
664modifier
665- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st
666
667```
668```
669
670#### Proficiencies
671___
672- **Armor:** Light and medium armor
673- **Weapons:** Simple weapons
674- **Tools:** Thieves’ tools, two other tools of your
675choice
676- **Saving Throws:** Constitution, Intelligence
677- **Skills:** Choose three from Arcana, Deception, History, Investigation, Medicine, Nature,
678Religion, Sleight of Hand
679
680
681#### Equipment
682You start with the following equipment, in addition to the equipment granted by your
683background:
684- *(a)* a handaxe and a light hammer or *(b)* any two simple weapons
685- a light crossbow and 20 bolts
686- *(a)* scale mail or *(b)* studded leather armor
687- thieves’ tools and a dungeoneer’s pack
688
689### Artificer Specialist
690At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.
691
692\page
693<div class='pageNumber auto'></div>
694<div class='footnote'>CLASSES | ARTIFICER</div>
695
696### Magic Item Analysis
697Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.
698
699### Tool Expertise
700Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
701
702### Wondrous Invention
703At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.
704
705Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.
706
707You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level.
708
709These magic items are detailed in the Dungeon Master’s Guide.
710___
711- **2nd Level:** *bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones*
712- **5th Level:** *alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets*
713- **10th Level:** *bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack*
714- **15th Level:** *boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing*
715- **20th Level:** *eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying*
716
717### Spellcasting
718As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.
719
720#### Spell Slots
721The Artificer table shows how many spell 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 level or higher. You regain all expended spell slots when you finish a long rest.
722
723#### Spells Known of 1st Level and Higher
724You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document).
725
726The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.
727
728Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.
729
730#### Spellcasting Ability
731Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
732___
733- **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier
734- **Spell attack modifier** = your proficiency bonus + your Intelligence modifier
735
736#### Spellcasting Focus
737You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,†in the Player’s Handbook for various arcane focus options.
738
739### Infuse Magic
740Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
741
742Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
743
744When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.
745
746You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
747
748### Ability Score Improvement
749When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
750
751### Superior Attunement
752At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.
753
754At 15th level, this limit increases to five magic items.
755
756\page
757<div class='pageNumber auto'></div>
758<div class='footnote'>CLASSES | ARTIFICER</div>
759
760### Mechanical Servant
761At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.
762
763Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:
764- It is a construct instead of a beast.
765- It can’t be charmed.
766- It is immune to poison damage and the poisoned condition.
767- It gains darkvision with a range of 60 feet if it doesn’t have it already.
768- It understands the languages you can speak when you create it, but it can’t speak.
769- If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker
770
771The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.
772
773If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
774
775### Soul of Artifice
776At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
777
778<img
779 src='http://i.imgur.com/XYj4oGk.png'
780 style='position:absolute;bottom:0px;left:80px;width:300px' />
781
782```
783```
784
785## Artificer Specialists
786Artificers pursue a variety of specializations. The two most common ones, alchemy and engineering, are presented here.
787
788### Alchemist
789An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.
790
791#### Alchemist’s Satchel
792
793At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.
794
795If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.
796
797#### Alchemical Formula
798At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
799
800To use any of these options, your Alchemist’s Satchel must be within reach.
801
802If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
803
804** *Alchemical Fire.* ** As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage.
805
806This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
807
808** *Alchemical Acid.* ** As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
809
810This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
811
812\page
813<div class='pageNumber auto'></div>
814<div class='footnote'>CLASSES | ARTIFICER</div>
815
816** *Healing Draught.* ** As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
817
818This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
819
820** *Smoke Stick.* ** As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
821
822** *Swift Step Draught.* ** As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
823```
824```
825
826
827** *Tanglefoot Bag.* ** As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
828
829** *Thunderstone.* ** As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
830
831<img
832 src='http://i.imgur.com/mxLeAyG.png'
833 style='position:absolute;bottom:-60px;left:-160px;width:600px' />
834
835
836### Gunsmith
837A master of engineering, you forge a firearm powered by a combination of science and magic.
838
839#### Master Smith
840When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.
841
842#### Thunder Cannon
843At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.
844
845You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
846
847#### Arcane Magazine
848At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.
849
850You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.
851
852If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.
853
854\page
855<div class='pageNumber auto'></div>
856<div class='footnote'>CLASSES | ARTIFICER</div>
857
858#### Thunder Monger
859At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.
860
861This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
862
863#### Blast Wave
864Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.
865
866This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
867
868<div style='margin-top:1px'></div>
869
870#### Piercing Round
871Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a pecial attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.
872
873#### Explosive Round
874Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.
875
876<div class='wide'>
877</div>
878
879## Artificer Spell List
880
881<div class='spellList'>
882##### 1st Level
883- Alarm
884- Cure wounds
885- Disguise self
886- Expeditious retreat
887- False life
888- Jump
889- Longstrider
890- Sanctuary
891- Shield of faith
892
893<div style='margin-top:20px'></div>
894
895##### 2nd Level
896- Aid
897- Alter self
898- Arcane lock
899- Blur
900- Continual flame
901- Darkvision
902- Enhance ability
903- Enlarge/reduce
904- Invisibility
905- Lesser restoration
906- Levitate
907- Magic weapon
908- Protection from poison
909- Rope trick
910- See invisibility
911- Spider climb
912
913##### 3rd Level
914- Blink
915- Fly
916- Gaseous form
917- Glyph of warding
918- Haste
919- Protection from energy
920- Revivify
921- Water breathing
922- Water walk
923
924<div style='margin-top:20px'></div>
925
926##### 4th Level
927- Arcane eye
928- Death ward
929- Fabricate
930- Freedom of movement
931- Leomund’s secret chest
932- Mordenkainen’s faithful hound
933- Mordenkainen’s private sanctum
934- Otiluke’s resilient sphere
935- Stone shape
936- Stoneskin
937</div>
938
939<img
940 src='http://i.imgur.com/ZjJefyW.png'
941 style='position:absolute;bottom:-180px;left:0px;width:900px' />
942
943\page
944<div class='pageNumber auto'></div>
945<div class='footnote'>CLASSES | MYSTIC </div>
946
947# Mystic
948## Psionics
949Psionics is a source of power that originates from within a creature’s mind, allowing it to augment its physical abilities and affect the minds of others. Psionic abilities are called **psionic disciplines**, since each one consists of rigid mental exercises needed to place a creature in the correct mindset to wield psionic power.
950
951A discipline offers a number of abilities, but some of them require additional energy and expertise to create their effects.
952
953**Psionic talents** are akin to disciplines, but they require no psi energy and can be used at will. They are almost an innate part of the mystic.
954
955In addition, a creature skilled in the use of psionics can exert its **psychic focus** on a psionic discipline. This effect allows a creature to gain a constant benefit from the discipline.
956
957#### Otherworldly Power
958Not every D&D world features psionic power to the same extent. Psionics indirectly originates from the Far Realm, a dimension outside the bounds of the known multiverse. The Far Realm has its own alien laws of physics and magic. When its influence extends to a world, the Far Realm invariably spawns horrific monsters and madness as it bends reality to its own rules.
959
960As the laws of reality twist and turn, individual minds can be awakened to the cosmic underpinnings that dictate the form and nature of reality. The tumult caused by the Far Realm creates echoes that can disturb and awaken minds that would otherwise slumber. Such awakened creatures look on the world in the same way that creatures existing in three dimensions might look on a two-dimensional realm. They see possibilities, options, and connections that are unfathomable to those with a more limited view of reality.
961
962In worlds that are relatively stable and hew close to the archetypal D&D setting presented in the core rulebooks, psionics is rare—or might not exist at all. The cosmic bindings that define the multiverse are strong in such places, making it unlikely that an individual mind can perceive the possibilities offered by psionics. Mystics in such worlds might be so scarce that a mystic never meets another practitioner of the psionic arts.
963
964Characters might unlock their psionic potential by random chance, and ancient tomes, journals, and other accounts of mystics might serve as the only guide to mastering this form of power.
965
966Psionics is more common in worlds where the bounds of reality have been twisted and warped. The realm of Athas in the Dark Sun campaign setting is the prime example of a world where psionics is common. The gods are absent, magic has been twisted into an ecological scourge, and the common threads that bind many worlds of D&D have been sundered. By contrast, the world of Eberron is a setting where the bounds of reality have been tested but not fully broken. Psionics is not as pervasive in Eberron as in Athas, but the influence of the otherworldly realm of Xoriat makes it a known and studied art.
967
968#### Psionics and Magic
969Psionics and magic are two distinct forces. In general, an effect that affects a spell has no effect on a psionic effect. There is one important exception to this rule. A psionic effect that reproduces a spell is treated as magic. A psionic effect reproduces a spell when it allows a psionic creature or character to cast a spell. In this case, psionic energy taps into magic and manipulates it to cast the spell.
970
971For example, the mind flayer as presented in the *Monster Manual* has the Innate Spellcasting (Psionics) feature. This feature allows the mind flayer to cast a set of spells using psionic energy.
972
973These spells can be countered with *dispel magic* and similar effects.
974
975<img
976 src='http://i.imgur.com/MUdkfvD.png'
977 style='position:absolute;bottom:-140px;right:0px;width:400px' />
978
979\page
980<div class='pageNumber auto'></div>
981<div class='footnote'>CLASSES | MYSTIC </div>
982
983<div class='classTable wide'>
984##### The Mystic
985| Level | Proficiency Bonus | Features | Talents Known | Disciplines Known | Psi Points | Psi Limit |
986|:---:|:---:|:---|:---:|:---:|:---:|:---:|
987|1st |+2| Psionics, Mystic Order |1| 2| 4| 2|
988|2nd |+2| Mystical Recovery |1| 3| 6| 2|
989|3rd |+2| Mystic Order feature| 2| 3| 14| 3|
990|4th |+2| Ability Score Improvement, Strength of Mind |2 |3 |17| 3|
991|5th |+3| — |2 |4 |27| 5|
992|6th |+3| Mystic Order feature |2| 4| 32| 5|
993|7th |+3| — |2| 5| 38| 6|
994|8th |+3| Ability Score Improvement, Mystic Order feature| 2| 5| 44| 6|
995|9th |+4| — |2| 6| 57| 7|
996|10th|+4| Consumptive Power| 3| 6| 64| 7|
997</div>
998
999## Mystic
1000A mystic draws on the power of psionics—the energy of the mind—to create powerful effects.
1001
1002## Class Features
1003As a mystic, you gain the following class features.
1004
1005#### Hit Points
1006___
1007- **Hit Dice:** 1d8 per mystic level
1008- **Hit Points at 1st Level:** 8 + your Constitution modifier
1009- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per mystic level after 1st
1010
1011#### Proficiencies
1012___
1013- **Armor:** Light armor, medium armor
1014- **Weapons:** Simple weapons
1015- **Tools:** None
1016- **Saving Throws:** Intelligence, Wisdom
1017- **Skills:** Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion
1018
1019#### Equipment
1020You start with the following equipment, in addition to the equipment granted by your background:
1021
1022- *(a)* a spear or *(b)* a mace
1023- *(a)* leather armor or *(b)* scale mail
1024- *(a)* a light crossbow and 20 bolts or *(b)* any
1025simple weapon
1026- *(a)* a scholar’s pack or *(b)* an explorer’s pack
1027
1028### Psionics
1029As a student of psionics, you can master and use psionic disciplines and talents.
1030
1031```
1032```
1033
1034#### Psionic Talents
1035A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.
1036
1037#### Psionic Disciplines
1038A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. Such disciplines are divided into two categories: lesser disciplines and greater disciplines. A mystic masters only a few disciplines at a time.
1039
1040At 1st level, you know two lesser disciplines of your choice (see the discipline options later in this class description). You learn additional disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Mystic table. You must be at least 5th level to learn a greater discipline.
1041
1042In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. You can replace a lesser discipline with a greater discipline, but only if you are at least 5th level.
1043
1044#### Psi Points
1045You have an internal reservoir of energy that can be devoted to the psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.
1046
1047The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum after you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.
1048
1049\page
1050<div class='pageNumber auto'></div>
1051<div class='footnote'>CLASSES | MYSTIC </div>
1052
1053<img
1054 src='http://i.imgur.com/7lAtNoM.png'
1055 style='position:absolute;top:-50px;right:0px;width:816px' />
1056
1057<div style='margin-top:380px'></div>
1058
1059#### Psi Limit
1060Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.
1061
1062#### Psychic Focus
1063You can focus psychic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a psychic focus benefit. You can have only one psychic focus benefit at a time.
1064
1065#### Psionic Ability
1066Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
1067___
1068- **Discipline save DC** = 8 + your proficiency bonus + your Intelligence modifier
1069- **Discipline attack modifier** = your proficiency bonus + your Intelligence modifier
1070
1071```
1072```
1073<div style='margin-top:380px'></div>
1074### Mystic Order
1075At 1st level, you choose a Mystic Order: the Order of the Awakened or the Order of the Immortal, both detailed at the end of the class description. Each order specializes in a particular approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 8th level.
1076
1077### Mystical Recovery
1078Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order.
1079
1080Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.
1081
1082### Ability Score Improvement
1083When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
1084
1085### Strength of Mind
1086Even the simplest psionic techniques require a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.
1087
1088Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
1089
1090\page
1091<div class='pageNumber auto'></div>
1092<div class='footnote'>CLASSES | MYSTIC </div>
1093
1094### Consumptive Power
1095At 10th level, you gain the ability to sacrifice your health in exchange for psychic power. As a bonus action, you regain up to 5 psi points. For each point you choose to regain this way, your current hit points and hit point maximum are both reduced by 1 for each level you have in this class. This reduction can’t be lessened in any way.
1096
1097Once you use this feature, you can’t use it again until you finish a long rest, and the reduction to your hit point maximum lasts until you finish a long rest.
1098
1099## Mystic Orders
1100Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psychic power can achieve.
1101
1102Each mystic order pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics and determines the disciplines they master.
1103
1104### Order of the Awakened
1105Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a perfect state of being—focused on pure intellect and mental energy.
1106
1107The Awakened are skilled at bending minds and unleashing devastating psychic attacks, and are able to read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
1108
1109#### Mind Mastery
1110At 1st level, you gain the mind meld and thought spear psionic talents (these are in addition to the talents you gain in the Mystic table). If you already have either one, you can pick any other talent to replace it.
1111
1112#### Awakened Expertise
1113Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in two skills of your choice.
1114
1115In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that skill.
1116
1117#### Psionic Investigation
1118At 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object, regardless of how long ago it was last handled.
1119
1120You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.
1121
1122Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.
1123
1124#### Psychic Surge
1125Starting at 6th level, you overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your focus immediately ends, and you can’t use it again until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
1126
1127#### Potent Psionics
1128At 8th level, you can add your Intelligence modifier to the damage you deal with any psionic talent.
1129
1130<img
1131 src='http://i.imgur.com/J6C55Zc.png'
1132 style='position:absolute;bottom:-100px;right:-80px;width:516px' />
1133
1134\page
1135<div class='pageNumber auto'></div>
1136<div class='footnote'>CLASSES | MYSTIC </div>
1137
1138### Order of the Immortal
1139The Order of the Immortal strives to achieve physical perfection by augmenting the body’s natural strength with psychic power. This order’s goal is for its members to achieve immortality by overcoming the effects of aging through rigorous discipline and psionic perfection. To members of this order, psionic energy is a tool to augment, control, and perfect the physical body.
1140
1141Members of this order who take up the adventuring life are skilled warriors. Their psionic abilities allow them to shrug off injuries and hazards, while focusing their strength and speed in combat.
1142
1143#### Martial Order
1144At 1st level, you gain proficiency with martial weapons, heavy armor, and shields.
1145
1146#### Psionic Resilience
1147At 3rd level, you learn to use psionic energy to speed up your natural healing. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier, provided that you have at least 1 hit point.
1148
1149#### Surge of Health
1150Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends, and you can’t use it again until you finish a short or long rest. You can’t use this ability if you can’t use your psychic focus.
1151
1152#### Cutting Resonance
1153At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to the target. When you reach 14th level, this extra damage increases to 2d8.
1154
1155## Psionic Disciplines
1156Psionic disciplines are the heart of a mystic’s craft. They are the mental exercises and psychic formulae used to forge inner will into tangible effects.
1157
1158Disciplines were each discovered by different orders and tend to reflect their creators’ ethos and specialties. However, a mystic may learn any discipline regardless of its associated order.
1159
1160### Using a Discipline
1161Each discipline has a number of ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points needed to use its effect options. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.
1162
1163The following sections go into more detail on using a discipline.
1164
1165```
1166```
1167
1168#### Psychic Focus
1169The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.
1170
1171#### Effect Options and Psi Points
1172A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option.
1173
1174Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit.
1175
1176Each option notes specific information about its effect, including the action required to use it (if any), its range, and whether it requires concentration. If an option doesn’t state that it is used as an action, a bonus action, or a reaction, using it requires no action.
1177
1178#### Components
1179Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.
1180
1181#### Duration
1182An option in a discipline specifies how long its effect lasts.
1183
1184**Instantaneous.** If no duration is specified, the effect of an option is instantaneous.
1185
1186**Concentration.** Some effect options require concentration. This requirement is noted with a “C†after the option’s psi point cost.
1187
1188Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time.
1189
1190#### Targets and Areas of Effect
1191Psionic disciplines use the same rules as spells for determining targets and areas of effect. See chapter 10, “Spellcasting,†of the *Player’s Handbook*.
1192
1193#### Saving Throws and Attack Rolls
1194If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.
1195
1196Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.
1197
1198#### Combining Psionic Effects
1199The effects of different psionic disciplines add together while the durations of those disciplines overlap. Likewise, different options from a single psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if that option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap.
1200
1201\page
1202<div class='pageNumber auto'></div>
1203<div class='footnote'>CLASSES | MYSTIC </div>
1204
1205Psionics and magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule (see “Psionics and Magic†earlier, as well as “Combining Magical Effects†in chapter 10, “Spellcasting,†of the *Player’s Handbook*).
1206
1207### Discipline Descriptions
1208The following disciplines are presented in alphabetical order.
1209
1210Psionic Disciplines
1211Discipline Rank Order
1212Adaptive Body Greater Immortal
1213Body of Wind Greater Immortal
1214Celerity Lesser Immortal
1215Conquering Mind Lesser Awakened
1216Intellect Fortress Lesser Awakened
1217Iron Durability Lesser Immortal
1218Mind Over Emotion Greater Awakened
1219Mind Vault Lesser Awakened
1220Psionic Restoration Lesser Awakened
1221Psionic Weapon Lesser Immortal
1222Third Eye Lesser Awakened
1223
1224#### Adaptive Body
1225*Greater discipline (immortal)*
1226
1227You can alter your body to withstand punishing environments.
1228
1229**Psychic Focus.** While focused on this discipline, you don’t need to eat, sleep, or breathe.
1230
1231**Energy Adaptation (5, C).** As an action, you touch a creature and give it resistance to acid, cold, fire, lightning, or thunder damage for up to 1 hour.
1232
1233**Energy Immunity (7, C).** As an action, you touch a creature and give it immunity to acid, cold, fire, lightning, or thunder damage for up to 1 hour.
1234
1235#### Body of Wind
1236*Greater discipline (immortal)*
1237
1238You and your possessions take on a gaseous quality, allowing you to move like a howling gale, squeeze through small spaces, and escape danger.
1239
1240You move with the lightest steps using this discipline.
1241
1242**Psychic Focus.** While focused on this discipline, you take no falling damage and ignore difficult terrain.
1243
1244**Wind Step (1–7).** As your move, you can fly up to 20 feet for each psi point you spend. You must land at the end of this movement, otherwise you fall, unless you have some means of staying aloft.
1245
1246**Wind Form (5, C).** As an action, you gain a flying speed of 60 feet for 10 minutes.
1247
1248**Misty Form (7, C).** As an action, your body becomes mist-like. In this form, you gain resistance to bludgeoning, piercing, and slashing damage. You can pass through openings that are no more than an inch wide. This benefit lasts for up to 1 hour.
1249
1250#### Celerity
1251*Lesser discipline (immortal)*
1252
1253You channel psionic power into your body, honing your reflexes and agility to an incredible degree. In your eyes, the world seems to slow down while you continue to move as normal.
1254
1255**Psychic Focus.** While focused on this discipline, your speed increases by 5 feet, and you have advantage on initiative checks. If you are surprised, you can spend 1 psi point to no longer be surprised.
1256
1257**Seize the Initiative (1–5).** When you roll initiative, you can use your reaction to give yourself or one creature you can see within 60 feet of you a +2 bonus to initiative for each psi point you spend.
1258
1259**Surge of Speed (2).** As a bonus action, you increase your speed by 30 feet until the end of your turn. In addition, you don’t provoke opportunity attacks this turn.
1260
1261**Surge of Action (5).** As a bonus action, you can gain an additional action this turn. That action can be used only to take the Attack (one attack only), Dash, Disengage, Hide, or Use an Object action.
1262
1263
1264#### Conquering Mind
1265*Lesser discipline (awakened)*
1266
1267By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.
1268
1269**Psychic Focus.** While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline.
1270
1271**Exacting Query (2).** As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.
1272
1273**Occluded Mind (2).** As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.
1274
1275**Broken Will (5).** As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you can’t use this ability on that creature again until you finish a long rest.
1276
1277**Psychic Grip (7, C).** As an action, you target a creature you can see. The target must make an Intelligence saving throw. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, despite being paralyzed.
1278
1279
1280
1281\page
1282<div class='pageNumber auto'></div>
1283<div class='footnote'>CLASSES | MYSTIC </div>
1284
1285#### Intellect Fortress
1286*Lesser discipline (awakened)*
1287
1288You forge an indomitable wall of psionic energy around your mind—one that allows you to launch reflexive counterattacks against your opponents.
1289
1290**Psychic Focus.** While focused on this discipline, you gain resistance to psychic damage.
1291
1292**Psychic Backlash (1).** As a reaction, you can impose disadvantage on one attack roll made against you if you can see the attacker. If the attack still hits you, the attacker takes psychic damage equal to half your mystic level (rounded up).
1293
1294**Psychic Parry (1–3).** As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +2 bonus to that saving throw for each psi point you spend. You can use this ability after rolling the die but before applying the result.
1295
1296**Psychic Redoubt (5, C).** As an action, you create a field of protective psychic energy. For the next 10 minutes, you and creatures of your choice gain the following benefits while within 30 feet of you: resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
1297
1298#### Iron Durability
1299*Lesser discipline (immortal)*
1300
1301This discipline grants you unmatched toughness and resilience on the battlefield.
1302
1303**Psychic Focus.** While focused on this discipline, you gain a +1 bonus to AC.
1304
1305**Psionic Recovery (2).** As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total.
1306
1307**Iron Hide (1–3).** As a reaction when you are attacked, you gain a +2 bonus to AC for each psi point you spend. You spend these points after learning the attack’s result but before applying its effects.
1308
1309```
1310```
1311
1312#### Mind Over Emotion
1313*Greater discipline (awakened)*
1314
1315You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.
1316
1317**Psychic Focus.** While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum bonus of +1).
1318
1319**Charming Presence (1–7).** As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point you spend on this ability; the total is how many hit points worth of creatures this spell can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximum, ignoring unconscious creatures or creatures immune to this effect. Each creature affected by this ability is charmed by you for 10 minutes. While charmed, it regards you as a friendly acquaintance. A creature engaged in combat is immune to this effect.
1320
1321**Revolting Presence (5, C).** As an action, you exert an aura of repulsive power. Up to five creatures of your choice that you can see within 30 feet of you must each make an Intelligence saving throw. On a failed save, a target is frightened of you for 10 minutes. While frightened, it takes psychic damage equal to twice your mystic level if it doesn’t end its turn at least 10 feet farther away from you than it was at the start of that turn. It can then make another Intelligence saving throw at the end of the turn. On a success, this effect ends.
1322
1323**Invoke Awe (7, C).** As an action, you exert an aura that inspires awe and adulation in others. Up to five creatures of your choice that you can see within 60 feet of you must each make an Intelligence saving throw. On a failed save, the target is charmed by you for 10 minutes. While charmed, it obeys all your orders to the best of its ability and without risking its life. The target will only harm creatures that it has seen harm you since it first came under the effect of this ability. At the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends.
1324
1325<img
1326 src='http://i.imgur.com/UMVcrah.png'
1327 style='position:absolute;bottom:-10px;right:0px;width:816px' />
1328
1329\page
1330<div class='pageNumber auto'></div>
1331<div class='footnote'>CLASSES | MYSTIC </div>
1332
1333#### Mind Vault
1334*Lesser discipline (awakened)*
1335
1336Your mind forms a light but useful link to other living things within hundreds of miles. This link allows you to draw on the knowledge of others in the following ways.
