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Kryx’s Houserules

Anything written in fuchsia has been changed from the core


rules.

Contents
Chapter 1: Rule Adjustments 2
Chapter 2: Backgrounds 3
Chapter 3: Equipment 4
Chapter 4: Feats 7
Chapter 5: Skills 13
Chapter 6: Saving Throws 17
Chapter 7: Combat 19
Chapter 8: Conditions 21
Chapter 9: Races 22
Chapter 10: Classes 23
Artificer 26
Barbarian 27
Bard 33
Cleric 39
Druid 48
Fighter 49
Magus 54
Monk 66
Paladin 83
Psion 93
Ranger 100
Rogue 109
Sorcerer 116
Wizard 150
Chapter 11: Spells 157

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Chapter 1: Rule Adjustments
Multiclassing Long Rest
A character can only multiclass to one other class. A long rest is a period of extended downtime, at least 8 hours
long, during which a character sleeps for at least 6 hours and
performs no more than 2 hours of light activity: reading,
Dice System talking, eating, or standing watch for no more than 2 hours. If
the rest is interrupted by a period of strenuous activity—at
We use 2d10 in place of 1d20. least 1 hour of walking, fighting, casting spells, or similar
adventuring activity—the characters must begin the rest
Hit Points again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit
When you gain a level roll the dice to determine your hit dice. A character can can spend one or more Hit Dice before
points for the level. After the result you can choose to use the and after it regains its Hit Dice. The player can decide to
average instead. spend an additional Hit Die after each roll..
A character can’t benefit from more than one long rest in a
Inspiration 24-hour period, and a character must have at least 1 hit point
at the start of the rest to gain its benefits.
If you have inspiration, you can expend it when you make an
attack roll, saving throw, or ability check. You can use
inspiration before the roll to gain advantage or after the roll Stacking Advantage
to reroll the roll, but before any effects of the roll are applied. Each advantage/disadvantage pair cancels out. After
resolving, apply +2 or −2 to the result for each (dis)advantage
Character Advancement after the first. Up to +/−4.
When your character reaches 2nd level you gain a feat of your Interacting with an object in an occupied
choice. space
When a creature tries to interact with an object in a space
Resting occupied by a hostile creature it chooses to make a Strength
(Brawn) check contested by the hostile creature’s Strength
Hit Dice (Brawn) check or a Dexterity (Acrobatics) check contested by
For each Hit Die spent, the player rolls the die and adds the the hostile creature’s Dexterity (Acrobatics) check. If the
character’s Constitution modifier to it. The character regains creature attempting to interact with the object wins the
hit points equal to the total. contest, it can interact with the object.

Short Rest Carrying Capacity


Use Encumbrance rules with slightly higher multipliers
A short rest is a period of downtime, at least 5 minutes long, (allowing more to be carried). Well fitted armor that you are
during which a character does nothing more strenuous than proficient in weighs half of its normal weight. Source
eating, drinking, reading, and tending to wounds.
At the end of a short rest a character regains Hit Dice equal
to one forth its level (minimum of one die) and can spend one
or more Hit Dice. The player can decide to spend an
additional Hit Die after each roll.
A character can’t benefit from more than two short rests
before they take a long rest, and a character must have at
least 1 hit point at the start of the rest to gain its benefits.

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Chapter 2: Backgrounds
Every story has a beginning. Your character’s background Knight of the Order
reveals where you came from, how you became an
adventurer, and your place in the world. Your fighter might Persuasion, plus one from among Arcana, Nature, Religion,
have been a courageous knight or a grizzled soldier. Your and Society.
wizard could have been a sage or an artisan. Your rogue
might have gotten by as a guild thief or commanded Noble
audiences as a jester. Persuasion, Society. One gaming craft or musical
instrument.
Acolyte
Insight, Religion Outlander
Athletics, Nature.
Charlatan
Manipulation, Society. Remove tool proficiencies. Sage / Scholar
Society, plus your choice of one from among Arcana,
City Watch Engineering, Nature, and Religion.
Brawn, Insight
Sailor
Clan Crafter Athletics, Brawn. Replace tool proficiencies with the sailor
Insight, Society. Replace tool proficiencies with a profession. profession.
Courtier Soldier / Mercenary
Insight, Persuasion Brawn and either Manipulation or Persuasion
Criminal Tribe Member
Finesse, Stealth Nature and any other skill
Entertainer Urban Bounty Hunter
Acrobatics, Performance. Replace tool proficiencies with two Choose two from among Insight, Manipulation, Persuasion,
entertainment or musical instruments. and Stealth
Faction Agent Urchin
Insight, and one Intelligence, Wisdom, or Charisma skill of Finesse, Stealth
your choice, as appropriate to your faction.
Far Traveler
Insight, Perception
Folk Hero
Any two skills. Replace tool proficiencies with a profession.
Guild Artisan
Insight, Persuasion. Replace tool proficiencies with a
profession.
Hermit
Medicine, Religion
Inheritor
Any two skills

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Chapter 3: Equipment
Scale Hauberk. Made of overlapping metal plates, a scale
Armor and Shields hauberk is worn between layers of clothing or leather. This
D&D worlds are a vast tapestry made up of many different armor offers modest protection to the wearer’s upper body
cultures, each with its own technology level. For this reason, and allows the sound of the plates rubbing against one
adventurers have access to a variety of armor types, ranging another to be muffled by outer layers. You can purchase the
from leather armor to chain mail to costly plate armor, with other parts of this armor to make scale mail. Subtract this
several other kinds of armor in between. The Armor table armor’s cost to purchase scale mail.
collects the most commonly available types of armor found in Scale Mail. Made of interlocking metal plates, scale mail
the game. includes a layer of quilted fabric worn underneath the mail to
The Armor table shows the cost, weight, and other prevent chafing and to cushion the impact of blows. The suit
properties of the common types of armor worn in the worlds includes gauntlets.
of D&D. Half Plate. Half plate consists of shaped metal plates that
Armor Proficiency. Anyone can put on a suit of armor or cover most of the wearer’s upper body. It does not include leg
strap a shield to an arm. Only those proficient in the armor’s protection beyond simple greaves that are attached with
use know how to wear it effectively, however. Your class gives leather straps. You can purchase the other parts of this armor
you proficiency with certain types of armor. If you wear armor to make plate. Subtract this armor’s cost to purchase plate.
that you lack proficiency with, you have disadvantage on any Plate. Plate consists of shaped, interlocking metal plates to
ability check, saving throw, ot attack roll that involves cover the entire body. A suit of plate includes gauntlets, heavy
Strength or Dexterity, and you can’t cast spells. leather boots, a visored helmet, and thick layers of padding
Armor Class (AC). Armor protects its wearer from attacks. underneath the armor. Buckles and straps distribute the
The armor (and shield) you wear determines your base weight over the body.
Armor Class.
Bulky. The wearer has disadvantage on Dexterity (Stealth)
checks and Strength (Athletics) checks made to swim. Any
creature who sleeps in bulky armor gains a level of
exhaustion.
Str. The armor reduces the wearer’s speed by 10 feet
unless the wearer has a Strength score equal to or higher
than the listed score.
Shields. A shield is made from wood or metal and is
carried in one hand. Wielding a shield increases your Armor
Class by 2. You can benefit from only one shield at a time.
Armor
Leather. The breastplate and shoulder protectors of this
armor are made of leather that has been stiffened by being
boiled in oil. The rest of the armor is made of softer and more
flexible materials.
Hide. Made from animal hide and giant lizard scales over a
shirt of interwoven cords, these chest and shoulder coverings
protect without restricting mobility.
Chain Hauberk. Made of interlocking metal rings, a chain
hauberk is worn between layers of clothing or leather. This
armor offers modest protection to the wearer’s upper body
and allows the sound of the rings rubbing against one
another to be muffled by outer layers. You can purchase the
other parts of this armor to make chain mail. Subtract this
armor’s cost to purchase chain mail.
Chain Mail. Made of interlocking metal rings, chain mail
includes a layer of quilted fabric worn underneath the mail to
prevent chafing and to cushion the impact of blows. The suit
includes gauntlets.

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Armor
Name Cost Armor Class (AC) Weight Properties
Leather
    Leather 10 gp 12 + Dex modifier 10 lb. —
Hide
    Hide 25 gp 13 + Dex modifier (max 4) 12 lb. —
Chain
    Chain hauberk 75 gp 14 + Dex modifier (max 2) 17 lb. —
    Chain mail 150 gp 16 50 lb. Bulky, Str 13
Scale
    Scale hauberk 400 gp 15 + Dex modifier (max 2) 20 lb. —
    Scale mail 800 gp 17 55 lb. Bulky, Str 14
Plate
    Half plate 750 gp 16 + Dex modifier (max 2) 40 lb. Bulky, Str 11
    Plate 1,500 gp 18 60 lb. Bulky, Str 15
Shield
    Shield 10 gp +2 6 lb. Special

Weapons Magic Items


Bola. A Large or smaller creature hit by a bola is grappled Wondrous Items, A Few Magic items, Magic Items, I made
until it is freed. A bola has no effect on creatures that are these for you, Biorganic Items
formless, or creatures that are Huge or larger. A creature can
use its action to make a DC 10 Strength check, freeing itself
or another creature within its reach on a success. Dealing 5
slashing damage to the ropes of a bola (AC 10) also frees the
creature without harming it, ending the effect and destroying
the bola.

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Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
    Club 1 sp 1d4 bludgeoning 2 lb. Light
    Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
    Hammer 2 gp 1d4 bludgeoning 2 lb. Finesse, light, thrown (range 20/60)
    Handaxe 5 gp 1d4 slashing 2 lb. Finesse, light, thrown (range 20/60)
    Sickle 1 gp 1d4 slashing 2 lb. Finesse, light
    Mace 5 gp 1d6 bludgeoning 4 lb. Versatile (1d8)
    Quarterstaff 2 sp 1d8 bludgeoning 4 lb. Two-handed
    Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
    Greatclub 2 sp 1d8 bludgeoning 9 lb. Two-handed
Simple Ranged Weapons
    Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100)
    Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120)
    Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
    Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
    Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
    Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Martial Melee Weapons
    Whip 2 gp 1d6 slashing 3 lb. Finesse, reach
    Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
    Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
    Rapier 25 gp 1d8 piercing 2 lb. Finesse
    Flail 10 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
    Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
    Trident / Longspear 5 gp 1d8 piercing 4 lb. Thrown (range 20/60), versatile (1d10)
    Morningstar 15 gp 1d8 piercing 4 lb. Versatile (1d10)
    War pick 5 gp 1d8 piercing 2 lb. Versatile (1d10)
    Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
    Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
    Pike 5 gp 1d10 piercing 8 lb. Heavy, reach, two-handed
    Glaive / Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
    Lance 10 gp 1d12 piercing 6 lb. Reach, special
    Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
    Maul 10 gp 2d6 bludgeoning 9 lb. Heavy, two-handed
    Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Martial Ranged Weapons
    Net 1 gp — 3 lb. Special, thrown (range 5/15)
    Bola 5 gp 1 bludgeoning 2 lb. Special, thrown (range 20/40)
    Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
    Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
    Crossbow, heavy 50 gp 1d10 piercing 9 lb. Ammunition (range 100/400), heavy, loading, two-handed

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Chapter 4: Feats
A feat represents a talent or an area of expertise that gives a
character special capabilities. It embodies training, Traits
experience, and abilities beyond what a c1ass provides. Select a trait at 1st level and additional traits at 5th level and
At certain levels, your c1ass gives you the Ability Score 9th level. You can take each trait only once, unless the trait’s
Improvement feature. Using the optional feats rule, you can description says otherwise.
forgo taking that feature to take a feat of your choice instead.
You can take each feat only once, unless the feat’s description
says otherwise. I have moved the non-combat flavorful feats to their
You must meet any prerequisite specified in a feat to take own progression named Traits (see below). Having
flavorful option combined with mechanical options
that feat. If you ever lose a feat’s prerequisite, you can’t use will create a bias toward mechanical options in many
that feat until you regain the prerequisite. games so splitting these two will allow to be chosen
more freely.
Half-sized ASIs
When your class grants you an Ability Score Increase, you Actor
can increase one ability score of your choice by 1.
Skilled at mimicry and dramatics, you gain the following
The goal of this refactoring is to offer more choice to
benefits:
player characters. The size of the feats in RAW creates You have advantage on Charisma (Manipulation) checks
a system where feats are quite large which limits when trying to pass yourself off as a different person.
character choice and makes feats hard to balance or You can mimic the speech of another person or the
hard to add new feats without adding some kind of
ability score as a secondary benefit. The size of feats
sounds made by other creatures. You must have heard the
also makes parts of them unusable for many builds
person speaking, or heard the creature make the sound,
(see Crossbow Expert’s 3rd bullet). Instead I have split for at least 1 minute. A successful Wisdom (Insight) check
feats to half the size as original. contested by your Charisma (Manipulation) check allows a
listener to determine that the effect is faked
Athlete
You have undergone extensive physical training to gain the
following benefits:
When you are prone, standing up uses only 5 feet of your
movement.
Climbing doesn’t cost you extra movement (errata).
You can make a running long jump or a running high jump
after moving only 5 feet on foot, rather than 10 feet.
Linguist
You learn two languages of your choice.
If you can see a creature’s mouth while it is speaking a
language you understand, you can interpret what it’s
saying by reading its lips.
Dungeon Delver
Alert to the hidden traps found in many dungeons, you gain
the following benefits:
You have advantage on saving throws made to avoid or
resist traps.
You have resistance to the damage dealt by traps.
You can search for traps while traveling at a normal pace,
instead of only at a slow pace.

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Keen Mind Feats
You have a mind that can track time, direction, and detail
with uncanny precision. You gain the following benefits. Alert
You always know which way is north. Always on the lookout for danger, you gain the following
You always know the number of hours left before the next benefits:
sunrise or sunset. You gain a +3 bonus to initiative.
You can accurately recall anything you have seen or heard
within the past month. Armored
Cantrip Initiate You gain proficiency with the armor type above your current
proficiency: Leather -> Hide -> Chain -> Scale -> Plate.
You learn one cantrip that doesn’t require an attack roll or a
saving throw. You can select this feat multiple times.
Choose Intelligence, Wisdom, or Charisma as your
spellcasting ability for this spell. Bow Expert
Skilled, lesser Skilled with a bow, you gain the following benefits:
You gain proficiency in a skill or craft and trade of your You deal d10 damage with a longbow or d8 damage with a
choice. shortbow.
When you use an arrow as an improvised melee weapon
Skulker you are proficient with it, and you can use your Dexterity
modifier instead of Strength for the attack and damage
You are expert at slinking through shadows. You gain the rolls with it. If you hit a creature with this attack you can
following benefits: then immediately use your reaction to move up to half
your speed without provoking opportunity attacks from
You can try to hide when you are lightly obscured from the the target of your attack.
creature from which you are hiding.
Dim light doesn’t impose disadvantage on your Wisdom Centered Caster
(Perception) checks relying on sight.
Prerequisite: The ability to cast at least one spell. You must
Weapon Master, lesser have taken an ability score improvement in Constitution.
You gain proficiency with a weapon of your choice. You have practiced casting spells in the midst of combat,
learning techniques that grant you the following benefit:
You have advantage on Fortitude saving throws that you
make to maintain your concentration on a spell when you
take damage.
Defensive Duelist
Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you are
proficient and another creature hits you with a melee attack,
you can use your reaction to add half your proficiency bonus
to your AC for that attack, potentially causing the attack to
miss you.
You can take this feat an additional time to gain your full
proficiency bonus to AC.
Dual Wielder
You master fighting with two weapons, gaining the following
benefit:
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.

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Dueling Master Heavy Armor Master
Prerequisite: Shield proficiency Prerequisite: Proficiency with chain, scale, or plate armor,
level 3
You master fighting with a single weapon, gaining the While you are wearing chain mail, scale mail, or plate,
following benefit: bludgeoning, piercing, and slashing damage that you take
You gain a +2 bonus to AC while you wielding a weapon in from non magical weapons is reduced by 2.
one hand and no other weapons or a shield. You lose this
benefit on any turn when you make an unarmed strike. Inspiring Leader
Prerequisite: Charisma 13 or higher
Elemental Adept You can spend 5 minutes inspiring your companions,
When you gain this feat, choose one of the following damage shoring up their resolve to fight. When you do so, choose up
types: acid, cold, fire, lightning, or thunder. to six friendly creatures (which can include yourself) within
When you roll a 1 on a damage die for a spell you cast that 30 feet of you who can see or hear you and who can
deals damage of that type, you can reroll the die and must use understand you. Each creature can gain temporary hit points
the new roll, even if the new roll is a 1. equal to your level + your Charisma modifier. A creature can’t
gain temporary hit points from this feat again until it has
You can select this feat multiple times. Each time you do so, finished a short or long rest.
you must choose a different damage type.
Lucky
Elemental Master You have inexplicable luck that seems to kick in at just the
Prerequisite: Elemental Adept right moment.
You have 2 luck points. Whenever you make an attack roll,
Spells you cast ignore resistance to damage of the chosen an ability check, or a saving throw, you can spend one luck
type. point to roll an additional d20. You can choose to spend one
You can select this feat multiple times. Each time you do so, of your luck points after you roll the die, but before the
you must choose a different damage type. outcome is determined. You choose which of the d20s is used
for the attack roll, ability check, or saving throw.
Fast Loader You can also spend one luck point when an attack roll is
made against you. Roll a d20, and then choose whether the
Thanks to extensive practice with loading weapons, you gain attack uses the attacker’s roll or yours.
the following benefits: If more than one creature spends a luck point to influence
the outcome of a roll, the points cancel each other out; no
You ignore the loading quality of ranged weapons with additional dice are rolled. If you have (dis)advantage that is
which you are proficient. resolved to 1 dice before applying.
Being within 5 feet of a hostile creature doesn’t impose You regain your expended luck points when you finish a
disadvantage on your ranged attack rolls. long rest.
Great Weapon Master You can select this feat an additional time. If you do so, you
gain an additional luck points.
You’ve learned to put the weight of a weapon to your
advantage, letting its momentum empower your strikes. Mage Slayer
On your turn, when you score a critical hit with a heavy You have practiced techniques useful in melee combat
weapon or reduce a creature to 0 hit points with one, you can against spellcasters, gaining the following benefits:
make one melee weapon attack as a bonus action.
When you damage a creature that is concentrating on a
Healer spell, that creature has disadvantage on the saving throw it
You are an able physician, allowing you to mend wounds makes to maintain its concentration.
quickly and get your allies back in the fight. You gain the You have advantage on saving throws against spells cast
following benefit: by creatures within your reach.
As an action, you can spend one use of a healer’s kit to Magic Dabbler
tend to a creature and restore 1d6 + 4 hit points to it, plus Choose a class: bard, cleric, druid, sorcerer, warlock, or
additional hit points equal to the creature’s maximum wizard. You learn two cantrips of your choice from that class’s
number of Hit Dice. The creature can’t regain hit points spell list.
from this feat again until it finishes a short or long rest. Your spellcasting ability for these spells depends on the
class you chose: Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid; or Intelligence for wizard.

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Magic Initiate Ritual Caster
Choose a class: bard, cleric, druid, sorcerer, warlock, or Prerequisite: Intelligence, Wisdom, or Charisma 13 or higher
wizard. You learn one 1st-level spell from that class’s spell list You have learned a number of spells that you can cast as
and can cast it at its lowest level. Once you cast it, you must rituals. These spells are written in a ritual book, which you
finish a long rest before you can cast it again. must have in hand while casting one of them.
Your spellcasting ability for these spells depends on the When you choose this feat, you acquire a ritual book
class you chose: Charisma for bard, sorcerer, or warlock; holding two 1st-level spells of your choice. Choose one of the
Wisdom for cleric or druid; or Intelligence for wizard. following classes: bard, cleric, druid, sorcerer, warlock, or
wizard. You must choose your spells from that class’s spell
Metamagic list, and the spells you choose must have the ritual tag. The
class you choose also determines your spellcasting ability for
You have trained how to alter spells. You gain the following these spells: Charisma for bard, sorcerer, or warlock; Wisdom
benefits: for cleric or druid; or Intelligence for wizard.
You learn two lesser metamagic options or one greater If you come across a spell in written form, such as a
metamagic option of your choice from among those below. magical spell scroll or a wizard’s spellbook, you might be able
You gain 3 metamagic points. If you already have to add it to your ritual book. The spell must be on the spell
metamagic points, you gain 3 more. You regain list for the class you chose, the spell’s level can be no higher
metamagic points on a long rest. than half your level (rounded up), and it must have the ritual
tag. The process of copying the spell into your ritual book
You can take this feat multiple times. Each time you do so takes 2 hours per level of the spell, and costs 50 gp per level.
select different metamagic options. The cost represents material components you expend as you
experiment with the spell to master it, as well as the fine inks
Mobile you need to record it.
You are exceptionally speedy and agile. You gain the following Savage Attacker
benefits:
When you roll damage for a melee weapon attack, you can
Your speed increases by 10 feet. reroll the weapon’s damage dice and use either total.
When you use the Dash action, difficult terrain doesn’t
cost you extra movement on that turn. Sentinel
When you make a melee attack against a creature, you
don’t provoke opportunity attacks from that creature for You have mastered techniques to take advantage of every
the rest of the turn, whether you hit or not. drop in any enemy’s guard, gaining the following benefits:
Mounted Combatant When you hit a creature with an opportunity attack, the
creature’s speed becomes 0 for the rest of the turn.
You are a dangerous foe to face while mounted. While you are When a creature within your reach makes an attack
mounted and aren’t incapacitated, you have advantage on against a target other than you (and that target doesn’t
melee attack rolls against any unmounted creature that is have this feat), you can use your reaction to make a melee
smaller than your mount. weapon attack against the attacking creature.
Mounted Defender Sharpshooter
You are able to protect your mount. While you are mounted You have mastered ranged weapons and can make shots that
and aren’t incapacitated, you gain the following benefits: others find impossible. You gain the following benefits:
You can force an attack targeted at your mount to target Attacking at long range doesn’t impose disadvantage on
you instead. your ranged weapon attack rolls.
If your mount is subjected to an effect that allows it to When you are hidden from a creature and miss it with a
make a Dexterity saving throw to take only half damage, it ranged weapon attack, making the attack doesn’t reveal
instead takes no damage if it succeeds on the saving your position.
throw, and only half damage if it fails.
Shielded
Polearm Master You gain proficiency with shields.
While you are wielding a glaive, halbred, pike, quarterstaff,
spear or trident, other creatures provoke an opportunity Shield Defender
attack from you when they enter your reach. You use shields not just for protection but also for offense.
You gain the following benefits while you are wielding a
Resilient shield:
Prerequisite: You must have taken an ability score If you aren’t incapacitated, you can add your shield’s AC
improvement in the chosen ability. bonus to any Dexterity saving throw you make against a
Choose one saving throw. You gain proficiency in the spell or other harmful effect that targets only you.
chosen saving throw.

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If you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you can Metamagic Options
use your reaction to take no damage if you succeed on the As a spellcaster’s knowledge of magic grows, she can learn to
saving throw, interposing your shield between yourself and cast spells in ways slightly different from the ways in which
the source of the effect. the spells were originally designed or learned. You can use
only one Metamagic option on a spell when you cast it, unless
Shield Master otherwise noted.
If you take the Attack action on your turn, you can use a
bonus action to try to Shove a creature within 5 feet of you I recommend using metamagic feats in a game where
with your shield. the Sorcerer does not depend on metamagic for its
niche (such as a game that uses my Sorcerer). That
Spell Sniper said though feats like Martial Adept exist so features as
feats should be fine. Additionally the niche concern is
Prerequisite: The ability to cast at least one spell outweighed by the lack of caster feat options by RAW.
You have learned techniques to enhance your attacks with
certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack
roll, the spell’s range is doubled.
You learn one cantrip that requires an attack roll. Choose
the cantrip from the bard, cleric, druid, sorcerer, warlock,
or Wizard spell list. Your spellcasting ability for this
cantrip depends on the spell list you chose from:
Charisma for bard, sorcerer, or warlock; Wisdom for cleric
or druid; or Intelligence for wizard.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever
weapons happen to be at hand, you gain the following
benefits:
You are proficient with improvised weapons.
Your unarmed strike use a d4 for damage.
When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus
action to attempt to grapple the target.
Tough
Your hit point maximum increases by an amount equal to
your level when you gain this feat. Whenever you gain a level
thereafter, your hit point maximum increases by an additional
1 hit points.
When you roll a Hit Die to regain hit points, the minimum
number of hit points you regain from the roll equals twice
your Constitution modifier (minimum of 2).
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in reaction to your
enemies’ movements, learning techniques that grant you the
following benefits:
When a hostile creature’s movement provokes an
opportunity attack from you, you can use your reaction to
cast a spell at the creature, rather than making an
opportunity attack. The spell must have a casting time of 1
action and must target only that creature.
You can perform the somatic components of spells even
when you have weapons or a shield in one or both hands.
Weapon Master
You gain proficiency with four simple or martial weapons of
your choice.
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Greater Metamagic Distant Spell
When you cast a spell that has a range of 5 feet or greater,
Enlarged Spell you can spend 1 metamagic point to double the range of the
When you cast a spell that has an area, you can spend 2 spell.
metamagic points to increase that numeric measurement of When you cast a spell that has a range of touch, you can
the spell’s area by 50%. spend 1 metamagic point to make the range of the spell 30
Example: If you cast fireball the area increases from 20 ft. feet.
radius to 30 ft. radius. cone of cold would increase from a 60
ft. cone to a 90 ft. cone. Elemental Spell
Choose one damage type: acid, cold, fire, lightning, or poison.
Heightened Spell When you cast a spell that does damage, you can spend 1
When you cast a spell that forces a creature to make a saving metamagic point to replace the spell’s normal damage type
throw to resist its effects, you can spend 3 metamagic points with that damage type.
to give one target of the spell disadvantage on its first saving
throw made against the spell. Empowered Spell
When you roll damage for a spell, you can spend 1 metamagic
Quickened Spell point to reroll a number of the damage dice up to your
When you cast a spell that has a casting time of 1 action, you spellcasting ability modifier (minimum of one). You must use
can spend 2 sorcery points to change the casting time to 1 the new rolls.
bonus action for this casting. You can use Empowered Spell even if you have already
used a different Metamagic option during the casting of the
Reverberating Spell spell.
When you cast a spell with a duration of instantaneous that
has an area, you can you can spend a number of metamagic Extended Spell
points equal to the spell’s level to have the spell target the When you cast a spell that has a duration of 1 minute or
same area at the start of your next turn. The area glows in a longer, you can spend 1 metamagic point to double its
color chosen by the GM and creatures can determine what duration, to a maximum duration of 24 hours. If you lose
will happen with an Intelligence (Arcana) check. The concentration on an extended spell you can spend 1
reverberated spell gains no benefit from the spell being cast metamagic point and use your reaction to cast the spell
at a higher level. again.
Twinned Spell
When you cast a spell that targets only one creature and Extended Spell isn’t such a great option as durations
doesn’t have a range of self, you can spend a number of are already rather long by default. But if we add the
ability to effectively maintain concentration after
metamagic points equal to the spell’s level to target a second losing concentration (at a resource cost of 2
creature in range with the same spell (1 metamagic point if metamagic points and another spell slot) it is better.
the spell is a cantrip).
Lesser Metamagic Precise Spell
When you cast a spell which requires an attack roll, you can
Careful Spell spend 2 metamagic points to gain advantage on the first
When you cast a spell that forces other creatures to make a attack roll of the spell.
saving throw, you can protect some of those creatures from
the spell’s full force. To do so, you spend 1 metamagic point Subtle Spell
and choose a number of those creatures up to your When you cast a spell, you can spend 1 metamagic point to
spellcasting ability modifier (minimum of one creature). A cast it without any somatic or verbal components. In addition
chosen creature automatically succeeds on its saving throw material components do not need to be held in your hand.
against the spell, and they take no damage if they would
normally take half damage on a successful save.
Careful spell is a good option, but struggles in
comparison to other metamagic options and in
comparison to the Evocation Wizard’s Sculpt Spell.
This version mirrors that functionality. The Wizard gets
it on Evocation spells for free and any other class
(Sorcerer or even Wizard) must pay 1 point to use it
on a spell of any school. thread

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12
Chapter 5: Skills
The goal of this system is to create a mostly equal list of skills Craft and Trade
that are each worth taking for their usage by combining some
of the weaker skills. Most tools are rolled into skills now (Disguise Kit, Forgery
Skills have been reduced from 18 to 14 (15 with Kit, Herbalism Kit, Musical Instrument, Navigator’s tools,
Engineering), balancing out the uses. Similar to Consolidated Poisoner’s Kit, Thieves’ Tools), but Artisan’s Tools, Gaming
Skills from Pathfinder Unchained. Set, and Musical instruments are not. Most tools are for
downtime purposes so they are less important. In place of
Skill Conversion tools characters can be proficient in the following craft or
Skill Ability Core Skill Included trade:
Acrobatics Dex Acrobatics (Balance, Escape Professions. Alchemist, Brewer, Calligrapher, Carpenter,
grapple/restraints), Stunts, Soften Cartographer, Cobbler, Cook, Farmer, Glassblower,
Fall, Tumble Gravedigger, Jeweler, Leatherworker, Mason, Painter, Potter,
Arcana Int Arcana, identify spells, monster Sailor, Shepherd, Smith, Weaver, Woodcutter.
knowledge Gaming. Dice, Dragonchess, Playing cards, Three-Dragon
Athletics Str Athletics (Climb, Jump, Swim), ante.
Vehicles Entertainment. Dance, Acting, Storytelling.
Brawn Str Athletics (Grapple, Escape Musical Instruments. Bagpipes, Drum, Dulcimer, Flute,
grapple/restraints, Shove, Overrun), Lute, Lyre, Horn, Pan flute, Shawm, Viol.
generic strength
Finesse Dex Thieves’ Tools (open lock, disable Other Alterations
trap or device), Sleight of Hand
Insight Wis Insight, Investigation (Intuition) Expertise provides advantage
Manipulation Cha Deception, Disguise, Intimidation
Almost always roll for climbing, swimming, etc
No passive skills
Medicine Wis Medicine, Identify Potion, Herbalism
Kit, Poisoner’s Kit Conversion
Nature Wis Nature, Animal Handling, Suvival,
Navigator’s Tools, monster All backgrounds give 2 skills. Below are the percentages of all
knowledge skills known by each of the classes.
Perception Wis Perception, Investigation (search) Old New
Persuasion Cha Persuasion, Gather information Class # % %
Religion Int Religion, monster knowledge Barb / Clr / Dru / Ftr / Pal / Sorc / War / 4 22% 28.5%
Society Int History, Forgeries, monster Wiz
knowledge Bard / Ranger / Monk 5 28% 35.7%
Stealth Dex Stealth Rogue 6 33% 42.8%
Campaign
Specific Monster Knowledge Checks
Engineering Int Investigation (structural), identify You can use certain skills to identify monsters and their
technological item, monster
knowledge
special powers or vulnerabilities.
Use the table below to see how much you learn about a
Skill DCs creature. Add half of it’s CR (rounded down) to the DC.
Difficulty DC
Monster Knowledge DC
Very Easy 5
Name and type 10
Easy 10
Notable traits and actions 15
Medium 15
Resistances and vulnerabilities 20
Hard 20
Very Hard 25 Creature Type Skill
Nearly Impossible 30 Arcana aberration, construct, dragon, elemental
Engineering robot
Nature beast, fey, monstrosity, ooze, or plant
Religion celestial, fiend, or undead
Society giant or humanoid

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Acrobatics Brawn
Balance. You can attempt to stay on your feet in a tricky Grapple. When you want to grab a creature or wrestle with
situation, such as when you’re trying to run across a sheet of it, you can use the Attack action to make a special melee
ice, balance on a tightrope, or stay upright on a rocking ship’s attack, a grapple. If you’re able to make multiple attacks with
deck. the Attack action, this attack replaces one of them.
Escaping a Grapple. A grappled creature can use its The target of your grapple must be no more than one size
action to escape. To do so, it must succeed on a Strength larger than you, and it must be within your reach. Using at
(Brawn) or Dexterity (Acrobatics) check contested by the least one free hand, you try to seize the target by making a
grappler’s Strength (Brawn) check. grapple check, a Strength (Brawn) check contested by the
Escaping Restraints. A restrained creature can use its target’s Strength (Brawn) or Dexterity (Acrobatics) check (the
action to escape. To do so, it must succeed on a Strength target chooses the ability to use). If you succeed, you subject
(Brawn) or Dexterity (Acrobatics) check and beat a set DC. the target to the grappled condition (see appendix A). The
Soften Fall. When you deliberately fall any distance, even condition specifies the things that end it, and you can release
as a result of a missed jump, you can attempt to reduce the the target whenever you like (no action required).
impact. Make a Dexterity (Acrobatics) check and reduce the Moving a Grappled Creature. When you move, you can
distance fallen equal to the result. You still end up prone if drag or carry the grappled creature with you, but your speed
you take damage from the fall. is halved, unless the creature is two or more sizes smaller
Stunts. The DM might also call for a Dexterity (Acrobatics) than you.
check to see if you can perform acrobatic stunts, including Escaping a Grapple. A grappled creature can use its
dives, rolls, somersaults, and flips. action to escape. To do so, it must succeed on a Strength
Tumble. A creature can try to tumble through a hostile (Brawn) or Dexterity (Acrobatics) check contested by the
creature’s space, ducking and weaving past the opponent. As grappler’s Strength (Brawn) check.
an action or bonus action, the tumbler makes a Dexterity Escaping Restraints. A restrained creature can use its
(Acrobatics) check contested by the hostile creature’s action to escape. To do so, it must succeed on a Strength
Dexterity (Acrobatics) check. If the tumbler wins the contest, (Brawn) or Dexterity (Acrobatics) check and beat a set DC.
it can move through the hostile creature’s space once this Overrun. When a creature tries to move through a hostile
turn. creature’s space, the mover can try to force its way through by
overrunning the hostile creature. As an action or bonus
Arcana action, the mover makes a Strength (Brawn) check contested
Your Intelligence (Arcana) check covers your arcane by the hostile creature’s Strength (Brawn) check. The
knowledge of magic. creature attempting the overrun has advantage on this check
Arcane Knowledge. Your Intelligence (Arcana) check if it is larger than the hostile creature, or disadvantage if it is
measures your ability to recall lore about spells, magic items, smaller. If the mover wins the contest, it can move through
eldritch symbols, magical traditions, the planes of existence, the hostile creature’s space once this turn.
and the inhabitants of those planes. Shove. Using the Attack action, you can make a special
Identify Spell. You can attempt to identify a spell as it is melee attack to shove a creature, either to knock it prone or
cast. Make an Intelligence (Arcana) check at a DC 10 + the push it away from you. If you’re able to make multiple attacks
spell’s level. with the Attack action, this attack replaces one of them.
Identify Magic Item. Once per long rest if you are The target of your shove must be no more than one size
proficient with Arcana you can identify one magic item that is larger than you, and it must be within your reach. You make a
not a legendary item, sentient item, or artifact. Strength (Brawn) check contested by the target’s Strength
Monster Knowledge. You can make an Intelligence (Brawn) or Dexterity (Acrobatics) check (the target chooses
(Arcana) check to identify a creature that is an aberration, the ability to use). If you win the contest, you either knock the
construct, dragon, or elemental. See “Monster Knowledge target prone or push it 5 feet away from you.
Checks”. Shove Aside. A creature uses the special shove attack
from the Player’s Handbook to force a target to the side,
rather than away. The attacker has disadvantage on its
Athletics Strength (Brawn) check when it does so. If that check is
Climb. You attempt to climb a sheer or slippery cliff, avoid successful, the attacker moves the target 5 feet to a different
hazards while scaling a wall, or cling to a surface while space within its reach.
something is trying to knock you off. Other Uses
Jump. You try to jump an unusually long distance or pull off Force open a stuck, locked, or barred door
a stunt mid jump. Push through a tunnel that is too small
Swim. You struggle to swim or stay afloat in treacherous Hang on to a wagon while being dragged behind it
currents, storm-tossed waves, or areas of thick seaweed. Or Tip over a statue
another creature tries to push or pull you underwater or Keep a boulder from rolling
otherwise interfere with your swimming. Control a heavily laden cart on a steep descent
Vehicles. You attempt to control a mount, a boat, or Steer a chariot around a tight turn
another vehicle.

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Lifting and Carrying Tie up a Prisoner. Make an Dexterity (Finesse) check to
Carrying Capacity. Your carrying capacity is your Strength securely tie up a prisoner.
Score multiplied by 15. This is the weight (in pounds) that
you can carry, which is high enough that most characters Insight
don’t usually have to worry about it. You are skilled at detecting falsehoods and true intentions.
Push, Drag, or Lift. You can push, drag, or lift a weight in Discern intent. Your Wisdom (Insight) check decides
pounds up to twice your carrying capacity. While pushing or whether you can determine the true intentions of a creature,
dragging weight in excess of your carrying capacity, your such as when searching out a lie or predicting someone’s
speed drops to 5 feet. next move. Doing so involves gleaning clues from body
Size and Strength. Larger creatures can bear more language, speech habits, and changes in mannerisms.
weight, whereas Tiny creatures can carry less. For each size Intuition. Use your Wisdom (Insight) to instinctively
category above Medium, double the creature’s carrying understand where an object may have been hidden or what
capacity and the amount it can push, drag, or lift. For a Tiny course of action to follow.
creature, halve these weighs.
Manipulation
Engineering Deceive. Your Charisma (Manipulation) check determines
Knowledge. Your Intelligence (Engineering) check whether you can convincingly hide the truth, either verbally
measures your ability to understand structural, mechanical, or through your actions. This deception can encompass
and electrical engineering. You can use this to determine the everything from misleading others through ambiguity to
weakest point in a tunnel that could cause it to collapse or to telling outright lies. Typical situations include trying to fast-
understand how electronics work. talk a guard, con a merchant, earn money through gambling,
Identify Technological Item. You can attempt to identify a pass yourself off in a disguise, dull someone’s suspicions with
technological item. Make an Intelligence (Engineering) check. false assurances, or maintain a straight face while telling a
Monster Knowledge. You can make an Intelligence blatant lie.
(Engineering) check to identify a creature that is a robot. See Intimidate. When you attempt to manipulate someone
“Monster Knowledge Checks”. through overt threats, hostile actions, and physical violence,
the DM might ask you to make a Charisma (Manipulation)
Finesse check. Examples include trying to pry information out of a
Your deft hands allow you to perform tasks that require fine prisoner, convincing street thugs to back down from a
manipulation. confrontation, or using the edge of a broken bottle to
Conceal Objects. Make a Dexterity (Finesse) check convince a sneering vizier to reconsider a decision.
contested by the target’s Wisdom (Perception) check to hide
an item in your hand or on your body. Medicine
Craft a small or detailed object. Make a Dexterity You know how the body works and how to treat it.
(Finesse) to craft a small or detailed object. Diagnose Illness. A Wisdom (Medicine) check lets you try
Pilfer or Plant objects. Make a Dexterity (Finesse) check to diagnose an illness.
contested by the target’s Wisdom (Perception) check to pilfer Stabilize. You can use your action to administer first aid to
an object from them or plant an object on them. If you lose an unconscious creature and attempt to stabilize it, which
the content, the target notices your attempt regardless of requires a successful DC 15 Wisdom (Medicine) check.
whether you got the item. Expending a Healer’s Kit provides advantage to this check.
You can’t attempt to pilfer or plant an object during combat Identify Herb, Poison, or Potion A Wisdom (Medicine)
from a creature that’s aware of your presence. check lets you try to identify an herb, poison, or potion.
Sabotage Item. You can rig simple devices (such as Craft Poison. A Wisdom (Medicine) check lets you try to
saddles and wagon wheels) to function normally and break craft poisons.
after some period of time (usually 1d4 rounds or minutes of
use). You can leave no trace of your tampering, if you beat the Nature
DC by 5.
Disable Trap or Device. When you attempt to disable a Nature Knowledge. Your Wisdom (Nature) or Intelligence
trap or device make a Dexterity (Finesse) check. If you fail by (Nature) check measures your ability to recall lore about
4 or less, you don’t disable it, but can try again. If you fail to terrain, plants and animals, the weather, and natural cycles.
disable a device by 5 or more, the device triggers. You can Handle Animal. When there is any question whether you
leave no trace of your tampering, if you beat the DC by 5. can calm down a domesticated animal, keep a mount from
Arm Trap or Device. When you attempt to arm a trap or getting spooked, or intuit an animal’s intentions, the DM
device make a Dexterity (Finesse) check. If you fail to arm the might call for a Wisdom (Nature) check.
device by 5 or more, the device triggers. Survival. The DM might ask you to make a Wisdom
Open Lock. When you attempt to open a lock make a (Nature) check to follow tracks, hunt wild game, guide your
Dexterity (Finesse) check. If you fail by 4 or less, you don’t group through frozen wastelands, identify signs that owlbears
open it, but can try again. If you fail by 5 or more, the lock live nearby, predict the weather, avoid quicksand and other
breaks. You can leave no trace of your tampering, if you beat natural hazards, or avoid getting lost at sea.
the DC by 5.

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Monster Knowledge. You can make a Wisdom (Nature) Society
check to identify a creature that is a beast, fey, monstrosity,
ooze, or plant. See “Monster Knowledge Checks”. Societal Knowledge. Your Intelligence (Society) check
measures your ability to recall lore about legends, legendary
Perception people, personalities, inhabitants, laws, customs, traditions,
Notice Creatures and Details. Your Wisdom (Perception) historical events, ancient kingdoms, past disputes, recent
check lets you spot, hear, or otherwise detect the presence of wars, and lost civilizations.
something. It measures your general awareness of your Create or Detect a Forgery. You must have the proper
surroundings and the keenness of your senses. writing materials to create a forgery. If the handwriting
For example, you might try to hear a conversation through doesn’t need to be specific to a person, you need only to have
a closed door, eavesdrop under an open window, or hear seen a similar document before. To forge a signature, you
monsters moving stealthily in the forest. Or you might try to need an autograph of that person to copy. You need a larger
spot things that are obscured or easy to miss, whether they handwriting sample to forge a longer document in that
are orcs lying in ambush on a road, thugs hiding in the person’s script. The examiner attempts an opposed
shadows of an alley, or candlelight under a closed secret door. Intelligence (Society) check.
Search. When you look around for clues you make an Decipher Writing. A Intelligence (Society) check can allow
Wisdom (Perception) check. You might find the location of a you to decipher writing in an unfamiliar language or a
hidden object, discern from the appearance of a wound what message written in an incomplete or archaic form. If you
kind of weapon dealt it, or determine the weakest point in a succeed at your check, you understand the general content of
tunnel that could cause it to collapse. Poring through ancient about one page worth of writing. If you fail by 5 or more, you
scrolls in search of a hidden fragment of knowledge might draw a false conclusion about the text.
also call for an Wisdom (Perception) check. Monster Knowledge. You can make an Intelligence
Discern Undead. Discern whether a seemingly dead or (Society) check to identify a creature that is a giant or
living creature is undead humanoid. See “Monster Knowledge Checks”.
Stealth
Persuasion
Avoid Being Noticed. Make a Dexterity (Stealth) check
Gather Information. When in a settlement—a village, a when you attempt to conceal yourself from enemies, slink
town, or a city—make a Charisma (Persuasion) check to find past guards, slip away without being noticed, blend into a
out what’s going on, who the movers and shakers are, where crowd, or sneak up on someone without being seen or heard.
to get what you need, and where not to go. If you move at a speed greater than half your speed you
Persuade. When you attempt to influence someone or a have disadvantage on the roll.
group of people with tact, social graces, and good nature, the
DM might ask you to make a Charisma (Persuasion) check.
Typically, you use persuasion when acting in good faith, to Hiding
foster friendships, make cordial requests, and exhibit proper When you try to hide, make a Dexterity (Stealth) check.
etiquette. Examples of persuading others include convincing Until you are discovered or you stop hiding, that
a chamberlain to let your party see the king, negotiating check’s total is contested by the Wisdom (Perception)
peace between warring tribes, or inspiring a crowd of check of any creature that actively searches for signs
townsfolk. of your presence.
You can’t hide from a creature that can see you, and
if you make noise (such as shouting a warning or
Religion knocking over a vase), you give away your position. An
Religious Knowledge. Your Intelligence (Religion) check invisible creature can’t be seen, so it can always try to
measures your ability to recall lore about deities, rites and hide. Signs of its passage might still be noticed,
prayers, religious hierarchies, holy symbols, the practices of however, and it still has to stay quiet.
secret cults. In combat, most creatures stay alert for signs of
Monster Knowledge. You can make an Intelligence danger all around, so if you come out of hiding and
approach a creature, it usually sees you. However,
(Religion) check to identify a creature that is an celestial, under certain circumstances, the Dungeon Master
fiend, or undead. See “Monster Knowledge Checks”. might allow you to stay hidden as you approach a
creature that is distracted, allowing you to gain
advantage on an attack before you are seen.
Passive Perception removed.
What Can You See? One of the main factors in
determining whether you can find a hidden creature or
object is how well you can see in an area, which might
be lightly or heavily obscured

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16
Chapter 6: Saving Throws
Goals Solution
1. Saving throws should be of equivalent Saving throws condensed to Fortitude,
value Reflex, and Will
The saving throw system creates inherent inequality for the Fortitude measures the inherent toughness, mass, and
value of saving throws. Characters are encouraged to focus resilience of your physique. It is the key defense against
on their defenses for the most common saves, ignoring the attacks that include effects such as disease, poison.
others. This results in Strength, Intelligence, and Charisma Reflex measures your ability to avoid area of effect spells
being less desirable saving throw proficiencies and much less and forced movement. It’s useful against areas of effect such
desirable abilities to invest in unless your class depends on as dragon breath or a fireball spell.
that ability score. Will is your defense against effects that daze, disorient,
% of total % % hard % light
confuse, or overpower your mind. It measures your strength
Ability saves Damage control control of will, self-discipline, and devotion.
Strength 16% 17% 14% 92% Scaling
Dexterity 24% 76% 17% 21% At 5th level, you can add half your proficiency bonus, rounded
Constitution 35% 49% 29% 26% down, to any saving throw you make that doesn’t already
Intelligence 2% 67% 67% 22% include your proficiency bonus.
Wisdom 19% 4% 66% 47%
Charisma 5% 4% 57% 22%
See Saving Throw Totals for the complete numbers.
2. Saving throws should have a mostly
consistent success rate
Constitution based spells and features like cone of cone,
stunning strike, and blight become far less valuable as
players level due to monsters having more and more
Cositution, but this unequal distribution is apparent at lower
levels as well.
Intelligence suffers from a similar situation, but is on the
opposite end of the spectrum in that it is extremely likely to
succeed. This results in illusion type spells being particularly
powerful against most enemies.
Player Saving Throw Success Rate
Ability Overall Level 15-20
Main Save 65% 65%
Secondary Save 58% 55%
Tertiary Save 33% 20%
Other Saves 23% 10%
Monster Saving Throw Success Rate
Ability Overall Level 15-20
Strength 45% 46%
Dexterity 39% 40%
Constitution 52% 63%
Intelligence 31% 29%
Wisdom 44% 51%
Charisma 43% 53%
See Saving Throw Success Rates for the complete
numbers.