1337
1338**Psychic Focus.** While focused on this discipline, you gain proficiency with one skill, weapon, shield, armor, or tool of your choice. Each time you focus on this discipline, you can choose a different skill, weapon, shield, armor, or tool.
1339
1340**Borrow Expertise (2).** As a bonus action, you gain advantage on one skill check or saving throw of your choice that you make before the end of your next turn. You must opt to gain the advantage before rolling.
1341
1342**Borrow Language (5).** As an action, you gain the ability to speak, read, and understand one language for 8 hours. You can use this ability multiple times to gain its benefits with several languages.
1343
1344**Borrow Lore (7).** As an action, name one specific location in your mind. You learn a summary of the important lore regarding that place. At the DM’s option, you also learn up to three secrets about it, such as the location of traps, passwords, or where treasure is hidden within it
1345
1346```
1347```
1348
1349#### Psionic Restoration
1350*Lesser discipline (awakened)*
1351
1352You wield psionic energy to cure wounds and restore health to yourself and others.
1353
1354**Psychic Focus.** While focused on this discipline, you can use a bonus action to touch a living creature that has 0 hit points and automatically stabilize it.
1355
1356**Mend Wounds (1–7).** As an action, you can restore hit points to a creature you touch. The creature regains 3 hit points per psi point you spend.
1357
1358**Restore Health (3).** As an action, you can touch a creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned.
1359
1360**Restore Vigor (7).** As an action, you can touch a creature and choose one of the following: remove any reductions to one of its ability scores or remove one effect that reduces its hit point maximum.
1361
1362#### Psionic Weapon
1363*Lesser discipline (immortal)*
1364
1365You channel psionic energy to lend devastating power to your attacks.
1366
1367**Psychic Focus.** While focused on this discipline, you charge one nonmagical weapon you carry, or one of your fists, with psionic energy. Attacks you make with it are considered magical and have a +1 bonus to attack rolls and damage rolls.
1368
1369**Ethereal Weapon (1).** As a bonus action, you can momentarily transform a weapon you hold into psionic energy. The next attack you make with this weapon requires no attack roll. Instead, the target must make a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers any additional effects. On a successful save, the target takes half damage from the attack, but suffers no additional effects that would normally be imposed on a hit.
1370
1371**Lethal Strike (1–5).** When you hit a target with a melee weapon attack, you can increase the damage to that target. The target takes an extra 1d10 psychic damage for each psi point you spend.
1372
1373**Augmented Weapon (5, C).** As a bonus action, you touch one nonmagical weapon and infuse it with psionic energy. For up to 10 minutes, it is a magic weapon with a +3 bonus to attack rolls and damage rolls.
1374
1375
1376#### Third Eye
1377*Lesser discipline (awakened)*
1378
1379This discipline can open a third eye within your mind, opening your doors of perception.
1380
1381**Psychic Focus.** While focused on this discipline, you have blindsight with a radius of 30 feet.
1382
1383**Tremorsense (1, C).** As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute.
1384
1385**Unwavering Eye (1, C).** As a bonus action, you gain advantage on Wisdom checks for up to 1 minute.
1386
1387**Truesight (5, C).** As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute.
1388
1389<img
1390 src='http://i.imgur.com/YSXgaG0.png'
1391 style='position:absolute;bottom:-50px;right:340px;width:600px' />
1392
1393
1394\page
1395<div class='pageNumber auto'></div>
1396<div class='footnote'>CLASSES | MYSTIC </div>
1397
1398
1399## Psionic Talents
1400A psionic talent is a psychic ability that requirespsionic aptitude but doesn’t drain a mystic’s psionic energy. Talents are similar to disciplines and use the same rules, but with three important exceptions:
1401
1402- You can never use your psychic focus on a talent.
1403- Talents don’t require you to spend psi points to use them.
1404- Talents aren’t linked to psionic orders.
1405
1406#### Beacon
1407*Psionic talent*
1408
1409As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as a bonus action.
1410
1411#### Blade Meld
1412*Psionic talent*
1413
1414As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.
1415
1416#### Light Step
1417*Psionic talent*
1418
1419As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so.
1420
1421
1422#### Mind Meld
1423*Psionic talent*
1424
1425As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.
1426
1427#### Mind Thrust
1428*Psionic talent*
1429
1430As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you.
1431
1432The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1433
1434```
1435```
1436
1437#### Thought Spear
1438*Psionic talent*
1439
1440As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.
1441
1442The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1443
1444#### Night Eyes
1445*Psionic talent*
1446
1447As an action, you grant yourself darkvision with a range of 30 feet. This benefit lasts for 1 hour.
1448
1449<img
1450 src='http://i.imgur.com/mdrKZaF.png'
1451 style='position:absolute;bottom:-230px;right:-140px;width:600px' />
1452
1453\page
1454<div class='pageNumber auto'></div>
1455<div class='footnote'>CLASSES | REVISED RANGER</div>
1456
1457# Revised Ranger
1458
1459## Class Features
1460As a ranger, you gain the following class features.
1461
1462#### Hit Points
1463___
1464- **Hit Dice:** 1d10 per ranger level
1465- **Hit Points at 1st Level:** 10 + your Constitution modifier
1466- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st
1467
1468#### Proficiencies
1469___
1470- **Armor:** Light armor, medium armor, shields
1471- **Weapons:** Simple weapons, martial weapons
1472- **Tools:** None
1473- **Saving Throws:** Strength, Dexterity
1474- **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
1475
1476#### Equipment
1477You start with the following equipment, in addition to the equipment granted by your background:
1478
1479- *(a)* scale mail or *(b)* leather armor
1480- *(a)* two shortswords or *(b)* two simple melee
1481weapons
1482- *(a)* a dungeoneer’s pack or *(b)* an explorer’s pack
1483- A longbow and a quiver of 20 arrows
1484
1485### Favored Enemy
1486Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
1487
1488Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
1489
1490When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
1491
1492<div class='classTable wide'>
1493##### The Ranger
1494| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
1495|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
1496| 1st | +2 | Favored Enemy, Natural Explorer | — | — | — | — | — | — |
1497| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
1498| 3rd | +2 | Primeval Awareness, Ranger Conclave | 3 | 3 | — | — | — | — |
1499| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
1500| 5th | +3 | Ranger Conclave feature | 4 | 4 | 2 | — | — | — |
1501| 6th | +3 | Greater Favored Enemy | 4 | 4 | 2 | — | — | — |
1502| 7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | — | — | — |
1503| 8th | +3 | Ability Score Improvement, Fleet of Foot | 5 | 4 | 3 | — | — | — |
1504| 9th | +4 | ─ | 6 | 4 | 3 | 2 | — | — |
1505| 10th | +4 | Hide in Plain Sight | 6 | 4 | 3 | 2 | — | — |
1506| 11th | +4 | Ranger Conclave feature| 7 | 4 | 3 | 3 | — | — |
1507| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
1508| 13th | +5 | ─ | 8 | 4 | 3 | 3 | 1 | — |
1509| 14th | +5 | Vanish | 8 | 4 | 3 | 3 | 1 | — |
1510| 15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | — |
1511| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
1512| 17th | +6 | ─ | 10 | 4 | 3 | 3 | 3 | 1 |
1513| 18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
1514| 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
1515| 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
1516</div>
1517
1518\page
1519<div class='pageNumber auto'></div>
1520<div class='footnote'>CLASSES | REVISED RANGER</div>
1521
1522### Natural Explorer
1523
1524You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
1525
1526- You ignore difficult terrain.
1527- You have advantage on initiative rolls.
1528- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
1529
1530In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
1531
1532- Difficult terrain doesn’t slow your group’s
1533travel.
1534- Your group can’t become lost except by magical means.
1535- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
1536- If you are traveling alone, you can move stealthily at a normal pace.
1537- When you forage, you find twice as much food as you normally would.
1538- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
1539
1540### Fighting Style
1541At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
1542
1543#### Archery
1544You gain a +2 bonus to attack rolls you make with ranged weapons.
1545
1546#### Defense
1547While you are wearing armor, you gain a +1 bonus to AC.
1548
1549#### Dueling
1550When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
1551
1552#### Two-Weapon Fighting
1553When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
1554
1555### Spellcasting
1556By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
1557
1558#### Spell Slots
1559The Ranger table shows how many spell 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 level or higher. You regain all expended spell slots when you finish a long rest.
1560
1561For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.
1562
1563#### Spells Known of 1st Level and Higher
1564You know two 1st-level spells of your choice from the ranger spell list.
1565
1566The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
1567
1568Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
1569
1570<img
1571 src='http://i.imgur.com/LmvD11K.png'
1572 style='position:absolute;bottom:-100px;right:-200px;width:800px' />
1573
1574\page
1575<div class='pageNumber auto'></div>
1576<div class='footnote'>CLASSES | REVISED RANGER</div>
1577
1578#### Spellcasting Ability
1579Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
1580
1581**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
1582
1583**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
1584
1585### Primeval Awareness
1586Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
1587
1588You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
1589
1590You cannot use this ability against a creature that you have attacked within the past 10 minutes.
1591
1592Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
1593
1594If there are multiple groups of your favored enemies within range, you learn this information for each group.
1595
1596### Ranger Conclave
1597At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
1598
1599### Ability Score Improvement
1600When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
1601
1602### Greater Favored Enemy
1603At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
1604
1605Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
1606
1607### Fleet of Foot
1608Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
1609
1610### Hide in Plain Sight
1611Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
1612
1613If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
1614
1615### Vanish
1616Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
1617
1618### Feral Senses
1619At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
1620
1621You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
1622
1623### Foe Slayer
1624At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
1625
1626## Ranger Conclaves
1627Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.
1628
1629### Beast Conclave
1630Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
1631
1632#### Animal Companion
1633At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
1634
1635\page
1636<div class='pageNumber auto'></div>
1637<div class='footnote'>CLASSES | REVISED RANGER</div>
1638
1639<img
1640 src='http://i.imgur.com/7tmO5wG.png'
1641 style='position:absolute;top:-55px;right:0px;width:1000px' />
1642
1643<div class='descriptive'>
1644##### Keeping Track of Proficiency
1645When you gain your animal companion at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.
1646##### Why No Multiattack?
1647Multiattack is a useful design tool that keeps monsters simple for the DM. It provides a boost in offense, but that boost is meant to make a beast threatening for one battle—a notion that doesn’t mesh well with a beast intended to fight with the party, rather than against it. Project Multiattack across an entire adventure, and an animal companion runs the risk of outclassing the fighters and barbarians in the party.
1648
1649So in story terms, your animal companion has traded in some of its ferocity (in the form of Multiattack) for better awareness and the ability to fight more effectively in concert with you.
1650
1651##### Expanding Companion Options
1652Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.
1653</div>
1654
1655With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an **ape**, a **black bear**, a **boar**, a **giant badger**, a **giant weasel**, a **mule**, a **panther**, or a **wolf**. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
1656
1657At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
1658
1659If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
1660
1661If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
1662
1663```
1664```
1665<div style='margin-top:420px'></div>
1666
1667#### Companion’s Bond
1668Your animal companion gains a variety of benefits while it is linked to you.
1669
1670The animal companion loses its multiattack action, if it has one.
1671
1672The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
1673
1674When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
1675
1676Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
1677
1678Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
1679
1680For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
1681
1682Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
1683
1684Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.â€
1685
1686\page
1687<div class='pageNumber auto'></div>
1688<div class='footnote'>CLASSES | REVISED RANGER</div>
1689
1690Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
1691
1692| d6 | Trait |
1693|:----:|:----|
1694| 1 | I’m dauntless in the face of adversity. |
1695| 2 | Threaten my friends, threaten me. |
1696| 3 | I stay on alert so others can rest. |
1697| 4 | People see an animal and underestimate me. I use that to my advantage. |
1698| 5 | I have a knack for showing up in the nick of time. |
1699| 6 | I put my friends’ needs before my own in all things. |
1700
1701| d6 | Flaw |
1702|:----:|:----|
1703| 1 | If there’s food left unattended, I’ll eat it. |
1704| 2 | I growl at strangers, and all people except my ranger are strangers to me. |
1705| 3 | Any time is a good time for a belly rub. |
1706| 4 | I’m deathly afraid of water. |
1707| 5 | My idea of hello is a flurry of licks to the face. |
1708| 6 | I jump on creatures to tell them how much I love them. |
1709
1710#### Coordinated Attack
1711Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
1712
1713#### Beast’s Defense
1714At 7th level, while your companion can see you, it has advantage on all saving throws.
1715
1716#### Storm of Claws and Fangs
1717At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
1718
1719#### Superior Beast’s Defense
1720At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
1721
1722```
1723```
1724
1725### Hunter Conclave
1726Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
1727
1728#### Hunter’s Prey
1729At 3rd level, you gain one of the following features of your choice.
1730
1731**Colossus Slayer.** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per
1732turn.
1733
1734**Giant Killer.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
1735
1736**Horde Breaker.** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
1737
1738#### Extra Attack
1739Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
1740
1741#### Defensive Tactics
1742At 7th level, you gain one of the following features of your choice.
1743
1744**Escape the Horde.** Opportunity attacks against you are made with disadvantage.
1745
1746**Multiattack Defense.** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
1747
1748**Steel Will.** You have advantage on saving throws against being frightened.
1749
1750#### Multiattack
1751At 11th level, you gain one of the following features of your choice.
1752
1753**Volley.** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
1754
1755**Whirlwind Attack.** You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
1756
1757<img
1758 src='http://i.imgur.com/ZUrAbzT.png'
1759 style='position:absolute;bottom:-50px;left:150px;width:500px' />
1760
1761<img
1762 src='http://i.imgur.com/8dxdp8m.png'
1763 style='position:absolute;bottom:-150px;left:-50px;width:800px' />
1764
1765\page
1766<div class='pageNumber auto'></div>
1767<div class='footnote'>CLASSES | REVISED RANGER</div>
1768
1769#### Superior Hunter’s Defense
1770At 15th level, you gain one of the following features of your choice.
1771
1772**Evasion.** When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
1773
1774**Stand Against the Tide.** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
1775
1776**Uncanny Dodge.** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
1777
1778### Deep Stalker Conclave
1779Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.
1780
1781#### Underdark Scout
1782At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.
1783
1784You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.
1785
1786#### Deep Stalker Magic
1787At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.
1788
1789You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.
1790
1791
1792##### Deep Stalker Spells
1793| Ranger Level | Spells |
1794|:----:|:-------------|
1795| 3rd | *disguise self* |
1796| 5th | *rope trick* |
1797| 9th | *glyph of warding* |
1798| 13th | *greater invisibility* |
1799| 17th | *seeming* |
1800
1801#### Extra Attack
1802Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
1803
1804#### Iron Mind
1805At 7th level, you gain proficiency in Wisdom saving throws.
1806
1807```
1808```
1809
1810#### Stalker’s Flurry
1811Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.
1812
1813#### Stalker’s Dodge
1814At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
1815
1816<img
1817 src='http://i.imgur.com/52ej3j1.png'
1818 style='position:absolute;bottom:0px;left:256px;width:660px' />
1819
1820\page
1821<div class='pageNumber auto'></div>
1822<div class='footnote'>CLASSES | SPELL-LESS RANGER</div>
1823
1824# Spell-less Ranger Variant
1825
1826## Class Features
1827As a Spell-less Ranger, you gain the following class features
1828
1829#### Hit Points
1830___
1831- **Hit Dice:** 1d10 per spell-less ranger level
1832- **Hit Points at 1st Level:** 10 + your Constitution modifier
1833- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per spell-less ranger level after 1st
1834
1835#### Proficiencies
1836___
1837- **Armor:** Light armor, medium armor, shields
1838- **Weapons:** Simple weapons,martial weapons
1839- **Tools:** None
1840- **Saving Throws:** Strength, Dexterity
1841- **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
1842
1843#### Equipment
1844You start with the following equipment, in addition to the equipment granted by your background:
1845- *(a)* scale mail or *(b)* leather armor
1846- *(a)* two shortswords or*(b)* two simple melee weapons
1847- *(a)* a dungeoneer's pack or *(b)* an explorer's pack
1848- A longbow and a quiver of 20 Arrows
1849
1850### Favored Enemy
1851Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
1852
1853Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
1854
1855You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
1856
1857When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
1858
1859You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
1860
1861<div class='classTable wide'>
1862##### Spell-less Ranger
1863| Level | Proficiency Bonus | Features | Maneuvers|
1864|:---:|:---:|:---|:---:|
1865| 1st | +2 | Favored Enemy, Natural Explorer | — |
1866| 2nd | +2 | Combat Superiority, Fighting Style | 2 |
1867| 3rd | +2 | Poultices, Ranger Archetype | 2 |
1868| 4th | +2 | Ability Score Improvement | 2 |
1869| 5th | +3 | Extra Attack | 3 |
1870| 6th | +3 |Favored Enemy and Natural Explorer Improvements | 3 |
1871| 7th | +3 | Ranger Archetype Feature | 3|
1872| 8th | +3 | Ability Score Improvement, Land's Stride | 3 |
1873| 9th | +4 | Natural Antivenom | 4 |
1874| 10th | +4 | Natural Explorer Improvement, Hide in Plain Sight | 4 |
1875| 11th | +4 | Ranger Archetype Feature | 4 |
1876| 12th | +4 | Ability Score Improvement | 4 |
1877| 13th | +5 | Call Natural Allies | 5 |
1878| 14th | +5 | Favored Enemy Improvement, Vanish | 5 |
1879| 15th | +5 | Ranger Archetype Feature | 5 |
1880| 16th | +5 | Ability Score Improvement | 5 |
1881| 17th | +6 | Relentless | 6 |
1882| 18th | +6 | Feral Senses | 6 |
1883| 19th | +6 | Ability Score Improvement | 6 |
1884| 20th | +6 | Foe Slayer | 6 |
1885</div>
1886
1887\page
1888<div class='pageNumber auto'></div>
1889<div class='footnote'>CLASSES | SPELL-LESS RANGER</div>
1890
1891### Natural Explorer
1892
1893You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
1894
1895While traveling for an hour or more in your favored terrain, you gain the following benefits:
1896
1897- Difficult terrain doesn't slow your group's travel.
1898- Your group can't become lost except by magical means.
1899- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
1900- If you are traveling alone, you can move stealthily at a normal pace.
1901- When you forage, you find twice as much food as you normally would.
1902- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
1903
1904You choose additional favored terrain types at 6th and 10th level.
1905
1906### Combat Superiority
1907At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
1908
1909**Maneuvers.** You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
1910
1911You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
1912
1913**Superiority Dice.** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
1914
1915You gain another superiority die at 9th level and one more at 17th level.
1916
1917**Saving Throws.** Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
1918
1919**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
1920
1921```
1922```
1923
1924### Fighting Style
1925At 2nd level, you adopt a particular style of fighting as
1926your specialty. Choose one of the following options.
1927You can't take a Fighting Style option more than once,
1928even if you later get to choose again.
1929
1930#### Archery
1931You gain a +2 bonus to attack rolls you make with ranged weapons
1932
1933#### Defense
1934While you are wearing armor, you gain a +1 bonus to AC.
1935
1936#### Dueling
1937When you are wielding a melee weapon in one hand and
1938no other weapons, you gain a +2 bonus to damage rolls
1939with that weapon.
1940
1941#### Two-Weapon Fighting
1942When you engage in two-weapon fighting, you can add
1943your ability modifier to the damage of the second attack.
1944
1945### Poultices
1946At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
1947
1948If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
1949
1950### Ranger Archetype
1951At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the c1ass description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
1952
1953<img
1954 src='http://i.imgur.com/02P87vH.png'
1955 style='position:absolute;bottom:-150px;left:0px;width:816px' />
1956
1957\page
1958<div class='pageNumber auto'></div>
1959<div class='footnote'>CLASSES | SPELL-LESS RANGER</div>
1960
1961### Ability Score Improvement
1962When you reach 4th level, and again at 8th, 12th, 16th,
1963and 19th level, you can increase one ability score of your
1964choice by 2, or you can increase two ability scores of
1965your choice by 1. As normal, you can't increase an ability
1966score above 20 using this feature.
1967
1968### Extra Attack
1969Beginning at 5th level, you can attack twice, instead of
1970once, whenever you take the Attack action on your turn.
1971
1972### Land's Stride
1973Starting at 8th level, moving through nonmagical
1974difficult terrain costs you no extra movement. You can
1975also pass through nonmagical plants without being
1976slowed by them and without taking damage from them if
1977they have thorns, spines, or a similar hazard.
1978In addition, you have advantage on saving throws
1979against plants that are magically created or manipulated
1980to impede movement, such those created by the
1981*entangle* spell.
1982
1983### Natural Antivenom
1984Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
1985
1986### Hide in Plain Sight
1987Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
1988
1989Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface,
1990such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
1991
1992### Call Natural Allies
1993Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
1994
1995- One beast of challenge rating 2 or lower
1996- Two beasts of challenge rating 1 or lower
1997- Four beasts of challenge rating 1/2 or lower
1998- Eight beasts of challenge rating 1/4 or lower
1999
2000These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
2001
2002After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
2003
2004### Vanish
2005Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
2006
2007### Relentless
2008Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
2009
2010### Feral Senses
2011At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
2012
2013### Foe Slayer
2014At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
2015
2016## Ranger Archetypes
2017The Ideal of the Ranger has two classic expressions: the Hunter and the Beast Master
2018
2019### Hunter
2020Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons.
2021
2022#### Hunter's Prey
2023At 3rd level, you gain one of the following features of your choice.
2024
2025**Colossus Slayer.** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra ld8 damage if it's below its hit point maximum. You can deal this extra damageonly once per turn.
2026
2027\page
2028<div class='pageNumber auto'></div>
2029<div class='footnote'>CLASSES | SPELL-LESS RANGER</div>
2030
2031
2032**Giant Killer.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
2033
2034**Horde Breaker.** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
2035
2036#### Defensive Tactics
2037At 7th level, you gain one of the following features of your choice.
2038
2039**Escape the Horde.** Opportunity attacks against you are made with disadvantage.
2040
2041**Multiattack Defense.** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
2042
2043**Steel Will.** You have advantage on saving throws against being frightened.
2044
2045#### Multiattack
2046At 11th level, you gain one of the following features
2047of your choice.
2048
2049**Volley.** You can use your action to make a ranged
2050attack against any number of creatures within 10 feet
2051of a point you can see within your weapon's range. You
2052must have ammunition for each target, as normal, and
2053you make a separate attack roll for each target.
2054
2055**Whirlwind Attack.** You can use your action to make a
2056melee attack against any number of creatures within 5
2057feet of you, with a separate attack roIl for each target.
2058
2059#### Superior Hunter's Defense
2060At 15th level, you gain one of the following features
2061of your choice.
2062
2063**Evasion.** You can nimbly dodge out of the way of
2064certain area effects, such as a red dragon's fiery breath
2065or a *lightning bolt* spell. When you are subjected to an
2066effect that allows you to make a Dexterity saving throw
2067to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
2068
2069**Stand Against the Tide.** When a hostile creature
2070misses you with a melee attack, you can use your reaction
2071to force that creature to repeat the same attack against
2072another creature (other than itself) of your choice.
2073
2074**Uncanny Dodge.** When an attacker that you can see
2075hits you with an attack, you can use your reaction to
2076halve the attack's damage against you.
2077
2078### Beast Master
2079The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with all animal as its companion and friend.
2080
2081```
2082```
2083
2084#### Ranger's Companion
2085At 3rd levei, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
2086
2087The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
2088
2089If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
2090
2091While traveling through your favored terrain with only
2092the beast, you can move stealthily at a normal pace.
2093
2094lf the beast dies, you can obtain another one by
2095spending 8 hours magicaIly bonding with another beast
2096that isn't hostile to you and that meets the requirements.
2097
2098#### Exceptional Training
2099Beginning at 7th level, on any of your turns when
2100your beast companion doesn't attack, you can use a
2101bonus action to command the beast to take the Dash,
2102Disengage, Dodge, or Help action on its turn.
2103#### Bestial Fury
2104When you command the beast to take the Attack action, the beast can attack twice or take the Multiattack action if it has that action.
2105#### Beastly Coordination
2106Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.