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Conversion Class Saving Throws
Fortitude uses your Constitution modifier Class New Saving Throw
Reflex uses the average of your Strength and Dexterity Barbarian Fortitude
modifiers Bard Reflex or Will
Will uses the average of the highest two modifiers from Cleric Will
your Intelligence, Wisdom, and Charisma modifiers. Druid Will
Fighter Fortitude
Use Ability Scores Monk Reflex
If you’d like odd ability scores to matter first average Paladin Will
the ability scores and then determine the modifier by
Ranger Reflex
removing 10 and dividing by 2. This result is much
better at not penalizing odd stat scores Rogue Reflex
Sorcerer Fortitude
Warlock Will
Result
Wizard Will
% of total % % hard % light
Ability saves Damage control control
Fortitude 35% 49% 29% 26%
Reflex 40% 52% 16% 49%
Will 25% 9% 64% 40%
See Saving Throw Totals for the complete numbers.
Player Saving Throw Success Rate
Ability Overall Level 15-20
Main Save 52-58% 50-55%
Secondary Save 40% 35%
Tertiary Save 35% 30%
Monster Saving Throw Success Rate
Ability Overall Level 15-20
Fortitude 45% 56%
Reflex 44% 52%
Will 43% 56%
See Saving Throw Success Rates for the complete
numbers.

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18
Chapter 7: Combat
Movement Called Shot
When you use your action to Dash, you can use a bonus Once on your turn before you make a weapon attack that you
action to make one melee weapon attack or shove a creature. are proficient with, you can choose to have disadvantage on
the attack roll. If the attack hits, you add twice your
Interacting with Objects Around You proficiency bonus to the attack’s damage.
Here are a few examples of the sorts of thing you can
do in tandem with your movement and action:
Flanking
draw or sheathe a sword or two light weapons
When a creature and at least one of its allies are adjacent or
open or close a door within their reach of an enemy and on opposite sides or
withdraw a potion from your backpack corners of the enemy’s space, they flank that enemy, and each
pick up a dropped axe of them has +1 on melee attack rolls against that enemy.
take a bauble from a table thread
remove a ring from your finger
stuff some food into your mouth Dropping to 0 Hit Points
plant a banner in the ground
fish a few coins from your belt pouch When you drop to 0 hit points, you either die outright or fall
drink all the ale in a flagon unconscious, as explained in the following sections.
throw a lever or a switch
pull a torch from a sconce Instant Death
take a book from a shelf you can reach Massive damage can kill you instantly. When damage reduces
extinguish a small flame you to 0 hit points and there is damage remaining, you die if
don a mask the remaining damage equals or exceeds your hit point
pull the hood of your cloak up and over your head maximum.
put your ear to a door For example, a cleric with a maximum of 12 hit points
kick a small stone currently has 6 hit points. If she takes 18 damage from an
tum a key in a lock attack, she is reduced to 0 hit points, but 12 damage remains.
tap the floor with a 10-foot pole
hand an item to another character
Because the remaining damage equals her hit point
maximum, the cleric dies.
Falling Unconscious
Healing Surges If damage reduces you to 0 hit points and fails to kill you, you
As an action, a character can use a healing surge and spend gain a level of exhaustion and fall unconscious. This
up to half his or her Hit Dice. A character who uses a healing unconsciousness ends if you regain any hit points. yo-yoing
surge can’t do so again until he or she finishes a short or long
rest. Death Saving Throws
Whenever you start your tum with 0 hit points, you must
Two-Weapon Fighting make a special saving throw, called a death saving throw, to
Once on your turn, when you take the Attack action and determine whether you creep closer to death or hang onto
attack with a light weapon that you’re holding in one hand, life. Unlike other saving throws, this one isn’t tied to any
you can attack with a different light weapon that you’re ability score. You are in the hands of fate now, aided only by
holding in the other hand. You don’t add your ability modifier spells and features that improve your chances of succeeding
to the damage of the weapon that you’re holding in the other on a saving throw.
hand, unless that modifier is negative. Roll a 2d10. If the result is 10 or higher, you succeed.
Otherwise, you fail. A success or failure has no effect by itself.
Delay On your fifth success, you become stable. On your fifth
By choosing to delay, you take no action and then act failure, you die. The successes and failures don’t need to be
normally on whatever initiative count you decide to act. When consecutive; keep track of both until you collect five of a kind.
you delay, you voluntarily reduce your own initiative result for The number of both is reset to zero when you regain any hit
the rest of the combat. When your new, lower initiative count points or become stable.
comes up later in the same round, you can act normally. You Rolling 1 or 20. When you make a death saving throw and
can specify this new initiative result or just wait until some the result is a 2, 3, or 4, it counts as two failures. If the result
time later in the round and act then, thus fixing your new is a 18, 19, or 20, you regain 1 hit point.
initiative count at that point. You cannot delay if you have any Damage at 0 Hit Points. If you take any damage while you
conditions that are turn based. have 0 hit points, you suffer a death saving throw failure. If
the damage is from a critical hit, you suffer two failures
instead. If the damage equals or exceeds your hit point
maximum, you suffer instant death.

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Swimming through deep water is similar to traveling at
Underwater Combat high altitudes, because of the water’s pressure and cold
Melee Attacks Underwater
temperature. For a creature without a swimming speed, each
When making a melee weapon attack, a creature has hour spent swimming at a depth greater than 100 feet counts
disadvantage on the attack roll unless the weapon deals as 2 hours for the purpose of determining exhaustion.
piercing damage (no Morningstar or War Pick). Swimming for an hour at a depth greater than 200 feet
counts as 4 hours. (DMG 116)
Ranged Attacks Underwater
All ranged weapon have their range reduced to 1/4 the
original value. A thrown weapon has its range reduced by
Weather
half. Ranged attack rolls have disadvantage underwater Strong Wind
unless the weapon deals piercing damage. A strong wind (rare) imposes disadvantage on ranged
weapon attack rolls and Wisdom (Perception) checks that
Attacks from Land rely on hearing. A strong wind also extinguishes open flames,
Characters swimming, floating, or treading water on the disperses fog, and makes flying by nonmagical means nearly
surface, or wading in water at least chest deep, have three- impossible. A flying creature in a strong wind must land at
quarters cover (+5 bonus to AC and Reflex saving throws) the end of its turn or fall. A strong wind in a desert can create
from opponents on land. A completely submerged creature a sandstorm that imposes disadvantage on Wisdom
has total cover against opponents on land. (Perception) checks that rely on sight. Clarification: Spells
will also have disadvantage if their effect would be altered by
Fire weather (most likely not).
Nonmagical fire (including alchemist’s fire) does not burn
underwater. Spells or spell-like effects with the fire descriptor Heavy Precipitation
create a bubble of steam instead of its usual fiery effect, and Everything within an area of heavy rain or heavy snowfall is
creatures and objects that are fully immersed in water have lightly obscured, and creatures in the area have disadvantage
resistance to fire damage. on Wisdom (Perception) checks that rely on sight. Heavy rain
also extinguishes open flames and imposes disadvantage on
Hold Breath Wisdom (Perception) checks that rely on hearing.
A character who has no air to breathe can hold her breath for
2 rounds per point of Constitution. If a character takes an
action, the remaining duration that the character can hold
her breath is reduced by 1 round. After this period of time, the
character must make a DC 10 Constitution check in order to
continue holding her breath. The check must be repeated
each round, with the DC increasing by +1 for each previous
success. After which point she begins to suffocate. In the first
round, she falls unconscious (0 hit points). In the following
round, she gains a death failure. In the third round, she
suffocates.
Spellcasting Underwater
Casting verbal component spells while submerged can be
difficult for those who cannot breathe underwater a creature
that cannot breathe water must make a Fortitude saving
throw (DC 13 + spell level) to cast a spell underwater. Failure
means the spell fizzles. Creatures that can breathe water are
unaffected and can cast spells normally. Some spells might
function differently underwater, subject to GM discretion.
Swimming
Unless aided by magic, a character can’t swim for a full 8
hours per day. After each hour of swimming, a character must
succeed on a DC 10 Fortitude saving throw or gain one level
of exhaustion. A creature that has a swimming speed-
including a character with a ring of swimming or similar
magic can swim all day without penalty and uses the normal
forced march rules in the Player’s Handbook.

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20
Chapter 8: Conditions
Blinded
Creatures unaccustomed to being blind must make a DC 15
Acrobatics check to move faster than half speed. Creatures
that fail this check fall prone.
Grappled
A grappled creature’s speed becomes 0, and it can’t benefit
from any bonus to its speed.
The condition ends if the grappler is incapacitated (see
the condition) or if an effect removes the grappled
creature from the reach of the grappler or grappling effect,
such as when a creature is hurled away by the
thunderwave spell.
Prone
An attack roll against the creature has advantage if the
attacker makes a melee attack or is within 5 feet of the
creature. Otherwise, the attack roll has disadvantage.
Restrained
A restrained character who attempts to cast a spell with
material or somatic components must make a Reflex saving
throw (DC 13 + spell level) or lose the spell.

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Chapter 9: Races

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Chapter 10: Classes

A
dventurers are extraordinary people, driven by a Path of the Totem Warrior
thirst for excitement into a life that others All subclass options must come from the same animal
would never dare lead. They are heroes, now.
compelled to explore the dark places of the Totem Spirit adjusted to balance the options against
world and take on the challenges that lesser eachother.
women and men can’t stand against. Eagle takes the swashbuckler wording to avoid OAs
Class is the primary definition of what your character can from anyone he has attacked, slight movement
do, it’s more than a profession; it’s your character’s calling. increase.
Class shapes the way you think about the world and interact Tiger gets a minor form of pounce (move 20 ft to
with it and your relationship with other people and powers in possibly knock prone)
the multiverse. A fighter, for example, might view the world in Wolf only applies on creatures that he has attacked
pragmatic terms of strategy and maneuvering, and see herself Totemic Attunement has had size limits removed, saving
as just a pawn in a much larger game. A cleric, by contrast, throws should account for this stuff.
might see himself as a willing servant in a god’s unfolding
plan or a conflict brewing among various deities. While the Path of the Zealot
fighter has contacts in a mercenary company or army, the Divine Fury now matches the damage from Storm
cleric might know a number of priests, paladins, and devotees Herald.
who share his faith.
Your class gives you a variety of special features, such as a Bard
fighter’s mastery of weapons and armor, and a wizard’s spells. Bardic Inspiration changed to give normal inspiration
At low levels, your class gives you only two or three features, (which works before or after the roll)
but as you advance in level you gain more and your existing Song of Rest changed to recover one additional Hit Dice
features often improve. Each class entry in this chapter Spells known increased to better compete with prepared
includes a table summarizing the benefits you gain at every casters. Spells known = less diversity of spells, but a
level, and a detailed explanation of each one. similar amount prepared to a Wizard.
Adventurers sometimes advance in more than one class. A College of Valor and College of Swords merged to college
rogue might switch direction in life and swear the oath of a of Blades (plus a variant for Bladesinger)
paladin. A barbarian might discover latent magical ability and
dabble in the sorcerer class while continuing to advance as a Fighter
barbarian. Elves are known to combine martial mastery with The goal of this (minor) rework is to give the fighter an
magical training and advance as fighters and wizards identity. Mearls has said that he regrets the lack of identity of
simultaneously. Optional rules for combining classes in this the fighter archetypes. The goal is to give the fighter a
way, called multiclassing, appear in chapter 6 of the Player’s resource (maneuvers) that can be be used once per round
Handbook. that allows them to show their combat prowess. Several
other minor fixes have been intertwined as well.
Class Changes Fighting Style turned into a fighting stance which can be
Fighting Stances: Changed to fighter rework version. switched between to allow for more weapon diversity
among characters instead of being locked into only using
Barbarian 1 weapon. At 11th level a Fighter can have 2 stances
Battlerager removed in favor of the revamped Berserker. active at once.
Unarmored Defense replaced with Primal Toughness Two-Weapon-Fighting made to be competitive.
(similar) Second Wind now includes your Constitution modifier
Rage cannot be ended early by not attacking a target and scales a bit at 11th level.
Added Fighting Stance at 2nd level Remarkable Athlete/Acrobat is now part of the core
Delayed early rage damage boost and adjusted it at the class and gives advantage on Strength (Athletics) or
later levels Dexterity (Acrobatics) ability checks which allows the
Reckless Attack moved to 3rd level. fighter to physically excel.
Arcane Archer and Eldritch Knight moved to a new
Path of the Berserker magus class
Frenzy replaced with Reckless Abandon from
Battlerager. I think one extra attack is simply unbalanced
for a subclass and this fits the flavor better.
Path of the Storm Herald
Fury of the Storm now is one model.

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Combat Superiority (Maneuvers) added to the core class Ki increased at level 16+ to make monks have the same
to give a once per round resource that is the core identity number of effective spell points as a 1/2 caster (Paladin)
of fighters. This is more in line with the playtest fighter while assuming 1.75 short rests. See 5th level caster’s
who focused on maneuvers. Maneuvers are largely the effective spell points.
same as Battle Master with the Arcane Archer and a few Monastic Tradition moved to level 2 to make spells
others mixed in. available at level 2 as they are for the other 5th level
Maneuvers now use skills instead of saving throws. casters.
Menacing Attack for example was clearly an Added Air, Earth, Fire, and Water archetypes
Intimidate check, Goading a Deception, etc. I’m Stunning Strike moved to Way of the Long Death as
unsure about the Ability Check vs Saving throw the archetypes now deliver more ways to use your Ki.
math - especially with advantage or expertise so I’ll Stunning strike was rather strong (arguably OP) and
need to test the math here. when combined with the versatility that spells bring is too
Some maneuvers like Lunging attack are buffed much so it had to go. Having it only in one archetype
while others like Trip or Commander’s Strike were makes it more balanced compared to the benefits of
slightly nerfed. another archetype.
Wholeness of Body added at 9th level (from Open Hand).
Magus Moving on vertical surfaces and liquid moved to Way
The class is an arcane half caster that encompasses class of Air as it matches the flavor of that archetype, not the
ideas such as Swordmage, Arcane Archer, Eldritch Knight, others.
and several more. It closely follows the structure of the Tongue of the Sun and Moon removed as it doesn’t fit
Paladin so it should be balanced as long as I have not made the monk flavor that I expect. Monks are the translators of
any individual features too strong. the world? Very strange. Seems more like a Bard feature.
The DPR balance of the magus class can be seen on DPR Shadow Step reworked to match the Druid UA. It limits
of Classes. Overall it is within 2% of the expected damage for the teleport to movement speed, but frees up the bonus
TWF, GWM, and Polearm. It’s single one handed weapon action.
build is slightly behind other Sword and Board builds due to Paladin
the lack of Shield Master, but it’s within a reasonable
variation of the expected amount as is Polearm + GWM. Divine Smite absorbs all the smite spells so that they are
more accessible and do not all require a bonus action and
Monk possibly concentration.
Much like my Sorcerer Rework I decided to give the same Aura of Protection set to half your charisma modifier, but
treatment to the Monk. The Monk has struggled since release the range is doubled. +5 to saves is nearly an automatic
- it is the least damaging martial class by far with rogue hit save which is poor design.
points and a very one dimensional playstyle of using Add cantrips
Stunning Strike as often as possible as it is by far the best The same version of an Aura does not stack (no double
option in terms of DPR and CC on enemies. My goal with this charisma to save), contrary to Crawford’s ruling.
rework is to have monk do more DPR by default (about Psion
equivalent to a Paladin), while also expanding their combat
options to be more dynamic. Paladin is a comparable class as Psionics, in its simplest form, is harnessing the power of the
both the monk and the paladin have several defensive options mind and using it to perform tasks, feats, and awe-inspiring
built into their class so if their DPR is equivalent it shouldn’t acts. It is the act of using the mental power innate in a
be too much to have more features (spellcasting). psionic character to perform actions that others deem
Through this process, and especially when considering the impossible.
four elements monk, I realized that the monk is a perfect fit While all characters have the capacity to harness this
for 5th level spellcasting. This form of spellcasting is very power of the mind, it is only by tapping into this potential that
limited as the monk only knows about 10-15 spells total from psionic characters are created. A psionic character has
a set list. The result doesn’t make the monk feel like a learned to tap into and utilize this internal energy, using it to
spellcaster, but more like some small spellcasting on the side expand their abilities or even to learn more about themselves.
as Paladin, Ranger, and EK so the spellcasting shouldn’t be Once a psionic character has learned this pathway of
too too obtrusive. psionics, it often becomes a path they cannot help themselves
from further exploring. Like a moth drawn to a flame, so too
Flurry of Blows does not cost ki and is given at level 3. is the mind drawn to the power of psionics once it has
Extra attack increased to 2 at level 11. DPR of Classes learned to tap into it.
Ki uses expanded to include Open hand push, prone, and See Psionic Spells for a complete list of over 200 spells.
no reactions. Other uses added for each archetype.
Ki Blast added to most archetypes. It’s modelled on Ranger
Radiant Sun Bolt from Way of the Sun Soul Monk
(SCAG). It’s equivalent to a monk using a dagger, but Based on the Revised Ranger from UA.
flavored to match each archetype. Prepared Spellcasting like the Paladin: 1/2 level +
Ki can be used to cast spells for most archetypes. They Wisdom modifier spells prepared. Thread.
are effectively 5th level casters. Hunter’s Mark turned in to a class feature

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11th level feature replaced with Hunter’s multiattack
feature with whirlwind replaced with some of its 3rd level
features.
Rogue
Thief: Fast hands merged into cunning action. Use Magic
Device absorbed into the base class. Thief’s Reflexes and
Second-Story Work are not incorporated. Supreme Sneak
should be part of the base rules of sneaking.
Arcane Trickster spells can be from any school.
Expertise is advantage instead of double proficiency.
Sneak Attack can be made with any weapon, not just a
finesse or ranged weapon
Sorcerer
The Sorcerer has been reworked to include the Sorcerer, my
Summoner, and Warlock
Wizard
No Bladesinger subclass. It fails at being a gish and is
better modeled by bladelock, Magus, or some other gish.
No Lore Mastery subclass. It was decried as OP and I fully
agree.
Portent replaced with advantage and the uses are now
based on intelligence. 14th level replaced with mage hand
upgrade from Arcane Trickster as Portent scales in uses.
Clarifications:
Scribing a scroll costs the same amount as the scroll
price. (see magic item costs).
“When a spell is copied from a spell scroll, the copier must
succeed on an Intelligence (Arcana) check with a DC
equal to 10 + the spell’s level. If the check succeeds, the
spell is successfully copied. Whether the check succeeds
or fails, the spell scroll is destroyed.” -DMG 200.

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Artificer
Kryx’s Armor: Leather, Hide

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Barbarian Creating a Barbarian
A tall human tribesman strides through a blizzard, draped in When creating a barbarian character, think about where your
fur and hefting his axe. He laughs as he charges toward the character comes from and his or her place in the world. Talk
frost giant who dared poach his people’s elk herd. with your DM about an appropriate origin for your barbarian.
A half-orc snarls at the latest challenger to her authority Did you come from a distant land, making you a stranger in
over their savage tribe, ready to break his neck with her bare the area of the campaign? Or is the campaign set in a rough-
hands as she did to the last six rivaIs. and-tumble frontier where barbarians are common?
Frothing at the mouth, a dwarf slams his helmet into the What led you to take up the adventuring life? Were you
face of his drow foe, then turns to drive his armored elbow lured to settled lands by the promise of riches? Did you join
into the gut of another. forces with soldiers of those lands to face a shared threat?
These barbarians, different as they might be, are defined by Did monsters or an invading horde drive you out of your
their rage: unbridled, unquenchable, and unthinking fury. homeland, making you a rootless refugee? Perhaps you were
More than a mere emotion, their anger is the ferocity of a a prisoner of war, brought in chains to “civilized” lands and
cornered predator, the unrelenting assault of a storm, the only now able to win your freedom. Or you might have been
churning turmoil of the sea. cast out from your people because of a crime you committed,
For some, their rage springs from a communion with fierce a taboo you violated, or a coup that removed you from a
animal spirits. Others draw from a roiling reservoir of anger position of authority.
at a world full of pain. For every barbarian, rage is a power Quick Build
that fuels not just a battle frenzy but also uncanny reflexes, You can make a barbarian quickly by following these
resilience, and feats of strength. suggestions. First, put your highest ability score in Strength,
followed by Constitution. Second, choose the outlander
Primal Instinct background.
People of towns and cities take pride in how their civilized
ways set them apart from animals, as if denying one’s own
nature was a mark of superiority. To a barbarian, though,
civilization is no virtue, but a sign of weakness. The strong
embrace their animal nature, keen instincts, primal
physicality, and ferocious rage. Barbarians are uncomfortable
when hedged in by walls and crowds. They thrive in the wilds
of their homelands: the tundra, jungle, or grasslands where
their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can
enter a berserk state where rage takes over, giving them
superhuman strength and resilience. A barbarian can draw
on this reservoir of fury only a few times without resting, but
those few rages are usually sufficient to defeat whatever
threats arise.
A Life of Danger
Not every member of the tribes deemed “barbarians” by
scions of civilized society has the barbarian class. A true
barbarian among these people is as uncommon as a skilled
fighter in a town, and he or she plays a similar role as a
protector of the people and a leader in times of war. Life in
the wild places of the world is fraught with peril: rival tribes,
deadly weather, and terrifying monsters. Barbarians charge
headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes barbarians
perfectly suited for adventuring. Wandering is often a way of
life for their native tribes, and the rootless life of the
adventurer is little hardship for a barbarian. Some barbarians
miss the close-knit family structures of the tribe, but
eventually find them replaced by the bonds formed among
the members of their adventuring parties.

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Class Features
As a barbarian, you gain the following class features. The Barbarian
Proficiency Rage
Hit Points Level Bonus Features Rages Damage
Hit Dice: 1d12 per barbarian level 1st +2 Rage, Primal 2 +1
Hit Points at 1st Level: 12 + your Constitution modifier Toughness
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution 2nd +2 Danger Sense, 2 +1
modifier per barbarian level after 1st Fighting Stance
3rd +2 Primal Path, 3 +1
Proficiencies Reckless Attack
Armor: Light armor, medium armor, shields 4th +2 Ability Score 3 +2
Kryx’s Armor: Leather, Hide, shields improvement
Weapons: Simple weapons, martial weapons 5th +3 Extra Attack, Fast 3 +2
Craft and Trade: None Movement
Saving Throws: Strength, Constitution 6th +3 All Ability Scores 4 +2
Kryx’s Saving Throws: Fortitude improve, Path
Skills: Choose two from: Animal Handling, Athletics, feature
Intimidation, Nature, Perception, and Survival 7th +3 Competency, Feral 4 +2
Kryx’s Skills: Choose two from: Athletics, Brawn, Instinct
Manipulation, Nature, and Perception 8th +3 Ability Score
improvement
4 +2

Equipment 9th +4 Brutal Critical (1 4 +3


You start with the following equipment, in addition to the die)
equipment granted by your background: 10th +4 Path feature 4 +3
(a) a greataxe or (b) any martial melee weapon 11th +4 All Ability Scores
improve,
4 +3
(a) two handaxes (b) any simple weapon Relentless Rage
an explorer’s pack and four javelins 12th +4 Ability Score 5 +3
improvement
Rage 13th +5 Brutal Critical (2 5 +3
In battle, you fight with primal ferocity. On your turn, you can dice)
enter a rage. 14th +5 Path feature 5 +4
While raging, you gain the following benefits if you aren’t 15th +5 Competency 5 +4
wearing chain, scale, or plate armor: 16th +5 All Ability Scores 5 +4
You have advantage on Strength checks and Strength improve, Ability
saving throws. Score
improvement
When you make a weapon attack using Strength, you gain
a bonus to the damage roll that increases as you gain 17th +6 Brutal Critical (3
dice)
6 +4
levels as a barbarian, as shown in the Rage Damage
column of the Barbarian table. 18th +6 Indomitable Might 6 +4
You have resistance to bludgeoning, piercing, and slashing 19th +6 Ability Score 6 +5
damage. improvement
20th +6 Primal Champion Unlimited +5
If you are able to cast spells, you can’t cast them or
concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious. You can also end your rage on your
turn. Fighting Stance
Once you have raged the number of times shown for your At 2nd level, as a bonus action on your turn, you can enter a
barbarian level in the Rages column of the Barbarian table, stance that lasts until you enter a new stance. Choose one of
you must finish a long rest before you can rage again. the following options:
Primal Toughness Defense
While you are wearing Leather or Hide armor you can use While you are wearing armor, you gain a +1 bonus to AC.
your Constitution modifier in place of your Dexterity modifier
for determining your armor class.
Alternatively, while you are not wearing any armor, your
Armor Class equals 12 + your Constitution modifier. You can
use a shield and still gain this benefit.