2107
2108<img
2109 src='http://i.imgur.com/mIlaMdO.png'
2110 style='position:absolute;bottom:-25px;left:400px;width:350px' />
2111
2112\page
2113<div class='pageNumber auto'></div>
2114<div class='footnote'>SUB-CLASSES | BARBARIAN PATHS </div>
2115
2116<div style='margin-top:700px'></div>
2117
2118<img
2119 src='http://i.imgur.com/JgdPWz9.png'
2120 style='position:absolute;top:-30px;left:0px;width:900px' />
2121
2122
2123# Part 3: Sub-classes
2124
2125## Barbarian Paths
2126At 3rd level, a barbarian gains the Primal Path feature. Here are three new options for that feature: the Path of the Ancestral Guardian, the Path of the Storm Herald, and the Path of the Zealot.
2127
2128### Path of the Ancestral Guardian
2129
2130Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
2131
2132Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits’ help, they can hinder their foes even as they strike powerful blows against them.
2133
2134In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.
2135
2136#### Ancestral Protectors
2137Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you’re raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn’t target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.
2138
2139<div></div>
2140<div style='margin-top:80px'></div>
2141
2142#### Ancestral Shield
2143Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than Rage.
2144
2145#### Consult the Spirits
2146At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.
2147
2148#### Vengeful Ancestors
2149At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you’re raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.
2150
2151\page
2152<div class='pageNumber auto'></div>
2153<div class='footnote'>SUB-CLASSES | BARBARIAN PATHS </div>
2154
2155<img
2156 src='http://i.imgur.com/t4IsRhR.png'
2157 style='position:absolute;bottom:-230px;left:345px;width:500px' />
2158
2159<img
2160 src='http://i.imgur.com/AAnpOB9.png'
2161 style='position:absolute;bottom:-280px;left:300px;width:500px' />
2162
2163### Path of the Storm Herald
2164
2165Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
2166
2167Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
2168
2169#### Storm of Fury
2170When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage.
2171
2172While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment.
2173
2174**Desert.** Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4.
2175
2176**Sea.** At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th
2177level.
2178
2179**Tundra.** Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4.
2180
2181#### Storm Soul
2182At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level.
2183
2184**Desert.** You gain resistance to fire damage and don’t suffer the effects of extreme heat.
2185
2186**Sea.** You gain resistance to lightning damage and can breathe underwater.
2187
2188**Tundra.** You gain resistance to cold damage and don’t suffer the effects of extreme cold.
2189
2190#### Shield of the Storm
2191At 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature.
2192
2193#### Raging Storm
2194At 14th level, the power of the storm you channel grows mightier.
2195
2196**Desert.** The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature’s speed drops to 0 until the start of its next turn.
2197
2198**Sea.** Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
2199
2200**Tundra.** The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.
2201
2202### Path of the Zealot
2203Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.
2204
2205A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
2206
2207#### Divine Fury
2208Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, you become cloaked in an aura of divine power until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level. The damage is necrotic or radiant; you choose the type of damage when you gain this feature.
2209
2210#### Warrior of the Gods
2211At 3rd level, your soul is marked for endless battle. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you.
2212
2213#### Zealous Focus
2214At 6th level, the divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can’t rage again until you finish a short or long rest.
2215
2216#### Zealous Presence
2217At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains advantage on attack rolls and saving throws until the start of your next turn.
2218
2219Once you use this feature, you can’t use it again until you finish a long rest.
2220
2221#### Rage Beyond Death
2222Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends.
2223
2224\page
2225<div class='pageNumber auto'></div>
2226<div class='footnote'>SUB-CLASSES | BARD COLLEGES</div>
2227
2228## Bard Colleges
2229At 3rd level, a bard gains the Bard College feature. Here are new options for that feature: the College of Glamour, the College of Satire, the College of Swords and the College of Whispers.
2230
2231### College of Glamour
2232The College of Glamour is open to those bards who mastered their craft in the vibrant, deadly realm of the Feywild. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
2233
2234The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls.
2235
2236#### Mantle of Inspiration
2237When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed.
2238
2239As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points. When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest,
2240safest path to you.
2241
2242The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.
2243
2244#### Enthralling Performance
2245Starting at 3rd level, you can charge your performance with seductive fey magic. If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
2246
2247If a target succeeds on its save against this effect, the target has no hint that you tried to charm it.
2248
2249Once you use this feature, you can’t use it again until you finish a short or long rest.
2250
2251```
2252```
2253
2254#### Mantle of Majesty
2255At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you take on an appearance of unearthly beauty for 1 minute. During this time, you can cast *command* as a bonus action on each of your turns, without using a spell slot. This effect lasts for 1 minute, and any creature charmed by you automatically fails its saving throw against the spell.
2256
2257Once you use this feature, you can’t use it again until you finish a long rest.
2258
2259#### Unbreakable Majesty
2260At 14th level, you gain an otherworldly aspect to your appearance that makes you look more fierce and lovely.
2261
2262In addition, through this feature, you can cast *sanctuary* on yourself. If a creature fails its saving throw against the spell, you also gain advantage on all Charisma checks against the creature for 1 minute, and it has disadvantage on any saving throw it makes against your spells on your next turn.
2263
2264Once you cast *sanctuary* using this feature, you can’t do so again until you finish a short or long rest.
2265
2266<img
2267 src='http://i.imgur.com/p0B2ep2.png'
2268 style='position:absolute;bottom:-36px;left:300px;width:600px' />
2269
2270\page
2271<div class='pageNumber auto'></div>
2272<div class='footnote'>SUB-CLASSES | BARD COLLEGES</div>
2273
2274### College of Satire
2275Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.
2276
2277While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester’s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.
2278
2279For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester’s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her.
2280
2281Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist’s treachery or exposing a baron’s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.
2282
2283Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies’ spirits while casting doubt into foes’ minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.
2284
2285#### Bonus Proficiencies
2286When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.
2287
2288#### Tumbling Fool
2289At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
2290
2291- You gain the benefits of taking the Dash and Disengage actions.
2292- You gain a climbing speed equal to your current speed.
2293- You take half damage from falling.
2294
2295```
2296```
2297
2298#### Fool’s Insight
2299At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast *detect thoughts* up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.
2300
2301If a creature resists your attempt to probe deeper and succeeds at its saving throw against your *detect thoughts*, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.
2302
2303#### Fool’s Luck
2304Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.
2305
2306At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.
2307
2308If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.
2309
2310<img
2311 src='http://i.imgur.com/U6hr1Qu.png'
2312 style='position:absolute;bottom:0px;left:400px;width:420px' />
2313
2314
2315
2316\page
2317<div class='pageNumber auto'></div>
2318<div class='footnote'>SUB-CLASSES | BARD COLLEGES</div>
2319
2320### College of Swords
2321Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
2322
2323Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
2324
2325<img
2326 src='http://i.imgur.com/6S2Mdd0.png'
2327 style='position:absolute;bottom:-90px;left:-90px;width:610px' />
2328
2329```
2330```
2331
2332Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
2333
2334#### Bonus Proficiencies
2335When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.
2336
2337#### Fighting Style
2338The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.
2339
2340**Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
2341
2342#### Blade Flourish
2343At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.
2344
2345**Defensive Flourish.** You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
2346
2347**Trick Shooter’s Flourish.** This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
2348
2349**Unnerving Flourish.** Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.
2350
2351The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.
2352
2353#### Extra Attack
2354Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
2355
2356#### Battle Magic
2357At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
2358
2359\page
2360<div class='pageNumber auto'></div>
2361<div class='footnote'>SUB-CLASSES | BARD COLLEGES</div>
2362
2363### College of Whispers
2364Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
2365
2366Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.
2367
2368#### Venomous Blades
2369When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic for a moment.
2370
2371When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 poison damage to that target. You can do so only once per round on your turn.
2372
2373The additional damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.
2374
2375#### Venomous Words
2376At 3rd level, you learn to infuse innocentseeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia.
2377
2378If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there.
2379
2380If the target succeeds on its save, the target has no hint that you tried to frighten it.
2381
2382Once you use this feature, you can’t use it again until you finish a short rest or long rest.
2383
2384#### Mantle of Whispers
2385At 6th level, you gain the ability to adopt a creature’s persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you’re Small), and you can have only one shadow captured at a time.
2386
2387After you capture a creature’s shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature’s appearance for 1 hour or until you end this effect as a bonus action.
2388
2389During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories.
2390
2391Another creature can see through this disguise by making a Wisdom (Insight) check opposed by your Charisma (Deception) check, though you gain a +5 bonus to your check.
2392
2393The disguise and the knowledge it grants disappears when this ability’s duration ends.
2394
2395#### Shadow Lore
2396At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.
2397
2398As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
2399
2400If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it.
2401
2402While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
2403
2404When the effect ends, the creature has no understanding of why it held you in such fear.
2405
2406Once you use this feature, you can’t use it again until you finish a long rest.
2407
2408<img
2409 src='http://i.imgur.com/p8mmovI.png'
2410 style='position:absolute;bottom:0px;left:16px;width:800px' />
2411
2412\page
2413<div class='pageNumber auto'></div>
2414<div class='footnote'>SUB-CLASSES | CLERIC DOMAINS </div>
2415
2416<img
2417 src='http://i.imgur.com/VuOzUwZ.png'
2418 style='position:absolute;bottom:-32px;left:-50px;width:550px' />
2419
2420## Divine Domains
2421At 1st level, a cleric gains the Divine Domain feature. Here are new domain options for that feature: Forge, Grave, and Protection.
2422
2423### Forge Domain
2424The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
2425
2426```
2427```
2428
2429##### Forge Domain Spells
2430| Cleric Level | Spells |
2431|:----:|:-------------|
2432|1st | *searing smite, shield*
2433|3rd | *heat metal, magic weapon*
2434|5th | *elemental weapon, protection from energy*
2435|7th | *fabricate, wall of fire*
2436|9th | *animate objects, creation*
2437
2438#### Bonus Proficiency
2439When you choose this domain at 1st level, you gain proficiency with heavy armor.
2440
2441#### Blessing of the Forge
2442At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
2443
2444Once you use this feature, you can’t use it again until you finish a long rest.
2445
2446#### Channel Divinity: Artisan’s Blessing
2447Starting at 2nd level, you can use your Channel Divinity to create simple items.
2448
2449Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest.
2450
2451The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest.
2452
2453#### Soul of the Forge
2454Starting at 6th level, your mastery of the forge grants you a number of special abilities:
2455
2456- You gain a +1 bonus to AC while you are wearing medium or heavy armor.
2457- You gain resistance to fire damage.
2458- When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.
2459
2460#### Divine Strike
2461At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
2462
2463#### Saint of Forge and Fire
2464At 17th level, your affinity for fire and metal becomes more powerful due to your deity’s blessing. You gain immunity to fire damage, and while you’re wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
2465
2466\page
2467<div class='pageNumber auto'></div>
2468<div class='footnote'>SUB-CLASSES | CLERIC DOMAINS </div>
2469
2470### Grave Domain
2471Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.
2472
2473##### Grave Domain Spells
2474| Cleric Level | Spells
2475|:----:|:-------------|
2476| 1st | *bane, false life*
2477| 3rd | *gentle repose, ray of enfeeblement*
2478| 5th | *revivify, vampiric touch*
2479| 7th | *blight, death ward*
2480| 9th | *antilife shell, raise dead*
2481
2482#### Bonus Proficiency
2483When you choose this domain at 1st level, you gain proficiency with heavy armor.
2484
2485#### Circle of Mortality
2486At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the *spare the dying* cantrip, you can cast it as a bonus action.
2487
2488#### Eyes of the Grave
2489Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating.
2490
2491Once you use this feature, you can’t use it again until you finish a long rest.
2492
2493#### Channel Divinity: Path to the Grave
2494Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
2495
2496As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack’s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends.
2497
2498If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.
2499
2500#### Sentinel at Death’s Door
2501Starting at 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
2502
2503Once you use this feature, you can’t use it again until you finish a short or long rest.
2504
2505#### Divine Strike
2506At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.
2507
2508#### Keeper of Souls
2509At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round.
2510
2511<img
2512 src='http://i.imgur.com/5AECoE8.png'
2513 style='position:absolute;bottom:0px;right:-15px;width:650px' />
2514
2515
2516\page
2517<div class='pageNumber auto'></div>
2518<div class='footnote'>SUB-CLASSES | CLERIC DOMAINS </div>
2519
2520### Protection Domain
2521The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.
2522
2523##### Protection Domain Spells
2524| Cleric | Level Spells|
2525|:----:|:-------------|
2526| 1st | *compelled duel, protection from evil and good*
2527| 3rd | *aid, protection from poison*
2528| 5th | *protection from energy, slow*
2529| 7th | *guardian of faith, Otiluke’s resilient sphere*
2530| 9th | *antilife shell, wall of force*
2531
2532#### Bonus Proficiency
2533When you choose this domain at 1st level, you gain proficiency with heavy armor.
2534
2535#### Shield of the Faithful
2536Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.
2537
2538```
2539```
2540
2541#### Channel Divinity: Radiant Defense
2542Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.
2543
2544As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.
2545
2546#### Blessed Healer
2547Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.
2548
2549#### Divine Strike
2550At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
2551
2552#### Indomitable Defense
2553At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
2554
2555As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
2556
2557<img
2558 src='http://i.imgur.com/LOhSe5p.png'
2559 style='position:absolute;bottom:-155px;left:-0px;width:900px' />
2560
2561\page
2562<div class='pageNumber auto'></div>
2563<div class='footnote'>SUB-CLASSES | DRUID CIRCLES </div>
2564
2565<img
2566 src='http://i.imgur.com/Dxz2rTh.png'
2567 style='position:absolute;top:-200px;left:-84px;width:900px' />
2568
2569<div style='margin-top:400px'></div>
2570
2571## Druid Circles
2572At 2nd level, a druid gains the Druid Circle feature. Here are new options for that feature: Circle of Dreams, Circle of the Shepherd, and Circle of Twilight.
2573
2574### Circle of Dreams
2575Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places.
2576
2577#### Balm of the Summer Court
2578At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that lends relief to weary feet and respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
2579
2580As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent, and its speed increases by 5 feet per die spent. The speed increase lasts for 1 minute.
2581
2582You regain the expended dice when you finish a long rest.
2583
2584```
2585```
2586<div style='margin-top:250px'></div>
2587
2588#### Hearth of Moonlight and Shadow
2589At 6th level, home is wherever you set up camp. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to ward your campsite from intruders. At the start of the rest, you create an area with a 30-foot radius. Within this area, you and your allies gain a +5 bonus to Wisdom (Perception) checks to detect creatures, and any light from open flames (campfire, torches, and the like) is not visible outside the area. These effects end when the rest finishes or when you leave the area.
2590
2591#### Hidden Paths
2592At 10th level, you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement.
2593
2594You can also use this feature to teleport someone else. As an action, you can teleport a willing ally you touch up to 30 feet to a point you
2595can see.
2596
2597Once you use either option—teleporting yourself or an ally—you can’t use that option again until 1d4 rounds have passed.
2598
2599#### Purifying Light
2600At 14th level, the favor of the Summer Court allows you to end spells that hamper you and your allies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn, you can simultaneously target the healed creature with *dispel magic*, using a spell slot with a level equal to the slot used to cast the healing spell.
2601
2602You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.
2603
2604\page
2605<div class='pageNumber auto'></div>
2606<div class='footnote'>SUB-CLASSES | DRUID CIRCLES </div>
2607
2608<img
2609 src='http://i.imgur.com/i2cpVYb.png'
2610 style='position:absolute;bottom:-80px;left:0px;width:800px' />
2611
2612### Circle of the Shepherd
2613Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.
2614
2615#### Spirit Bond
2616Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you
2617magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn’t occupy its space, it is immobile, and it counts as neither a creature nor an object.
2618
2619The nature of the aura depends on the type of spirit you choose to summon:
2620___
2621- **Bear.** The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
2622
2623```
2624```
2625___
2626- **Hawk.** The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit’s aura.
2627- **Wolf.** The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.
2628
2629The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
2630
2631#### Beast Speech
2632At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
2633
2634This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.
2635
2636#### Mighty Summoner
2637At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
2638
2639#### Guardian Spirit
2640At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death *ward spell*. The spell’s duration is extended to 24 hours.
2641
2642
2643\page
2644<div class='pageNumber auto'></div>
2645<div class='footnote'>SUB-CLASSES | DRUID CIRCLES </div>
2646
2647
2648#### Faithful Summons
2649Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of *conjure animals* as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1hour.
2650
2651Once you use this feature, you can’t use it again until you finish a long rest.
2652
2653### Circle of Twilight
2654The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.
2655
2656These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.
2657
2658#### Harvest’s Scythe
2659Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.
2660
2661When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.
2662
2663You regain the expended dice when you finish a long rest.
2664
2665#### Speech Beyond the Grave
2666At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak.
2667
2668Once you use this feature, you can’t use it again until you finish a short or long rest.
2669
2670#### Watcher at the Threshold
2671At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.
2672
2673```
2674```
2675
2676#### Paths of the Dead
2677At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.
2678
2679<img
2680 src='http://i.imgur.com/ezoAGXU.png'
2681 style='position:absolute;bottom:-30px;left:285px;width:700px' />
2682
2683\page
2684<div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
2685
2686## Martial Archetypes
2687At 3rd level, a fighters gains the Martial Archetype feature. Here are new options for that feature: Arcane Archer, Cavalier, Knight, Monster Hunter, Samurai, Scout and Sharpshooter
2688
2689### Arcane Archer
2690An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
2691
2692#### Arcane Arrow
2693When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.
2694
2695**Create Magic Arrow.** As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit.
2696
2697You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.
2698
2699**Arcane Shot.** When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.
2700
2701You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.
2702
2703#### Archer’s Lore
2704At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds.
2705
2706You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.
2707
2708#### Conjure Arrows
2709At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.
2710
2711#### Ever-Ready Arrow
2712Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.
2713
2714#### Deadly Arrow
2715At 18th level, your Arcane Arrow’s bonus damage increases to 4d6 force damage.
2716
2717#### Arcane Shots
2718The Arcane Arrow feature lets you choose Arcane Shot options at certain levels. The options are presented here in alphabetical order.
2719
2720These are all magical effects.
2721
2722**Beguiling Arrow. **Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits the target, the target can’t attack the chosen ally or include that ally in a harmful area of effect until the end of your next turn. The target ignores this effect if it is immune to the charmed condition. This effect also ends if the chosen ally deals any damage to the target.
2723
2724**Brute Bane Arrow.** You weave necromantic magic into your arrow. If a creature is hit by the arrow, any bludgeoning, piercing, or slashing damage dealt by the creature’s attacks is halved until the end of your next turn.
2725
2726**Bursting Arrow.** You imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 force damage.
2727
2728**Defending Arrow.** You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this arrow suffers disadvantage on the next attack roll it makes before the end of your next turn.
2729
2730<img
2731 src='http://i.imgur.com/JMshXwX.png'
2732 style='position:absolute;bottom:0px;right:0px;width:435px' />
2733
2734\page
2735<div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
2736
2737**Grasping Arrow.** When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. The target hit by the arrow takes a –10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC 10 Strength check.
2738
2739Otherwise, the brambles last for 1 minute.
2740
2741**Piercing Arrow.** You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. You make a separate attack using your Arcane Arrow against each creature in that line.
2742
2743**Seeking Arrow.** Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it, using the Arcane Arrow. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. The attack automatically misses if the target is out of the weapon’s range or if there is no path large enough for the arrow to travel to the target. If the arrow hits its target, you know it, but you don’t learn the target’s location unless it’s within your line of sight.
2744
2745**Shadow Arrow.** You weave illusion magic into your arrow, causing it to occlude your foe’s vision with grasping shadows. Until the end of your next turn, the target hit by the arrow can’t see more than 30 feet away.
2746
2747### Cavalier
2748The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.
2749
2750#### Bonus Proficiencies
2751When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.
2752
2753#### Born to the Saddle
2754At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
2755
2756#### Combat Superiority
2757At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
2758
2759**Superiority Dice.** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
2760
2761You gain another superiority die at 7th level and one more at 15th level.
2762
2763**Using Superiority Dice.** You can expend superiority dice to gain a number of different benefits:
2764
2765- When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
2766- When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
2767- When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
2768- If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount’s AC. If the attack still hits, you or your mount take half damage from it.
2769
2770#### Ferocious Charger
2771At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
2772
2773#### Improved Combat Superiority
2774At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
2775
2776#### Relentless
2777Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
2778
2779<img
2780 src='http://i.imgur.com/NoyMX5c.png'
2781 style='position:absolute;bottom:0px;right:0px;width:435px' />
2782
2783\page
2784<div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
2785
2786### Knight
2787The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s
2788forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe.
2789
2790#### Born to the Saddle
2791Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.
2792
2793#### Implacable Mark
2794At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened.
2795
2796The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it.
2797
2798If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level.
2799
2800```
2801```
2802
2803You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.
2804
2805#### Noble Cavalry
2806At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.
2807
2808#### Hold the Line
2809At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.
2810
2811#### Rapid Strike
2812Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
2813
2814#### Defender’s Blade
2815At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.
2816
2817In addition, you gain a +1 bonus to AC while wearing heavy armor.
2818
2819<img
2820 src='http://i.imgur.com/AKWA8S7.png'
2821 style='position:absolute;bottom:-30px;right:-50px;width:1000px' />
2822
2823\page
2824<div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
2825
2826### Monster Hunter
2827As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.
2828
2829#### Bonus Proficiencies
2830When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.
2831
2832#### Combat Superiority
2833When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
2834
2835**Superiority Dice.** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
2836
2837You gain another superiority die at 7th level and one more at 15th level.
2838
2839**Using Superiority Dice.** You can expend superiority dice to gain a number of different benefits:
2840
2841- When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
2842- When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
2843- When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
2844- When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
2845
2846#### Hunter’s Mysticism
2847At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast *detect magic* as a ritual. You can cast *protection from evil and good*, but you cannot cast it again with this feature until you finish a long rest.
2848
2849Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.
2850
2851#### Monster Slayer
2852At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.
2853
2854#### Improved Combat Superiority
2855At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
2856
2857#### Relentless
2858Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
2859
2860### Samurai
2861The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s willpower is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.
2862
2863#### Fighting Spirit
2864Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn.
2865
2866You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
2867
2868#### Elegant Courtier
2869Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station.
2870
2871You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice.
2872
2873#### Unbreakable Will
2874At 10th level, your superior willpower allows you to shrug off mind-assaulting effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one).
2875
2876#### Rapid Strike
2877Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
2878
2879#### Strength Before Death
2880Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don’t take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take.
2881
2882Once you use this feature, you can’t use it again until you finish a long rest
2883
2884<img
2885 src='http://i.imgur.com/QVu9qBf.png'
2886 style='position:absolute;bottom:-220px;right:-150px;width:700px' />
2887
2888
2889\page
2890<div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
2891
2892### Scout
2893The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.
2894
2895#### Bonus Proficiencies
2896When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.
2897
2898#### Combat Superiority
2899At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
2900
2901**Superiority Dice.** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest.
2902
2903You gain another superiority die at 7th level and one more at 15th level.
2904
2905**Using Superiority Dice.** You can expend superiority dice to gain a number of different benefits:
2906
2907- When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
2908- When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
2909- If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
2910
2911#### Natural Explorer
2912At 3rd level, you gain the ranger class feature of the same name, with the following alteration: You choose additional favored terrain types at 7th and 15th level.
2913
2914#### Improved Combat Superiority
2915At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
2916
2917#### Relentless
2918Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
2919
2920```
2921```
2922
2923### Sharpshooter
2924The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.
2925
2926#### Steady Aim
2927Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
2928
2929- The attacks ignore half and three-quarters cover.
2930- On each hit, the weapon deal s additional damage to the target equal to 2 + half your fighter level.
2931
2932You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
2933
2934#### Careful Eyes
2935Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).
2936
2937#### Close-Quarters Shooting
2938At 10th level , you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
2939
2940In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.
2941
2942#### Rapid Strike
2943Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
2944
2945#### Snap Shot
2946Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
2947
2948<img
2949 src='http://i.imgur.com/YQfnZa1.png'
2950 style='position:absolute;bottom:-300px;right:0px;width:816px' />
2951
2952\page
2953<div class='pageNumber auto'></div>
2954<div class='footnote'>SUB-CLASSES | MONASTIC TRADITIONS</div>
2955
2956## Monastic Traditions
2957At 3rd level, a monk gains the Monastic Tradition feature. Here are new options for that feature: the Way of the Kensei and the Way of Tranquility.
2958
2959### Way of the Kensei
2960Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
2961
2962#### Path of the Kensei
2963When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.
2964
2965You gain the following benefits:
2966
2967- You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you’re proficient with it.
2968- Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon’s damage die.
2969- When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.
2970```
2971```
2972- If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand.
2973
2974
2975#### One with the Blade
2976At 6th level, you extend your ki into the weapons you hold, granting you the following benefits.
2977
2978**Magic Weapons.** Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
2979
2980**Precise Strike.** You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can’t use it again until you finish a short or long rest.
2981
2982#### Sharpen the Blade
2983At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.
2984
2985#### Unerring Accuracy
2986At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses.
2987
2988<img
2989 src='http://i.imgur.com/gNUVN87.png'
2990 style='position:absolute;bottom:-30px;right:-130px;width:1000px' />
2991
2992\page
2993<div class='pageNumber auto'></div>
2994<div class='footnote'>SUB-CLASSES | MONASTIC TRADITIONS</div>
2995
2996<img
2997 src='http://i.imgur.com/FEc55Ac.png'
2998 style='position:absolute;top:0px;right:0px;width:816px' />
2999
3000
3001<div style='margin-top:360px'></div>
3002
3003### Way of Tranquility
3004Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.
3005
3006#### Path of Tranquility
3007When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the *sanctuary* spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.
3008
3009Once you cast the spell in this way, you can’t do so again for 1 minute.
3010#### Healing Hands
3011Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 10.
3012
3013As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one.
3014
3015When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.
3016
3017This feature has no effect on undead and constructs.
3018
3019```
3020```
3021
3022<div style='margin-top:400px'></div>
3023
3024#### Emissary of Peace
3025At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check.
3026
3027You also gain proficiency in the Performance or Persuasion skill (choose one).
3028
3029#### Douse the Flames of War
3030At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw.
3031
3032This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.
3033
3034#### Anger of a Gentle Soul
3035At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level.
3036
3037Once you use this ability, you can’t use it again until you finish a short or long rest.
3038
3039\page
3040<div class='pageNumber auto'></div>
3041<div class='footnote'>SUB-CLASSES | PALADIN OATHS</div>
3042
3043## Sacred Oaths
3044At 3rd level, a paladin gains the Sacred Oath feature. Here are new options for that feature: the Oath of Conquest and the Oath of Treachery.
3045
3046### Oath of Conquest
3047The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos.
3048
3049Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells.
3050
3051The archdevil Bel, warlord of Avernus, counts many of these paladins —called hell knights— as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.
3052
3053#### Tenets of Conquest
3054A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight’s oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
3055
3056**Douse the Flame of Hope.** It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
3057
3058**Rule with an Iron Fist.** Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
3059
3060**Strength Above All.** You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
3061
3062#### Oath Spells
3063You gain oath spells at the paladin levels listed.
3064##### Oath of Conquest Spells
3065| Paladin Level | Spells |
3066|:----:|:-------------|
3067| 3rd | *armor of Agathys, command* |
3068| 5th | *hold person, spiritual weapon* |
3069| 9th | *bestow curse, fear* |
3070| 13th | *blight, dominate beast* |
3071| 17th | *dominate person, insect plague* |
3072
3073
3074```
3075```
3076
3077#### Channel Divinity
3078
3079When you take this oath at 3rd level, you gain the following two Channel Divinity options.
3080
3081**Conquering Strike.** You can use your Channel Divinity to break a foe’s will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target
3082becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
3083
3084**Guided Strike.** You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
3085
3086<img
3087 src='http://i.imgur.com/a8jDpEL.png'
3088 style='position:absolute;bottom:0px;right:-189px;width:640px' />
3089
3090\page
3091<div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | PALADIN OATHS</div>
3092
3093<img
3094 src='http://i.imgur.com/9zNsgAz.png'
3095 style='position:absolute;top:-80px;right:-20px;width:900px' />
3096
3097<div style='margin-top:330px'></div>
3098
3099#### Aura of Conquest
3100Starting at 7th level, you emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened. At 18th level, the range of this aura increases to 30 feet.
3101
3102#### Implacable Spirit
3103Once you reach 15th level, you can no longer be charmed.
3104
3105#### Invincible Conqueror
3106
3107At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
3108- You have resistance to all damage.
3109- When you take the Attack action on your turn, you can make one additional attack as part of that action.
3110- Your melee weapon attacks score a critical hit on a roll of 19 or 20.
3111
3112Once you use this feature, you can’t use it again until you finish a long rest.
3113
3114### Oath of Treachery
3115The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.
3116
3117
3118```
3119```
3120
3121<div style='margin-top:350px'></div>
3122
3123Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery.
3124
3125<div class='descriptive'>
3126##### Fallen Paladins
3127The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master’s Guide. DMs are free to use either option to model villainous or fallen paladins.
3128
3129If you switch to this oath from another one, replace all of the previous oath’s features with the features of this one, and if you renounce this oath, replace its features with the features of the new one.
3130</div>
3131
3132#### Tenets of Treachery
3133
3134A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.
3135
3136#### Oath Spells
3137You gain oath spells at the paladin levels listed.
3138##### Oath of Treachery Spells
3139| Paladin Level | Spells |
3140|:----:|:-------------|
3141| 3rd | *charm person, expeditious retreat* |
3142| 5th | *invisibility, mirror image* |
3143| 9th | *gaseous form, haste* |
3144| 13th | *confusion, greater invisibility* |
3145| 17th | *dominate person, passwall* |
3146
3147\page
3148<div class='pageNumber auto'></div>
3149<div class='footnote'>SUB-CLASSES | PALADIN OATHS</div>
3150
3151#### Channel Divinity
3152When you take this oath at 3rd level, you gain the following two Channel Divinity options.
3153
3154**Conjure Duplicate.** As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
3155
3156For the duration, you can cast spells as though you were in 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 advantage on attack rolls against that creature, given how uncanny the illusion is.
3157
3158```
3159```
3160
3161**Poison Strike.** You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.
3162
3163#### Aura of Treachery
3164
3165Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.
3166
3167**Cull the Herd.** You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
3168
3169**Treacherous Strike.** If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed.
3170
3171You can use this ability three times. You regain expended uses of it when you finish a short or long rest.
3172
3173#### Blackguard’s Escape
3174At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
3175
3176#### Icon of Deceit
3177At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
3178- You are invisible.
3179- If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
3180- If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. Once you use this feature, you can’t use it again until you finish a long rest.
3181
3182<img
3183 src='http://i.imgur.com/PnlmiZQ.png'
3184 style='position:absolute;bottom:-80px;left:-200px;width:650px'/>
3185
3186\page
3187<div class='pageNumber auto'></div>
3188<div class='footnote'>SUB-CLASSES | RANGER ARCHETYPES </div>
3189
3190## Ranger Archetypes
3191At 3rd level, a ranger gains the Ranger Archetype feature. Here are new options for that feature: the Deep Stalker, the Horizon Walker and the Primeval Guardian.
3192
3193### Deep Stalker
3194Adventurers descending into the depths on desperate quests or in response to the promise of vast riches quickly come face to face with the evil that festers beneath the earth. Though many such characters are only too happy to escape back to the surface world again, rangers with the Deep Stalker archetype welcome each foray into the world below, striving to uncover and defeat the threats of the Underdark before those threats can reach the surface.
3195
3196Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return.
3197
3198Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.
3199
3200#### Underdark Scout
3201At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack.
3202
3203You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. Deep Stalkers often use this ability to make ranged attacks, move beyond the scope of their foes’ darkvision, and then hide.
3204
3205Deep Stalker Magic
3206From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known.
3207
3208##### Deep Stalker Spells
3209| Level | Spell Gained |
3210|:----:|:-------------|
3211| 3rd | *disguise self* |
3212| 5th | *rope trick* |
3213| 9th | *glyph of warding* |
3214| 13th | *greater invisibility* |
3215| 17th | *seeming* |
3216
3217#### Iron Mind
3218At 7th level, you gain proficiency in Wisdom saving throws.
3219
3220```
3221```
3222
3223#### Stalker’s Flurry
3224Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.
3225
3226#### Stalker’s Dodge
3227At 15th level, you master the ability to disrupt an opponent’s attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.
3228
3229### Horizon Walker
3230Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
3231
3232#### Planar Magic
3233Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
3234
3235##### Horizon Walker Spells
3236| Level | Spell Gained |
3237|:----:|:-------------|
3238| 3rd | *protection from evil and good* |
3239| 5th | *alter self* |
3240| 9th | *protection from energy* |
3241| 13th | *banishment* |
3242| 17th | *teleportation circle* |
3243
3244#### Planar Warrior
3245At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
3246
3247As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its
3248damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
3249
3250#### Portal Lore
3251At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn’t reveal them.
3252
3253Once you use this feature, you can’t use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
3254
3255See the “Planar Travel†section in chapter 2 of the *Dungeon Master’s Guide* for examples of planar portals.
3256
3257\page
3258<div class='pageNumber auto'></div>
3259<div class='footnote'>SUB-CLASSES | RANGER ARCHETYPES </div>
3260
3261#### Ethereal Step
3262At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the *etherealness* spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
3263
3264#### Distant Strike
3265At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
3266
3267If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
3268
3269#### Spectral Defense
3270At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
3271
3272### Primeval Guardian
3273Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
3274
3275These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
3276
3277#### Guardian Magic
3278Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
3279
3280##### Primeval Guardian Spells
3281| Level | Spell Gained |
3282|:----:|:-------------|
3283| 3rd | *entangle* |
3284| 5th | *enhance ability* |
3285| 9th | *conjure animals* |
3286| 13th | *giant insect* |
3287| 17th | *insect plague* |
3288
3289#### Guardian Soul
3290Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
3291
3292You undergo the following changes while in your guardian form:
3293- Your size becomes Large, unless you were larger.
3294- Any speed you have becomes 5 feet, unless the speed was lower.
3295- Your reach increases by 5 feet.
3296- You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
3297
3298#### Piercing Thorns
3299At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
3300
3301#### Ancient Fortitude
3302At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
3303
3304#### Rooted Defense
3305At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
3306
3307#### Guardian Aura
3308Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
3309
3310<div style='margin-top:315px'></div>
3311
3312<div class='descriptive'>
3313##### Revised Ranger
3314If you’re using the revised ranger, you can use these subclasses with it if you make one addition: give each subclass the Extra Attack feature.
3315
3316**Extra Attack.** Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
3317</div>
3318
3319<img
3320 src='http://i.imgur.com/aagD51S.png'
3321 style='position:absolute;bottom:-240px;right:-70px;width:500px'/>
3322
3323\page
3324<div class='pageNumber auto'></div>
3325<div class='footnote'>SUB-CLASSES | ROGUISH ARCHETYPES </div>
3326
3327## Roguish Archetypes
3328At 3rd level, a rogue gains the Roguish Archetype feature. Here are new options for that feature: the Inquisitive and the Scout.
3329
3330### Inquisitive
3331As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
3332
3333#### Ear for Deceit
3334When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, you use the total of your check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill augmented by your Expertise feature, add double your proficiency bonus.
3335
3336#### Eye for Detail
3337Starting at 3rd level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Perception) check to spot a hidden creature or object, to make an Intelligence (Investigation) check to uncover and decipher clues, or to use Insightful Fighting (see below).
3338
3339#### Insightful Fighting
3340At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target.
3341
3342This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target.
3343
3344#### Steady Eye
3345At 9th level, you gain advantage on any Wisdom (Perception) check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn.
3346
3347#### Unerring Eye
3348At 13th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature.
3349
3350```
3351```
3352
3353#### Eye for Weakness
3354At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6.
3355
3356### Scout
3357You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wilds.
3358
3359#### Survivalist
3360When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
3361
3362#### Skirmisher
3363Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
3364
3365#### Superior Mobility
3366At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
3367
3368#### Ambush Master
3369Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally’s initiative above yours, the ally’s initiative instead equals your initiative.
3370
3371Each of the allies also receives a 10-foot increase to speed that lasts until the end of the ally’s next turn.
3372
3373#### Sudden Strike
3374Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.
3375
3376<img
3377 src='http://i.imgur.com/XRVqtAz.png'
3378 style='position:absolute;bottom:-300px;right:-25px;width:500px'/>
3379
3380\page
3381<div class='pageNumber auto'></div>
3382<div class='footnote'>SUB-CLASSES | ROGUISH ARCHETYPES </div>
3383
3384### Swashbuckler
3385You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype.
3386
3387A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction.
3388
3389#### Fancy Footwork
3390Starting at 3rd level, you are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.
3391
3392#### Toujours l’Audace
3393At 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls.
3394
3395In addition, you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it.
3396
3397#### Panache
3398At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
3399
3400If you succeed on the check and the creature is hostile, it must target you with any attacks it makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target.
3401
3402If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance.
3403
3404#### Elegant Maneuver
3405You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make on your turn.
3406
3407#### Master Duelist
3408At 17th level your mastery of the blade lets you turn failure to success in combat. If you miss with an attack, you can choose to roll the attack again with advantage. Once you use this ability, you cannot use it again until you finish a short or long rest.
3409
3410```
3411```
3412
3413<div class='descriptive'>
3414##### Swashbucklers and Twoâ€Weapon Fighting
3415The swashbuckler relies on a good understanding of the D&D rules to realize its potential, specifically when it comes to fighting with two weapons. Other characters must use a bonus action to Disengage if they want to escape a melee, but a swashbuckler’s Fancy Footwork ability bundles a more limited version of Disengage within your attack. This allows you to use your bonus action to fight with two weapons, and then safely evade each foe you attacked.
3416</div>
3417
3418<img
3419 src='http://i.imgur.com/bWhwaah.png'
3420 style='position:absolute;bottom:-16px;right:-150px;width:600px'/>
3421
3422\page
3423<div class='pageNumber auto'></div>
3424<div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
3425
3426## Sorcerous Origin
3427At 1st level, a sorcerer gains the Sorcerous Origin feature. Here are new options for that feature: the Favored Soul, the Phoenix Sorcery, the Sea Sorcery, the Shadow, the Stone Sorcery and the Storm.
3428
3429### Favored Soul
3430Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
3431
3432Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
3433
3434In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
3435
3436#### Divine Magic
3437Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
3438
3439```
3440```
3441
3442#### Supernatural Resilience
3443At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
3444
3445#### Favored by the Gods
3446Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
3447
3448Once you use this feature, you can’t use it again until you finish a short or long rest.
3449
3450#### Blessed Countenance
3451At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
3452
3453Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
3454
3455#### Divine Purity
3456At 14th level, you become immune to disease, poison damage, and the poisoned condition.
3457
3458#### Unearthly Recovery
3459At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
3460
3461Once you use this feature, you can’t use it again until you finish a long rest.
3462
3463<div class='descriptive'>
3464##### Note: New Favored Soul class
3465This Favored Soul is the one found in the UA Sorcerer article published (02/06/2017). If you're looking for the old Favored Soul found in the "Modifying Classes" article, go to the next link:
3466http://homebrewery.naturalcrit.com/share/BJWJ2QLU_g
3467</div>
3468
3469<img
3470 src='http://i.imgur.com/V69z0Cv.png'
3471 style='position:absolute;bottom:-150px;right:0px;width:816px'/>
3472
3473\page
3474<div class='pageNumber auto'></div>
3475<div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
3476
3477### Phoenix Sorcery
3478Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.
3479
3480That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
3481
3482More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.
3483
3484Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
3485
3486##### Phoenix Soul Quirks
3487| d6 | Quirk |
3488|:----:|:-------------|
3489| 1 | You absentmindedly ignite small fires that quickly sputter out. |
3490| 2 | You cackle like a fiend when you unleash your fire spells. |
3491| 3 | You admire fire, even if it burns your friends. |
3492| 4 | You are covered in burns that mark the first time your power manifested. |
3493| 5 | You like your food charred. |
3494| 6 | You are brave to the point of recklessness. |
3495
3496#### Ignite
3497At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
3498
3499#### Mantle of Flame
3500Starting at 1st level, you can unleash the phoenix fire that blazes within you.
3501
3502As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
3503- You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
3504- Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
3505- Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.
3506
3507Once you use this feature, you can’t use it again until you finish a long rest.
3508
3509#### Phoenix Spark
3510Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
3511
3512If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.
3513
3514If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.
3515
3516Once you use this feature, you can’t use it again until you finish a long rest.
3517
3518#### Nourishing Fire
3519Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
3520
3521#### Form of the Phoenix
3522At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
3523
3524- You have a flying speed of 40 feet and can hover.
3525- You have resistance to all damage.
3526- If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
3527
3528<img
3529 src='http://i.imgur.com/KS1gXWd.png'
3530 style='position:absolute;bottom:-130px;right:-60px;width:500px'/>
3531
3532\page
3533<div class='pageNumber auto'></div>
3534<div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
3535
3536### Sea Sorcery
3537The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
3538
3539Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
3540
3541```
3542```
3543
3544#### Soul of the Sea
3545At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
3546
3547#### Curse of the Sea
3548When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.
3549
3550When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
3551
3552Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):
3553___
3554- **Cold Damage.** If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
3555- **Lightning Damage.** If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
3556- **Forced Movement.** If the target is moved by your spell, increase the distance it is moved by 15 feet.
3557
3558#### Watery Defense
3559At 6th level, you gain resistance to fire damage.
3560
3561You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.
3562
3563#### Shifting Form
3564Starting at 14th level, you gain the ability to enter a liquid state while moving.
3565
3566When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.
3567
3568On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
3569
3570#### Water Soul
3571Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:
3572
3573- You no longer need to eat, drink, or sleep.
3574- A critical hit against you becomes a normal hit.
3575- You have resistance to bludgeoning, piercing, and slashing damage.
3576
3577<img
3578 src='http://i.imgur.com/HBtjLTq.png'
3579 style='position:absolute;bottom:0px;left:-150px;width:580px'/>
3580
3581\page
3582<div class='pageNumber auto'></div>
3583<div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
3584
3585### Shadow
3586Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner.
3587
3588The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.
3589
3590##### Shadow Sorcerer Quirks
3591| d6 | Quirk |
3592|:----:|:-------------|
3593| 1 | You are always icy cold to the touch |
3594| 2 | When you are asleep, you don’t appear to breathe (though you must still breathe to survive). |
3595| 3 | You don’t seem to bleed, even when badly injured. |
3596| 4 | Your heart beats once per minute. This event sometimes surprises you. |
3597| 5 | You have trouble remembering that living creatures and corpses should be treated differently. |
3598| 6 | You blinked. Once. Last week. |
3599
3600#### Eyes of the Dark
3601From 1st level, you have darkvision with a range of 60 feet. You can cast *darkness* by spending 1 sorcery point. You can see through any *darkness* spell you cast using this ability.
3602
3603#### Strength of the Grave
3604Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
3605
3606#### Hound of Ill Omen
3607At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf’s statistics with the following changes:
3608
3609- The hound is size Medium.
3610- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
3611- At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
3612
3613The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
3614
3615#### Shadow Walk
3616At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
3617
3618#### Shadow Form
3619At 18th level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.
3620
3621<img
3622 src='http://i.imgur.com/rv90VbD.png'
3623 style='position:absolute;bottom:-34px;right:-40px;width:480px'/>
3624
3625\page
3626<div class='pageNumber auto'></div>
3627<div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
3628
3629<img
3630 src='http://i.imgur.com/iZGLS6E.png'
3631 style='position:absolute;top:-50px;right:-60px;width:1000px'/>
3632
3633<div style='margin-top:100px'></div>
3634
3635### Stone Sorcery
3636Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.
3637
3638Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
3639
3640#### Bonus Proficiencies
3641At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
3642
3643#### Metal Magic
3644Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
3645
3646| Spell level | Spell |
3647|:----:|:-------------|
3648|1st| *compelled duel*
3649|1st| *searing smite*
3650|1st| *thunderous smite*
3651|1st| *wrathful smite*
3652|2nd| *branding smite*
3653|2nd| *magic weapon*
3654|3rd| *blinding smite*
3655|3rd| *elemental weapon*
3656|4th| *staggering smite*
3657
3658
3659#### Stone’s Durability
3660At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
3661
3662As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
3663
3664```
3665```
3666<div style='margin-top:450px'></div>
3667
3668
3669#### Stone Aegis
3670Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.
3671
3672As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
3673
3674In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
3675
3676#### Stone’s Edge
3677Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
3678
3679#### Earth Master’s Aegis
3680Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
3681
3682\page
3683<div class='pageNumber auto'></div>
3684<div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
3685
3686### Storm
3687Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.
3688
3689Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
3690
3691#### Stormborn
3692The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.
3693
3694##### Storm Sorcerer Bonus Spells
3695| Sorcerer Level | Spells |
3696|:----:|:-------------|
3697|1st| *Fog cloud*, *thunderwave*
3698|3rd| *Gust of wind*, *levitate*
3699|5th| *Call lightning*, *sleet storm*
3700|7th| *Conjure minor elementals*, *ice storm*
3701|9th| *Conjure elemental*
3702
3703- Unless you gain the spell *conjure minor elementals* from another source, you
3704can summon only smoke mephits, steam mephits, ice
3705mephits, or dust mephits with it.
3706- Unless you gain the spell *conjure elemental* from another source, you
3707can summon only air elementals with it.
3708
3709#### Tempestuous Magic
3710At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.
3711
3712#### Heart of the Storm
3713At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
3714
3715#### Storm Guide
3716At 6th level, you gain the ability to subtly control the weather around you.
3717
3718If it is raining, you can use an action to cause the rain to stop falling in a 20â€foot radius centered on you. You can end this effect as a bonus action.
3719
3720If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100â€foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
3721
3722<div class='descriptive'>
3723##### Ribbons
3724On the R&D team, any ability meant to convey flavor rather than a mechanical advantage is referred to as a ribbon—a thing that’s mostly for show. Thieves’ Cant is a great example of a ribbon ability, and Storm Guide also falls into this category.
3725
3726We don’t weigh ribbons when balancing one class or option against another. For example, Heart of the Storm carries the power load at 6th level for the storm sorcerer, while Storm Guide is here only to show how these sorcerers can excel as sailors. It isn’t meant to help in combat, but it’s potentially very useful in maneuvering a ship.
3727</div>
3728
3729#### Storm’s Fury
3730At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.
3731
3732#### Wind Soul
3733At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage.
3734
3735As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.
3736
3737
3738<div style='margin-top:260px'></div>
3739
3740<div class='descriptive'>
3741##### Update/balance note
3742This is the Storm sorcerous origin found in the UA Waterborne article, which is a bit unbalanced. If you want an updated and balanced version, you can find it in the *Sword Coast Adventure Guide* book!
3743</div>
3744
3745<img
3746 src='http://i.imgur.com/eZAnkDc.png'
3747 style='position:absolute;bottom:-75px;right:-250px;width:700px'/>
3748
3749\page
3750<div class='pageNumber auto'></div>
3751<div class='footnote'>SUB-CLASSES | WARLOCK PATRONS </div>
3752
3753<img
3754 src='http://i.imgur.com/rvLWYM2.png'
3755 style='position:absolute;top:-500px;right:-208px;width:1024px'/>
3756
3757<div style='margin-top:120px'></div>
3758
3759## Warlock Otherworldly Patron
3760At 1st level, a warlock gains the Otherworldly Patron feature. Here are new options for that feature: the Hexblade, the Raven Queen, the Seeker and the Undying Light.
3761
3762### The Hexblade
3763You have made your pact with a powerful, sentient magic weapon carved from the stuff of the Shadowfell. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. These weapons grow stronger as they consume the life essence of their victims. The strongest of them can use their ties to the Shadowfell to offer power to mortals who serve them. The Raven Queen forged the first of these weapons. They, along with the hexblade warlocks, are another tool she can use to manipulate events in the Material Plane to her inscrutable ends.
3764
3765#### Expanded Spell List
3766The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
3767
3768##### Hexblade Expanded Spells
3769| Spell Level | Spells |
3770|:----:|:-------------|
3771| 1st | *shield*, *wrathful smite*
3772| 2nd | *branding smite*, *magic weapon*
3773| 3rd | *blink*, *elemental weapon*
3774| 4th | *phantasmal killer*, *staggering smite*
3775| 5th | *cone of cold*, *destructive wave*
3776
3777#### Hex Warrior
3778At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
3779
3780#### Hexblade’s Curse
3781Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
3782
3783- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
3784
3785```
3786```
3787
3788<div style='margin-top:380px'></div>
3789
3790
3791- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
3792- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
3793
3794You can’t use this feature again until you finish a short or long rest.
3795
3796#### Shadow Hound
3797Starting at 6th level, your shadow can split from you and transform into a hound of pure darkness. Most of the time, your shadow hound masquerades as your normal shadow. As a bonus action, you can command it to magically slip into the shadow of a creature you can see within 60 feet of you. While the shadow hound is merged in this manner, the target can’t gain the benefits of half cover or three-quarters cover against your attack rolls, and you know the distance and direction to the target even if it is hidden. The hound can’t be seen by anyone but you and those with truesight, and it is unaffected by light. The target has a vague feeling of dread while the hound is present.