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Great Weapon Fighting All Ability Scores Improve
When you roll a 1 or 2 on a weapon damage die for an attack When you reach 6th level, and again at 11th, and 16th level,
you make with a melee weapon that you are wielding with all of your ability scores increase by 1. As normal, an ability
two hands, you can reroll the die and must use the new roll, score can’t increase above 20 using this feature.
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this benefit.
Additionally you gain a +1 bonus to damage rolls with a d12 Feral Instinct
weapon. By 7th level, your instincts are so honed that you have
advantage on initiative rolls.
Protection Additionally, if you are surprised at the beginning of
When a creature you can see attacks a target other than you combat and aren’t incapacitated, you can act normally on your
that is within 5 feet of you, you can use your reaction to first turn, but only if you enter your rage before doing
impose disadvantage on the attack roll. You must be wielding anything else on that turn.
a shield.
Competency
Two-Weapon Fighting
You can use two-weapon fighting even when the one-handed When you reach 7th level and again at 15th level choose a
melee weapons you are wielding aren’t light. Additionally you skill. You gain proficiency in the skill. If you are already
can draw or stow two one-handed weapons when you would proficient in the skill, you have advantage on ability checks
normally be able to draw or stow only one. you make with it.
Reckless Attack Brutal Critical
Starting at 3rd level, you can throw aside all concern for Beginning at 9th level, you can roll one additional weapon
defense to attack with fierce desperation. When you make damage die when determining the extra damage for a critical
your first attack on your turn, you can decide to attack hit with a melee attack.
recklessly. Doing so gives you advantage on melee weapon This increases to two additional dice at 13th level and
attack rolls using Strength during this turn, but attack rolls three additional dice at 17th level.
against you have advantage until your next turn
Relentless Rage
Danger Sense Starting at 11th level, your rage can keep you fighting despite
At 2nd level, you gain an uncanny sense of when things grievous wounds. If you drop to 0 hit points while you’re
nearby aren’t as they should be, giving you an edge when you raging and don’t die outright, you can make a DC 10
dodge away from danger. You have advantage on Dexterity Constitution saving throw. If you succeed, you drop to 1 hit
saving throws against effects that you can see, such as traps point instead.
and spells. To gain this benefit, you can’t be blinded, deafened, Each time you use this feature after the first, the DC
or incapacitated. increases by 5. When you finish a short or long rest, the DC
resets to 10.
Primal Path
Indomitable Might
At 3rd level, you choose a path that shapes the nature of your
rage. Choose the Path of the Berserker or the Path of the Beginning at 18th level, if your total for a Strength check is
Totem Warrior, both detailed at the end of the class less than your Strength score, you can use that score in place
description. Your choice grants you features at 3rd level and of the total.
again at 6th, 10th, and 14th levels.
Primal Champion
Ability Score Improvement At 20th level, you embody the power of the wilds. Your
When you reach 4th level, and again at 8th, 12th, 16th, and Strength and Constitution scores increase by 4. Your
19th level, you can increase one ability score of your choice maximum for those scores is now 24.
by 1. As normal, you can’t increase an ability score above 20
using this feature. Primal Paths
Extra Attack Rage burns in every barbarian’s heart, a furnace that drives
him or her toward greatness. Different barbarians attribute
Beginning at 5th level, you can attack twice, instead of once, their rage to different sources, however. For some, it is an
whenever you take the Attack action on your turn. internal reservoir where pain, grief, and anger are forged into
a fury hard as steel. Others see it as a spiritual blessing, a gift
Fast Movement of a totem animal.
Starting at 5th level, your speed increases by 10 feet while
you aren’t wearing chain, scale, or plate armor.

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Path of the Ancestral Guardian Reckless Abandon
Some barbarians hail from cultures that revere their Starting when you choose this path at 3rd level, when you use
ancestors. These tribes teach that the warriors of the past Reckless Attack while raging, you also gain temporary hit
linger in the world as mighty spirits,who can guide and points equal to your Constitution modifier (minimum of 1).
protect the living. When a barbarian who follows this path They vanish if any of them are left when your rage ends.
rages, the barbarian contacts the spirit world and calls on Mindless Rage
these guardian spirits for aid in a time of need. Beginning at 6th level, you can’t be charmed or frightened
Barbarians who draw on their ancestral guardians can while raging. If you are charmed or frightened when you
better fight to protect their tribes and their allies.In order to enter your rage, the effect is suspended for the duration of the
cement ties to their ancestral guardians, barbarians who rage.
follow this path cover themselves in elaborate tattoos that
celebrate their ancestors’ deeds. These tattoos tell sagas of Berserker Charge
victories against terrible monsters and other fearsome rivals. Beginning at 10th level, while you are raging, you can use the
Dash action as a bonus action on your turn.
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral Retaliation
warriors appear when you enter your rage. These warriors Starting at 14th level, when you take damage from a creature
distract a foe you strike and hinder its attempts to harm your that is within 5 feet of you, you can use your reaction to make
companions. While you’re raging, the first creature you hit a melee weapon attack against that creature.
with an attack on your turn becomes the target of the
warriors. Until the start of your next turn or until your rage Path of the Storm Herald
ends, that target has disadvantage on any attack roll that
doesn’t target you, and creatures other than you have Typical barbarians harbor a fury that dwells within. Their
resistance to the damage of the target’s attacks. rage grants them superior strength, durability, and speed.
Barbarians who follow the Path of the Storm Herald learn
Spirit Shield instead to transform their rage into a mantle of primal magic
Beginning at 6th level, the guardian spirits that aid you can that swirls around them. When in a fury, a barbarian of this
provide supernatural protection for your allies. If you are path taps into nature to create powerful, magical effects.
raging and a creature you can see within 30 feet of you takes Storm heralds are typically elite champions who train
damage, you can use your reaction to reduce that damage by alongside druids, rangers, and others sworn to protect the
2d8. natural realm. Other storm heralds hone their craft in elite
When you reach certain levels in this class, you can reduce lodges founded in regions wracked by storms, in the frozen
the damage by more: by 3d8 at 10th level and by 4d8 at 14th reaches at the world’s end, or deep in the hottest deserts.
level.
Storm of Fury
Consult the Spirits When you select this path at 3rd level, choose one of the
At 10th level, you gain the ability to consult with your following options: desert, sea, or tundra. The environment
ancestral spirits and use them to scout far-off areas. When you choose shapes the nature of the storm you conjure when
you do so, you cast the clairvoyance spell, without needing a you rage.
spell slot. Rather than creating a spherical sensor, the spell While raging, you emanate an aura in a 10-foot radius. Any
invisibly summons one of your ancestral spirits to the chosen enemy that ends its turn in your aura takes 3 damage. The
location. Wisdom is your spellcasting ability for the spell. damage type of this aura depend on your chosen
After you cast the spell in this way, you can’t do so again environment.
until you finish a short or long rest. Desert. fire damage.
Sea. lightning damage.
Vengeful Ancestors Swamp. poison damage.
At 14th level, your ancestral spirits grow powerful enough to Tundra. cold damage.
strike foes that dare to harm those you protect. When you use The damage increases to 4 at 6th level, 5 at 12th level, and
your Spirit Shield to protect a creature damaged by an attack, 6 at 17th level.
the attacker takes the same amount of damage that your
Spirit Shield prevents. Storm Soul
At 6th level, your link to the power of the storm grants you
Path of the Berserker additional abilities based on the environment you chose at
For some barbarians, rage is a means to an end—that end 3rd level.
being violence. The Path of the Berserker is a path of Desert. You gain resistance to fire damage and don’t suffer
untrammeled fury, slick with blood. As you enter the the effects of extreme heat.
berserker’s rage, you thrill in the chaos of battle, heedless of Sea. You gain resistance to lightning damage and can
your own health or well-being. breathe underwater.
Swamp. You gain resistance to poison damage and
advantage on saving throws against being poisoned.
Tundra. You gain resistance to cold damage and don’t
suffer the effects of extreme cold.
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30
Shield of the Storm Eagle. While you’re raging and aren’t wearing chain, scale,
At 10th level, you learn to use your mastery of the storm to or plate armor, if you make a melee attack against a creature,
protect your allies. While you are raging, allies within your that creature can’t make opportunity attacks against you for
aura gain the benefits of your Storm Soul feature. the rest of your turn. The spirit of the eagle makes you into a
predator who can weave through the fray with ease.
Raging Storm Elk. While you’re raging and aren’t wearing chain, scale, or
At 14th level, the power of the storm you channel grows plate armor, your walking speed increases by 15 feet. The
mightier. spirit of the elk makes you extraordinarily swift.
Desert. The ground around you becomes like shifting sand. Tiger. While raging, if you move at least 20 feet straight
Any enemy that attempts to move more than 5 feet per turn toward a creature and then hit it with a melee weapon attack
on the ground while in your aura must make a Strength on the same turn, the target must succeed on a Strength
saving throw (DC 8 + your proficiency bonus + your saving throw (DC equal to 8 + your proficiency bonus + your
Constitution modifier). On a failed save, the creature’s speed Strength modifier) or be knocked prone. The spirit of the
drops to 0 until the start of its next turn. tiger empowers your ability to pounce.
Sea. Roaring winds tear through the area around you. Any Wolf. While you’re raging, your friends have advantage on
creature in your aura that you hit with an attack must make a melee attack rolls against any creature within 5 feet of you
Strength saving throw (DC 8 + your proficiency bonus + your that you have attacked since the end of your last turn. The
Strength modifier) or be knocked prone. spirit of the wolf makes you a leader of hunters.
Swamp. A pungent scent of decay surrounds you. Any
creature in your aura that you hit with an attack must make a Aspect of the Beast
Constitution saving throw (DC 8 + your proficiency bonus + At 6th level, you gain a magical benefit based on the totem
your Constitution modifier) or be poisoned until the start of animal you chose at 3rd level.
your next turn. Bear. You gain the might of a bear. Your carrying capacity
Tundra. The air around you coldly slows your foes. The (including maximum load and maximum lift) is doubled, and
area within your aura is difficult terrain for your enemies. you have advantage on Strength checks made to push, pull,
lift, or break objects.
Path of the Totem Warrior Eagle. You gain the eyesight of an eagle. You can see up to
1 mile away with no difficulty, able to discern even fine details
The Path of the Totem Warrior is a spiritual journey, as the as though looking at something no more than 100 feet away
barbarian accepts a spirit animal as guide, protector, and from you. Additionally, dim light doesn’t impose disadvantage
inspiration. In battle, your totem spirit fills you with on your Wisdom (Perception) checks.
supernatural might, adding magical fuel to your barbarian Elk. Whether mounted or on foot, your travel pace is
rage. doubled, as is the travel pace of up to ten companions while
Most barbarian tribes consider a totem animal to be kin to they’re within 60 feet of you and you’re not incapacitated. The
a particular clan. In such cases, it is unusual for an individual elk spirit helps you roam far and fast.
to have more than one totem animal spirit, though exceptions Tiger. You gain proficiency in two skills from the following
exist. list: Acrobatics, Athletics, Brawn, Nature, and Stealth. The
cat spirit hones your survival instincts.
Spirit Seeker Wolf. You gain the hunting sensibilities of a wolf. You can
Yours is a path that seeks attunement with the natural world, track other creatures while traveling at a fast pace, and you
giving you a kinship with beasts. At 3rd level when you adopt can move stealthily while traveling at a normal pace.
this path, you gain the ability to cast the beast sense and
speak with animals spells, but only as rituals. Spirit Walker
At 10th level, you can cast the commune with nature spell, but
Totem Spirit only as a ritual. When you do so, a spiritual version of one of
At 3rd level, when you adopt this path, you choose a totem the animals you chose for Totem Spirit or Aspect of the Beast
spirit and gain its feature. You must make or acquire a appears to you to convey the information you seek.
physical totem object-an amulet or similar adornment-that
incorporates fur or feathers, c1aws, teeth, or bones of the Totemic Attunement
totem animal. At your option, you also gain minor physical At 14th level, you gain a magical benefit based on a totem
attributes that are reminiscent of your totem spirit. For animal you chose at 3rd level.
example, if you have a bear totem spirit, you might be Bear. While you’re raging, any creature within 5 feet of you
unusually hairy and thick-skinned, or if your totem is the that’s hostile to you has disadvantage on attack rolls against
eagle, your eyes turn bright yellow. targets other than you or another character with this feature.
Your totem animal might be an animal related to those An enemy is immune to this effect if it can’t see or hear you or
listed here but more appropriate to your homeland. For if it ean’t be frightened.
example. you could choose a hawk or vulture in place of an Eagle. While raging, you have a flying speed equal to your
eagle. current walking speed plus an additional 10 feet. This benefit
Bear. While raging, you have resistance to all damage works only in short bursts; you fall if you end your turn in the
except psychic damage. The spirit of the bear makes you air and nothing else is holding you aloft.
tough enough to stand up to any punishment.

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Elk. While raging, you can use a bonus action during your While raging, having 0 hit points doesn’t knock you
move to pass through the space of a creature when you move. unconscious. You still must make death saving throws, and
That creature must succeed on a Strength saving throw (DC you suffer the normal effects of taking damage while at 0 hit
8 + your proficiency bonus + your Strength modifier) or be points. However, if you would die due to failing death saving
knocked prone and take bludgeoning damage equal to 1d12 + throws, you don’t die until your rage ends.
your Strength modifier.
Tiger. While you're raging, if you move at least 20 feet in a Subclass Guidelines
straight line toward a creature right before making a melee
weapon attack against it, you can use a bonus action to make 3rd level feature
an additional melee weapon attack against it. The 3rd level feature is a medium strength combat
Wolf. While you are raging, if you hit a creature with a enhancement
melee weapon attack, you can use a bonus action to attempt
to knock it prone. The target must succeed on a Strength 6th level feature
saving throw (DC equal to 8 + your proficiency bonus + your The 6th level feature focuses less on direct combat
Strength modifier) or be knocked prone. enhancements, sometimes on the exploration pillar of the
game
Path of the Zealot 10th level feature
Some deities inspire their followers to pitch themselves into The 10th level feature focuses less on direct combat
a ferocious battle fury. These barbarians are zealots— enhancement, sometimes on the interaction
warriors who channel their rage into powerful displays of
divine power. A variety of gods across the worlds of D&D 14th level feature
inspire their followers to embrace this path. Tempus from the The 14th level feature is a strong combat enchancement or
Forgotten Realms and Hextor and Erythnul of Greyhawk are strong feature.
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.
Divine Fury
Starting when you choose this path at 3rd level, you can
channel divine fury when you start to rage.
If you do so, you emanate an aura of divine power in a 10-
foot radius until the rage ends. Any enemy that ends its turn
in your aura takes 3 necrotic or radiant damage. You choose
the type of damage when you gain this feature.
The damage increases to 4 at 6th level, 5 at 12th level, and
6 at 17th level.
Warrior of the Gods
At 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.
Zealous Focus
At 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.
Zealous Presence
At 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 end of your next turn.
Once you use this feature, you can’t use it again until you
finish a long rest.
Rage Beyond Death
Beginning at 14th level, the divine power that fuels your rage
allows you to shrug off fatal blows.

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32
(a) a rapier, (b) a longsword, or (c) any simple weapon
Bard (a) a diplomat’s pack (b) an entertainer’s pack
(a) a lute or (b) any other musical instrument
Class Features Leather armor and a dagger
As a bard, you gain the following class features. Spellcasting
Hit Points You have learned to untangle and reshape the fabric of reality
Hit Dice: 1d8 per bard level in harmony with your wishes and music. Your spells are part
Hit Points at 1st Level: 8 + your Constitution modifier of your vast repertoire, magic that you can tune to different
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution situations.
modifier per bard level after 1st
Cantrips
Proficiencies You know two cantrips of your choice from the bard spell list.
Armor: Light armor You learn additional bard cantrips of your choice at higher
Kryx’s Armor: Leather, Hide levels, as shown in the Cantrips Known column of the Bard
Weapons: Simple weapons, hand crossbows, longswords, table.
rapiers, shortswords
Craft and Trade: Three musical instruments or Spell Slots
entertainment craft and trades of your choice The Bard table shows how many spell slots you have to cast
Saving Throws: Dexterity, Charisma your spells of 1st level and higher. To cast one of these spells,
Kryx’s Saving Throws: Reflex you must expend a slot of the spell’s level or higher. You
Skills: Choose any three. regain all expended spell slots when you finish a long rest.
Kryx’s Skills: Choose any three. For example, if you know the 1st-level spell cure wounds
and have a 1st-level and a 2nd-level spell slot available, you
Equipment can cast cure wounds using either slot.
You start with the following equipment, in addition to the
equipment granted by your background: Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard
spell list.

The Bard
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration 2 4 2 — — — — — — — —
2nd +2 Jack of All Trades, Song of Rest 2 5 3 — — — — — — — —
3rd +2 Bard College, Expertise 2 7 4 2 — — — — — — —
4th +2 Ability Score improvement 3 8 4 3 — — — — — — —
5th +3 Font of Inspiration 3 9 4 3 2 — — — — — —
6th +3 All Ability Scores improve, Countercharm, 3 10 4 3 3 — — — — — —
Bard College feature
7th +3 Competency 3 11 4 3 3 1 — — — — —
8th +3 Ability Score improvement 3 12 4 3 3 2 — — — — —
9th +4 — 3 13 4 3 3 3 1 — — — —
10th +4 Expertise, Magical Secrets 3 16 4 3 3 3 2 — — — —
11th +4 All Ability Scores improve 4 17 4 3 3 3 2 1 — — —
12th +4 Ability Score improvement 4 18 4 3 3 3 2 1 — — —
13th +5 — 4 20 4 3 3 3 2 1 1 — —
14th +5 Magical Secrets, Bard College feature 4 21 4 3 3 3 2 1 1 — —
15th +5 Competency 4 22 4 3 3 3 2 1 1 1 —
16th +5 All Ability Scores improve, Ability Score 4 23 4 3 3 3 2 1 1 1 —
improvement
17th +6 — 4 24 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 25 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement 4 26 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 28 4 3 3 3 3 2 2 1 1

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The Spells Known column of the Bard table shows when Bard College
you learn more bard spells of your choice. Each of these
spells must be of a level for which you have spell slots, as At 3rd level, you delve into the advanced techniques of a bard
shown on the table. For instance, when you reach 3rd level in college of your choice, such as the College of Lore. Your
this class, you can learn one new spell of 1st or 2nd level. choice grants you features at 3rd level and again at 6th and
Additionally, when you gain a level in this class, you can 14th level.
choose one of the bard spells you know and replace it with
another spell from the bard spell list, which also must be of a Expertise
level for which you have spell slots At 3rd level, choose two of your skill proficiencies. You have
Spellcasting Ability
advantage on any ability check you make that uses either of
Charisma is your spellcasting ability for your bard spells, the chosen proficiencies.
since your magic draws upon your devotion and attunement At 10th level, you can choose another two skill proficiencies
to nature. You use your Charisma whenever a spell refers to to gain this benefit.
your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a bard spell Ability Score Improvement
you cast and when making an attack roll with one. When you reach 4th level, and again at 8th, 12th, 16th, and
Spell save DC = 8 + your proficiency bonus + 19th level, you can increase one ability score of your choice
your Charisma modifier by 1. As normal, you can’t increase an ability score above 20
using this feature.
Spell attack modifier = your proficiency bonus +
your Charisma modifier Font of Inspiration
Beginning when you reach 5th level, you regain all of your
Ritual Casting expended uses of Bardic Inspiration when you finish a short
You can cast a bard spell as a ritual if that spell has the ritual or long rest.
tag.
Spellcasting Focus All Ability Scores Improve
You can use a musical instrument (see “Equipment”) as a When you reach 6th level, and again at 11th, and 16th level,
spellcasting focus for your bard spells. all of your ability scores increase by 1. As normal, an ability
score can’t increase above 20 using this feature.
Bardic Inspiration
You can inspire others through stirring words or music. To do Countercharm
so, you use a bonus action on your turn to choose one At 6th level, you gain the ability to use musical notes or words
creature other than yourself within 60 feet of you who can of power to disrupt mind-influencing effects. As an action, you
hear you. That creature gains Inspiration. can sing a counter an effect on any friendly creature within
Once within the next 10 minutes, the creature can use the 30 feet of you. The creature reroll a saving throw that caused
Inspiration. As normal a creature can have only one the frightened or charmed condition. A creature must be able
Inspiration at a time. to hear you to gain this benefit.
You can use this feature a number of times equal to your Once you use this feature, you can’t use it again until you
Charisma modifier (a minimum of once). You regain any finish a short or long rest.
expended uses when you finish a long rest.
Competency
Jack of All Trades When you reach 7th level and again at 15th level choose a
Starting at 2nd level, you can add half your proficiency bonus, skill. You gain proficiency in the skill. If you are already
rounded down, to any ability check you make that doesn’t proficient in the skill, you have advantage on ability checks
already include your proficiency bonus. you make with it.
Song of Rest Magical Secrets
Beginning at 2nd level, you can use soothing music or oration By 10th level, you have plundered magical knowledge from a
to help revitalize your wounded allies during a short rest. If wide spectrum of disciplines. Choose two spells from any
you or any friendly creatures who can hear your performance class, including this one. A spell you choose must be of a level
regain hit points at the end of the short rest by spending one you can cast, as shown on the Bard table, or a cantrip.
or more Hit Dice, each of those creatures regains a Hit Dice The chosen spells count as bard spells for you and are
and can spend it immediately. included in the number in the Spells Known column of the
Bard table.
You learn two additional spells from any class at 14th level
and again at 18th level.

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Superior Inspiration Defensive Flourish. You spin your weapon in circles,
creating a hypnotic display. You can expend one of your uses
At 20th level, when you roll initiative, you regain one use of of Bardic Inspiration to take the dodge action without
Bardic Inspiration. expending your action.
Slashing Flourish. If the attack hits its target, you can
Bard Colleges expend one of your uses of Bardic Inspiration to make a
melee attack against any number of creatures within 5 feet of
The way the bard is gregarious. Bards seek each other out to your, with a separate attack roll for each target.
swap songs and stories, boast of their accomplishments, and Mobile Flourish. If the attack hits its target, you can
share their knowledge. Bards form loose associations, which expend one of your uses of Bardic Inspiration to push the
they call colleges, to facilitate their gatherings and preserve target up to 15 feet away from you. You can then immediately
their traditions. use your reaction to move up to your speed to an unoccupied
space within 5 feet of the target.
College of Blades
Bards of the College of Blades are called blades, and they Variant: Bladesinger
entertain through daring feats of weapon prowess. Blades Elves always seek to blend art into nearly every aspect
perform stunts such as sword swallowing, knife throwing and of life, this is no lest true for the magus and many
juggling, and mock combats. Though they use their weapons elven cultures claim that they were the first true magi.
to entertain, they are also highly trained and skilled warriors The way of Sword, Song, and Spell is an most ancient
in their own right. and honored martial art in elven society. Their attitude
Their talent with weapons inspires many blades to lead in keeping this discipline a secret known only to the
double lives. One blade might use a circus troupe as cover for elven people is well documented, and a ruthless
campaign of magical manipulations, destroying
nefarious deeds such as assassination, robbery, and documents, altering people’s memories and even
blackmail. Other blades strike at the wicked, bringing justice executions for the crime of teaching non-elves, has
to bear against the cruel and powerful. Most troupes are been carried out to keep that secret.
happy to accept a blade’s talent for the excitement it adds to a Elves often see the Singer of Blades as protectors
performance, but few entertainers fully trust them. and champions of elven culture and as such have a
Blades who abandon lives as entertainers have often run prominent place in the society of the elves in the same
into trouble that makes maintaining their secret activities way that an anointed knight has great status amongst
impossible. A blade caught stealing or engaging in vigilante human society. Singer of Blades are taught in a master-
justice is too great a liability for most troupes. With their apprentice tutelage system, with a master taking on a
weapon skills and magic, these blades either take up work as limited number of apprentices to carry on the work of
enforcers for thieves’ guilds or strike out on their own as defending elven society and promoting their principals
adventurers. and way of life.