3798
3799As a bonus action, you can command your shadow hound to return to you. It also automatically returns to you if you and the target are on different planes of existence, if you’re incapacitated, or if *dispel magic*, *remove curse*, or similar magic is used on the target.
3800
3801#### Armor of Hexes
3802At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you.
3803
3804#### Master of Hexes
3805Starting at 14th level, you can use your Hexblade’s Curse again without resting, but when you apply it to a new target, the curse immediately ends on the previous target.
3806
3807\page
3808<div class='pageNumber auto'></div>
3809<div class='footnote'>SUB-CLASSES | WARLOCK PATRONS </div>
3810
3811<img
3812 src='http://i.imgur.com/sD6vgJ0.png'
3813 style='position:absolute;bottom:0px;left:-100px;width:530px'/>
3814
3815### The Raven Queen
3816You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.
3817
3818The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.
3819
3820```
3821```
3822#### Expanded Spell List
3823The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
3824
3825##### Raven Queen Expanded Spells
3826| Spell Level | Spells
3827|:----:|:-------------|
3828| 1st | *false life*, *sanctuary*
3829| 2nd | *silence*, *spiritual weapon*
3830| 3rd | *feign death*, *speak with dead*
3831| 4th | *ice storm*, *locate creature*
3832| 5th | *commune*, *cone of cold*
3833
3834#### Sentinel Raven
3835Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
3836
3837While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
3838
3839You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
3840
3841In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
3842
3843The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
3844
3845The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
3846
3847At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
3848
3849#### Soul of the Raven
3850At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.
3851
3852#### Raven’s Shield
3853At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
3854
3855#### Queen’s Right Hand
3856Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast *finger of death*. After you cast the spell with this feature, you can’t do so again until you finish a long rest.
3857
3858
3859\page
3860<div class='pageNumber auto'></div>
3861<div class='footnote'>SUB-CLASSES | WARLOCK PATRONS </div>
3862
3863### The Seeker
3864Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker.
3865
3866Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role.
3867
3868#### Expanded Spell List
3869The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
3870
3871##### Seeker Expanded Spells
3872| Spell Level | Spells |
3873|:----:|:-------------|
3874| 1st | *feather fall*, *jump* |
3875| 2nd | *levitate*, *locate object* |
3876| 3rd | *clairvoyance*, *sending* |
3877| 4th | *arcane eye*, *locate creature* |
3878| 5th | *legend lore*, *passwall* |
3879
3880#### Shielding Aurora
3881Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier.
3882
3883Once you use this feature, you can’t use it again until you finish a short or long rest.
3884
3885#### Pact Boon: Pact of the Star Chain
3886At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options.
3887
3888The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the *augury* spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
3889
3890Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.
3891
3892If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.
3893
3894The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.
3895
3896#### Astral Refuge
3897At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.
3898
3899#### Far Wanderer
3900At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.
3901
3902#### Astral Sequestration
3903Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane.
3904
3905By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.
3906
3907During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.
3908
3909Once you use this ability, you cannot use it again until you complete a long rest.
3910
3911<img
3912 src='http://i.imgur.com/q3rkgDZ.png'
3913 style='position:absolute;bottom:-10px;right:0px;width:500px'/>
3914
3915\page
3916<div class='pageNumber auto'></div>
3917<div class='footnote'>SUB-CLASSES | WARLOCK PATRONS </div>
3918
3919<img
3920 src='http://i.imgur.com/B1DJJWU.png'
3921 style='position:absolute;top:-50px;right:0px;width:816px'/>
3922
3923<div style='margin-top:250px'></div>
3924
3925### The Undying Light
3926Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.
3927
3928Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.
3929
3930As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.
3931
3932##### Undying Light Flaws
3933| d6 | Flaw |
3934|:----:|:-------------|
3935| 1 | You are afraid of the dark, and must always have a light source at hand. |
3936| 2 | You have a nervous compulsion to keep a bright light in even the barest shadow. |
3937| 3 | You have a compulsion to enter and illuminate dark areas. |
3938| 4 | You have an overwhelming hatred of undead creatures. |
3939| 5 | You fidget and are irritable when you can’t see the sun. |
3940| 6 | In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.
3941
3942#### Expanded Spell List
3943The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
3944
3945##### Undying Light Expanded Spells
3946| Spell Level | Spells |
3947|:----:|:-------------|
3948| 1st | *burning hands* |
3949| 2nd | *flaming sphere* |
3950| 3rd | *daylight* |
3951| 4th | *fire shield* |
3952| 5th | *flame strike* |
3953
3954```
3955```
3956
3957<div style='margin-top:280px'></div>
3958
3959#### Radiant Soul
3960Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don’t count against your number of cantrips known.
3961
3962#### Searing Vengeance
3963Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.
3964
3965Once you use this feature, you can’t use it again until you finish a long rest.
3966
3967#### Radiant Resilience
3968Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
3969
3970#### Healing Light
3971At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.
3972
3973You regain all expended dice from your pool when you finish a long rest.
3974
3975
3976\page
3977<div class='pageNumber auto'></div>
3978<div class='footnote'>SUB-CLASSES | ELDRITCH INVOCATIONS </div>
3979
3980## Eldritch Invocations
3981At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new playtest options for that feature.
3982
3983Many of these new invocations are tied to a patron, allowing you to strengthen the bond between your warlock and an otherworldly patron.
3984
3985Two of the invocations are associated with the Seeker, a patron that appeared in another installment of Unearthed Arcana.
3986
3987#### Aspect of the Moon
3988*Prerequisite: The Archfey patron*
3989
3990You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
3991
3992#### Burning Hex
3993*Prerequisite: The Hexblade patron*
3994
3995As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
3996
3997#### Caiphon’s Beacon
3998*Prerequisite: The Great Old One patron*
3999
4000The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
4001
4002#### Chilling Hex
4003*Prerequisite: The Hexblade patron*
4004
4005As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
4006
4007#### Chronicle of the Raven Queen
4008*Prerequisite: Raven Queen patron, Pact of the Tome feature*
4009
4010You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
4011
4012#### Claw of Acamar
4013*Prerequisite: The Great Old One patron, Pact of the Blade feature*
4014
4015You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
4016
4017```
4018```
4019
4020#### Cloak of Baalzebul
4021*Prerequisite: The Fiend patron*
4022
4023As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
4024
4025#### Curse Bringer
4026*Prerequisite: The Hexblade patron, Pact of the Blade feature*
4027
4028You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
4029
4030When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
4031
4032#### Kiss of Mephistopheles
4033*Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip*
4034
4035You can channel the fires of Mephistopheles through your *eldritch blast*. When you hit a creature with that cantrip, you can cast *fireball* as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with *eldritch blast*.
4036
4037#### Frost Lance
4038*Prerequisite: The Archfey patron, eldritch blast cantrip*
4039
4040You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your *eldritch blast* cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
4041
4042#### Gaze of Khirad
4043*Prerequisite: 7th level, the Great Old One patron*
4044
4045You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
4046
4047#### Grasp of Hadar
4048*Prerequisite: The Great Old One patron, eldritch blast cantrip*
4049
4050Once during your turn when you hit a creature with your *eldritch blast* cantrip, you can move that creature in a straight line 10 feet closer to yourself.
4051
4052#### Green Lord’s Gift
4053*Prerequisite: The Archfey patron*
4054
4055The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
4056
4057
4058\page
4059<div class='pageNumber auto'></div>
4060<div class='footnote'>SUB-CLASSES | ELDRITCH INVOCATIONS </div>
4061
4062#### Improved Pact Weapon
4063*Prerequisite: 5th level, Pact of the Blade feature*
4064
4065Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
4066
4067#### Mace of Dispater
4068*Prerequisite: The Fiend patron, Pact of the Blade feature*
4069
4070When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
4071
4072#### Moon Bow
4073*Prerequisite: The Archfey patron, Pact of the Blade feature*
4074
4075You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
4076
4077#### Path of the Seeker
4078*Prerequisite: The Seeker patron*
4079
4080The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
4081
4082#### Raven Queen’s Blessing
4083*Prerequisite: Raven Queen patron, eldritch blast cantrip*
4084
4085When you score a critical hit with your *eldritch blast* cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
4086
4087#### Relentless Hex
4088*Prerequisite: 5th level, the Hexblade patron*
4089
4090Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
4091
4092
4093```
4094```
4095
4096#### Sea Twins’ Gift
4097*Prerequisite: The Archfey patron*
4098
4099The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
4100
4101You can also cast *water breathing* using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
4102
4103#### Seeker’s Speech
4104*Prerequisite: The Seeker patron*
4105Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
4106
4107#### Shroud of Ulban
4108*Prerequisite: 18th level, the Great Old One patron*
4109
4110The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
4111
4112#### Superior Pact Weapon
4113*Prerequisite: 9th level, Pact of the Blade feature*
4114
4115Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
4116
4117#### Tomb of Levistus
4118*Prerequisite: The Fiend patron*
4119
4120As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
4121
4122Once you use this invocation, you can’t use it again until you finish a short or long rest.
4123
4124#### Ultimate Pact Weapon
4125*Prerequisite: 15th level, Pact of the Blade feature*
4126
4127Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
4128
4129<img
4130 src='http://i.imgur.com/JLz5JKH.png'
4131 style='position:absolute;bottom:-250px;left:0px;width:840px'/>
4132
4133
4134\page
4135<div class='pageNumber auto'></div>
4136<div class='footnote'>SUB-CLASSES | WIZARD TRADITIONS </div>
4137
4138## Wizard Traditions
4139At 2nd level, a wizard gains the Arcane Tradition feature. Here are new options for that feature: the Artificer, the Lore Mastery and the Theurgy.
4140
4141### Artificer
4142Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition.
4143
4144#### Infuse Potions
4145Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.
4146
4147The spell slot you expend determines the type of potion you can create. See chapter 7 of the *Dungeon Master’s Guide* for complete rules on potions.
4148
4149| Spell Slot | Potion Created |
4150|:----:|:-------------|
4151| 1st | Climbing, growth, or healing |
4152| 2nd | Mind reading or greater healing |
4153| 3rd | Invisibility, superior healing, or water breathing |
4154| 4th | Resistance |
4155
4156#### Infuse Scrolls
4157At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.
4158
4159```
4160```
4161
4162You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.
4163
4164#### Infuse Weapons and Armor
4165Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.
4166
4167The spell slot you expend determines the type of weapon, armor, or shield you can create.
4168
4169| Spell Slot | Item Created |
4170|:----:|:-------------|
4171| 2nd | +1 ammunition (20 pieces) |
4172| 3rd | +1 weapon or +1 shield |
4173| 4th | +1 armor |
4174| 5th| +2 weapon or +2 ammunition (20 pieces) |
4175| 6th | +2 armor |
4176
4177#### Superior Artificer
4178Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency.
4179
4180You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.
4181
4182#### Master Artificer
4183On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the *Dungeon Master’s Guide*. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.
4184
4185<img
4186 src='http://i.imgur.com/Ted7dhe.png'
4187 style='position:absolute;bottom:-185px;right:0px;width:816px'/>
4188
4189\page
4190<div class='pageNumber auto'></div>
4191<div class='footnote'>SUB-CLASSES | WIZARD TRADITIONS </div>
4192
4193### Lore Mastery
4194Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.
4195
4196Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.
4197
4198#### Lore Master
4199Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
4200
4201In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
4202
4203#### Spell Secrets
4204At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.
4205
4206When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
4207
4208When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.
4209
4210<div class='descriptive'>
4211##### Altering Spells
4212While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a *fireball* transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A *charm person* that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.
4213</div>
4214
4215```
4216```
4217
4218#### Alchemical Casting
4219At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.
4220
4221An additional **1st-level spell slot** can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.
4222
4223An additional **2nd-level spell slot** can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.
4224
4225An additional **3rd-level spell slot** can increase the spell’s potency. Increase the spell’s save DC by 2.
4226
4227#### Prodigious Memory
4228At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.
4229
4230#### Master of Magic
4231At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
4232
4233You can’t use this feature again until you finish a long rest.
4234
4235<img
4236 src='http://i.imgur.com/wZjJPjv.png'
4237 style='position:absolute;bottom:-90px;right:-200px;width:742px'/>
4238
4239\page
4240<div class='pageNumber auto'></div>
4241<div class='footnote'>SUB-CLASSES | WIZARD TRADITIONS </div>
4242
4243### Theurgy
4244A number of deities claim arcane magic as their domain. While the idea of a divine being embracing such power might seem contradictory, magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.
4245
4246Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious teachings.
4247
4248#### Divine Inspiration
4249When you select this tradition at 2nd level, pick a divine domain from your chosen deity’s list of eligible domains. Alternatively, the following domains are thematically appropriate and easily compatible with the theurgist concept:
4250
4251- Arcana (From the *Sword Coast Adventurers’ Guide*.)
4252- Knowledge
4253- Light
4254
4255#### Arcane Initiate
4256Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can choose to replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you hve spell slots.
4257
4258If you add all of your domain spells to your spellbook, you can subsequently opt to add any spell from the cleric spell list instead. The spell must still be of a level for which you hve spell slots.
4259
4260Other wizards cannot copy cleric spells from your spellbook into their own spellbooks.
4261
4262```
4263```
4264
4265#### Channel Arcana
4266At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.
4267
4268When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.
4269
4270Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.
4271
4272Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
4273
4274When you gain further uses for Channel Divinity from your domain, you can employ them by using your Channel Arcana ability.
4275
4276#### Channel Arcana: Divine Arcana
4277As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to its attack roll or saving throw DC, as appropriate.
4278
4279#### Arcane Acolyte
4280At 6th level, you gain your chosen domain’s 1st level benefits. However, you do not gain any weapon or armor proficiencies from your domain.
4281
4282#### Arcane Priest
4283At 10th level, you gain your chosen domain’s 6thlevel benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.
4284
4285#### Arcane High Priest
4286At 14th level, you gain your chosen domain’s 17thlevel benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.
4287
4288<img
4289 src='http://i.imgur.com/itgGZUr.png'
4290 style='position:absolute;bottom:-85px;right:0px;width:816px'/>
4291
4292\page
4293<div class='pageNumber auto'></div>
4294<div class='footnote'> EXTRAS </div>
4295
4296# Part 4: Extras
4297
4298## Action Points
4299The Eberron campaign setting introduced this concept to reflect characters who are larger-than-life heroes destined for great things. Action points allow a player to add a bonus on any d20 roll so that characters can dodge or at least mitigate the effects of bad luck. This rule inspired the “Hero Points†optional rule presented in chapter 9 of the *Dungeon Master’s Guide*.
4300
4301You start with 5 action points at 1st level. Each time you gain a level, you lose any unspent action points and gain a new total equal to 5 + half your level.
4302
4303You can spend an action point whenever you roll a d20 to make an attack roll, an ability check, or a saving throw. You don’t have to decide until after you make the roll and learn if it succeeded or failed. If you spend an action point, roll a d6 and add it to your d20 result, possibly changing a failure into a success. You can spend only 1 action point per roll.
4304
4305In addition, whenever you fail a death saving throw, you can spend an action point to make it a success.
4306
4307## Dragonmarks
4308Dragonmarks are elaborate skin patterns, similar to tattoos, that grant their bearers innate spellcasting abilities. Each type of mark is tied to large, extended families that each control a different industry or trade in Eberron. Not every member of a given family possesses a dragonmark; conversely, merely possessing a dragonmark does not grant special status within the house.
4309
4310You must use a feat to gain a dragonmark. You are a member of its corresponding dragonmarked house (or houses, in the case of the Mark of Shadow) and must belong to its listed race or races.
4311
4312Aberrant dragonmarks occasionally appear, which are not tied to the dragonmarked houses and have a variety of effects. To represent an aberrant dragonmark for your character, choose the Magic Initiate feat from the *Player’s Handbook*.
4313
4314<div class='wide'>
4315##### Dragonmarks
4316| Mark | House | Race | Influence
4317|:----:|:----|:----|:----|
4318| Detection| Medani| Half-elf| Warning Guild
4319|Finding |Tharashk| Half-orc, human| Finders Guild
4320|Handling |Vadalis| Human| Handlers Guild
4321|Healing |Jorasco| Halfling| Healers Guild
4322|Hospitality| Ghallanda| Halfling| Hostelers Guild
4323|Making |Cannith| Human| Tinkers Guild, Fabricators Guild
4324|Passage |Orien| Human| Couriers Guild, Transportation Guild
4325|Scribing |Sivis| Gnome| Notaries Guild, Speakers Guild
4326|Sentinel |Deneith| Human| Blademarks Guild, Defenders Guild
4327|Shadow |Phiarlan| Elf| Entertainers and Artisans Guild
4328|Shadow |Thuranni| Elf| Shadow Network
4329|Storm |Lyrander| Half-elf| Windwrights Guild, Raincallers Guild
4330|Warding| Kundarak| Dwarf| Banking Guild, Warding Guild
4331</div>
4332
4333
4334\page
4335<div class='pageNumber auto'></div>
4336<div class='footnote'> EXTRAS | FEATS </div>
4337
4338# Feats
4339### Dragonmark
4340You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table.
4341
4342You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level.
4343
4344Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
4345
4346- When you first take this feat, you gain the **least dragonmark**. You learn the spells listed under the Least column.
4347- At 5th level and higher, your mark becomes more potent, improving to **lesser dragonmark**. You also learn the spell listed under the Lesser column.
4348- At 9th level and higher, your mark’s power increases again, becoming a **greater dragonmark**. You also learn the spell listed under the Greater column.
4349
4350<div class='wide'>
4351##### Dragonmark Benefits
4352| Mark| Ability| Least| Lesser| Greater|
4353|:----:|:-----|:-----|:-----|:-----|
4354|Detection| Wisdom| Detect magic, mage hand| Detect thoughts| Clairvoyance
4355|Finding| Wisdom| Identify, mage hand| Locate object| Clairvoyance
4356|Handling| Wisdom| Druidcraft, speak with animals| Beast sense| Conjure animals
4357|Healing|Wisdom| Cure wounds, spare the dying| Lesser restoration| Revivify
4358|Hospitality| Charisma| Friends, unseen servant| Rope trick| Leomund’s tiny hut
4359|Making| Intelligence| Identify, mending| Magic weapon| Fabricate
4360|Passage| Intelligence| Expeditious retreat, light| Misty step| Teleportation circle
4361|Scribing| Intelligence| Comprehend languages, message| Sending| Tongues
4362|Sentinel| Wisdom| Blade ward, compelled duel| Blur| Protection from energy
4363|Shadow| Charisma| Dancing lights, disguise self| Darkness| Nondetection
4364|Storm| Intelligence| Fog cloud, shocking grasp| Gust of wind| Sleet storm
4365|Warding| Intelligence| Alarm, resistance| Arcane lock| Magic circle
4366</div>
4367
4368## Weapon Mastery Feats
4369
4370### Fell Handed
4371You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
4372
4373- You gain a +1 bonus to attack rolls you make with the weapon.
4374- Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
4375- Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
4376- If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
4377
4378```
4379```
4380
4381### Blade Mastery
4382You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:
4383
4384- You gain a +1 bonus to attack rolls you make with the weapon.
4385- On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
4386- When you make an opportunity attack with the weapon, you have advantage on the attack roll.
4387
4388<img
4389 src='http://i.imgur.com/5JHxEQo.png'
4390 style='position:absolute;bottom:-150px;right:50px;width:350px'/>
4391
4392\page
4393<div class='pageNumber auto'></div>
4394<div class='footnote'> EXTRAS | FEATS </div>
4395
4396### Flail Mastery
4397The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.
4398- You gain a +1 bonus to attack rolls you make with a flail.
4399- As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
4400- When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
4401
4402### Spear Mastery
4403Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.
4404
4405- You gain a +1 bonus to attack rolls you make with a spear.
4406- When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
4407- You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
4408- As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
4409
4410## Tool Feats
4411Weapons are fun, but feats are intended to support all parts of the game. To that end, here are a few feats that grant proficiency with tools and some additional thematic benefits.
4412
4413### Alchemist
4414You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
4415
4416- Increase your Intelligence score by 1, to a maximum of 20.
4417- You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
4418- As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
4419- Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
4420
4421```
4422```
4423
4424### Burglar
4425You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
4426- Increase your Dexterity score by 1, to a maximum of 20.
4427- You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
4428
4429### Gourmand
4430You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
4431
4432- Increase your Constitution score by 1, to a maximum of 20.
4433- You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
4434- As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
4435- During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
4436
4437### Master of Disguise
4438You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
4439
4440- Increase your Charisma score by 1, to a maximum of 20.
4441- You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
4442- If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
4443
4444<img
4445 src='http://i.imgur.com/qMUYO5A.png'
4446 style='position:absolute;bottom:-10px;right:50px;width:350px'/>
4447
4448\page
4449<div class='pageNumber auto'></div>
4450<div class='footnote'> EXTRAS | FIGHTING STYLES </div>
4451
4452## Fighting Styles
4453
4454Here are new options for the Fighting Style class feature: the close quarters shooter, the mariner and the tunnel fighter.
4455
4456#### Close Quarters Shooter
4457You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
4458
4459#### Mariner
4460As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
4461
4462<div class='descriptive'>
4463##### Mariner Design Notes
4464Fighting Style is a good way to introduce a specific flavor of game play for multiple characters at once. In a seaâ€based campaign, you can expect lots of battles in the water and on board ships. Swimming and climbing speeds are very handy in such environments, but they can also prove useful in other areas.
4465
4466The mariner’s AC bonus comes with conditions, but it plays into the restrictions a mariner must observe to gain a swimming or climbing speed. In addition, a shipâ€based campaign lends itself to fighters who wield scimitars (representing a cutlass) and a dagger, and who wear light armor. This specific AC bonus helps support that character option.
4467</div>
4468
4469#### Tunnel Fighter
4470You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
4471
4472<img
4473 src='http://i.imgur.com/7R31FTT.png'
4474 style='position:absolute;bottom:-50px;right:-420px;width:1200px'/>
4475
4476\page
4477<div class='pageNumber auto'></div>
4478<div class='footnote'> EXTRAS | SPELLS </div>
4479
4480## New Spells
4481The following new conjuration spells appear on the sorcerer spell list and the wizard spell list.
4482
4483#### Conjure Barlgura
4484*4th-level conjuration*
4485___
4486- **Casting Time:** 1 action
4487- **Range:** 60 feet
4488- **Components:** V, S
4489- **Duration:** Up to 10 minutes
4490
4491You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends.
4492
4493The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes.
4494
4495As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.
4496
4497#### Conjure Hezrou
4498*7th-level conjuration*
4499___
4500- **Casting Time:** 1 action
4501- **Range:** 60 feet
4502- **Components:** V, S, M (food worth at least 100 gp, which the spell consumes)
4503- **Duration:** Concentration, up to 1 hour
4504
4505You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends.
4506```
4507```
4508The hezrou’s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check.
4509
4510If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss.
4511
4512As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts.
4513
4514#### Conjure Lesser Demon
4515*3rd-level conjuration*
4516___
4517- **Casting Time:** 1 action
4518- **Range:** 60 feet
4519- **Components:** V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
4520- **Duration:** Concentration, up to 1 hour
4521
4522You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends.
4523
4524The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.
4525<img
4526 src='http://i.imgur.com/zBPdEys.png'
4527 style='position:absolute;bottom:-50px;right:0px;width:816px'/>
4528
4529\page
4530<div class='pageNumber auto'></div>
4531<div class='footnote'> EXTRAS | SPELLS </div>
4532
4533As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.
4534
4535**At Higher Levels.** When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.
4536
4537#### Conjure Shadow Demon
4538*4th-level conjuration*
4539___
4540- **Casting Time:** 1 action
4541- **Range:** 60 feet
4542- **Components:** V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
4543- **Duration:** Concentration, up to 1 hour
4544
4545You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends.
4546
4547Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.
4548
4549As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.
4550
4551```
4552```
4553#### Conjure Vrock
4554*5th-level conjuration*
4555- **Casting Time:** 1 action
4556- **Range:** 60 feet
4557- **Components:** V, S, M (a gem worth at least 100 gp, which the spell consumes)
4558- **Duration:** Concentration, up to 1 hour
4559
4560You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends.
4561
4562The vrock’s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check.
4563
4564If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss.
4565
4566As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.