Bonus Proficiencies Bonus Proficiencies (Bladesinger)


When you join the College of Blades at 3rd level, you gain When you join the College of Blades at 3rd level, you
proficiency with Chain armor, shields and martial weapons. gain proficiency with martial weapons and a +1 bonus
If you’re proficient with a simple or martial melee weapon, to AC while you aren’t wearing chain, scale, or plate
armor or using a shield. If you’re proficient with a
you can use it as a spellcasting focus for your bard spells. simple or martial melee weapon, you can use it as a
spellcasting focus for your bard spells.
Fighting Stance
At 3rd level, as a bonus action on your turn, you can enter a
stance that lasts until you enter a new stance. Choose one of Cunning Flourish
the following options:n. Beginning at 6th level, you can attack twice, instead of once,
Dueling. When you are wielding a melee weapon in one whenever you use the Blade Flourish action on your turn. You
hand and no other weapons or shields you gain a +2 bonus to can, nevertheless, still use only one Blade Flourish open
damage rolls with that weapon. when you take that action.
Two-Weapon Fighting. You can use two-weapon fighting
even when the one-handed melee weapons you are wielding Battle Magic
aren’t light. Additionally you can draw or stow two one- At 14th level, you have mastered the art of weaving
handed weapons when you would normally be able to draw spellcasting and weapon use into a single harmonious act.
or stow only one. When you use your action to cast a bard spell, you can make
one additional weapon attack.
Blade Flourish
At 3rd level, you learn to conduct impressive displays of
martial prowess and speed.
As an action, you can make one melee weapon attack, and
your walking speed increases by 10 feet until the end of the
current turn. Whenever you use this action, you can also use
one of the following Blade Flourish options as part of it.

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College of Glamour Mantle of Majesty
The College of Glamour is open to those bards who mastered At 6th level, you gain the ability to cloak yourself in a fey
their craft in the vibrant, deadly realm of the Feywild. Tutored magic that makes others want to serve you. As a bonus
by satyrs, eladrin, and other fey, these bards learn to use their action, you take on an appearance of unearthly beauty for 1
magic to delight and captivate others. minute. During this time, you can cast command as a bonus
The bards of this college are regarded with a mixture of action on each of your turns, without using a spell slot. This
awe and fear. Their performances are the stuff of legend. The effect lasts for 1 minute, and any creature charmed by you
bards of this college are so eloquent that a speech or song automatically fails its saving throw against the spell.
that one of them performs can cause captors to release the Once you use this feature, you can’t use it again until you
bard unharmed and can lull a furious dragon into finish a long rest.
complacency. The same magic that allows them to quell Unbreakable Majesty
beasts can also bend minds. Villainous bards of this college At 14th level, you gain an otherworldly aspect to your
can leech off a community for weeks, abusing their magic to appearance that makes you look more fierce and lovely.
turn their hosts into thralls. In addition, through this feature, you can cast sanctuary on
yourself. If a creature fails its saving throw against the spell,
Mantle of Inspiration you also gain advantage on all Charisma checks against the
When you join the College of Glamour at 3rd level, you gain creature for 1 minute, and it has disadvantage on any saving
the ability to weave a song of fey magic that enthralls your throw it makes against your spells on your next turn.
allies with vigor and speed. Once you cast sanctuary using this feature, you can’t do so
As a bonus action, you can expend a use of Bardic again until you finish a short or long rest.
Inspiration to grant yourself a wondrous, otherworldly
appearance. When you do so, choose a number of allies you College of Lore
can see and who can see you within 60 feet of you, up to a
number of them equal to your Charisma modifier (minimum Bards of the College of Lore know something about most
of one). Each target gains 2d6 temporary hit points. things, collecting bits of knowledge from sources as diverse
When a target gains these temporary hit points, it can also as scholarly tomes and peasant tales. Whether singing folk
use its reaction to move up to its speed toward you, without ballads in taverns or elaborate compositions in royal courts,
provoking opportunity attacks. It must take the shortest, these bards use their gifts to hold audiences spellbound.
safest path to you. When the applause dies down, the audience members might
The number of temporary hit points increases when you find themselves questioning everything they held to be true,
reach certain levels in this class, increasing to 2d8 at 5th from their faith in the priesthood of the local temple to their
level, 2d10 at 10th level, and 2d12 at 15th level. loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and
Enthralling Performance truth, not in fealty to a monarch or following the tenets of a
Starting at 3rd level, you can charge your performance with deity. A noble who keeps such a bard as a herald or adviser
seductive fey magic. knows that the bard would rather be honest than politic.
If you perform for at least 10 minutes, you can attempt to The college’s members gather in libraries and sometimes
inspire wonder in your audience by singing, reciting a poem, in actual colleges, complete with classrooms and dormitories,
or dancing. At the end of the performance, choose a number to share their lore with one another. They also meet at
of humanoids within 60 feet of you who watched and listened festivals or affairs of state, where they can expose corruption,
to all of it, up to a number of them equal to your Charisma unravel lies, and poke fun at self-important figures of
modifier (minimum of one). Each target must succeed on a authority.
Wisdom saving throw against your spell save DC or be
charmed by you. While charmed in this way, the target Bonus Proficiencies
idolizes you, it speaks glowingly of you to anyone who speaks When you join the College of Lore at 3rd level, you gain
to it, and it hinders anyone who opposes you, avoiding proficiency with three skills of your choice.
violence unless it was already inclined to fight on your behalf.
This effect ends on a target after 1 hour, if it takes any Cutting Words
damage, if you attack it, or if it witnesses you attacking or Also at 3rd level, you learn how to use your wit to distract,
damaging any of its allies. confuse, and otherwise sap the confidence and competence
If a target succeeds on its save against this effect, the target of others. When a creature that you can see within 60 feet of
has no hint that you tried to charm it. you makes an attack roll, an ability check, or a damage roll,
Once you use this feature, you can’t use it again until you you can use your reaction to expend one of your uses of
finish a short or long rest. Bardic Inspiration. You can use this before the roll to force
the creature to roll with disadvantage or after the roll to force
it to reroll the roll, but before any effects of the roll are
applied. The creature is immune if it can’t hear you or if it’s
immune to being charmed.

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Additional Magical Secrets Distracting Motley
At 6th level, you learn two spells of your choice from any At 3rd level, you learn to infuse innocent-seeming words with
class. A spell you choose must be of a level you can cast, as an distracting magic.
shown on the Bard table, or a cantrip. The chosen spells As an action you can dance around, attempting to distract
count as bard spells for you but don’t count against the and confuse a creature. The target must succeed on a
number of bard spells you know. Wisdom saving throw against your spell save DC or be
affected, until it is attacked or damaged, until it witnesses its
Peerless Skill allies being attacked or damaged, or for 1 minute or until you
Starting at 14th level, when you make an ability check, you lose your concentration (as if you were concentrating on a
can expend one use of Bardic Inspiration. You can use this spell). While affected in this way, the target is incapacitated
before the roll to gain advantage or after the roll to reroll the and cannot speak.
roll, but before any effects of the roll are applied. If the target succeeds on its save, the target has no hint that
you tried to distract it.
College of Satire Once you use this feature, you can’t use it again until you
Bards of the College of Satire are called jesters. They use finish a short rest or long rest.
lowbrow stories, daring acrobatics, and cutting jokes to Fool’s Insight
entertain audiences, ranging from the crowds in a rundown At 6th level, your ability to gather stories and lore gains a
dockside pub to the nobles of a king’s royal court. Where supernatural edge. You can cast detect thoughts up to a
other bards seek forgotten lore or tales of epic bravery, jesters number of times equal to your Charisma modifier. You regain
ferret out embarrassing and hilarious stories of all kinds. any expended uses of this ability after completing a long rest.
Whether telling the ribald tale of a brawny stable hand’s affair If a creature resists your attempt to probe deeper and
with an aged duchess or a mocking satire of a paladin of succeeds at its saving throw against your detect thoughts, it
Helm’s cloying innocence, a jester never lets taste, social immediately suffers an embarrassing social gaffe. It might
decorum, or shame get in the way of a good laugh. loudly pass gas, unleash a thunderous burp, trip and fall, or
While jesters are masters of puns, jokes, and verbal barbs, be compelled to tell a tasteless joke.
they are much more than just comic relief. They are expected
to mock and provoke, taking advantage of how even the most Fool’s Luck
powerful folk are expected by tradition to endure a jester’s Jesters seem to have a knack for pulling themselves out of
barbs with good humor. This expectation allows a jester to tight situations, transforming what looks like sure failure into
serve as a critic or a voice of reason when others are too an embarrassing but effective success.
intimidated to speak the truth. At 14th level, you can expend one use of Bardic Inspiration
For the duchess with a taste for strapping young laborers, after you fail an ability check, fail a saving throw, or miss with
such tales might serve to warn the targets of her affections an attack roll. Reroll the attack, saving throw, or ability check,
and force her to change her ways for lack of willing partners. using the new result in place of the failed one.
Striking back at the jester only ruins her already damaged If using this ability grants you a success on the attack,
reputation, and might provide the best evidence that the saving throw, or ability check, the DM will make a note of
jester’s satires have hit their mark. But if she is kind and this. The DM can then apply disadvantage to an attack or
generous to her conquests, the jokes and stories cast her as a check you make, and you cannot use this ability again until
kind of folk hero, while drawing even more potential partners you suffer this drawback. When the DM invokes this penalty,
to her. describe an embarrassing gaffe or mistake you make as part
Jesters are loyal to only one cause: the pursuit and of the affected die roll.
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.
Jesters 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.
Bonus Proficiencies
When you join the College of Satire at 3rd level, you gain
proficiency with Finesse and Acrobatics. If you are already
proficient with Finesse or in Acrobatics, choose another skill
proficiency for each proficiency you already have.

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37
College of Whispers During that hour, you gain access to all information that the
creature would freely share with a casual acquaintance.
Most folk are happy to welcome a bard into their midst. Information includes general details on its background and
Bards of the College of Whispers use this to their advantage. personal life, but does not include secrets. The information is
They appear to be like any other bard, sharing news, singing enough that you can pass yourself off as the creature by
songs, and telling tales to the audiences they gather. In truth, drawing on its memories.
the College of Whispers teaches its students that they are Another creature can see through this disguise by making
wolves among sheep. These bards use their knowledge and a Wisdom (Insight) check opposed by your Charisma
magic to uncover secrets and turn them against others (Manipulation) check, though you have advantage on your
through extortion and threats. check.
Many other bards hate the College of Whispers, viewing it The disguise and the knowledge it grants disappears when
as a parasite that uses the bards’ reputation to acquire wealth this ability’s duration ends.
and power. For this reason, these bards rarely reveal their
true nature unless they must. They typically claim to follow Shadow Lore
some other college, or keep their true nature secret in order At 14th level, you gain the ability to weave dark magic into
to better infiltrate and exploit royal courts and other settings your words and tap into a creature’s deepest fears.
of power. As an action, you magically whisper a phrase that only one
creature of your choice within 30 feet of you can hear. The
Venomous Blades target must make a Wisdom saving throw against your spell
When you join the College of Whispers at 3rd level, you gain save DC. It automatically succeeds if it doesn’t share a
the ability to magically make your weapon attacks toxic for a language with you or if it can’t hear you. On a successful
moment. saving throw, your whisper sounds like unintelligible
When you hit a creature with a weapon attack, you can mumbling and has no effect.
expend one use of your Bardic Inspiration to deal an If the target fails its saving throw, it is charmed by you for
additional 2d6 poison damage to that target. You can do so the next 8 hours or until you or your allies attack or damage
only once per turn. it. It interprets the whispers as a description of its most
The additional damage increases when you reach certain mortifying secret. While you gain no knowledge of this secret,
levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th the target is convinced you know it.
level, and 2d12 at 15th level. While charmed in this way, the creature obeys your
commands for fear that you will reveal its secret. It won’t risk
Venomous Words its life for you or fight for you, unless it was already inclined
At 3rd level, you learn to infuse innocent-seeming words with to do so. It grants you favors and gifts it would offer to a close
an insidious magic. A creature that hears you speak can friend.
become plunged into fear and paranoia. When the effect ends, the creature has no understanding of
If you speak to a humanoid alone for at least 10 minutes, why it held you in such fear.
you can attempt to seed paranoia and fear into its mind. At Once you use this feature, you can’t use it again until you
the end of the conversation, the target must succeed on a finish a long rest.
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.
If the target succeeds on its save, the target has no hint that
you tried to frighten it.
Once you use this feature, you can’t use it again until you
finish a short rest or long rest.
Mantle of Whispers
At 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.
After 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 on your turn.
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38
Cleric
Spellcasting
Class Features As a conduit for divine power, you can cast cleric spells.
As a cleric, you gain the following class features.
Cantrips
Hit Points At 1st level, you know three cantrips of your choice from the
Hit Dice: 1d8 per cleric level cleric spell list. You learn additional cleric cantrips of your
Hit Points at 1st Level: 8 + your Constitution modifier choice at higher levels, as shown in the Cantrips Known
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution column of the Cleric table.
modifier per cleric level after 1st
Preparing and Casting Spells
Proficiencies The Cleric table shows how many spell slots you have to cast
Armor: Light armor, medium armor, shields your spells of 1st level and higher. To cast one of these spells,
Kryx’s Armor: Leather, Hide, Chain, shields you must expend a slot of the spell’s level or higher. You
Weapons: Simple weapons regain all expended spell slots when you finish a long rest.
Craft and Trade: None You prepare the list of cleric spells that are available for you
Saving Throws: Wisdom, Charisma to cast, choosing from the cleric spell list. When you do so,
Kryx’s Saving Throws: Will choose a number of cleric spells equal to your Wisdom
Skills: Choose two from History, Insight, Medicine, modifier + your cleric level (minimum of one spell). The spells
Persuasion, and Religion must be of a level for which you have spell slots.
Kryx’s Skills: Choose two from: Insight, Medicine, For example, if you are a 3rd-level cleric, you have four 1st-
Persuasion, Religion, and Society level and two 2nd-level spell slots. With a Wisdom of 16, your
list of prepared spells can include six spells of 1st or 2nd
Equipment level, in any combination. If you prepare the 1st-level spell
You start with the following equipment, in addition to the cure wounds, you can cast it using a 1st-level or 2nd-level slot.
equipment granted by your background: Casting the spell doesn’t remove it from your list of prepared
(a) a mace or (b) a warhammer (if proficient) spells.
(a) chain mail, (b) chain hauberk, or (c) hide armor You can change your list of prepared spells when you finish
(a) a light crossbow and 20 bolts or (b) any simple weapon a long rest. Preparing a new list of cleric spells requires time
(a) a priest’s pack or (b) an explorer’s pack spent in prayer and meditation: at least 1 minute per spell
A shield and a holy symbol level for each spell on your list.

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

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Spellcasting Ability Channel Divinity: Turn the Unholy
Wisdom is your spellcasting ability for your cleric spells. The As an action, you present your holy symbol and speak a
power of your spells comes from your devotion to your deity. prayer censuring the undead. Each fiend or undead that can
You use your Wisdom whenever a cleric spell refers to your see or hear you within 30 feet of you must make a Wisdom
spellcasting ability. In addition, you use your Wisdom saving throw. If the creature fails its saving throw, it is turned
modifier when setting the saving throw DC for a cleric spell for 1 minute or until it takes any damage.
you cast and when making an attack roll with one. A turned creature must spend its turns trying to move as
far away from you as it can, and it can’t willingly move to a
Spell save DC = 8 + your proficiency bonus + space within 30 feet of you. It also can’t take reactions. For its
your Wisdom modifier action, it can use only the Dash action or try to escape from
Spell attack modifier = your proficiency bonus + an effect that prevents it from moving. If there’s nowhere to
your Wisdom modifier move, the creature can use the Dodge action.
Ritual Casting Ability Score Improvement
You can cast a cleric spell as a ritual if that spell has the ritual When you reach 4th level, and again at 8th, 12th, 16th, and
tag and you have the spell prepared. 19th level, you can increase one ability score of your choice
by 1. As normal, you can’t increase an ability score above 20
Spellcasting Focus using this feature.
You can use a holy symbol (see “Equipment”) as a
spellcasting focus for your cleric spells. Destroy Undead
Divine Domain Starting at 5th level, when an undead fails its saving throw
against your Turn the Unholy feature, the creature is instantly
Choose one domain related to your deity, such as Life. Each destroyed if its challenge rating is at or below a certain
domain is detailed at the end of the class description, and threshold, as shown in the Destroy Undead table.
each one provides examples of gods associated with it. Your
choice grants you domain spells and other features when you Destroy Undead
choose it at 1st level. It also grants you additional ways to use Cleric Level Destroys Undead of CR . . .
Channel Divinity when you gain that feature at 2nd level, and 5th 1/2 or lower
additional benefits at 6th, 8th, and 17th levels. 8th 1 or lower
11th 2 or lower
Domain Spells
Each domain has a list of spells—its domain spells— that you 14th 3 or lower
gain at the cleric levels noted in the domain description. Once 17th 4 or lower
you gain a domain spell, you always have it prepared, and it
doesn’t count against the number of spells you can prepare All Ability Scores Improve
each day. When you reach 6th level, and again at 11th, and 16th level,
If you have a domain spell that doesn’t appear on the cleric all of your ability scores increase by 1. As normal, an ability
spell list, the spell is nonetheless a cleric spell for you. score can’t increase above 20 using this feature.
Channel Divinity Competency
At 2nd level, you gain the ability to channel divine energy When you reach 7th level and again at 15th level choose a
directly from your deity, using that energy to fuel magical skill. You gain proficiency in the skill. If you are already
effects. You start with two such effects: Turn Undead and an proficient in the skill, you have advantage on ability checks
effect determined by your domain. Some domains grant you you make with it.
additional effects as you advance in levels, as noted in the
domain description. Divine Intervention
When you use your Channel Divinity, you choose which Beginning at 10th level, you can call on your deity to
effect to create. You must then finish a short or long rest to intervene on your behalf when your need is great.
use your Channel Divinity again. Imploring your deity’s aid requires you to use your action.
Some Channel Divinity effects require saving throws. Describe the assistance you seek, and roll percentile dice. If
When you use such an effect from this class, the DC equals you roll a number equal to or lower than your cleric level,
your cleric spell save DC. your deity intervenes. The GM chooses the nature of the
Beginning at 6th level, you can use your Channel Divinity intervention; the effect of any cleric spell or cleric domain
twice between rests, and beginning at 18th level, you can use spell would be appropriate.
it three times between rests. When you finish a short or long If your deity intervenes, you can’t use this feature again for
rest, you regain your expended uses. 7 days. Otherwise, you can use it again after you finish a long
rest.
At 20th level, your call for intervention succeeds
automatically, no roll required.

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A turned creature must spend its turns trying to move as
Divine Domains far away from you as it can, and it can’t willingly end its move
In a pantheon, every deity has influence over different aspects in a space within 30 feet of you. It also can’t take reactions.
of mortal life and civilization, called a deity’s domain. All the For its action, it can only use the Dash action or try to escape
domains over which a deity has influence are called the from an effect that prevents it from moving. If there’s
deity’s portfolio. For example, the portfolio of the Greek god nowhere to move, the creature can use the Dodge action.
Apollo includes the domains of Knowledge, Life, and Light. After you reach 5th level, when a creature fails its saving
As a cleric, you choose one aspect of your deity’s portfolio to throw against your Arcane Abjuration feature, the creature is
emphasize, and you are granted powers related to that banished for 1 minute (as in the banishment spell, no
domain. concentration required) if it isn’t on its plane of origin and its
Your choice might correspond to a particular sect challenge rating is at or below a certain threshold, as shown
dedicated to your deity. Apollo, for example, could be on the Arcane Banishment table.
worshiped in one region as Phoebus (“radiant”) Apollo, Arcane Banishment
emphasizing his influence over the Light domain, and in a Cleric Level Banishes Creatures of CR . . .
different place as Apollo Acesius (“healing”), emphasizing his
association with the Life domain. Alternatively, your choice of 5th 1/2 or lower
domain could simply be a matter of personal preference, the 8th 1 or lower
aspect of the deity that appeals to you most. 11th 2 or lower
Each domain’s description gives examples of deities who 14th 3 or lower
have influence over that domain. Gods are included from the 17th 4 or lower
worlds of the Forgotten Realms, Greyhawk, Dragonlance, and
Eberron campaign settings, as well as from the Celtic, Greek, Spell Breaker
Norse, and Egyptian pantheons of antiquity. Starting at 6th level, when you restore hit points to an ally
with a spell of 1st level or higher, you can also end one spell
Arcana Domain of your choice on that creature. The level of the spell you end
must be equal to or lower than the level of the spell slot you
Magic is an energy that suffuses the multiverse and that fuels use to cast the healing spell.
both destruction and creation. Gods of the Arcana domain
know the secrets and potential of magic intimately. For some Potent Spellcasting
of these gods, magical knowledge is a great responsibility Starting at 8th level, you add your Wisdom modifier to the
that comes with a special understanding of the nature of damage you deal with any cleric cantrip.
reality. Other gods of Arcana see magic as pure power, to be
used as its wielder sees fit. The gods of this domain are often Arcane Mastery
associated with knowledge, as learning and arcane power At 17th level, you choose four spells from the wizard spell list,
tend to go hand-in-hand. In the Realms, deities of this domain one from each of the following levels: 6th, 7th, 8th, and 9th.
include Azuth and Mystra, as well as Corellon Larethian of You add them to your list of domain spells. Like your other
the elven pantheon. In other worlds, this domain includes domain spells, they are always prepared and count as cleric
Hecate, Math Mathonwy, and Isis; the triple moon gods of spells for you.
Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna,
and Wee Jas of Greyhawk. Death Domain
Domain Spells The Death domain is concerned with the forces of life and
Cleric Level Spells death, as well as the negative energy that gives rise to undead
1st detect magic, magic missile creatures. Deities of death include Chemosh, Myrkul,
3rd magic weapon, Nystul’s magic aura Kelemvor, Wee Jas, the ancestral spirits of the Undying Court,
5th dispel magic, magic circle
Hades, Anubis, and Osiris. Some embody murder (Anubis,
Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or
7th arcane eye, dimension door poison (Incabulos, Talona, or Morgion), and the underworld
9th planar binding, teleportation circle (Hades and Hel). Some of these deities seek to put restless
Arcane Initiate spirits to rest, destroy the undead wherever they find them,
When you choose this domain at 1st level, you gain and ease the suffering of dying creatures. The magic of these
proficiency in the Arcana skill, and you gain two cantrips of deities also allows them to stave off a creature’s death.
your choice from the wizard spell list. For you, these cantrips Domain Spells
count as cleric cantrips. Cleric
Level Spells
Channel Divinity: Arcane Abjuration 1st false life, inflict wounds or ray of sickness
Starting at 2nd level, you can use your Channel Divinity to
abjure otherworldly creatures. As an action, you present your 3rd gentle repose or blindness/deafness, ray of
enfeeblement
holy symbol, and one celestial, elemental, fey, or fiend of your
choice that is within 30 feet of you must make a Wisdom 5th animate dead or revivify, speak with dead or
vampiric touch
saving throw, provided that the creature can see or hear you.
If the creature fails its saving throw, it is turned for 1 minute 7th blight, death ward
or until it takes any damage. 9th antilife shell, cloudkill or raise dead