4567
4568<img
4569 src='http://i.imgur.com/bCZbVEi.png'
4570 style='position:absolute;bottom:-90px;right:0px;width:816px'/>
4571
4572\page
4573<div class='pageNumber auto'></div>
4574<div class='footnote'> EXTRAS | WILD SHAPE FORMS </div>
4575
4576## Optional Rule: Wild Shape Forms
4577The Wild Shape feature in the *Player’s Handbook* lets you transform into a beast that you’ve seen before. That rule gives you a tremendous amount of flexibility, making it easy to amass a large of array of beast form options for yourself, assuming you abide by the limitations in the Beast Shapes table in that book.
4578
4579The optional rule presented here is designed for the player and DM who would like to trade some of that flexibility for ease of use. The rules here also create a clear in-world method for learning new beast shapes.
4580
4581### Known Beast Shapes
4582When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them.
4583
4584To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with.
4585
4586Each time you gain a druid level later, you can choose one more beast shape from the same table you used at 2nd level.
4587
4588##### Common Beast Shapes — Temperate
4589| Druid Level Prerequisite | Beasts |
4590|:----:|:-------------|
4591| 2nd | Badger, boar, cat, deer, draft horse, elk, goat, jackal, lizard, mastiff, mule, panther, pony, rat, riding horse, scorpion, spider, weasel, wolf |
4592| 4th | Black bear, crab, frog, octopus, poisonous snake, reef shark, sea horse, warhorse |
4593| 8th | Bat, brown bear, eagle, hawk, owl, raven, vulture |
4594
4595A member of the Circle of the Moon can choose the black bear, the brown bear and the warhorse at 2nd level.
4596
4597##### Common Beast Shapes — Tropical
4598| Druid Level Prerequisite | Beasts |
4599|:----:|:-------------|
4600| 2nd | Baboon, badger, boar, camel, cat, deer, draft horse, goat, hyena, jackal, lizard, mule, panther, pony, rat, riding horse, scorpion, spider, weasel |
4601| 4th | Ape, crab, crocodile, constrictor snake, frog, octopus, poisonous snake, reef shark, sea horse, warhorse |
4602| 8th | Bat, eagle, hawk, lion, owl, raven, tiger, vulture|
4603
4604A member of the Circle of the Moon can choose the ape, the lion, the tiger and the warhorse at 2nd level.
4605
4606```
4607```
4608
4609<div class='descriptive'>
4610##### Starting Beast Shapes
4611To begin using Wild Shape quickly at 2nd level, choose one of the following starting packages, each of which gives you options for combat, climbing, stealth, and serving as a mount.
4612___
4613- **Temperate:** cat, elk, wolf
4614- **Tropical:** panther, riding horse, spider
4615- **Temperate (Circle of the Moon):** brown bear, cat, warhorse
4616- **Tropical (Circle of the Moon):** ape, tiger, warhorse
4617</div>
4618
4619### Gaining Extra Beast Shapes
4620In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in the Wild Shape feature (see the Beast Shapes table in the *Player’s Handbook*, page 66).
4621
4622When you see a beast whose shape you’d like to learn, you have two options:
4623
4624**Observation.** You learn the beast’s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast’s challenge rating. For this observation period, your vantage point—whether physical or magical—must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check.
4625
4626**Interaction.** You learn the beast’s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast’s challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check.
4627
4628Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like *animal friendship* can lay the groundwork for peaceful interaction.
4629
4630<img
4631 src='http://i.imgur.com/9jQe1uv.png'
4632 style='position:absolute;bottom:-80px;right:-50px;width:500px'/>
4633
4634\page
4635<div class='pageNumber auto'></div>
4636<div class='footnote'> EXTRAS | PRESTIGE CLASSES </div>
4637
4638## Prestige Classes and Rune Magic
4639
4640Many of the character concepts that were once prestige classes or paragon paths in earlier editions of D&D are now options available to 1st level characters. In general, the game’s design aims for maximum flexibility, making options available to all characters. As such, prestige classes build on the game’s broad range of basic options to represent specialized options and unique training.
4641
4642## Using Prestige Classes
4643A prestige class requires a high level of skill before a character can master even its basic elements. Prestige classes might confer lost lore, allow access to an inscrutable form of magic, grant mastery of an exotic fighting style, or be built around the knowledge harbored by a secret society.
4644
4645Mechanically, a prestige class is a character class that requires the same training and focus as any other class. You enter a prestige class by way of the normal multiclassing rules. However, you cannot enter a prestige class until you are at least 3rd level—and many prestige classes have even higher level requirements.
4646
4647Most prestige classes require characters to complete specific deeds in order to gain access to the class. You cannot advance in a prestige class until its gatekeepers—typically those who harbor the class’s lore—agree to accept you.
4648
4649A prestige class typically offers access to unique game mechanics available only to members of that class. Such mechanics reflect specific lore, secrets, or techniques impossible to master without earning the respect and trust of those who already possess that knowledge.
4650
4651### Joining a Prestige Class
4652In order to join a prestige class, you must first check with your Dungeon Master. A DM can opt to include or disallow prestige classes in the game. Typically, a prestige class requires you to undertake specific actions in the game so that your character can begin pursuing that class. If those actions aren’t already possible in your campaign, talk to your DM about integrating the prestige class that interests you.
4653
4654A prestige class uses the normal D&D multiclassing rules (see chapter 6, “Customization Options,†in the Player’s Handbook). When your character is ready to advance a level, you can choose to gain a level in a prestige class. Your levels in all your classes, including prestige classes, are added together to determine your character level.
4655
4656#### Prerequisites
4657Taking up a prestige class through multiclassing involves meeting certain prerequisites, just as with multiclassing into a standard class. You must meet the ability score prerequisites for your current class and for the prestige class in order to qualify for it.
4658
4659A prestige class requires a minimum character level and a minimum score in at least one ability, as well as requiring that you complete a specific deed—finding a magic item, defeating a monster, surviving a particular challenge, and so on—before being able to take up that class.
4660
4661#### Experience Points
4662Just as with the standard rules for multiclassing, the experience point cost to gain a level is always based on your total character level, not your level in a particular class.
4663
4664#### Hit Points and Hit Dice
4665Each prestige class specifies the hit points you gain from it. You add together the Hit Dice granted by all your classes and prestige classes to determine your pool of Hit Dice. If the Hit Dice are the same die type, you simply pool them together.
4666
4667#### Proficiency Bonus and Proficiencies
4668Your proficiency bonus is always based on your total character level, not your level in a particular class. A prestige class specifies whether it grants proficiencies when you enter it.
4669
4670#### Prestige Class Features
4671You gain prestige class features just like normal class features. Sometimes, a prestige class can improve features you have gained from other classes. If a prestige class grants Channel Divinity, Extra Attack, or Unarmored Defense, that feature is treated the same way as if you had gained it from multiple standard classes.
4672
4673#### Spellcasting
4674Some prestige classes grant spellcasting. Each prestige class provides details on how to determine your overall spellcasting ability, using the rules for spellcasting and multiclass characters.
4675
4676<img
4677 src='http://i.imgur.com/kAm9smy.png'
4678 style='position:absolute;bottom:-120px;right:-60px;width:500px'/>
4679
4680\page
4681<div class='pageNumber auto'></div>
4682<div class='footnote'> EXTRAS | RUNE MAGIC </div>
4683
4684## Prestige Class: Rune Scribe
4685A rune scribe masters the secrets of the runes of power—ancient sigils that embody the fundamental magic of creation. The giants were the first to master rune magic, though many other races eventually stole away or traded for that power.
4686
4687Rune magic is exceedingly rare. Some of its secrets have been lost, and what lore remains is jealously guarded. Few rune scribes share their lore with others. Indeed, most rune scribes take on new students only if doing so allows them to gain access to a forgotten or missing rune.
4688
4689The rune scribe prestige class uses the rules for rune magic presented at the end of this article.
4690
4691<div class='classTable'>
4692##### The Rune Scribe
4693| Level | Features| Spells: | 1st | 2nd| 3rd |
4694|:---:|:---|:---:|:---:|:---:|:---:|
4695| 1st | Rune Lore, Runic Magic| | 2 | — | —|
4696| 2nd | Runic Discovery| | 3 | — | —|
4697| 3rd | Runic Discovery| | 4 | 2 | —|
4698| 4th | Living Rune| | 4 | 3 | —|
4699| 5th | Rune Mastery, Runic Discovery| |4 | 3 | 2|
4700
4701</div>
4702
4703## Prerequisites
4704In order to advance as a rune scribe, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):
4705
4706- **Dexterity 13.** Rune scribes need agile fingers to master the intricate patterns of a rune.
4707- **Intelligence 13.** Rune lore requires intense study and knowledge.
4708- **Proficiency in the Arcana skill.** Rune mastery requires an understanding of arcane lore.
4709- **Character level 5th.** Rune magic awakens only for powerful souls, and you must be a 5th-level character before you can gain levels in the rune scribe prestige class.
4710- **Complete a special task.** You must find a rune and present it to an NPC rune scribe who accepts it in return for tutoring you in the ways of rune magic. You cannot gain more levels in this prestige class than your tutor has. You might need to seek out additional runes and present them to more skilled rune scribes in order to reach 5th level in this prestige class.
4711
4712## Class Features
4713As a rune scribe, you gain the following class features.
4714
4715#### Hit Points
4716**Hit Dice:** 1d8 per rune scribe level
4717
4718**Hit Points per Level:** 1d8 (or 5) + your Constitution modifier per rune scribe level
4719
4720#### Proficiencies
4721**Tools:** Calligrapher’s supplies, mason’s tools, woodcarver’s tools
4722
4723**Saving Throws:** None
4724
4725**Skills:** None
4726
4727#### Equipment
4728The rune scribe prestige class does not grant any special equipment.
4729
4730### Rune Lore
4731At 1st level, you learn the basics of scribing runes, and are able to activate a master rune’s full range of properties when you are properly attuned to it. The “Rune Magic†section below contains information on master runes and descriptions of runes and their properties.
4732
4733The first rune you master is the rune you found and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that rune’s secrets.
4734
4735### Runic Magic
4736Runes can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Rune Scribe table, but this prestige class does not grant spells known. Instead, as a rune scribe, you can expend your spell slots to empower runes, as described in the “Rune Magic†section below.
4737
4738For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a rune scribe 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard.
4739
4740### Runic Discovery
4741Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 2nd, 3rd, and 5th level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it. (See the “Rune Magic†section below for
4742information on rune rarity and master runes.)
4743
4744In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features.
4745
4746You can spend another short rest doing nothing but meditating on the rune to end your attunement to it.
4747
4748\page
4749<div class='pageNumber auto'></div>
4750<div class='footnote'> EXTRAS | RUNE MAGIC </div>
4751
4752### Living Rune
4753Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ways. At 4th level, you learn to incorporate rune magic into your identity, allowing you to augment your body and mind.
4754
4755At the end of a long rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. At the end of each subsequent long rest, you can alter this choice, reducing the scores you previously increased and improving different scores. (If you chose to increase two abilities, you can opt to alter only one of those choices.)
4756
4757### Rune Mastery
4758At 5th level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune.
4759
4760```
4761```
4762
4763## Rune Magic
4764Rune magic allows a character to unlock the power contained within magical symbols and sigils. Not every such mark has the potential for power. Only those runes forged in the ancient days of creation still resonate with the fundamental magic of the world.
4765
4766Runes work much like magic items. You can discover them, attune to them, and use their magic in a variety of ways. However, unlike with magic items, only a rune scribe can use all the benefits a rune offers.
4767
4768### Overview
4769Runes are powerful icons that you can use for a variety of effects. In order to use a rune, you must normally find and keep a master rune. A master rune is a rare object—a gem or carved rock, a magical token, a shard of some special material, and so on—engraved with the rune and empowered with magic that allows you to unleash the rune’s effects. Those effects are divided into two categories.
4770
4771**Simple properties** are usable by anyone who attunes to a master rune.
4772
4773**Complex properties** are usable only by a character who attunes to a master rune and who possesses the Rune Lore class feature.
4774
4775Unless otherwise noted, you must have a master rune on your person in order to use its properties.
4776
4777### Finding Runes
4778A rune found as treasure is a master rune, carefully scribed into a rare object and available for use as a training tool to allow would-be rune scribes to unlock its power. Each rune discussed below is detailed as part of a master rune. Master runes and the runes they contain are treated much like magic items. They are categorized in rarity from rare to legendary, and can be placed in a campaign whenever the DM opts to place treasure. There are no common or uncommon runes.
4779
4780### Buying and Selling Runes
4781Treat a master rune as a magic item of its equivalent rarity for the purpose of buying and selling in the campaign. Just as with other magic items, the DM will determine whether such items are available to purchase in the campaign and under what conditions.
4782
4783### Identifying Runes
4784Runes are identified in a manner similar to magic items. Simply handling a master rune causes a strong sense of its rune’s identity to echo in a character’s mind. For example, touching a master rune item containing the *kalt* rune (the rune of cold) might cause you to experience a sudden chill as visions of snow and ice flash through your mind.
4785
4786The *identify* spell immediately reveals a master rune’s simple properties. You can also learn its simple properties over the course of a short rest while maintaining physical contact with the rune.
4787
4788<img
4789 src='http://i.imgur.com/7FWIGFZ.png'
4790 style='position:absolute;bottom:-10px;left:-60px;width:500px'/>
4791
4792\page
4793<div class='pageNumber auto'></div>
4794<div class='footnote'> EXTRAS | RUNE SCRIBE </div>
4795
4796### Runes and Attunement
4797A rune always requires attunement to use its simple properties. Attuning to a master rune requires you to spend a short rest focused on only that item while being in physical contact with it. This can’t be the same short rest used to learn the rune’s properties. This focus takes the form of carefully and repeatedly copying the rune, whether with ink and parchment or simply scribing it into the dirt. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, you gain an intuitive understanding of how to activate the rune’s magical properties.
4798
4799A master rune can be attuned to only one creature at a time, and all runes count toward your limit of magic items you can attune to. Any attempt to attune to a fourth magic item or rune fails (though a rune scribe’s Rune Mastery feature allows attunement to one additional rune). You cannot attune to more than one copy of a rune.
4800
4801You can end attunement to a rune in the same manner as with any other magic item.
4802
4803### Master Runes
4804Presented here are four runes (in the form of master runes) for use in your campaign—just enough to fully outfit a rune scribe who reaches 5th level.
4805
4806#### Opal of the Ild Rune
4807*Master rune, rare (requires attunement)*
4808
4809This triangular fire opal measures about three inches on each side and is half an inch thick. The *ild* rune—the rune of fire—shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow.
4810
4811**Ignite (Simple Property).** As an action, you scribe the *ild* rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.
4812
4813**Fire Tamer (Simple Property).** As an action, you touch an open flame and scribe the *ild* rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the *ild* rune in this manner. The radius extends by 20 feet per level of the expended spell slot.
4814
4815**Fire’s Friend (Simple Property).** While you are attuned to this rune, you have resistance to cold damage.
4816
4817**Combustion (Complex Property).** As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot.
4818
4819**Flame Brand (Complex Property).** Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage.
4820
4821In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three.
4822
4823These effects last for 24 hours or until you use this property again.
4824
4825**Flame Stoker (Complex Property).** While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result.
4826
4827#### Orb of the Stein Rune
4828*Master rune, rare (requires attunement)*
4829This spherical chunk of granite is about the size of a human fist. The *stein* rune—the rune of stone—appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease.
4830
4831**Indomitable Stand (Simple Property).** As an action, you scribe the *stein* rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end.
4832
4833**Stone Soul (Simple Property).** While you are attuned to this rune, you cannot be petrified.
4834
4835**Stone’s Secrets (Simple Property).** As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used.
4836
4837**Crushing Brand (Complex Property).** Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon’s damage die or dice, the target of your attack is knocked prone if it is a creature.
4838
4839In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three.
4840
4841These effects last for 24 hours or until you use this property again.
4842
4843**Earthen Step (Complex Property).** While you
4844are attuned to this rune, you can cast *meld into stone* as a bonus action. You regain this ability after a short or long rest.
4845
4846**Overwhelming Bolt (Complex Property).** As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone.
4847
4848\page
4849<div class='pageNumber auto'></div>
4850<div class='footnote'> EXTRAS | RUNE SCRIBE </div>
4851
4852#### Pennant of the Vind Rune
4853*Master rune, rare (requires attunement)*
4854This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The *vind* rune—the rune of wind—flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment.
4855
4856**Comforting Wind (Simple Property).** While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.
4857
4858**Wind Step (Simple Property).** As an action, you scribe the *vind* rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.
4859
4860**Wind’s Grasp (Simple Property).** As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall.
4861
4862**Howling Brand (Complex Property).** Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon’s attacks do not suffer disadvantage due to range.
4863
4864In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three.
4865
4866These effects last for 24 hours or until you use this property again.
4867
4868**Shrieking Bolt (Complex Property).** As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12 + the spell slot’s level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you.
4869
4870**Wind Walker (Complex Property).** While you are attuned to this rune, you can cast *levitate* as a bonus action. You regain this ability after a short or long rest.
4871
4872```
4873```
4874
4875#### Shard of the Kalt Rune
4876*Master rune, rare (requires attunement)*
4877
4878This long, slender shard of ice is roughly the size of a dagger. The *kalt* rune—the rune of ice—glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally.
4879
4880**Frigid Touch (Simple Property).** As an action, you scribe the *kalt* rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune.
4881
4882**Frost Friend (Simple Property).** While you are attuned to this rune, you have resistance to fire damage.
4883
4884**Icy Mantle (Simple Property).** As an action, you scribe the *kalt* rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed.
4885
4886**Freezing Bolt (Complex Property).** As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected.
4887
4888**Ice Brand (Complex Property).** Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage.
4889
4890In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three.
4891
4892These effects last for 24 hours or until you use this property again.
4893
4894**Winter’s Howl (Complex Property).** While you are attuned to this rune, you can cast *sleet storm* as an action. You regain this ability after a short or long rest.
4895
4896<img
4897 src='http://i.imgur.com/10No29z.png'
4898 style='position:absolute;bottom:-130px;left:0px;width:816px'/>
4899
4900\page
4901<div class='pageNumber auto'></div>
4902<div class='footnote'> EXTRAS | WHEN ARMIES CLASH </div>
4903
4904## When Armies Clash
4905The D&D combat rules in the *Player’s Handbook* are designed to model conflict between small groups—an adventuring party of perhaps three to six characters against monster groups that rarely exceed a dozen creatures. Combat on this scale keeps the focus squarely on the adventurers.
4906
4907In some D&D campaigns, though, the story might hinge on battles involving dozens or hundreds of monsters and warriors. The rules presented here build on the standard combat rules to model conflict on a much larger scale, while still enabling individual adventurers to lead an army’s charge against an enemy regiment, rally dispirited soldiers to rejoin the fray, or defeat powerful enemy monsters or leaders.
4908
4909In most cases, when two armies oppose one another, the DM serves as the general for one side, and one or more players serve as generals for the opposing force. These leaders direct the soldiers that make up their armies, and everyone at the table might also represent individual champions (such as the player characters and important NPCs) who are capable of turning the tide of battle all by themselves.
4910
4911## The Combatants
4912In these rules, the elements of an army are **stands**, each of which represents ten creatures of the same kind, and **solos**, which are powerful individuals that can act alone or join an allied stand. A stand behaves much like a single creature in the standard combat rules, with its own hit points, saving throws, and attacks. Stands and solos on each side are grouped into **units** of dozens or even hundreds of creatures. A unit generally moves and attacks as a single entity, with all of its members using the same strategy and tactics every round.
4913
4914### Miniatures and Scale
4915For ease of play, clarity, and speed of combat resolution, these rules assume the use of miniatures and a grid, just as you might use for small-scale combat. However, time and distance work a bit differently under these rules.
4916
4917**Time.** Each round of combat represents 1 minute.
4918
4919**Distance.** A single square measures 20 feet on each side.
4920
4921```
4922```
4923
4924**Diagonals.** Diagonally contiguous squares (those that touch only at a corner) are not considered adjacent; each is 1 square away from the other. Stands and solos cannot move diagonally. When determining the distance between one square and another, do not count squares diagonally.
4925
4926### Stands
4927A stand consists of ten identical creatures that move and fight as a single entity. Only creatures of Huge size or smaller can be formed into stands. Gargantuan creatures always fight as individuals; see “Solos†later in this section.
4928
4929**Space.** A stand of creatures occupies the same space on a 20-foot grid that a single creature would occupy on a 5-foot grid.
4930
4931Creature Size Space
4932Medium or smaller 1 square
4933Large 2 × 2 squares
4934Huge 3 × 3 squares
4935
4936**Statistics.** A stand uses the statistics and special abilities of the creatures within the stand, such as Armor Class, hit points, attack and damage capabilities, and so on.
4937
4938**Speed.** The speed of a stand is measured in squares, and is equal to the speed of an individual creature divided by 5. For example, a stand of hobgoblins (individual speed 30 feet) has a speed of 6 squares.
4939
4940### Units
4941A unit is a group of stands organized into a single, cohesive group that fights and acts as one. A unit can contain stands of different kinds of creatures, such as orcs and ogres. A unit can have any number of stands.
4942
4943Stands can be organized into units of two different types: **skirmishers** and **regiments**. In general, skirmishers have lighter armor and focus on scouting, while regiments focus on attacking or defending a point on the battlefield. A unit’s type is designated before the battle begins and cannot be changed once the fight is in progress.
4944
4945**Skirmishers.** Skirmisher units are loosely organized. They excel at moving quickly, making hit-and-run attacks, and scouting ahead of the main army.
4946
4947A skirmisher unit has the following characteristics:
4948
4949- All stands in the unit have advantage on Dexterity saving throws.
4950- A skirmisher unit uses the highest Dexterity modifier from among its component stands to determine initiative.
4951- The unit can take the Hide action (see “Battle Actions†below).
4952
4953<img
4954 src='http://i.imgur.com/sOpcobj.png'
4955 style='position:absolute;bottom:-180px;left:0px;width:816px'/>
4956
4957\page
4958<div class='pageNumber auto'></div>
4959<div class='footnote'> EXTRAS | WHEN ARMIES CLASH </div>
4960
4961<div style='margin-top:460px'></div>
4962
4963- An allied stand can move through the space of a stand of skirmishers but can’t end its turn in that location.
4964- An allied solo can move through the space of a stand of skirmishers but can’t end its turn in that location unless it uses its action to join that stand.
4965- A skirmisher stand can use part of its move, take an action, and then complete its move.
4966- To keep from becoming isolated (see “Unit Integrity†below), each stand within a skirmisher unit must be no more than 1 square away from another stand in that unit at the end of a turn.
4967
4968**Regiments.** Regiment units move in strict ranks, creating a tight formation. Although they are slower than skirmisher units, regiments are adept at delivering powerful attacks and holding key points on the battlefield.
4969
4970**Configuration.** A regiment unit begins a battle in one of three configurations, as chosen by its general, and it can switch between these configurations during the fight. See the “Configure†section below.
4971
4972A regiment unit has the following characteristics:
4973
4974- A regiment unit uses the lowest Dexterity modifier from among its component stands to determine initiative.
4975- The unit can take the Configure action (see “Battle Actions†below).
4976- An allied stand cannot move into or through the space of a stand in a regiment unit.
4977- An allied solo can move into the space of a stand of a regiment unit only if it uses its action to join that stand.
4978
4979
4980```
4981```
4982<div style='margin-top:460px'></div>
4983
4984- To keep from becoming isolated (see “Unit Integrity†below), each stand in a regiment unit must be adjacent to at least one other stand in that unit at the end of a turn.
4985
4986
4987### Solos
4988A solo is a significant creature on the battlefield—usually a player character or a powerful NPC or monster.
4989
4990A solo has the following characteristics:
4991
4992- A solo can be unattached, moving and acting on its own on the battlefield, or it can attach itself to a stand and a unit by taking the Join action (see “Battle Actions†below).
4993- An unattached solo can move through the space of an allied stand of skirmishers, but it can’t end its turn in that location unless it uses its action on the same turn to join that stand.
4994- An unattached solo can move into the space of an allied stand of a regiment unit only if it uses its action on the same turn to join that stand.
4995- A solo that has joined a stand can be, and often is, a commander. (See the next section.)
4996- A solo occupies the same space on the battlefield as a stand made up of creatures of its size. (A Gargantuan solo has a space of 4 × 4 squares.)
4997- To keep from becoming isolated (see “Unit Integrity†below), an unattached solo must be no more than 1 square away from any allied stand at the end of a turn.
4998
4999### Commanders
5000Commanders play a key role in shaping a battle. Any player character can serve as a commander, as can NPCs that the DM designates.
5001
5002<img
5003 src='http://i.imgur.com/H2YUZ1o.png'
5004 style='position:absolute;top:0px;left:0px;width:816px'/>
5005
5006\page
5007<div class='pageNumber auto'></div>
5008<div class='footnote'> EXTRAS | WHEN ARMIES CLASH </div>
5009
5010Commanders are always solos, and a solo must be joined to a stand to act as a unit’s commander. A unit can have only one commander; before a new commander can take over, the current one must vacate the post.
5011
5012A solo can use a bonus action to become commander of a unit if it is joined to one of the unit’s stands. It can use another bonus action to cease acting as a commander. It also no longer serves as commander if it cannot take actions.
5013
5014As a bonus action, a commander can apply one of the following benefits to all the stands in its unit.
5015
5016#### Prepare
5017A commander can order its unit to be more wary by making a DC 15 Charisma (Intimidation or Persuasion) check. If it succeeds, the unit gains advantage on all saving throws until the end of the commander’s next turn.
5018
5019#### Incite
5020A commander can try to inspire the soldiers of its unit to greater effort by making a DC 15 Charisma (Intimidation or Persuasion) check. If it succeeds, the unit gains advantage on all attack rolls it makes on its next turn.
5021
5022#### Rally
5023A commander can reverse the effects of a failed morale check by rallying troops so that they are willing to resume fighting. See “Check Morale†below.
5024
5025### Unit Integrity
5026If the components of a unit become too widely separated during a battle, stands and solos that become isolated from their allies are in danger of being overwhelmed by their enemies.
5027
5028An isolated stand or solo has disadvantage on attack rolls until it is no longer isolated.
5029
5030When an isolated stand or solo is attacked, the attacker has advantage on its attack roll. If the attack hits, it deals double damage.
5031
5032**Regiment.** A stand in a regiment unit is isolated if it is not adjacent to another stand in its unit.
5033
5034**Skirmisher.** A stand in a skirmisher unit is isolated if it is more than 1 square away from another stand in its unit.
5035
5036**Solo.** An unattached solo is isolated if it is more than 1 square away from any allied stand regardless of that stand’s unit.
5037
5038### Terrain
5039Terrain is a key part of most large-scale combats—important enough to be considered a combatant by itself, whether allied with or working against the soldiers on the field.
5040
5041Each square on the battlefield can have the following terrain traits. A square might also be difficult terrain, and some types of terrain are always difficult, as noted in their entries. The DM should mark squares of difficult terrain.
5042
5043**Clear**. Clear terrain offers no special benefits or hindrances. Clear squares filled with rubble or broken ground are difficult terrain.
5044
5045
5046**Road**. If the last square of a stand’s movement takes it into a road square, the stand can move 1 more square regardless of its remaining speed. Road squares are never difficult terrain unless they are successfully targeted with the Destruction objective (see “Creating Objectives†below).
5047
5048**Forest**. A stand in a forest square gains half cover against all attacks. Forest is always difficult terrain.
5049
5050**Water.** Water squares are either deep or shallow water. Shallow water is difficult terrain. Only a stand made up of creatures that have a swimming speed, or a solo that has a swimming speed, can enter deep water.
5051
5052**High Ground**. Any terrain other than water can also have this additional trait. An area of high ground is given a number that represents its relative height (in multiples of 20 feet) compared to nearby squares of a lower elevation. A stand or solo on high ground has advantage on melee attack rolls made against targets that are at a lower elevation.
5053
5054Moving into higher ground costs 1 square of movement for each 20 feet of difference in elevation between the stand or solo’s current location and its destination square.
5055
5056If the higher ground is also difficult terrain, the cost of entering it is doubled.
5057
5058## Combat Procedure
5059The combat procedure in a mass battle is very similar to that outlined in the standard rules, except that the activity in a round is simultaneous rather than sequential. Other differences are outlined in this section. Also, units in a mass battle have access to the new action types described below.
5060
5061### Setting up the Fight
5062Naturally, before the action can start, the opposing armies must be positioned on the battlefield. Before and during this activity, a few determinations need to be made:
5063
5064- Stands must be organized into units, and those units designated as skirmishers or regiments.
5065- Each regiment must begin in one of three configurations (see the “Configure†section below).
5066- Each solo must begin either as unattached or joined to a stand. A solo that is joined to a stand is considered to have taken the Join action before combat starts, so that it can take another action on its first turn.
5067- A solo that is joined to a stand is eligible to be designated as a commander.
5068
5069A bit of bookkeeping on the side is also recommended. Make a list of which stands belong to which units, so that you can tell when a stand becomes isolated or when a unit might become broken (see “Check Morale†below). After all these tasks are taken care of, it’s time to start the fight.
5070
5071### Initiative
5072Each unit rolls for initiative using the highest or lowest Dexterity modifier among its stands (depending on whether the unit is a skirmisher or a regiment). This includes solos that are attached to a unit at the start of the turn (see “Join†below).
5073
5074The DM might also rule that some units or unattached solos are surprised, based on the situation at the start of the battle.
5075
5076\page
5077<div class='pageNumber auto'></div>
5078<div class='footnote'> EXTRAS | WHEN ARMIES CLASH </div>
5079
5080<div style='margin-top:370px'></div>
5081
5082### Movement
5083On a unit’s turn, each stand in the unit can move a number of squares according to its speed, following the rules for the unit type. A unit of skirmishers can use part of its move, take an action, and then complete its move.
5084
5085**Adjacent to Other Stands.** There are no opportunity attacks in these rules. Instead, a stand cannot move once it becomes adjacent to an enemy stand, unless its unit takes the Retreat action. This restriction does not prevent other stands in the unit from moving normally—only those stands that are adjacent to enemy stands.
5086
5087**Fleeing the Field.** If a stand willingly or unwillingly moves off the area covered by the grid, it is considered to have fled the battlefield and is eliminated.
5088
5089### Battle Actions
5090One round of combat in these rules represents the aggregate results of 1 minute of fighting. On a unit’s turn, choose one action for the unit. Each stand in the unit individually takes that action or takes no action. Except when otherwise noted (see “Cast a Spell†below), stands in the same unit can’t take different actions.
5091
5092#### Attack
5093Attacks between units work the same as in the standard combat rules, except as described here.
5094
5095A unit that takes the Attack action fights one or more other units, with each stand attacking individually. Each stand in a unit directs its attack against another target stand. A stand attacks just like its component creatures. For instance, if a creature has the Multiattack ability, a stand composed of those creatures has that ability as well. Different stands can choose different forms of attack, according to their capabilities. For instance, one stand of orcs can make a melee attack with greataxes, while another stand of orcs in the same unit makes ranged attacks with javelins.
5096
5097
5098```
5099```
5100<div style='margin-top:420px'></div>
5101
5102For monster abilities that create a distance effect measured in feet, convert that distance to squares by dividing by 5, using the same rules for calculating the speed of a stand. For example, a minotaur’s charge allows it to push a target up to 10 feet. A stand of minotaurs would thus be able to push an enemy stand 2 squares.
5103
5104Roll the stand’s attack and damage as in the standard combat rules, applying damage against the target stand’s hit points.
5105
5106**Melee Attacks.** A stand that makes a melee attack must be able to target a stand or a solo in an adjacent square.
5107
5108**Reach.** A stand that has a reach of 10 feet or greater with its melee attack makes a bonus attack as part of its Attack action. This benefit represents the stand’s ability to bring more of its members to bear when making an attack.
5109
5110**Ranged Attacks.** Determine range as normal (and remember that each square is 20 feet on a side). If the range of an attack extends at least 10 feet into a square, the attack affects that square in its entirety. Similarly, even if an attack’s range is less than 20 feet, the attack can still target a stand or a solo in an adjacent square.
5111
5112#### Cast a Spell
5113Determining the effect of a spell in these rules depends on whether the spell requires targets or covers an area of effect, and whether a stand or a solo casts it.
5114
5115If a unit has some stands that can cast spells and others that cannot, the stands that cannot cast spells can instead take any action they are normally allowed to choose.
5116
5117**Range**. Determine the range of a spell the same as for a ranged attack with a weapon (see above). If the range of a spell extends at least 10 feet into a square, the attack affects that square in its entirety. Similarly, even if a spell’s range is less than 20 feet, the spell can still target a stand or a solo in an adjacent square.
5118
5119<img
5120 src='http://i.imgur.com/MEX8ecM.png'
5121 style='position:absolute;top:-70px;left:0px;width:816px'/>
5122
5123\page
5124<div class='pageNumber auto'></div>
5125<div class='footnote'> EXTRAS | WHEN ARMIES CLASH </div>
5126
5127**Targeted Spells**. If a spell requires a target, a stand of casters can target another stand within range. A spell that targets multiple creatures can affect one stand or unattached solo per creature it can target.
5128
5129For spells requiring an attack roll by a stand against an isolated solo, the stand has advantage on the attack roll and the spell deals double damage. If the spell allows a saving throw, the solo has disadvantage on the saving throw and takes double damage if the saving throw fails.
5130
5131A solo can cast a targeted spell against another solo, following the normal rules for the spell. Such a spell is effective against a stand only if the spell normally targets five or more creatures.
5132
5133**Areas of Effect**. A spell that covers an area affects all the stands in its area. If the area does not include all of the squares a stand occupies, the spell either deals half damage to that stand (if it deals damage) or has no effect.
5134
5135If a stand casts such a spell, assume all the casters use the same area of effect. Targets make saving throws as normal but take double damage from the spell. Solos cast area spells as normal against solos or stands within the area.
5136
5137If an area spell has a range of “Self,†its point of origin is the midpoint of one of the sides of the caster’s space. If the spell has any other range, the distance to its point of origin is measured starting at the midpoint of one of the sides of the caster’s space.
5138
5139**Cone.** The length of a cone on the battlefield is 1 square for every 20 feet. Each square of the area beyond the first one must be adjacent to the square that is closer to the point of origin. A cone is wider the farther it extends from the point of origin. The cone’s width at any place along its length equals the number of squares between that square and the point of origin. Add squares of length as evenly as possible to both sides of the cone.
5140
5141**Cube, Cylinder, Sphere.** The size of a cube or the radius of a cylinder or a sphere on the battlefield is 1 square for every 20 feet. Any square in the area beyond the one that contains the point of origin must be within 1 square of the origin square. If the area extends beyond those squares, each additional square must be within 2 squares of the origin square.
5142
5143**Line.** The length of a line on the battlefield is 1 square for every 20 feet. Each square of the area beyond the first one must be adjacent to the square that is closer to the point of origin.
5144
5145#### Configure
5146**(Regiments only)**
5147
5148A regiment begins the battle in one of the following configurations. It remains in the chosen configuration until it takes this action again.
5149
5150**Aid.** When a unit in the aid configuration uses the Attack action to make a melee attack, individual stands in the unit can forgo their attacks to support the melee attacks of other stands. A stand that does so grants advantage on melee attack rolls made by an adjacent stand in its unit. A stand can grant advantage in this manner even if it has no legal target for an attack of its own (representing soldiers pushing forward to replace casualties, covering an exposed flank against a counterattack, or distracting the enemy with ranged fire).
5151
5152A unit in the aid configuration moves at half speed (rounding down if necessary) to reflect the fact that some of its members are moving around within the ranks instead of pressing forward.
5153
5154**Defend.** When a unit is in the defend configuration, all stands in the regiment gain a +2 bonus to AC. The unit can’t use the Attack action while it remains in this configuration.
5155
5156A unit in the defend configuration moves at half speed (rounding down if necessary) to reflect the fact that its members are focusing on protecting themselves instead of pressing forward.
5157
5158**March.** A regiment in the march configuration moves at its full speed.
5159
5160#### Dash
5161A unit that takes the Dash action gains a bonus to its speed equal to its normal speed. A regiment that is configured to aid or defend and takes the Dash action can move at its full speed (not half speed) on that turn.
5162
5163#### Hide
5164**(Skirmishers and solos only)**
5165
5166Taking this action follows the standard combat rules. Make a Dexterity (Stealth) check for each stand in a unit that attempts to hide. Conditions such as obscuring terrain and lack of illumination might mean that some stands in a unit can attempt to hide while others can’t.
5167
5168A stand that cannot hide (or that chooses not to make the attempt) cannot take any other action during the unit’s current turn.
5169
5170#### Join
5171**(Solos only)**
5172
5173Joining a stand grants a measure of protection to a solo creature, so that it does not risk taking the penalties for becoming isolated.
5174
5175To take the Join action, a solo must first move into the space of an allied stand. Its move ceases at that point. Then, with its action on that turn, the solo takes the Join action and becomes part of the stand.
5176
5177A solo cannot join a stand if the solo is more than one size category larger than the stand. Within that limitation, any number of solos can join a stand.
5178
5179Remove the solo from the battlefield and mark the stand in some way to note that the solo is part of it.
5180
5181When a solo is joined with a stand, it is considered part of that stand for the purpose of being targeted by a spell, though it continues to use its own AC and saving throws against the spell.
5182
5183When the stand moves, the solo automatically moves with it. On its turn, the solo takes its action as normal but does not take its own move. In place of its move, it can either leave the stand (entering an empty adjacent space) or immediately join another adjacent stand in its unit.
5184
5185If the stand is eliminated (see “Eliminate Casualties†below), any solos that were joined with the stand remain in play. A newly unattached solo can immediately join an adjacent stand in its unit or remain unattached and occupy one or more of the squares the stand formerly occupied.
5186
5187\page
5188<div class='pageNumber auto'></div>
5189<div class='footnote'> EXTRAS | WHEN ARMIES CLASH </div>
5190
5191<img
5192 src='http://i.imgur.com/zihdOZS.png'
5193 style='position:absolute;top:-55px;left:340px;width:800px'/>
5194
5195#### Retreat
5196Any stand in a unit that takes this action can move even if it begins its turn adjacent to an enemy stand or becomes adjacent to an enemy stand during movement.
5197
5198### Damage
5199Apply damage to a stand’s hit points as though it were an individual creature. If a stand takes damage in excess of its current hit points, apply the excess damage to an adjacent identical stand in its unit, if there is one.
5200
5201Because the action in a round is considered to be simultaneous, a stand is not immediately destroyed when it is reduced to 0 hit points. The stand becomes a **casualty** but remains in play until the end of the round, taking actions (including attacks) and moving as normal if it had not already taken its turn in the current round. Treat the stand as if it had 1 hit point remaining. You can push the stand’s miniature onto its side or otherwise mark it to represent that it is a casualty.
5202
5203### End of Round
5204Unlike the standard D&D combat rules, these rules require you to take a few specific steps at the end of each combat round. Once everyone involved in a battle has taken a turn, you must first assess casualties and then check morale before everyone gets to take another turn.
5205
5206#### Eliminate Casualties
5207At the end of the round, all casualties are **eliminated** (removed from the battlefield). When a stand is eliminated, the person controlling its unit has the option of immediately moving an adjacent allied stand into the vacated space. (Troops can move over to hold the line, but they create another opening elsewhere in doing so.)
5208
5209**Eliminating a Solo.** Solos use all of the standard combat rules for damage, death, and dying (in the case of player characters). A dying solo makes up to ten death saves at the end of the round, one at a time, to determine its fate.
5210
5211#### Check Morale
5212Few soldiers want to die. After a unit suffers significant losses, the survivors might lose their nerve for battle. Rather than stay and fight, the rest of the unit tries to run away.
5213
5214If any surviving unit has lost more than half the stands it started with, the unit must immediately check **morale**. A morale check is a DC 10 Wisdom saving throw, using the highest Wisdom modifier from among the unit’s component stands (including any solos that are joined with surviving stands in the unit).
5215
5216On a failed morale check, the unit becomes **broken**. For the rest of the battle, a broken unit can take only the Retreat action. The DM determines where the unit moves, but it must seek a safe path away from enemy units.
5217
5218A solo, whether joined with a stand or unattached, is never broken. It can decide to move with a broken unit or immediately leave the unit at the start of any of its turns.
5219
5220```
5221```
5222
5223<div style='margin-top:450px'></div>
5224
5225
5226**Rally.** If a broken unit has a commander, the unit has a chance to **rally** at the start of its turn. The unit makes another DC 10 Wisdom saving throw, with a bonus equal to the commander’s Charisma modifier. If the save succeeds, the unit is no longer broken. It takes its turn as normal.
5227
5228## Objectives and Victory Points
5229A battle rarely lasts until one army massacres the other. Once one side has achieved its goals, its opponent usually concedes the field, knowing that further combat is fruitless. The rules in this section are designed to help the DM integrate a mass battle into the campaign by giving each army an appropriate goal, and to provide a way of figuring out who wins.
5230
5231**Objectives** define why two armies clash and the victory conditions for the battle. Just like the encounter objectives described in chapter 3 of the *Dungeon Master’s Guide*, a battle’s objective roots it in the story by grounding it in the past, giving it a purpose, and making its outcome significant.
5232
5233While objectives provide the goals for a battle, **victory points** (VP) allow you to measure success. An army earns victory points for achieving its objectives. An army wins a battle when it scores 10 or more victory points.
5234
5235### Creating Objectives
5236Objectives represent the basic goals of an army. Two opposing forces might have the same objective (capture a bridge) or conflicting ones (destroy the bridge or save it). In some cases, two armies might pursue unrelated objectives (rescue a captured commander or defend a stronghold).
5237
5238\page
5239<div class='pageNumber auto'></div>
5240<div class='footnote'> EXTRAS | WHEN ARMIES CLASH </div>
5241
5242When setting up a battle, consider the following ways to define objectives.
5243
5244**Attrition.** One side simply seeks to wear down the other. For each enemy unit eliminated, the army with this objective earns a number of victory points, as determined by the DM and based on the number of units in the battle.
5245
5246**Destruction.** An army seeks to deny the enemy a valuable resource, such as by destroying a bridge over a river or laying waste to crops that could otherwise sustain an invading force.
5247
5248If this objective is in play, the DM chooses a number of squares on the battlefield that represent the valuable resource and assigns each square a hit point value from 10 to 100. A stand or a solo can attack an objective square the same way it attacks an enemy. A square is automatically hit by any melee attacks against it and automatically fails all saving throws. The square takes damage from spells whose area of effect completely covers it. Targeted spells cast by stands can damage a square, but not those cast by solos.
5249
5250An army with this objective scores victory points for reducing a designated square to 0 hit points. The DM assigns each square a VP point value from 1 to 5, depending on the objective’s importance.
5251
5252**Protection.** This objective involves defending a key position or resource from an attacker. It is always used in conjunction with the Destruction objective above.
5253
5254At the end of each round, an army with this objective scores 1 victory point if it has two or more stands adjacent to an objective that has not been reduced to 0 hit points, and if no enemy stands or solos are within 2 squares of the objective.
5255
5256**Custom Objectives.** To create a unique objective, simply assign a VP value, generally from 1 to 5, to a specific action or condition that an army must fulfill to achieve its goal.
5257
5258A unique objective might involve killing or disabling a commander, forcing an opposing army into a specific confined area, or occupying and holding a particular location.
5259
5260```
5261```
5262
5263#### Assigning Objectives Evenly
5264Once you have established objectives for the battle, check to ensure that both armies have the opportunity to score roughly equal numbers of victory points. It’s okay if there is a slight disparity (not all battles are fair), but keep in mind that the army with more ways to score victory points has a much better chance of emerging the overall victor. If you want to ensure an even match, try to give both sides an equal number of opportunities.
5265
5266In a battle where each army has a single specific objective, this job is easy. For example, destroying a bridge is worth 10 VP, while keeping it from being destroyed is worth 10 VP.
5267
5268In a more fluid situation with multiple objectives in play, give each side at least five opportunities to score victory points, and assign VP values that add up to more than 10 per side (say, 12 to 15). Spreading out the objectives and their rewards in this way gives commanders a few options for victory and keeps battles flexible.
5269
5270### Ending a Battle
5271A battle ends when one side has amassed at least 10 VP at the end of a round. At that time, determine each side’s victory point total.
5272
5273If one side has at least 3 VP more than the other, it has achieved a total victory. Roll a d20 for each of the loser’s units that survived the battle. On a 10 or higher, treat the unit as eliminated; its survivors flee and desert the cause.
5274
5275If one side has 1 or 2 VP more than the other, the winner has scored a tactical victory. The loser withdraws from the field with its remaining forces, while both sides tend to their wounded . . . and perhaps make plans to meet again.
5276
5277If both sides have an equal number of victory points at the battle’s end, the DM can declare the battle a draw, or the armies can fight one more round to try to determine a winner.
5278
5279Because of how objectives inform the action of a conflict, the army that loses the battle can still come away with positive results. Even if the player characters fought on the losing side, they and their army might have achieved the objectives necessary to fulfill some of their strategic goals in the campaign.
5280
5281<img
5282 src='http://i.imgur.com/AK0wB6c.png'
5283 style='position:absolute;bottom:-15px;left:0px;width:816px'/>
5284
5285\page
5286<div class='pageNumber auto'></div>
5287<div class='footnote'> EXTRAS | VARIANT RULES </div>
5288
5289# Variant Rules
5290## Rules Variant: Players Make All Rolls
5291This variant has the players roll dice for all parts of combat, including such things as monster attack rolls and saving throws. By moving die rolls to the players’ side of the table, this option keeps things simpler for you as the DM. In addition, the more active you can keep the players in your game, the more engaged they’ll be.
5292
5293This is a good option if your players like rolling the dice, and if you don’t mind doing a little work up front to make that happen.
5294
5295### Attacking and Defending
5296The players roll their characters’ attacks as normal, but you don’t roll for their opponents. Instead, when a character is targeted by an attack, the player makes a *defense roll*.
5297
5298A defense roll has a bonus equal to the character’s AC − 10. The DC for the roll equals the attacker’s attack bonus + 11.
5299
5300On a successful defense roll, the attack misses because it was dodged, absorbed by the character’s armor, and so on. If a character fails a defense roll, the attack hits.
5301
5302If the attacker would normally have advantage on the attack roll, you instead apply disadvantage to the defense roll, and vice versa if the attacker would have disadvantage.
5303
5304If the defense roll comes up as a 1 on the d20, then the attack is a critical hit. If the attacker would normally score a critical hit on a roll of 19 or 20, then the attack is a critical hit on a 1 or 2, and so forth for broader critical ranges.
5305
5306### Saving Throws
5307When a character forces an opponent to make a saving throw, that player instead makes a saving throw check. The bonus to the d20 roll for a saving throw check equals the effect’s save DC −8.
5308
5309The DC for this check equals 11 + the target’s saving throw modifier. On a successful check, the character overcomes the target’s resistance and treats the target as if it failed its saving throw. On a failed check, the target is treated as if it succeeded on its save.
5310
5311As with attacks, the saving throw check has advantage if the target would have disadvantage on its saving throw, and vice versa.
5312
5313### Contests and Checks
5314Whenever an NPC or monster would normally make an ability check, roll initiative, or take part in a contest, neither you nor the players roll the d20. Instead, use the rules for passive checks to determine the result. See chapter 7, “Using Ability Scores,†of the *Player’s Handbook* for more information on passive checks.
5315
5316```
5317```
5318
5319## Optional Rule: Vitality
5320Some DMs find hit points bothersome. A fighter can survive a *fireball*, a troll’s rending claws, and a oneâ€hundredâ€foot fall, only to crumple in a heap due to a kobold’s dagger slash. This optional rule more realistically reflects the wear and tear a character suffers from wounds.
5321
5322Each character has a pool of vitality in addition to hit points. A character’s maximum vitality equals the character’s Constitution score.
5323
5324Whenever a character takes 10 or more damage from an attack or effect, the character loses vitality. Divide the damage by 10 and round down. The result is how much vitality a character loses. In other words, a character loses 1 vitality for every 10 points of damage dealt by an attack or effect.
5325
5326If a character suffers a critical hit, double the vitality lost, so that the character loses 2 vitality for every 10 points of damage. If a critical hit deals less than 10 damage, it still reduces vitality by 1.
5327
5328Losing vitality causes a character’s hit point maximum to drop. Calculate the character’s current maximum using vitality instead of Constitution. Thus, as vitality drops, a character’s Constitution modifier for determining hit points also drops.
5329
5330A character reduced to 0 vitality is immediately reduced to 0 hit points. If a character is reduced to 0 hit points but his or her vitality remains above 0, any additional damage is applied instead to the character’s vitality. A character is not unconscious until both hit points and vitality reach 0.