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Bonus Proficiency Forge Domain
When you choose this domain at 1st level, you gain The gods of the forge are patrons of artisans who work with
proficiency with scale armor. metal, from a humble blacksmith who keeps a village in
Reaper horseshoes and plow blades to the mighty elf artisan whose
At 1st level, the cleric learns one necromancy cantrip of his or diamond-tipped arrows of mithral have felled demon lords.
her choice from any spell list. When the cleric casts a The gods of the forge teach that, with patience and hard
necromancy cantrip that normally targets only one creature, work, even the most intractable metal can transform from a
the spell can instead target two creatures within range and lump of ore to a beautifully wrought object.
within 5 feet of each other. Clerics of these deities quest to search for objects lost to
In addition, if you have the spare the dying cantrip, you can the forces of darkness, liberate mines overrun by orcs, and
cast it as a bonus action. uncover rare and wondrous materials necessary to create
potent magic items. Followers of these gods take great pride
Eyes of the Grave in their work, and they are willing to craft and use heavy
Starting at 1st level, you gain an innate sense of undead armor and powerful weapons to protect them. Deities of this
creatures. If you spend 1 minute in uninterrupted domain include Gond, Reorx, Onatar, Moradin, Hephaestus,
contemplation, you can determine the presence and nature of and Goibhniu.
undead creatures in the area. This detection extends up to 1 Domain Spells
mile in all directions. You learn the number of undead and Cleric Level Spells
their distance and direction from you. In addition, you learn
the creature type of the undead in that area that has the 1st burning hands, identify
highest challenge rating. 3rd heat metal, magic weapon
Once you use this feature, you can’t use it again until you 5th elemental weapon, protection from energy
finish a long rest. 7th fabricate, wall of fire
9th animate objects, creation
Channel Divinity: Touch of Death
Starting at 2nd level, the cleric can use Channel Divinity to Bonus Proficiency
destroy another creature’s life force by touch. When you choose this domain at 1st level, you gain
When the cleric hits a creature with a melee attack, the proficiency with scale armor.
cleric can use Channel Divinity to deal extra necrotic damage
to the target. The damage equals 5 + twice his or her cleric Blessing of the Forge
level. At 1st level, you gain the ability to imbue magic into a weapon
or armor. At the end of a long rest touch one nonmagical
Channel Divinity: Touch of Life object that is a suit of armor or a simple or martial weapon.
Starting at 2nd level, the cleric can use Channel Divinity to Until the end of your next long rest, the object becomes a
reinvigorate another creature’s life force by touch. magic item, granting a +1 bonus to AC if it’s armor or a +1
An an action the cleric can use Channel Divinity to touch a bonus to attack and damage rolls if it’s a weapon.
creature to restore a number of hit points to that creature. Once you use this feature, you can’t use it again until you
The amount restored equals 5 + twice his or her cleric level. finish a long rest.
Hour of Reaping Channel Divinity: Artisan’s Blessing
At 6th level, you gain the ability to unsettle or terrify those Starting at 2nd level, you can use your Channel Divinity to
around you as an action, for your soul has been touched by create simple items.
the shadow of death. When you take this action, each You conduct an hour-long ritual that crafts a nonmagical
creature within 30 feet of you that can see you must succeed item that must include some metal: a simple or martial
on a Wisdom saving throw or be frightened of you until the weapon, a suit of armor, ten pieces of ammunition, a set of
end of your next turn. tools, or another metal object (see chapter 5, “Equipment,” in
the Player’s Handbook for examples of these items). The
Divine Strike creation is completed at the end of the hour, coalescing in an
At 8th level, the cleric gains the ability to infuse his or her unoccupied space of your choice on a surface within 5 feet of
weapon strikes with necrotic energy. Once on each of your you.
turns when he or she hits a creature with a weapon attack, The thing you create can be something that is worth no
the cleric can cause the attack to deal an extra 1d8 necrotic more than 100 gp. As part of this ritual, you must lay out
damage to the target. When the cleric reaches 14th level, the metal, which can include coins, with a value equal to the
extra damage increases to 2d8. creation. The metal irretrievably coalesces and transforms
into the creation at the ritual’s end, magi-cally forming even
Improved Reaper nonmetal parts of the creation.
Starting at 17th level, when the cleric casts a necromancy The ritual can create a duplicate of a nonmagical item that
spell of 1st through 5th level that targets only one creature, contains metal, such as a key, if you possess the original
the spell can instead target two creatures within range and during the ritual.
within 5 feet of each other. If the spell consumes its material
components, the cleric must provide them for each target.

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42
Soul of the Forge Channel Divinity: Read Thoughts
Starting at 6th level, your mastery of the forge grants you a At 6th level, you can use your Channel Divinity to detect
number of special abilities: thoughts without expending a spell slot.
While concentrating on the spell, you can use your action
You gain resistance to fire damage. to end this effect and cast the suggestion spell on the
While wearing chain or scale armor, you gain a +1 bonus creature without expending a spell slot. The target
to AC. automatically fails its saving throw against the spell.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes Potent Spellcasting
with the fiery power of the forge. Once on each of your turns Starting at 8th level, you add your Wisdom modifier to the
when you hit a creature with a weapon attack, you can cause damage you deal with any cleric cantrip.
the attack to deal an extra 1d8 fire damage to the target.
When you reach 14th level, the extra damage increases to Visions of the Past
2d8. Starting at 17th level, you can call up visions of the past that
relate to an object you hold or your immediate surroundings.
Saint of Forge and Fire You spend at least 1 minute in meditation and prayer, then
At 17th level, your blessed affinity with fire and metal receive dreamlike, shadowy glimpses of recent events. You
becomes more powerful: can meditate in this way for a number of minutes equal to
your Wisdom score and must maintain concentration during
You gain immunity to fire damage. that time, as if you were casting a spell.
While wearing chain or scale armor, you have resistance Once you use this feature, you can’t use it again until you
to bludgeoning, piercing, and slashing damage from finish a short or long rest.
nonmagical attacks. Object Reading. Holding an object as you meditate, you
can see visions of the object’s previous owner. After
Knowledge Domain meditating for 1 minute, you learn how the owner acquired
The gods of knowledge-including Oghma, Boccob, Gilean, and lost the object, as well as the most recent significant
Aureon, and Thoth-value learning and understanding above event involving the object and that owner. If the object was
ali. Some teach that knowledge is to be gathered and shared owned by another creature in the recent past (within a
in libraries and universities, or promote the practical number of days equal to your Wisdom score), you can spend
knowledge of craft and invention. Some deities hoard 1 additional minute for each owner to learn the same
knowledge and keep its secrets to themselves. And some information about that creature.
promise their followers that they will gain tremendous power Area Reading. As you meditate, you see visions of recent
if they unlock the secrets of the multiverse. Followers of these events in your immediate vicinity (a room, street, tunnel,
gods study esoteric lore, collect old tomes, delve into the clearing, or the like, up to a 50-foot cube), going back a
secret places of the earth, and learn all they can. Some gods number of days equal to your Wisdom score. For each minute
of knowledge pro mote the practical knowledge of craft and you meditate, you learn about one significant event,
invention, including smith deities like Gond, Reorx, Onatar, beginning with the most recent. Significant events typically
Moradin, Hephaestus, and Goibhniu. involve powerful emotions, such as battles and betrayals,
marriages and murders, births and funerals. However, they
Domain Spells might also include more mundane events that are
Cleric Level Spells nevertheless important in your current situation.
1st command, identify
3rd augury, suggestion Life Domain
5th nondetection, speak with dead The Life domain focuses on the vibrant positive energy—one
7th arcane eye, confusion of the fundamental forces of the universe—that sustains all
9th legend lore, scrying life. The gods of life promote vitality and health through
healing the sick and wounded, caring for those in need, and
Blessings of Knowledge driving away the forces of death and undeath. Almost any
At 1st level, you learn two languages of your choice. You also non-evil deity can claim influence over this domain,
become proficient in your choice of two of the following skills: particularly agricultural deities (such as Chauntea, Arawai,
Arcana, Nature, Religion, or Society. You have advantage on and Demeter), sun gods (such as Lathander, Pelor, and Re-
any ability check you make that uses either of those skills. Horakhty), gods of healing or endurance (such as Ilmater,
Mishakal, Apollo, and Diancecht), and gods of home and
Channel Divinity: Knowledge of the community (such as Hestia, Hathor, and Boldrei).
Ages Domain Spells
Starting at 2nd level, you can use your Channel Divinity to tap
into a divine well of knowledge. As an action, you choose one Cleric Level Spells
skill or tool. For 10 minutes, you have proficiency with the 1st bless, cure wounds
chosen skill or tool. 3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead
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Bonus Proficiency Domain Spells
When you choose this domain at 1st level, you gain Cleric Level Spells
proficiency with scale armor. 1st burning hands, faerie fire
3rd flaming sphere, scorching ray
Disciple of Life 5th daylight, fireball
Also starting at 1st level, your healing spells are more 7th guardian of faith, wall of fire
effective. Whenever you use a spell of 1st level or higher to greater restoration, flame strike spell balance
restore hit points to a creature, the creature regains 9th
additional hit points equal to 2 + the spell’s level. Bonus Cantrip
When you choose this domain at 1st level, you gain the light
Channel Divinity: Preserve Life cantrip if you don’t already know it.
Starting at 2nd level, you can use your Channel Divinity to
heal the badly injured. Warding Flare
As an action, you present your holy symbol and evoke Also at 1st level, you can interpose divine light between
healing energy that can restore a number of hit points equal yourself and an attacking enemy. When you are attacked by a
to five times your cleric level. Choose any creatures within 30 creature within 30 feet of you that you can see, you can use
feet of you, and divide those hit points among them. This your reaction to impose disadvantage on the attack roll,
feature can restore a creature to no more than half of its hit causing light to flare before the attacker before it hits or
point maximum. You can’t use this feature on an undead or a misses. An attacker that can’t be blinded is immune to this
construct. feature.
You can use this feature a number of times equal to your
Blessed Healer Wisdom modifier (a minimum of once). You regain all
Beginning at 6th level, the healing spells you cast on others expended uses when you finish a long rest.
heal you as well. When you cast a spell of 1st level or higher
that restores hit points to a creature other than you, you Channel Divinity: Radiance of the Dawn
regain hit points equal to 2 + the spell’s level. Starting at 2nd level, you can use your Channel Divinity to
harness sunlight, banishing darkness and dealing radiant
Divine Strike damage to your foes.
At 8th level, you gain the ability to infuse your weapon strikes As an action, you present your holy symbol, and any
with divine energy. Once on each of your turns when you hit a magical darkness within 30 feet of you is dispelled.
creature with a weapon attack, you can cause the attack to Additionally, each hostile creature within 30 feet of you must
deal an extra 1d8 radiant damage to the target. When you make a Constitution saving throw. A creature takes radiant
reach 14th level, the extra damage increases to 2d8. damage equal to 2d10 + your c1eric level on a failed saving
throw, and half as much damage on a successful one. A
Supreme Healing creature that has total cover from you is not affected.
Starting at 17th level, when you would normally roll one or
more dice to restore hit points with a spell, you instead use Improved Flare
the highest number possible for each die. For example, Starting at 6th level, you can also use your Warding Flare
instead of restoring 2d6 hit points to a creature, you restore feature when a creature that you can see within 30 feet of you
12. attacks a creature other than you.
Light Domain Potent Spellcasting
Gods of light—including Helm, Lathander, Pholtus, Starting at 8th level, you add your Wisdom modifier to the
Branchala, the Silver Flame, Belenus, Apollo, and Re- damage you deal with any c1eric cantrip.
Horakhty—promote the ideals af rebirth and renewal, truth,
vigilance, and beauty, often using the symbol of the sun. Corona of Light
Some of these gods are portrayed as the sun itself or as a Starting at 17th level, you can use your action to activate an
charioteer who guides the sun across the sky. Others are aura of sunlight that lasts for 1 minute or until you dismiss it
tireless sentinels whose eyes pierce every shadow and see on your turn. You emit bright light in a 60-foot radius and dim
through every deception. Some are deities of beauty and light 30 feet beyond that. Your enemies in the bright light
artistry. who teach that art is a vehicle for the soul’s have disadvantage on saving throws against any spell that
improvement. deals fire or radiant damage.
Clerics of a god of light are enlightened souls infused with
radiance and the power of their gods’ discerning vision,
charged with chasing away lies and burning away darkness.

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Nature Domain Protection Domain
Gods of nature are as varied as the natural world itself, from The protection domain is the purview of deities who charge
inscrutable gods of the deep forests (such as Silva nus, Obad- their followers to shield the weak from the strong. The gods’
Hai, Chislev, Balinor, and Pan) to friendly deities associated faithful dwell in villages and towns on the borderlands, where
with particular springs and groves (such as Eldath). Druids they help bolster defenses and seek out evils to defeat. These
revere nature as a whole and might serve one of these deities, gods believe that a strong shield and a suit of armor is the
practicing mysterious rites and reciting all-but-forgotten best defense against evil, second only to a stout mace on hand
prayers in their own secret tongue. But many of these gods to respond to any attacks in kind. Deities who grant this
have clerics as well, champions who take a more active role in domain include Helm, Ilmater, Torm, Tyr, Heironeous, St.
advancing the interests of a particular nature god. These Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut,
clerics might hunt the evil monstrosities that despoil the Yondalla, Athena, and Odin.
woodlands, bless the harvest of the faithful, or wither the
crops of those who anger their gods. Domain Spells
Cleric
Domain Spells Level Spells
Cleric Level Spells 1st compelled duel, protection from evil and
1st animal friendship, speak with animals good
3rd barkskin, spike growth 3rd aid, protection from poison
5th plant growth, wind wall 5th protection from energy, slow
7th dominate beast, grasping vine 7th guardian of faith, Otiluke’s resilient sphere
9th insect plague, tree stride 9th antilife shell, wall of force

Acolyte of Nature Bonus Proficiency


At 1st level, you learn two druid cantrip of your choice. For When you choose this domain at 1st level, you gain
you, these cantrips count as cleric cantrips. You also gain proficiency with scale armor.
proficiency in Nature.
Shield of the Faithful
Channel Divinity: Charm Animals and Starting at 1st level, you gain the ability to hinder attacks
Plants intended for others. When a creature attacks a target other
Starting at 2nd level, you can use your Channel Divinity to than you that is within 5 feet of you, you can use your reaction
charm animals and plants. to impose disadvantage on the attack roll. To do so, you must
As an action, you present your holy symbol and invoke the be able to see both the attacker and the target. You interpose
name of your deity. Each beast or plant creature that can see an arm, a shield, or some other part of yourself to try to throw
you within 30 feet of you must make a Wisdom saving throw. the attack off target.
If the creature fails its saving throw, it is charmed by you for 1
minute or until it takes damage. While it is charmed by you, it Channel Divinity: Radiant Defense
is friendly to you and other creatures you designate. Starting at 2nd level, you can use your Channel Divinity to
cloak your allies in radiant armor.
Dampen Elements As an action, you channel blessed energy into an ally that
Starting at 6th level, when you or a creature within 30 feet of you can see within 30 feet of you. The first time that ally is hit
you takes acid, cold, fire, lightning, or thunder damage, you by an attack within the next minute, the attacker takes
can use your reaction to grant resistance to the creature radiant damage equal to 2d10 + your cleric level.
against that instance of the damage.
Blessed Healer
Divine Strike Beginning at 6th level, the healing spells you cast on others
At 8th level, you gain the ability to infuse your weapon strikes can heal you as well. When you cast a spell with a spell slot
with divine energy. Once on each of your turns when you hit a and it restores hit points to any creature other than you this
creature with a weapon attack, you can cause the attack to turn, you regain hit points equal to 2 + the spell’s level.
deal an extra 1d8 cold, fire, or lightning damage (your choice)
to the target. When you reach 14th level, the extra damage Divine Strike
increases to 2d8. At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
Master of Nature creature with a weapon attack, you can cause the attack to
At 17th level, you gain the ability to command animals and deal an extra 1d8 radiant damage to the target. When you
plant creatures. While creatures are charmed by your Charm reach 14th level, the extra damage increases to 2d8.
Animals and Plants feature, you can take a bonus action on
your turn to verbally command what each of those creatures Indomitable Defense
will do on its next turn. At 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.

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As an action, you can temporarily give up this resistance Stormborn
and transfer it to one creature you touch. The creature keeps At 17th level, you have a flying speed equal to your current
the resistance until the end of your next short or long rest or walking speed whenever you are not underground or indoors.
until you transfer it back to yourself as a bonus action.
Tempest Domain Trickery Domain
Gods whose portfolios include the Tempest domain— Gods of trickery—such as Tymora, Beshaba, Olidammara,
including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, the Traveler, Garl Glittergold, and Loki—are mischief-makers
and Thor—govern storms, sea, and sky. They include gods of and instigators who stand as a constant challenge to the
lightning and thunder, gods of earthquakes, some fire gods, accepted order among both gods and mortals. They’re
and certain gods of violence, physical strength, and courage. patrons of thieves, scoundrels, gamblers, rebels, and
In some pantheons, a god of this domain rules over other liberators. Their clerics are a disruptive force in the world,
deities and is known for swift justice delivered by puncturing pride, mocking tyrants, stealing from the rich,
thunderbolts. In the pantheons of seafaring people, gods of freeing captives, and flouting hollow traditions. They prefer
this domain are ocean deities and the patrons of sailors. subterfuge, pranks, deception, and theft rather than direct
Tempest gods send their clerics to inspire fear in the common confrontation.
folk, either to keep those folk on the path of righteousness or Domain Spells
to encourage them to offer sacrifices of propitiation to ward Cleric Level Spells
off divine wrath. 1st charm person, disguise self
Domain Spells 3rd mirror image, pass without trace
Cleric Level Spells 5th blink, dispel magic
1st fog cloud, thunderwave 7th dimension door, polymorph
3rd gust of wind, shatter 9th dominate person, modify memory
5th call lightning, lightning bolt Blessing of the Trickster
7th storm sphere, thunderbolt Starting when you choose this domain at 1st level, you can
9th destructive wave, maelstrom use your action to touch a willing creature other than yourself
to give it advantage on Dexterity (Stealth) or Charisma
Bonus Proficiency (Manipulation) checks. This blessing lasts for 1 hour or until
At 1st level, you gain proficiency with martial weapons and you use this feature again.
scale armor.
Channel Divinity: Invoke Duplicity
Wrath of the Storm Starting at 2nd level, you can use your Channel Divinity to
Also at 1st level, you can thunderously rebuke attackers. create an illusory duplicate of yourself. As an action, you
When a creature within 5 feet of you that you can see hits you create a perfect illusion of yourself that lasts for 1 minute, or
with an attack, you can use your reaction to cause the until you lose your concentration (as if you were
creature to make a Dexterity saving throw. The creature takes concentrating on a spell). The illusion appears in an
2d8 lightning or thunder damage (your choice) on a failed unoccupied space that you can see within 30 feet of you. As a
saving throw, and half as much damage on a successful one. bonus action on your turn, you can move the illusion up to 30
You can use this feature a number of times equal to your feet to a space you can see, but it must remain within 120
Wisdom modifier (a minimum of once). You regain all feet of you. For the duration, you can cast spells as though
expended uses when you finish a long rest. you were in the illusion’s space, but you must use your own
senses. Additionally, when both you and your illusion are
Channel Divinity: Destructive Wrath within 5 feet of a creature that can see the illusion, you have
Starting at 2nd level, you can use your Channel Divinity to advantage on attack rolls against that creature, given how
wield the power of the storm with unchecked ferocity. When distracting the illusion is to the target.
you roll lightning or thunder damage, you can use your
Channel Divinity to deal maximum damage, instead of rolling. Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to
Thunderbolt Strike vanish. As an action, you become invisible until the end of
At 6th level, when you hit a Huge or smaller creature with a your next turn. You become visible if you attack or cast a spell.
weapon attack or deal lightning damage to a Huge or smaller
creature, you can also push it up to 10 feet away from you. Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
Divine Strike with poison-a gift from your deity. Once on each of your turns
At 8th level, you gain the ability to infuse your weapon strikes when you hit a creature with a weapon attack, you can cause
with divine energy. Once on each of your turns when you hit a the attack to deal an extra 1d8 poison damage to the target.
creature with a weapon attack, you can cause the attack to When you reach 14th level, the extra damage increases to
deal an extra 1d8 thunder damage to the target. When you 2d8.
reach 14th level, the extra damage increases to 2d8.

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Improved Duplicity Channel Divinity: War God’s Blessing
At 17th level, you can create up to four duplicates of yourself, At 6th level, when a creature within 30 feet of you makes an
instead of one, when you use Invoke Duplicity. As a bonus attack roll, you can use your reaction to grant that creature
action on your turn, you can move any number of them up to advantage on attack rolls until the end of its next turn, using
30 feet, to a maximum range of 120 feet. your Channel Divinity. You make this choice after you see the
roll, but before the DM says whether the attack hits or
War Domain misses. If the attack hits add your Wisdom modifier to the
War has many manifestations. It can make heroes of ordinary damage.
people. It can be desperate and horrific, with acts of cruelty Divine Strike
and cowardice eclipsing instances of excellence and courage. At 8th level, you gain the ability to infuse your weapon strikes
In either case, the gods of war watch over warriors and with divine energy. Once on each of your turns when you hit a
reward them for their great deeds. The clerics of such gods creature with a weapon attack, you can cause the attack to
excel in battle, inspiring others to fight the good fight or deal an extra 1d8 damage of the same type dealt by the
offering acts of violence as prayers. weapon to the target. When you reach 14th level, the extra
Gods of war include champions of honor and chivalry (such damage increases to 2d8.
as Torm, Heironeous, and Kiri Jolith) as well as gods of
destruction and pillage (such as Erythnul, the Fury, Gruumsh, Avatar of Battle
and Ares) and gods of conquest and domination (such as At 17th level, you gain resistance to bludgeoning, piercing,
Bane, Hextor, and Maglubiyet). Other war gods (such as and slashing damage from nonmagical weapons. Additionally
Tempus, Nike, and Nuada) take a more neutral stance, you can add your Wisdom modifier to the damage roll of an
promoting war in all its manifestations and supporting attack you make.
warriors in any circumstance.
Domain Spells
Cleric Level Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader’s mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike spell balance, hold monster
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and
scale armor.
War Priest
From 1st level, your god delivers bolts of inspiration to you
while you are engaged in battle. When you use the Attack
action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Channel Divinity: Guided Strike
Starting at 2nd level, 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 advantage on
attack rolls until the end of your next turn. You make this
choice after you see the roll, but before the DM says whether
the attack hits or misses. If the attack hits add your Wisdom
modifier to the damage.

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47
Druid
See the Player’s Handbook, though this is on my list of
classes to rework.
Kryx’s Armor: Leather, Hide
Kryx’s Skills: Choose two from: Arcana, Insight, Medicine,
Nature, Perception, and Religion
Moon Druid at level 2 has their maximum CR set to ½. At 4 it
is CR 1, and 6+ is CR 2 as is the normal. Moon Druid needs
a rewrite.