5331
5332Completing a long rest increases a character’s vitality by 1 + the character’s Constitution modifier, up to the character’s maximum vitality. Effects that restore hit points have no effect on vitality. However, a character with maximum hit points who receives healing instead restores 1 vitality for every 10 points of healing.
5333
5334## Rules Variant: Custom Alignments
5335Alignment serves as a handy label for the general attitudes of characters and monsters alike. It works as a sorting mechanism, providing a bigâ€picture assessment of which creatures, factions, and NPCs make natural allies or enemies.
5336
5337The standard alignment system embraces the fundamental points of tension in D&D: the struggle between good and evil on the one hand, and the conflict between law and chaos on the other. The nice thing about this arrangement is that it allows for tension even within a goodâ€aligned party. The law–chaos divide means that characters can still disagree on how to promote good in the world.
5338
5339Alignment is meant to serve only as a quick summary of a character, not a rigid definition. It’s a starting point, but elements such as flaws and bonds paint a much more detailed picture of a character’s identity.
5340
5341\page
5342<div class='pageNumber auto'></div>
5343<div class='footnote'> EXTRAS | VARIANT RULES </div>
5344
5345You might find that the alignment choices of good and evil, law and chaos are too abstract for your campaign. You might prefer attitudes that are more nuanced, without the implicit demarcation of heroes as goodâ€aligned creatures and villains as evilâ€aligned ones. A simple solution is to discard alignment in favor of an alternative system that brings the key conflicts in your campaign to the forefront.
5346
5347**Identify the Conflict.** Think about the important opposing forces in your campaign by asking the following questions. Can you place them on opposite ends of a continuum? Are there multiple conflicts? What are the key conflicts, and how do all the separate conflicts interact?
5348
5349For your own alignment system, try to create at least two paths, one of which allows a range of options for the player characters. The other paths can divide the world between the characters (including their allies) and their enemies.
5350
5351For example, imagine a campaign setting where an ecological crisis engineered by a cabal of necromancers threatens to transform the world into a dead wasteland. Forming one alignment path are the opposing forces of life and death. Like the choice of good or evil, this conflict defines the setting, and you would expect most player characters to be aligned to life or at least neutral with respect to their support for the necromancers’ plans.
5352
5353```
5354```
5355
5356The second conflict path might be preservation versus destruction. People who have gathered to protect the land might disagree on whether to attack and destroy the necromancers, or to work instead at strengthening the natural order so that not even the necromancers’ power can overwhelm it.
5357
5358**Multiple Choices.** For grittier games that avoid obvious classifications of good versus bad, you might create alignment paths with more than two choices. In a game that focuses on intrigue and power struggles, for example, alignment might be a quick reference for which factions a character supports. One element of a character’s alignment might indicate his or her affiliation with a noble house or guild. A second element could call out which deity or pantheon the character is tied to.
5359
5360**Neutral Alignment.** When creating your alignment system, think about the role of neutrality, and decide whether there’s a midpoint for any alignment path. Neutral creatures might choose to sit out a struggle (as is often the case in good versus evil) or see strengths in both approaches (as in law versus chaos). The role of this choice in your campaign should make sense in terms of your central conflict.
5361
5362<img
5363 src='http://i.imgur.com/pNaNv2O.pngg'
5364 style='position:absolute;bottom:0px;left:-200px;width:1100px'/>
5365
5366\page
5367<div class='pageNumber auto'></div>
5368<div class='footnote'> EXTRAS | MODERN MAGIC </div>
5369
5370# Modern Magic
5371This section presents new rules for expanding the repertoire of spellcasting characters in a modern setting, extending the modern content found in the two pages in chapter 9, “Dungeon Master's Workshop in the *Dungeon Master's Guide*
5372
5373These rules build on the Behind the Screens article “My New d20 Modern Campaign,†which introduces sidearms, long arms, and modernarmor for fifth edition D&D.
5374
5375<div class='descriptive'>
5376##### City Magic
5377Many of the class features and spells in this article depend on a character’s presence in an urban environment to function. At the DM’s discretion, these features and spells might function in smaller urban areas (such as sufficiently population-dense large towns or suburbs). However, they do not function in areas with little or no artificial construction (such as a wholly natural forest settlement), regardless of population.
5378</div>
5379
5380## Cleric
5381For many clerics in a modern campaign, life is dominated by the urban environment and its struggles.
5382
5383### City Domain
5384The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.
5385
5386New spells introduced for the City domain are marked with an asterisk and detailed in the “New Spells†section at the end of this article. For all other spells, see the *Player’s Handbook*.
5387
5388##### City Domain Spells
5389| Cleric Level | Spells |
5390|:----:|:-------------|
5391|1st| comprehend languages, remote access*
5392|3rd| find vehicle*, heat metal
5393|5th| lightning bolt, protection from ballistics*
5394|7th| locate creature, synchronicity*
5395|9th| commune with city**, shutdown* *
5396
5397
5398#### Bonus Cantrip
5399When you choose this domain at 1st level, you gain the *on/off* cantrip (see “New Spellsâ€) in addition to your chosen cantrips.
5400
5401#### Bonus Proficiencies
5402Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).
5403
5404```
5405```
5406
5407#### Heart of the City
5408From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
5409
5410#### Channel Divinity: Spirits of the City
5411Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).
5412
5413Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw.On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.
5414
5415This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.
5416
5417#### Block Watch
5418Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.
5419
5420#### Divine Strike
5421At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. 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 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.
5422
5423#### Express Transit
5424At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a *teleport* spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.
5425
5426\page
5427<div class='pageNumber auto'></div>
5428<div class='footnote'> EXTRAS | MODERN MAGIC </div>
5429
5430## Warlock
5431A modern warlock channels the unseen randomness of urban life, tapping into the energy of technology in unimagined ways.
5432
5433### Otherworldly Patron: Ghost in the Machine
5434You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation.
5435
5436#### Expanded Spell List
5437The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the *on/off* cantrip, and the following new spells are added to the warlock spell list for you. See “New Spells†at the end of this article.
5438
5439##### Ghost in the Machine Expanded Spells
5440| Spell Level | Spells |
5441|:----:|:-------------|
5442|1st| infallible relay, remote access
5443|2nd| arcane hacking, digital phantom
5444|3rd| haywire, invisibility to cameras
5445|4th| conjure knowbot, system backdoor
5446|5th| shutdown, synchronicity
5447
5448#### Bonus Proficiency
5449At 1st level, you gain proficiency with hacking tools (see “Ability Checks and Hacking Tools,†below .
5450
5451#### Information Surge
5452At 1st level, you gain the ability to temporarily render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage, at the DM’s determination.
5453
5454Once you use this feature, you can’t use it again until you finish a short or long rest.
5455
5456#### Wire Walk
5457Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can’t use it again until you finish a short or long rest.
5458
5459```
5460```
5461
5462#### Personal Encryption
5463Beginning at 10th level, you have learned to apply your innate knowledge of encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage.
5464
5465#### Technovirus
5466At 14th level, you gain the ability to infect a humanoid’s body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one.
5467
5468Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the *command* spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected.
5469
5470Once you use this feature, you can’t use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a *lesser restoration* spell.
5471
5472### Additional Invocation
5473Warlocks who favor modern weapons can learn to channel their magic through those weapons.
5474
5475#### Arcane Gunslinger
5476*Prerequisite: Pact of the Blade feature*
5477You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.
5478
5479
5480<img
5481 src='http://i.imgur.com/pHFncye.png'
5482 style='position:absolute;bottom:-20px;right:-250px;width:800px'/>
5483
5484\page
5485<div class='pageNumber auto'></div>
5486<div class='footnote'> EXTRAS | MODERN MAGIC </div>
5487
5488<img
5489 src='http://i.imgur.com/0x4PEGz.png'
5490 style='position:absolute;bottom:0px;right:-50px;width:500px'/>
5491
5492## Wizard
5493Knowledge is the heart of the wizard’s craft, and a modern environment offers knowledge undreamed of by most mages.
5494
5495### Arcane Tradition: Technomancy
5496Unlike the more common arcane traditions based around the schools of magic, the tradition of Technomancy does not focus on a singular type of spellcraft or magical energy. Rather, students of Technomancy concern themselves with how their spells interact with modern technology.
5497
5498Technomancers can make use of technology as both a conduit and a storage space for magic. In a campaign using the optional rules for magic item creation (see the *Dungeon Master’s Guide* , a technomancer might craft disposable electronic devices and smartphone apps in lieu of potions and scrolls.
5499
5500#### Bonus Proficiencies
5501Beginning when you select this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking tools.
5502
5503#### Technological Savant
5504Also at 2nd level, you trade out your spellbook for a specially attuned storage device of your choosing, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook.
5505
5506
5507#### Program Spell
5508At 6th level, you can insert a spell within an electronic device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone.
5509
5510A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost.
5511
5512A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can’t use it again until you finish a long rest.
5513
5514#### Online Casting
5515At 10th level, you can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature.
5516
5517If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell’s range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to online casting.
5518
5519This feature can be used a number of times per day equal to your Intelligence modifier (minimum of once).
5520
5521#### Chained Device
5522By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can’t use it again until you finish a long rest.
5523
5524\page
5525<div class='pageNumber auto'></div>
5526<div class='footnote'> EXTRAS | MODERN MAGIC </div>
5527
5528## Ability Checks and Hacking Tools
5529Most characters in a modern campaign setting are well versed in using computers, and are automatically successful when employing technology for mundane tasks (searching a hard drive or the Internet, using the normal functions of an electronic device, and so on). For especially challenging technological tasks (finding hidden information on a computer, restoring information from a device that’s been erased, and so on), a character makes an Intelligence check against a DC set by the DM. However, some technical tasks—including breaking into protected computer systems, accessing hidden functions of electronic devices, or using a device in a way it was not designed for—require the use of specialized hacking tools.
5530
5531**Hacking Tools.** This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices. Proficiency with hacking tools lets you add your proficiency bonus to any Intelligence checks you make to connect to or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox.
5532
5533## New Spells
5534The following modern-themed spells are all suitable for the sorcerer, warlock, or wizard spell lists. Spells marked †are also suitable for the paladin spell list.
5535
5536
5537##### Cantrips (0 Level)
5538___
5539On/Off
5540
5541##### 1st Level
5542___
5543- Infallible Relay
5544- Remote Access
5545
5546##### 2nd Level
5547___
5548- Arcane Hacking
5549- Digital Phantom
5550- Find Vehicle â€
5551
5552##### 3rd Level
5553___
5554- Haywire
5555- Invisibility to Cameras
5556- Protection from Ballistics
5557
5558##### 4th Level
5559___
5560- Conjure Knowbot
5561- Synchronicity
5562- System Backdoor
5563
5564##### 5th Level
5565___
5566- Commune with City
5567- Shutdown
5568
5569```
5570```
5571
5572<div class='descriptive'>
5573##### Technomagic
5574Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices.
5575</div>
5576
5577#### Arcane Hacking
5578*2nd-level transmutation (technomagic)*
5579___
5580- **Casting Time:** 1 action
5581- **Range:** Self
5582- **Components:** V, S, M (hacking tools)
5583- **Duration:** Concentration, up to 1 hour
5584
5585You gain advantage on all Intelligence checks
5586using hacking tools to break software encryption
5587or online security when using a foreign system.
5588This spell also allows you to break 2nd-level and
5589lower protective spells such as *arcane lock* or
5590*glyph of warding* by making an Intelligence check
5591using hacking tools against the spell save DC of
5592the spell’s caster.
5593
5594**At Higher Levels.** When you cast this spell
5595using a spell slot of 3rd level or higher, you can
5596attempt to counteract a spell set to secure the
5597foreign system if the spell’s level is equal to or
5598less than the level of the spell slot you used.
5599
5600#### Commune with City
5601*5th-level divination (ritual)*
5602___
5603- **Casting Time:** 1 minute
5604- **Range:** Self
5605- **Components:** V, S
5606- **Duration:** Instantaneous
5607
5608You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
5609
5610- Terrain and bodies of water
5611- Prevalent buildings, plants, animals, or intelligent creatures
5612- Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead
5613- Influences from other planes of existence
5614- Electrical currents, wireless signals, and active transit lines and tracks
5615
5616For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.
5617
5618\page
5619<div class='pageNumber auto'></div>
5620<div class='footnote'> EXTRAS | MODERN MAGIC </div>
5621
5622#### Conjure Knowbot
5623*4th-level conjuration (technomagic)*
5624___
5625- **Casting Time:** 1 action
5626- **Range:** Touch
5627- **Components:** V, S
5628- **Duration:** 10 minutes
5629
5630You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally
5631require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable).
5632
5633You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond.
5634
5635The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.
5636
5637**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.
5638
5639
5640#### Digital Phantom
5641*2nd-level abjuration (technomagic)*
5642___
5643- **Casting Time:** 1 action
5644- **Range:** Self
5645- **Components:** V, S, M (a small piece of copper wire)
5646- **Duration:** Concentration, up to 1 hour
5647
5648This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.
5649
5650#### Find Vehicle
5651*2nd-level conjuration*
5652___
5653- **Casting Time:** 10 minutes
5654- **Range:** 30 feet
5655- **Components:** V, S
5656- **Duration:** 8 hours
5657
5658You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.
5659
5660You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.
5661
5662If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can’t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
5663
5664**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM’s approval.
5665
5666#### Haywire
5667*3rd-level enchantment (technomagic)*
5668___
5669- **Casting Time:** 1 action
5670- **Range:** 90 feet
5671- **Components:** V, S
5672- **Duration:** Concentration, up to 1 minute
5673
5674This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.
5675
5676At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
5677
56781: The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
5679
56802–4: The device does not function.
5681
56825: The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
5683
56846: The device is usable as normal.
5685
5686**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.
5687
5688\page
5689<div class='pageNumber auto'></div>
5690<div class='footnote'> EXTRAS | MODERN MAGIC </div>
5691
5692
5693#### Infallible Relay
5694*1st-level divination (technomagic)*
5695___
5696- **Casting Time:** 1 minute
5697- **Range:** Self
5698- **Components:** V, S, M (a mobile phone)
5699- **Duration:** Concentration, up to 10 minutes
5700
5701With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.
5702
5703The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.
5704
5705
5706#### Invisibility to Cameras
5707*3rd-level illusion (technomagic)*
5708___
5709- **Casting Time:** 1 action
5710- **Range:** 10 feet
5711- **Components:** V, S, M (a scrap of black paper)
5712- **Duration:** Concentration, up to 1 minute
5713
5714Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision.
5715
5716```
5717```
5718
5719#### On/Off
5720*Transmutation cantrip (technomagic)*
5721___
5722- **Casting Time:** 1 action
5723- **Range:** 60 feet
5724- **Components:** V, S
5725- **Duration:** Instantaneous
5726
5727This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by *on/off*.
5728
5729#### Protection from Ballistics
5730*3rd-level abjuration*
5731___
5732- **Casting Time:** 1 action
5733- **Range:** Touch
5734- **Components:** V, S, M (a shell casing)
5735- **Duration:** Concentration, up to 10 minutes
5736
5737This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.
5738
5739#### Remote Access
5740*1st-level transmutation (technomagic)*
5741___
5742- **Casting Time:** 1 action
5743- **Range:** 120 feet
5744- **Components:** V, S
5745- **Duration:** 10 minutes
5746
5747You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device’s mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use *remote access* with only one device at a time.
5748
5749#### Shutdown
5750*5th-level transmutation (technomagic)*
5751___
5752- **Casting Time:** 1 action
5753- **Range:** 120 feet
5754- **Components:** V, S
5755- **Duration:** 10 minutes
5756
5757This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.
5758
5759<img
5760 src='http://i.imgur.com/visgyi5.png'
5761 style='position:absolute;bottom:-300px;left:-150px;width:600px'/>
5762
5763\page
5764<div class='pageNumber auto'></div>
5765<div class='footnote'> EXTRAS | MODERN MAGIC </div>
5766
5767#### Synchronicity
5768*4th-level enchantment*
5769___
5770- **Casting Time:** 1 action
5771- **Range:** Touch
5772- **Components:** V, S
5773- **Duration:** Concentration, up to 1 hour
5774
5775The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. Traffic lights are always green, there’s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage.
5776
5777*Synchronicity* grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.
5778
5779In the event that two or more creatures under the effect of *synchronicity* are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.
5780
5781```
5782```
5783
5784#### System Backdoor
5785*4th-level transmutation (technomagic)*
5786___
5787- **Casting Time:** 1 minute
5788- **Range:** Personal
5789- **Components:** V, S, M (hacking tools)
5790- **Duration:** Concentration, up to 1 hour
5791
5792This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.
5793
5794Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.
5795
5796**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell’s level is equal to or less than the level of the spell slot you used.
5797
5798<img
5799 src='http://i.imgur.com/6TxSObV.png'
5800 style='position:absolute;bottom:0px;right:0px;width:816px'/>
5801
5802\page
5803<div class='pageNumber auto'></div>
5804<div class='footnote'> APPENDIX </div>
5805
5806## Current Version: 1.3
5807
5808**Changelog:**
5809___
5810- **V1.3 (02/13/2017):** Added the Hexblade, the Raven Queen and the extra Eldritch Invocations for warlocks. Added the Lore Mastery wizard tradition.
5811- **V1.2 (02/06/2017):** Added the updated Favored Soul, Phoenix Sorcery, Sea Sorcery and Stone Sorcery. Added the Modern Magic article (magic stuff for for modern-themed campaigns)
5812- **V1.1 (01/27/2017)**: Added the Mystic class, the Swashbuckler and the Storm Sorcerer subclasses. Fixed some text issues and added some suggestions from users. New Content page design (thanks to /u/calculuschild for the code!)
5813- **V1.0 (01/25/2017)**: Finished adding the "When Armies Chash" article and the variant rules. **First full relase!**
5814- **V0.9 (01/22/2017)**: Added the Action Points, Dragonmarks, Feats, Fighting Styles, Spells and Optional Wild Shape Forms rules.
5815- **V0.7 (01/22/2017)**: Finished all the sub-classes.
5816- **V0.5 (01/21/2017)**: Eberron races added to the codex! (I've also added a bit of information for the new races since the original archive just have the race traits). Added the Spell-less ranger variant to the class section, cleaned the blank pages and compiled as .pdf!
5817- **V0.4 (01/15/2017)**: Added the Barbarian paths, Bard collegues and Cleric domains. Changed the cover and added a content page with a PHB like design.
5818- **V0.3 (01/15/2017)**: Added the Revised Ranger class.
5819- **V0.2 (01/13/2017)**: Added the Minotaur Race, the Revenant subrace and Tiefling variants
5820- **V0.1 (01/13/2017)**: Created the Codex with the Artificer Class and the Paladin Oaths
5821
5822```
5823```
5824
5825## Articles Information
5826The Codex currently have the contents of the following UA Articles (in order of publication in the UA page)
5827
5828- Unearthed Arcana: Eberron
5829- Unearthed Arcana: When Armies Clash
5830- Modifying Classes
5831- Unearthed Arcana: Waterborne Adventures
5832- Variant Rules
5833- Awakened Mystic
5834- Modern Magic
5835- Prestige Classes And Rune Magic
5836- Light, Dark, Underdark!
5837- That Old Black Magic
5838- Kits Of Old
5839- Gothic Heroes
5840- Feats
5841- The Faithful
5842- The Ranger, Revised
5843- Barbarian Primal Paths
5844- Bard: Bard Colleges
5845- Cleric: Divine Domains
5846- Druid Circles And Wild Shape
5847- Fighter: Martial Archetypes
5848- Monk: Monastic Traditions
5849- Paladin: Sacred Oaths
5850- Artificer
5851- Ranger And Rogue
5852- Sorcerer
5853- Warlock and Wizard
5854
5855For more information, visit the official Unearthed Arcana page: http://dnd.wizards.com/articles/unearthed-arcana
5856
5857
5858#### Compiled by Draco.exe (/u/AeronDrake)
5859
5860
5861\page
5862<div class='pageNumber auto'></div>
5863<div class='footnote'> APPENDIX </div>
5864
5865> ##### Art Credits
5866> - "Cronicas RPG"by caiomm
5867> - "Changeling" by Eva Widermann
5868> - "Werebear-kin" by Lloyd Allan
5869> - "The Long Winter" by TurnerMohan
5870> - "Warforged Sorcerer" by D-MAC
5871> - "Minotaur" by PabloFernandezArtwrk
5872> - "The Fallen Paladin" by DrStein
5873> - "Inferno" by merl1ncz
5874> - "Tiefling" by Etoli
5875> - "Artificer" by wocstudios
5876> - "Arcane Items" by OlgaDrebas
5877> - "Renia, Gunslinger" by Trefle-Rouge
5878> - "Alchemist's workshop" by mischeviouslittleelf
5879> - "WoTC Work - Drow" by Rhineville
5880> - "Equilibrium" by Kerembeyit
5881> - "Blood Elf" by theDURRRRIAN
5882> - "The Roots of Magic" by theDURRRRIAN
5883> - "Ardent" by JonHodgson
5884> - "Hawkeye" by theDURRRRIAN
5885> - "Najah, Elf Rogue-Ilich Henriquez" by Ilacha
5886> - "Ranger" by choonhachat
5887> - "Dragonwing" by cgartiste
5888> - "Farewell Underdark" by breathing2004
5889> - "Target Down" by NathanParkArt
5890> - "Wolfbane and Silver Arrow" by christopherburdett
5891> - "Magic item opener" by caiomm
5892> - "A warhammer axe" by RDD M12-9-7
5893> - "Agail Enthess" by Rhineville
5894> - "Swiftblade" by ae-rie
5895> - "Oracle" by Eric Belisle
5896> - "Bardic College" by LotharZhou
5897> - "Dwarven Warrior" by BobKehl
5898> - "Holy Champion" by Alex Garner
5899> - "Cleric" by JoshCalloway
5900> - "Druid" by erlanarya
5901> - "Is-Talrani" by Tsabo6
5902> - "Magnus Ignis - Druid Eveolved" by PeterLumby
5903> - "Arcane Archer - Heroes of Camelot" by icequeen654123
5904> - "Helmet" by gamka
5905> - "Battle Charge" by BillCreative
5906> - "Dragon Katana" by ESCUDERO
5907> - "Elven Scout" by AlmaNeGrA
5908> - "Samurai Challenge 2" by artozi
5909> - "The Monk Temple" by RavenseyeTravisLacey
5910> - "Michael" by Dhennisbalontongart
5911> - "Battle for the Spire" by BobKehl
5912> - "Drow 6 - Forgotten Realms" by Fesbraa
5913> - "Elf Ranger" by Cypritree
5914> - "Guild Initiate" by Satibalzane
5915> - "Pirate" by Mischeviouslittleelf
5916> - "Healing Hands" by RobotDelEspacio
5917> - "Fire Mage" by Sedeptra"
5918> - "Water Mage Stage 4 (Super Rare)" by mictones
5919> - "Darkmage" by Fetsch
5920> - "Lodstone/Magnetite Sorcerer and Golem" by LucasParolin
5921> - "Stormchaser Mage - MTG" by ClintCearley
5922> - "Black Warlock" by michalivan
5923> - "The Raven Queen" by WesTalbott
5924
5925```
5926```
5927
5928> ##### Art Credits (continuation)
5929> - "Sphere Singer" by Eearl-Graey
5930> - "Cleric" by LASAHIDO
5931> - "Disciple of the Ring" by ClintCearley
5932> - "Artificer's Retreat" by Alayna
5933> - "Lore Master" by lathander1987
5934> - "Priests of Hammeran" bt thegryph
5935> - "Draddeth Edge" by JamesJKrause
5936> - "Ritual Preparations" by OlgaDrebas
5937> - "Monk in the Underdark" by RalphHorsley
5938> - "Summoning Bone Guys" bt Forrestimel
5939> - "Godspawn Vrock" by damie-m
5940> - "Bull Elk" by BenWootten
5941> - "Attack" by redpeggy
5942> - "Rune Master - Algiz" by iluviar
5943> - "Rune Stones" by Sedeptra
5944> - "Siege" by digital-fantasy
5945> - "Orc Siege" by Caiomm
5946> - "Battle" by Gabahadatta
5947> - "The enemy village was too strong" by Pervandr
5948> - "Supporting Troops" by Pervandr
5949> - "Adventurers" by sandara
5950> - "Crystal Flame" by Static-Ghost
5951> - "Woo-Jin Kim" by zippo514
5952> - "Calypso, the Illuminati Shadow" by Eddy-Shinjuku
5953> - "The Dragon Lehr" by Zephyri