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48
Equipment
Fighter You start with the following equipment, in addition to the
equipment granted by your background:
The Fighter (a) chain mail or (b) chain hauberk, longbow, and 20
arrows
Proficiency Maneu- (a) a martial weapon and a shield or (b) two martial
Level Bonus Features vers weapons
1st +2 Fighting Stance, Second Wind — (a) a light crossbow and 20 bolts or (b) two handaxes
2nd +2 Maneuvers, Remarkable 2 (a) a dungeoneer’s pack or (b) an explorer’s pack
Athlete
3rd +2 Action Surge (one use), 2 Fighting Stance
Martial Archetype as a bonus action on your turn, you can enter a stance that
4th +2 Ability Score improvement 3 lasts until you enter a new stance. Choose one of the
5th +3 Extra Attack 3 following options:
6th +3 All Ability Scores improve, 4
Ability Score improvement Archery
7th +3 Competency, Martial 4 You gain a +2 bonus to attack rolls you make with ranged
Archetype feature weapons.
8th +3 Ability Score improvement 5
9th +4 Indomitable (one use) 5 Defense
10th +4 Martial Archetype feature, 6 While you are wearing armor, you gain a +1 bonus to AC.
Fighting Stance (2)
11th +4 All Ability Scores improve, 6 Dueling
Extra Attack (2) When you are wielding a melee weapon in one hand and no
12th +4 Ability Score improvement 7 other weapons or shields you gain a +2 bonus to damage rolls
13th +5 Indomitable (two uses) 7 with that weapon.
14th +5 Ability Score improvement 8
Great Weapon Fighting
15th +5 Competency, Martial
Archetype feature
8 When you roll a 1 or 2 on a weapon damage die for an attack
you make with a melee weapon that you are wielding with
16th +5 All Ability Scores improve,
Ability Score improvement
9 two hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
17th +6 Action Surge (two uses),
Indomitable (three uses)
9 two-handed or versatile property for you to gain this benefit.
Additionally you gain a +1 bonus to damage rolls with a d12
18th +6 Martial Archetype feature 10 weapon.
19th +6 Ability Score improvement 10
20th +6 Extra Attack (3) 11 Protection
When a creature you can see 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. You must be wielding
a shield.
Class Features
As a fighter, you gain the following class features. Two-Weapon Fighting
You can use two-weapon fighting even when the one-handed
Hit Points melee weapons you are wielding aren’t light. Additionally you
Hit Dice: 1d10 per fighter level can draw or stow two one-handed weapons when you would
Hit Points at 1st Level: 10 + your Constitution modifier normally be able to draw or stow only one.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution At 10th level you can have two stances active at one time.
modifier per fighter level after 1st
Proficiencies Second Wind
Armor: All armor, shields You have a limited well of stamina that you can draw on to
Kryx’s Armor: Leather, Hide, Chain, Scale, shields protect yourself from harm. On your turn, you can use a
Weapons: Simple weapons, martial weapons bonus action regain hit points equal to 1d10 + your
Craft and Trade: None Constitution modifier + your fighter level.
Saving Throws: Strength, Constitution At 11th level you regain hit points equal to 2d10 + your
Kryx’s Saving Throws: Fortitude Constitution modifier + your fighter level
Skills: Choose two from: Acrobatics, Animal Handling, Once you use this feature, you must finish a short or long
Athletics, History, Insight, Intimidation, Perception, and rest before you can use it again.
Survival
Kryx’s Skills: Choose two from: Acrobatics, Athletics, Brawn,
Insight, Manipulation, Nature, Perception, and Society
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Maneuvers Indomitable
Starting at 2nd level, your extensive training makes you Beginning at 9th level, you can reroll a saving throw that you
deadly on the battlefield. You demonstrate your martial fail. If you do so, you must use the new roll, and you can’t use
expertise in the way you move, strike, parry, and dodge. this feature again until you finish a long rest. You can use this
You learn two maneuvers of your choice, which are detailed feature twice between long rests starting at 13th level and
under “Maneuvers” at the end of the class description. Many three times between long rests starting at 17th level.
maneuvers enhance an attack in some way. You can use only
one maneuver per round.
You learn an additional maneuvers of your choice at 4th, Martial Archetypes
6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level. Each Different fighters choose different approaches to perfecting
time you learn a new maneuver, you can also replace one their fighting prowess. The martial archetype you choose to
maneuver you know with a different one. emulate reflects your approach.
Remarkable Athlete/Acrobat Cavalier
Also at 2nd level, choose Strength (Athletics) or Dexterity The Cavalier is a colossus on the battlefield who can shrug
(Acrobatics). You have advantage on ability checks you make off attacks and protect allies from harm. Cavaliers fight from
that use the chosen skill when your proficiency bonus is not the saddle when they can, and in combat they are expected to
doubled for the check. seek out and lock down the mightiest of the enemy’s forces.
On adventures, they are the armored bulwark that strives to
Action Surge keep the rest of the party safe.
Starting at 3rd level, you can push yourself beyond your Bonus Proficiencies
normal limits for a moment. On your turn, you can take one When you choose this archetype at 3rd level, you gain
additional action on top of your regular action and possible proficiency with plate armor.
bonus action. This additional action cannot be used to cast a
spell. Born to the Saddle
Martial Archetype Starting at 3rd level, mounting or dismounting a creature
costs you only 5 feet of movement, rather than half your
At 3rd level, you choose an archetype that you strive to speed. In addition, you have advantage on saving throws
emulate in your combat styles and techniques. Choose made to avoid falling off your mount. If you fall off it, you can
Cavalier, Samurai, or Warlord, all detailed at the end of the automatically land on your feet if you aren’t incapacitated and
c1ass description. The archetype you choose grants you you fall less than 10 feet.
features at 3rd level and again at 7th, 10th, 15th, and 18th
level. Implacable Mark
At 3rd level, you excel at foiling attacks and protecting your
Ability Score Improvement allies by menacing your foes. When you hit a creature with a
When you reach 4th level, and again at 6th, 8th, 12th, 14th, melee weapon attack, the target is marked by you until the
16th, and 19th level, you can increase one ability score of end of your next turn. A creature ignores this effect if the
your choice by 1. As normal, you can’t increase an ability creature can’t be frightened. The marked target has
score above 20 using this feature. disadvantage on any attack roll against a creature other than
you or someone else who marked it.
If a target marked by you is within 5 feet of you on its turn
Extra Attack and it moves at least 1 foot or makes an attack that suffers
Beginning at 5th level, you can attack twice, instead of once, disadvantage from this feature, you can make one melee
whenever you take the Attack action on your turn. weapon attack against it using your reaction.
The number of attacks increases to three when you reach You can make this special attack even if you have already
11th level in this class and to four when you reach 20th level expended your reaction this round, but not if you have already
in this class. used your reaction this turn. You can make this attack three
times, and you regain all expended uses of it when you finish
All Ability Scores Improve a short or long rest.
When you reach 6th level, and again at 11th, and 16th level, Noble Cavalry
all of your ability scores increase by 1. As normal, an ability At 7th level, you gain proficiency in two of the following skills
score can’t increase above 20 using this feature. of your choice: Insight, Nature Persuasion, Religion, or
Society. Alternatively, you learn one language of your choice.
Competency
When you reach 7th level and again at 15th level choose a Hold the Line
skill. You gain proficiency in the skill. If you are already At 10th level, you learn the Hold the Line maneuver. If you
proficient in the skill, you have advantage on ability checks already know this maneuver choose another maneuver to
you make with it. learn.

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You can use the Hold the Line maneuver even if you have Strength Before Death
already used your maneuver this round. Starting at 18th level, your fighting spirit can delay the grasp
of death. If you take damage that would reduce you to 0 hit
Rapid Strike points, you can delay that damage and immediately take a
Starting at 15th level, you learn to trade accuracy for swift bonus turn, interrupting the current turn. You don’t take the
strikes. If you have advantage on a weapon attack against a damage until the bonus turn ends. It is possible to do things,
target on your turn, you can forgo that advantage to such as gaining resistance, that change how much of that
immediately make an additional weapon attack against the damage you take.
same target as a bonus action. Once you use this feature, you can’t use it again until you
finish a long rest.
Defender’s Blade
At 18th level, you respond to danger with extraordinary Warlord
vigilance. You can use your reaction for an opportunity attack
even if you have already expended your reaction this round, Warlords are accomplished and competent battle leaders.
but not if you have already used your reaction this turn. In Warlords stand on the front line issuing commands and
addition, you gain a +1 bonus to AC while wearing chain, bolstering their allies while leading the battle with weapon in
scale, or plate armor. hand. Warlords know how to rally a team to win a fight.
Your ability to lead others to victory is a direct result of
Samurai your history. You could be a minor warchief looking to make a
The Samurai is a fighter who draws on an implacable fighting name for yourself, a pious knight commander on leave from
spirit to overcome enemies. A Samurai’s willpower is nearly your militant order, a youthful noble eager to apply years of
unbreakable, and the enemies in a Samurai’s path have two training to life outside the castle walls, a calculating
choices: yield or die fighting. mercenary captain, or a courageous marshal of the
borderlands who fights to protect the frontier. Regardless of
your background, you are a skillful warrior with an uncanny
Fighting Spirit gift for leadership.
Starting at 3rd level, the might of your willpower can shield The weight of your armor is not a hindrance; it is a familiar
you and help you strike true. As a bonus action on your turn, comfort. The worn weapon grip molds to your hand as if it
you can give yourself two benefits: advantage on all attack were a natural extension of your arm. It’s time to fight and to
rolls and resistance to bludgeoning, piercing, and slashing lead.
damage. These benefits last until the end of your next turn.
You can use this feature three times. You regain all Student of War
expended uses of it when you finish a short or long rest. When you choose this archetype at 3rd level, you may add
your Intelligence modifier to your Initiative rolls.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail Rallying Cry
allow you to excel in social situations that require strict Also at 3rd level you learn how to inspire your allies to fight
adherence to etiquette. You can add your Wisdom modifier to on past their injuries.
any Charisma check you make to persuade or please a noble When you use your Second Wind feature, you can choose
or anyone else of high social station. up to three creatures within 60 feet of you that are allied with
You also gain proficiency in the Insight, Persuasion or you. Each one gains temporary hit points equal to your fighter
Society skill (choose one). Alternatively, you learn one level, provided that the creature can see or hear you.
language of your choice.
Know Your Enemy
Unbreakable Will Starting at 7th level, if you spend at least 1 minute observing
At 10th level,your superior willpower allows you to shrug off or interacting with another creature outside combat, you can
mind-assaulting effects. You gain proficiency in Wisdom learn certain information about its capabilities compared to
saving throws. If you already have this proficiency, you gain your own. The DM tells you if the creature is your equal,
proficiency in Intelligence or Charisma saving throws (choose superior, or inferior in regard to two of the following
one). characteristics of your choice:
Rapid Strike Strength score
Starting at 15th level, you learn to trade accuracy for swift Dexterity score
strikes. If you have advantage on a weapon attack against a Constitution score
target on your turn, you can forgo that advantage to Armor Class
immediately make an additional weapon attack against the Current hit points
same target as a bonus action. Total class levels (if any)
Fighter class levels (if any)
Additionally you have advantage on your first ability check
used against the creature in the next minute.

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51
Fearless Leader Feinting Attack
Starting at 10th level, you and your allies within 30 feet of you You can attempt to feint, choosing one creature within 5 feet
have advantage on saving throws to resist being frightened. of you as your target. As a bonus action you can make a
Charisma (Manipulation) check contested by the creature’s
Inspiring Surge Wisdom (Insight) check. If you win the contest, you have
Also at 10th level, when you use your Action Surge feature, advantage on your next attack roll against that creature. If
you can choose one creature within 60 feet of you that is that attack hits, add your proficiency bonus to the attack’s
allied with you. That creature can make one melee or ranged damage roll.
weapon attack with its reaction, provided that it can see or
hear you. Starting at 18th level, you can choose two allies Goading Attack
within 60 feet of you, rather than one. Prerequisite: Cavalier or Samurai archetype
When you hit a creature with a weapon attack, you can
Bulwark attempt to goad the target into attacking you. You add your
Beginning at 15th level, you can extend the benefit of your proficiency bonus to the attack’s damage roll, and you make a
Indomitable feature to an ally. When you decide to use Charisma (Manipulation) check contested by the creature’s
Indomitable to reroll an Intelligence, a Wisdom, or a Wisdom (Insight) check. If you win the contest, the target has
Charisma saving throw and you aren’t incapacitated, you can disadvantage on all attack rolls against targets other than you
choose one ally within 60 feet of you that also failed its saving until the end of your next turn.
throw against the same effect. If that creature can see or hear
you, it can reroll its saving throw and must use the new roll. Hold the Line
Prerequisite: Cavalier archetype
You master the ability to harass and slow your enemies. As
Maneuvers a reaction when a creature moves at least 1 foot within your
The maneuvers are presented in alphabetical order: reach, you can make one melee weapon attack against that
creature. If you hit, the target’s speed is reduced to 0 until the
Commander’s Strike end of this turn.
Prerequisite: Warlord archetype
When you take the Attack action on your turn, you can Lunging Attacks
forgo one of your attacks and use a bonus action to direct one You can increase your reach with a melee weapon by 5 feet
of your companions to strike. When you do so, choose a for 1 round. Add your proficiency bonus to the attack’s
friendly creature who can see or hear you. That creature can damage roll on your first hit this turn.
use its reaction to make one weapon attack on its next turn,
adding your proficiency bonus to the attack’s damage roll. Maneuvering Attack
Prerequisite: Warlord archetype
Crippling Attack When you hit a creature with a weapon attack, you can
When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous
cripple the creature’s next attack. A creature hit by this attack position. You add your proficiency bonus to the attack’s
suffers disadvantage on the next attack roll it makes before damage roll, and you choose a friendly creature who can see
the end of your next turn. or hear you. That creature can use its reaction to move up to
half its speed without provoking opportunity attacks from the
Disarming Attack target of your attack.
When you hit a creature with a weapon attack, you can
attempt to disarm the target, forcing it to drop one item of Menacing Attack
your choice that it’s holding. You add your proficiency bonus Prerequisite: Samurai archetype
to the attack’s damage roll, and the creature makes a When you hit a creature with a weapon attack, you can
Strength (Brawn) or Dexterity (Acrobatics) check (the target attempt to frighten the target. You add your proficiency bonus
chooses the ability to use) contested by the attack roll. If you to the attack’s damage roll, and you make a Charisma
win the contest, it drops the object you choose. The object (Manipulation) check contested by the target’s Wisdom
lands at its feet. saving throw. On a failed save, it is frightened of you until the
end of your next turn.
Distracting Strike
When you hit a creature with a weapon attack, you can Parry
distract the creature, giving your allies an opening. You add When another creature damages you with a melee attack, you
your proficiency bonus to the attack’s damage roll. The next can use your reaction to reduce the damage by your
attack roll against the target by an attacker other than you proficiency bonus + your Dexterity modifier.
has advantage if the attack is made before the start of your
next turn. Precision Attack
When you make a weapon attack roll against a creature, you
Evasive Footwork can add your proficiency bonus to the roll. You can use this
You can move evasively. Until the end of your turn any attack maneuver before or after making the attack roll, but before
roll made against you has disadvantage if you can see the any effects of the attack are applied.
attacker.

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Pushing Attack
When you hit a creature with a weapon attack, you can
attempt to drive the target back. You add your proficiency
bonus to the attack’s damage roll, and if the target is Large or
smaller, you make a Strength (Brawn) check contested by the
creature’s Strength (Brawn) or Dexterity (Acrobatics) check
(the target chooses the ability to use). If you win the contest,
you push the target up to 15 feet away from you.
Rally
Prerequisite: Warlord archetype
On your turn, you can use a bonus action to bolster the
resolve of one of your companions. When you do so, choose a
friendly creature who can see or hear you. That creature
gains temporary hit points equal to your proficiency bonus +
your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use
your reaction to make a melee weapon attack against the
creature. If you hit, you add your proficiency bonus to the
attack’s damage roll.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can
attempt to damage another creature with the same attack. If
the original attack roll would hit the second creature, it takes
damage equal to your Strength or Dexterity modifier + you
proficiency bonus. The damage is of the same type dealt by
the original attack,.
Trip Attack
When you hit a creature with a weapon attack, you can
attempt to knock the target down. You add your proficiency
bonus to the attack’s damage roll, and if the target is no more
than one size larger than you, make a Strength (Brawn) or
Dexterity (Acrobatics) check contested by the creature’s
Strength (Brawn) or Dexterity (Acrobatics) check (the target
chooses the ability to use). If you win the contest, you knock
the target prone.

Notes
Maneuvers: Maybe add some maneuvers from Battlemaster
revamp) or High Level Maneuvers

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53
Fighting may have come naturally to you and your mentor
Magus struggled to impart you with the basics of spellcasting. Or
Confronted by two orcs, a human draws his rapier as violet maybe spellcasting came easily but you lacked an aptitude for
runes illuminate the air around the weapon. He dodges one combat. You might have spent years in training with a mentor
of one orc’s impatient attacks and punishes it with a thrust of before being left to your own devices or you may have met
his own that causes the air around the orc to burst into green your mentor only informally on a handful of momentous
flames and sends the orc sprawling to the ground. The occasions. You might regularly report back to your contacts
second orc flees in terror. within your arcane order or keep a wary distance from other
An elf looks down from the mountain peak she calls home magi.
and sees the rampant destruction of the woods she has
sworn to protect. As she approaches the hunting Quick Build
encampment responsible for the fire she calls woodland You can make a magus quickly by following these
creatures to be her allies and her skin hardens to bark. suggestions. First, Strength or Dexterity should be your
Looking over the ancient tomes, a tiefling searches highest ability score, followed by Intelligence. Second, choose
frantically for details of a spell that will uphold the mystic seal the Sage or Soldier background.
over her ancestral home. When the impossibly heavy doors
swing open behind her, she turns to face the temple’s
guardians as her sword is wreathed in shadow.
Magi are mystical warriors who blend martial prowess
with arcane power. Magi balance the pursuit of personal
goals and relationships with their obligations to pursue the
goals and ideals of the arcane orders that initiated them into
the magical arts. Although their backgrounds may sometimes
set them at odds against one another, magi are united by their
commitment to a cause greater than themselves and a drive
to master their magical abilities.
Arcane Warriors
Every magus is a warrior. Magi train with arms to protect
what they hold dear, fight for what they believe in, and get
themselves into or out of trouble. For a magus, violence may
not be the preferable answer but it’s always a valid back up
plan.
Every magus is an arcanist. Magi use their hard earned
skill with spellcasting to explore the multiverse, empower
their companions, and decimate their enemies. For a magus,
magic is a tool that expands their horizons and their options.
The Lure of Knowledge
Magi lives are seldom mundane, The closest a magus is likely
to come to an ordinary life is working as a sage or guard in a
library or university. Other magi sell their services as
providers of arcane solutions, serve in military forces, or
pursue lives of crime or domination.
But the lure of knowledge and power calls even the most
unadventurous magi out of the safety of their libraries and
occupations and into crumbling ruins and lost cities. Most
magi believe that wizards in ancient civilizations knew
secrets of magic that have been lost to the ages, and
discovering those secrets could unlock the path to a power
greater than any magic available in the present age.
Creating a Magus
As you create your magus character, consider the relationship
your character has to their arcane order. Does your character
feel indebted to the lessons the order has taught them? Does
your character actively pursue the goals of their order? Has
your character had a falling out with the order and, if so, why?
While training to be a magus did you make any rivals and
who are they?

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54
Arcane Sense
Class Features The presence of strong magic registers on your senses. As an
As a magus, you gain the following class features. action, you can open your awareness to detect such forces.
For 10 minutes or until you lose your concentration (as if you
Hit Points were concentrating on a spell), you can sense the presence of
Hit Dice: 1d10 per magus level magic within 60 feet of you. If you sense magic in this way,
Hit Points at 1st Level: 10 + your Constitution modifier you can use your action to see a faint aura around any visible
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution creature or object in the area that bears magic, and you learn
modifier per magus level after 1st its school of magic, if any.
Proficiencies This ability can penetrate most barriers, but it is blocked by
Armor: Light armor, medium armor 1 foot of stone, 1 inch of common metal, a thin sheet of lead,
Kryx’s Armor: Leather, Hide, Chain, Scale or 3 feet of wood or dirt.
Weapons: Simple weapons, martial weapons You can use this feature a number of times equal to 1 +
Craft and Trade: None your Intelligence modifier. When you finish a long rest, you
regain all expended uses.
Saving Throws: Intelligence, Wisdom
Kryx’s Saving Throws: Will Weapon Bond
Skills: Choose two from: Acrobatics, Arcana, Athletics, At 1st level, you learn a ritual that creates a magical bond
History, Insight, Intimidation, and Persuasion between yourself and one weapon. You perform the ritual
Kryx’s Skills: Choose two from: Acrobatics, Arcana, over the course of 1 hour. The weapon must be within your
Athletics, Insight, Manipulation, Persuasion, and Society reach throughout the ritual, at the conclusion of which you
Equipment touch the weapon and forge the bond.
You start with the following equipment, in addition to the Once you have bonded a weapon to yourself, you can use it
equipment granted by your background: as an arcane focus for your spells and you can’t be disarmed
of that weapon unless you are incapacitated. If it is on the
(a) Hide armor, (b) chain mail, or (c) chain hauberk same plane of existence, you can summon that weapon as a
(a) a dungeoneer’s pack or (b) an explorer’s pack bonus action on your turn, causing it to teleport instantly to
Two martial weapons your hand.
A spellbook

The Magus
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Sense, Weapon Bond — — — — — —
2nd +2 Fighting Stance, Spellcasting, Arcane Strike, Arcane Deflection 2 2 — — — —
3rd +2 Arcane Channeling, Arcane Order 2 3 — — — —
4th +2 Ability Score improvement 3 3 — — — —
5th +3 Extra Attack 3 4 2 — — —
6th +3 All Ability Scores improve, Spell Ward 3 4 2 — — —
7th +3 Competency, Arcane Order feature 3 4 3 — — —
8th +3 Ability Score improvement 3 4 3 — — —
9th +4 — 3 4 3 2 — —
10th +4 Arcane Order feature 4 4 3 2 — —
11th +4 All Ability Scores improve, Spell Strike, Arcane Channeling improvement 4 4 3 3 — —
12th +4 Ability Score improvement 4 4 3 3 — —
13th +5 Spell Recall 4 4 3 3 1 —
14th +5 Arcane Dispel 4 4 3 3 1 —
15th +5 Competency, Arcane Order feature 4 4 3 3 2 —
16th +5 All Ability Scores improve, Ability Score improvement 4 4 3 3 2 —
17th +6 Arcane Channeling improvement 4 4 3 3 3 1
18th +6 Spell Ward improvement 4 4 3 3 3 1
19th +6 Ability Score improvement 4 4 3 3 3 2
20th +6 Arcane Order feature 4 4 3 3 3 2

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You can have up to two bonded weapons, or only one if You prepare the list of magus spells that are available for
either has the two-handed property. If you attempt to bond you to cast, choosing from the magus spell list. To do so,
with more weapons, you must break the bond with a choose a number of magus spells from your spellbook equal
currently bonded weapon. to your Intelligence modifier + one fourth your magus level,
If your bonded weapon is broken or damaged, you can rounded up (minimum of one spell). The spells must be of a
spend 1 hour of meditation to recreate the weapon from a level for which you have spell slots.
fragment, destroying any other fragments of the weapon. For example, if you are a 5th-level magus, you have four
Additionally, if you are conscious and wielding a bonded 1st-level and two 2nd-level spell slots. With an Intelligence of
melee weapon in one hand and no other weapons or shields, 14, your list of prepared spells can include seven spells of 1st
a field of force surrounds you, providing a +2 bonus to AC. or 2nd level, in any combination, chosen from your spellbook.
If you prepare the 1st-level spell shield, you can cast it using a
Fighting Stance 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it
At 2nd level, as a bonus action on your turn, you can enter a from your list of prepared spells.
stance that lasts until you enter a new stance. Choose one of
the following options: Your Spellbook
The spells that you add to your spellbook as you gain
Archery levels reflect the arcane research you conduct on your
You gain a +2 bonus to attack rolls you make with ranged own, as well as intellectual breakthroughs you have had
weapons. about the nature of the multiverse. You might find
other spells during your adventures. You could
Defense discover a spell recorded on a scroll in an evil wizard’s
While you are wearing armor, you gain a +1 bonus to AC. chest, for example, or in a dusty tome in an ancient
library.
Copying a Spell into the Book. When you find a magus
Dueling spell of 1st level or higher, you can add it to your
When you are wielding a melee weapon in one hand and no spellbook if it is of a spell level you can prepare and if
other weapons or shields you gain a +2 bonus to damage rolls you can spare the time to decipher and copy it.
with that weapon. Copying that spell into your spellbook involves
reproducing the basic form of the spell, then
Great Weapon Fighting deciphering the unique system of notation used by the
When you roll a 1 or 2 on a weapon damage die for an attack wizard or magus who wrote it. You must practice the
you make with a melee weapon that you are wielding with spell until you understand the sounds or gestures
two hands, you can reroll the die and must use the new roll, required, then transcribe it into your spellbook using
even if the new roll is a 1 or a 2. The weapon must have the your own notation.
two-handed or versatile property for you to gain this benefit. For each level of the spell, the process takes 2 hours
Additionally you gain a +1 bonus to damage rolls with a d12 and costs 50 gp. The cost represents material
weapon. components you expend as you experiment with the
spell to master it, as well as the fine inks you need to
record it. Once you have spent this time and money,
Two-Weapon Fighting you can prepare the spell just like your other spells.
You can use two-weapon fighting even when the one-handed Replacing the Book. You can copy a spell from your
melee weapons you are wielding aren’t light. Additionally you own spellbook into another book—for example, if you
can draw or stow two one-handed weapons when you would want to make a backup copy of your spellbook. This is
normally be able to draw or stow only one. just like copying a new spell into your spellbook, but
faster and easier, since you understand your own
Spellcasting notation and already know how to cast the spell. You
need spend only 1 hour and 10 gp for each level of the
By 2nd level, you have learned to augment your martial copied spell.
prowess with the ability to cast spells. If you lose your spellbook, you can use the same
procedure to transcribe the spells that you have
Cantrips prepared into a new spellbook. Filling out the
You know two cantrips of your choice from the magus spell remainder of your spellbook requires you to find new
list. You learn additional magus cantrips of your choice at spells to do so, as normal. For this reason, many magi
higher levels, as shown in the Cantrips Known column of the keep backup spellbooks in a safe place.
Magus table. The Book’s Appearance. Your spellbook is a unique
compilation of spells, with its own decorative
Spellbook flourishes and margin notes. It might be a plain,
You have a spellbook containing four 1st-level magus spells of functional leather volume that you received as a gift
your choice. from your master, a finely bound gilt-edged tome you
found in an ancient library, or even a loose collection
of notes scrounged together after you lost your
Preparing and Casting Spells previous spellbook in a mishap.
The Magus table shows how many spell slots you have to cast
your spells of 1st level or 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.
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56
You can change your list of prepared spells when you finish Bursting Strike. When you hit a creature with your
a long rest. Preparing a new list of magus spells requires bonded weapon you can expend a 1st-level or higher magus
time spent studying your spellbook: at least 1 minute per spell slot to imbue your attack with a blast of force energy
spell level for each spell on your list. drawn from the school of evocation. The target and each
creature other than you within 10 feet of it must succeed on a
Spellcasting Ability Dexterity saving throw or take 2d6 force damage, plus 1d6
Intelligence is your spellcasting ability for your magus spells, for each slot level higher than 1st.
since you learn your spells through dedicated study and Grasping Strike. When you hit a creature with your
memorization. You use your Intelligence whenever a spell bonded weapon you can expend a 1st-level or higher magus
refers to your spellcasting ability. In addition, you use your spell slot as conjuration magic creates grasping, thorny
Intelligence modifier when setting the saving throw DC for a brambles, which wrap around the target. The target must
magus spell you cast and when making an attack roll with succeed on a Strength saving throw or be restrained by the
one. magical vines for 1 minute or until you lose your
Spell save DC = 8 + your proficiency bonus + concentration (as if you were concentrating on a spell). A
your Intelligence modifier Large or larger creature has advantage on this saving throw.
If the target succeeds on the save, the vines shrivel away.
Spell attack modifier = your proficiency bonus + While restrained by this spell, the target takes 1d6 piercing
your Intelligence modifier damage, plus 1d6 for each slot level higher than 1st at the
start of each of its turns. A creature restrained by the vines or
Spellcasting Focus one that can touch the creature can use its action to make a
You can use an arcane focus as a spellcasting focus for your Strength (Brawn) or Dexterity (Acrobatics) check (it’s choice)
magus spells. against your spell save DC. On a success, the target is freed.
Mind-Scrambling Strike. When you hit a creature with
Learning Spells of 1st Level and Higher your bonded weapon you can expend a 1st-level or higher
Each time you gain a magus level, you can add one magus magus spell slot to use enchantment magic to temporarily
spells of your choice to your spellbook for free. Each of these beguile your target. The attack deals an extra 2d6 psychic
spells must be of a level for which you have spell slots, as damage, plus 1d6 for each slot level higher than 1st.
shown on the magus table. On your adventures, you might Additionally, choose one of your allies within 30 feet of the
find other spells that you can add to your spellbook (see the target. The target must succeed on a Wisdom saving throw or
“Your Spellbook” sidebar). it can’t attack the chosen ally or include that ally in a harmful
area of effect for 1 minute or until you lose your
Arcane Strike concentration (as if you were concentrating on a spell). This
effect ends early if the chosen ally deals any damage to the
Starting at 2nd level, once per turn when you take the Attack target.
action, you can expend a magus spell slot to cause an effect. Piercing Strike. When you hit a creature with your
Choose one of the following options: bonded weapon you can expend a 1st-level or higher magus
Banishing Strike. When you hit a creature with your spell slot to use transmutation magic to give your attack an
bonded weapon you can expend a 5th-level magus spell slot ethereal quality. Your bonded weapon or projectile fired from
to use abjuration magic to temporarily banish your target to it continues past your target in a line that is 1 foot wide and
another plane. The attack deals an extra 5d6 force damage. 30 feet long, before disappearing. The weapon or projectile
Additionally, the target must succeed on a Charisma saving passes harmlessly through objects, ignoring cover. Each
throw against your magus spell save DC or be banished. creature in that line must make a Dexterity saving throw. On
If the target is native to a different plane of existence than a failed save, a target takes 2d6 piercing damage, plus 1d6 for
the one you’re on, the target is banished with a faint popping each slot level higher than 1st. On a successful save, a target
noise, returning to its home plane. takes half as much damage.
If the target is native to the plane you’re on, the creature Seeking Strike. You can expend a 1st-level magus spell
vanishes into a harmless demiplane. While there, the target is slot to use divination magic to grant a ranged weapon attack
incapacitated. It remains there for 1 minute or until you lose the ability to seek out your target, the weapon’s ammunition,
your concentration (as if you were concentrating on a spell), or the weapon itself if it’s a thrown weapon, curves and twists
at which point the target reappears within 30 feet of the its path in search of its prey. Choose one creature you have
space it left. A creature can repeat the saving throw at the seen in the past minute. The weapon or projectile flies
end of each turn, returning on a success. toward that creature, moving around corners if necessary and
Brute Bane. When you hit a creature with your bonded ignoring three-quarters cover and half cover.
weapon you can expend a 2nd-level or higher magus spell slot If the target is within the weapon’s range and there is a
to weave necromantic magic into your attack. The attack path large enough for the weapon or projectile to travel to the
deals an extra 2d6 necrotic damage, plus 1d6 for each slot target, the target must make a Dexterity saving throw. On a
level higher than 2nd. Additionally, the target must succeed failed save, it takes damage as if it were hit by the weapon or
on a Constitution saving throw or the damage of the target’s projectile and an extra 1d6 force damage, plus 1d6 for each
attacks is halved until the start of your next turn. slot level higher than 1st, and you learn the target’s current
location. On a successful save, the target takes half as much
damage, and you don’t learn its location.

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57
Shadow Strike. You can expend a 3rd-level or higher Lightning Lure. You create a lash of lightning energy that
magus spell slot when you hit a creature with your bonded strikes at one creature of your choice that you can see within
weapon as you weave illusion magic into your attack, causing 30 feet. The target must succeed on a Strength saving throw
it to occlude your foe’s vision with shadows. The attack deals or be pulled up to 15 feet in a straight line toward you and
an extra 3d8 necrotic damage, plus 1d8 for each slot level then take 1d6 lightning damage if it is within 5 feet of you.
higher than 3rd. Additionally, the target must succeed on a At 11th level, the target takes an extra 2d6 lightning
Constitution saving throw or be blinded for 1 minute or until damage if it fails the saving throw, and the damage the target
you lose your concentration (as if you were concentrating on takes if it ends up within 5 feet of you increases to 2d6. Both
a spell). damage rolls increase to 3d6 at 17th level.
A creature blinded by this attack makes another Poisoning Strike. The first creature you hit with your
Constitution saving throw at the end of each of its turns. On a bonded weapon is injected with poison. The creature takes
successful save, it is no longer blinded. an extra 1d4 poison damage and must make a Constitution
saving throw against poison. On a failed save it has
Arcane Deflection disadvantage on the next weapon attack roll it makes before
At 2nd level, you have learned to weave your magic to fortify the end of its next turn.
yourself against harm. When you are hit by an attack or fail a The damage increases to 4d4 at 11th level and 6d4 at 17th
Constitution saving throw, you can use your reaction to gain a level.
+2 bonus to your AC against that attack or a +4 bonus to that Arcane Order
saving throw.
When you use this feature, you can’t cast spells other than When you reach 3rd level, choose an Arcane Order.
cantrips until the end of your next turn. Your choice grants you features at 3rd level and again at
7th, 15th, and 20th level.
Arcane Channeling
Starting at 3rd level, you learn two arcane channeling options Order Spells
of your choice, which are detailed below. Once on your turn Each order has a list of associated spells. You add these
when you take the Attack action, you can channel arcane spells to your spellbook if they are not there already at the
power into your bonded weapon. levels specified in the order description. Once you gain
You learn an additional arcane channeling option of your access to an order spell, you always have it prepared. Order
choice at 5th, 9th, 13th, and 17th level. Each time you learn a spells don’t count against the number of spells you can
new arcane channeling option, you can also replace one prepare each day.
arcane channeling option you know with a different one. If you gain an order spell that doesn’t appear on the magus
Acidic Strike. The first creature you hit with your bonded spell list, the spell is nonetheless a magus spell for you.
weapon is covered in corroding acid that eats away at it. At Ability Score Improvement
the end of its next turn it takes 1d6 acid damage.
At 11th level, the melee attack deals an extra 2d6 acid When you reach 4th level, and again at 8th, 12th, 16th, and
damage to the target, and the damage the target takes at the 19th level, you can increase one ability score of your choice
end of its next turn increases to 2d6. Both damage rolls by 1. As normal, you can’t increase an ability score above 20
increase to 3d6 at 17th level. using this feature.
Booming Strike. The first creature you hit with your
bonded weapon becomes sheathed in booming energy until Extra Attack
the start of your next turn. If the target willingly moves before Beginning at 5th level, you can attack twice, instead of once,
then, it immediately takes 1d8 thunder damage, and the whenever you take the Attack action on your turn.
effect ends.
At 11th level, the melee attack deals an extra 2d8 thunder
damage to the target, and the damage the target takes for All Ability Scores Improve
moving increases to 2d8. Both damage rolls increase to 3d8 When you reach 6th level, and again at 11th, and 16th level,
at 17th level. all of your ability scores increase by 1. As normal, an ability
Green-Flame Strike. Green fire leaps from the first score can’t increase above 20 using this feature.
creature you hit with your bonded weapon to a different
creature of your choice that you can see within 5 feet of it. Spell Ward
The second creature takes 1d6 fire damage.
At 11th level, the melee attack deals an extra 2d6 fire Starting at 6th level, whenever you or a friendly creature
damage to the target, and the damage to the second creature within 15 feet of you must make a saving throw against
increases to 2d6. Both damage rolls increase to 3d6 at 17th magic, it does so with advantage. You must be conscious to
level. grant this bonus.
Frigid Strike. The first creature you hit with your bonded At 18th level, the range of this increases to 30 feet.
weapon becomes wreathed in frost. The creature takes an
extra 1d4 cold damage, and its speed is halved until the start Competency
of your next turn. When you reach 7th level and again at 15th level choose a
The damage increases to 4d4 at 11th level and 6d4 at 17th skill. You gain proficiency in the skill. If you are already
level. proficient in the skill, you have advantage on ability checks
you make with it.
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Spell Strike Arcane Ward
Starting at 11th level, you can use the following option when Starting at 3rd level when you choose this order, you can
using your Arcane Strike feature. weave magic around yourself for protection. When you cast a
Spell Strike. When you hit a creature with your bonded spell of 1st level or higher or use your Arcane Strike feature,
weapon you can cast a 1st-level or higher magus spell with a you can simultaneously use a strand of the spell’s magic to
casting time of 1 action or 1 bonus action without expending create a magical ward on yourself that lasts until you finish a
your action or bonus action. long rest. The ward has hit points equal to your magus level +
your Intelligence modifier. Whenever you take damage, the
ward takes the damage instead. If this damage reduces the
Spell Recall ward to 0 hit points, you take any remaining damage.
At 13th level, on your turn, you can cast a spell in your While the ward has 0 hit points, it can’t absorb damage, but
spellbook as if you had prepared it this day. its magic remains. Whenever you cast a spell of 1st level or
Once you use this feature, you must finish a short or long higher or use your Arcane Strike feature, the ward regains a
rest before you can use it again. number of hit points equal to twice the slot level expended.
Once you create the ward, you can’t create it again until you
Arcane Dispel finish a long rest.
Beginning at 14th level, you can use your action to end one Projected Ward
spell on yourself or on one willing creature that you touch. Starting at 7th level, when a creature that you can see within
You can use this feature a number of times equal to your 30 feet of you takes damage, you can use your reaction to
Intelligence modifier (a minimum of once). You regain cause your Arcane Ward to absorb that damage. If this
expended uses when you finish a long rest. damage reduces the ward to 0 hit points, the warded creature
takes any remaining damage.
Arcane Orders Antimagic
The study of the arcane is ancient, stretching back to the Beginning at 10th level, when you cast a magus abjuration
earliest mortal discoveries of magic. Wizards and magi spell that requires you to make an ability check as a part of
through the ages have cataloged thousands of spells. In some casting that spell (as in counterspell and dispel magic), you
places, magi study alongside wizards in schools. In other have advantage on that check.
places, a magi will take on an apprentice to pass on the
knowledge. Improved Spell Ward
Starting at 15th level, a creature affected by your spell ward
Abjurant Order feature has resistance against the damage of spells and
Your order emphasizes magic that blocks, banishes, or magical effects.
protects. Detractors of this order say that its tradition is about
denial, negation rather than positive assertion. You Arcana Unbound
understand, however, that ending harmful effects, protecting At 20th level, your form is altered by raw arcane energies.
the weak, and banishing evil influences is anything but a Using your action, you undergo a transformation. For 1
philosophical void. It is a proud and respected vocation. minute, you gain the following benefits:
Called abjurers, members of this order are sought when You automatically succeed on saving throws against spells
baleful spirits require exorcism, when important locations and magical effects.
must be guarded against magical spying, and when portals to You are immune to the damage of spells and magical
other planes of existence must be closed. effects.
You have a flying speed of 60 feet.
Order Spells You emanate an aura of raw arcane energy in a 30-foot
You gain order spells at the magus levels listed. radius. Whenever an enemy creature starts its turn in the
Abjurant Order Spells aura, the creature takes 10 force damage.
Magus
If you die, roll a d20. On a 10 or higher, you discorporate
Level Spells with 0 hit points, instead of dying, and you fall
unconscious. You and your gear disappear. You appear at a
3rd absorb elements, protection from evil and
good
spot of your choice 1d3 days later on the plane of
existence where you died, having gained the benefits of
5th protection from poison, warding bond one long rest.
9th counterspell, dispel magic
13th banishment, stoneskin Once you use this feature, you can’t use it again until you
17th circle of power, dispel evil and good finish a long rest.

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Divinest Order You can’t be surprised
You have advantage on attack rolls, ability checks, and
The counsel of a diviner is sought by royalty and commoners saving throws
alike, for all seek a clearer understanding of the past, present, Other creatures have disadvantage on attack rolls against
and future. As a diviner, you strive to part the veils of space, you for the duration
time, and consciousness so that you can see clearly. You work
to master spells of discernment, remote viewing, Once you use this feature, you can’t use it again until you
supernatural knowledge, and foresight. finish a long rest.
Order Spells Enchanting Order
You gain order spells at the magus levels listed. You have honed your ability to magically entrance and beguile
Divinest Order Spells other people and monsters. Some enchanters are
Magus Level Spells
peacemakers who bewitch the violent to lay down their arms
and charm the cruel into showing mercy. Others are tyrants
3rd comprehend languages, speak with animals who magically bind the unwilling into their service. Most
5th augury, see invisibility enchanters fall somewhere in between.
9th clairvoyance, tongues
13th arcane eye, divination Order Spells
17th contact other plane, scrying You gain order spells at the magus levels listed.
Portent Enchanting Order Spells
Starting at 3rd level when you choose this order, glimpses of Magus Level Spells
the future begin to press in on your awareness. When you or 3rd charm person, sleep
a creature that you can see makes any attack roll, saving 5th enthrall, suggestion
throw, or ability check you can cause the roll to be made with 9th fear, hypnotic pattern
advantage or disadvantage. You must choose to do so before 13th compulsion, confusion
the roll, and you can alter a roll in this way only once per turn.
You can use this feature a number of times equal to your 17th dominate person, modify memory
Intelligence modifier (a minimum of once). You regain any Hypnotic Gaze
expended uses when you finish a long rest. Starting at 3rd level when you choose this order, your soft
words and enchanting gaze can magically enthrall another
Augurer creature. As an action, choose one creature that you can see
Beginning at 7th level, you can cast any magus divination within 5 feet of you. If the target can see or hear you, it must
spell of 2nd level or lower in your spellbook without succeed on a Wisdom saving throw against your magus spell
expending a spell slot. save DC or be charmed by you until the end of your next turn.
Once you use this feature, you can’t use it again until you The charmed creature’s speed drops to 0, and the creature is
finish a long rest. incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain
The Third Eye this effect, extending its duration until the end of your next
Starting at 10th level, you can use your action to increase turn. However, the effect ends if you move more than 5 feet
your powers of perception. When you do so, choose one of away from the creature, if the creature can neither see nor
the following benefits, which lasts until you are incapacitated hear you, or if the creature takes damage.
or you take a short or long rest. You can’t use the feature Once the effect ends, or if the creature succeeds on its
again until you finish a short or long rest. initial saving throw against this effect, you can’t use this
Darkvision. You gain darkvision out to a range of 60 feet. feature on that creature again until you finish a long rest.
Ethereal Sight. You can see into the Ethereal Plane within
60 feet of you. Instinctive Charm
Greater Comprehension. You can read any language. Beginning at 7th level, when a creature you can see within 30
See Invisibility. You can see invisible creatures and feet of you makes an attack roll against you, you can use your
objects within 10 feet of you that are within line of sight. reaction to divert the attack, provided that another creature is
within the attack’s range. The attacker must make a Wisdom
Seeking Sense saving throw against your magus spell save DC. On a failed
Beginning at 15th level, you can see distant locations. You can save, the attacker must target the creature that is closest to it,
cast arcane eye, clairvoyance, locate creature, or scrying not including you or itself. If multiple creatures are closest,
without expending a spell slot. the attacker chooses which one to target. On a successful
Once you use this feature, you can’t use it again until you save, you can’t use this feature on the attacker again until you
finish a long rest. finish a long rest.
You must choose to use this feature before knowing
Foresight whether the attack hits or misses. Creatures that can’t be
At 20th level, your ability to foresee the different possibilities charmed are immune to this effect.
has suffused you. Using your action, you gain limited ability to
see into the immediate future. For 8 hours, you gain the
following benefits:
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Split Enchantment Evoking Order Spells
Starting at 10th level, when you cast an enchantment spell of Magus
1st level or higher that targets only one creature, you can Level Spells
have it target a second creature. 3rd any two evocation spells on the wizard spell
list
Alter Memories 5th any two evocation spells on the wizard spell
At 15th level, you gain the ability to make a creature unaware list
of your magical influence on it. When you cast an 9th any two evocation spells on the wizard spell
enchantment spell to charm one or more creatures, you can list
alter one creature’s understanding so that it remains unaware 13th any two evocation spells on the wizard spell
of being charmed. list
Additionally, once before the spell expires, you can use your 17th any two evocation spells on the wizard spell
action to try to make the chosen creature forget some of the list
time it spent charmed. The creature must succeed on an Sculpt Spells
Intelligence saving throw against your magus spell save DC Beginning at 3rd level, you can create pockets of relative
or lose a number of hours of its memories equal to 1 + your safety within the effects of your evocation spells. When you
Charisma modifier (minimum 1). You can make the creature cast a magus evocation spell that affects other creatures that
forget less time, and the amount of time can’t exceed the you can see, you can choose a number of them equal to 1 +
duration of your enchantment spell. the spell’s level. The chosen creatures automatically succeed
Master Beguiler
on their saving throws against the spell, and they take no
At 20th level, as an action, you exude an aura of your damage if they would normally take half damage on a
choosing to a distance of 60 feet. For 1 minute or until you successful save.
lose your concentration (as if you were casting a Deflecting Shroud
concentration spell) each hostile creature that starts its turn At 7th level, your Arcane Deflection becomes infused with
in this aura is targeted by its effect, as is a creature that deadly magic. When you use your Arcane Deflection feature,
enters the aura for the first time on a turn or ends its turn magical energy arcs from you.
there. A number of creatures of your choice up to your
When transforming choose one of the following options: Intelligence modifier (minimum of one creature) within 10
Beguiling Aura. Humanoid or beast targets must succeed feet of you take force damage equal to your proficiency bonus.
on a Wisdom saving throw or be dominated until the aura
ends as if you cast the dominate person spell on the target. Empowered Evocation
Blinding Beauty. Targets must succeed on a Constitution Beginning at 10th level, you can add your Intelligence
saving throw or be blinded until the aura ends. modifier to the damage roll of any magus evocation spell you
Frightening Aura. Targets must succeed on a Wisdom cast and to the damage roll of your arcane strike feature.
saving throw or be frightened until the aura ends.
If the creature moves out of the aura, the creature is no Overchannel
longer affected, but the creature becomes affected again if it Starting at 15th level, you can increase the power of your
moves within the aura. spells. When you cast a magus spell of 1st through 5th level
Once you use this feature, you can’t use it again until you that deals damage or use your arcane strike feature, you can
finish a long rest. deal maximum damage with that spell or feature.
The first time you do so, you suffer no adverse effect. If you
Evoking Order use this feature again before you finish a long rest, you take
You focus your study on magic that creates powerful 2d12 necrotic damage for each slot level, immediately after
elemental effects such as bitter cold, searing flame, rolling you cast it. Each time you use this feature again before
thunder, crackling lightning, and burning acid. Some evokers finishing a long rest, the necrotic damage per spell level
find employment in military forces, serving as artillery to increases by 1d12. This damage ignores resistance and
blast enemy armies from afar. Others use their spectacular immunity.
power to protect the weak, while some seek their own gain as
bandits, adventurers, or aspiring tyrants. Master Evoker
At 20th level, you add the delayed blast fireball, prismatic
Order Spells spray, whirlwind, or sunburst spell to your spellbook, if it is
You gain order spells at the magus levels listed. not there already. On your adventures, you might find some of
the other spells in this list that you can add to your spellbook
(see the “Your Spellbook” sidebar). You can cast one of these
spell without expending a spell slot. You must finish a long
rest before you can do so again.

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Illusionary Order Illusory Reality
You focus your studies on magic that dazzles the senses, By 14th level, you have learned the secret of weaving shadow
befuddles the mind, and tricks even the wisest folk. Your magic into your illusions to give them a semi-reality. When
magic is subtle, but the illusions crafted by your keen mind you cast an illusion spell of 1st level or higher, you can choose
make the impossible seem real. Some illusionists—including one inanimate, nonmagical object that is part of the illusion
many gnomes—are benign tricksters who use their spells to and make that object real. You can do this on your turn as a
entertain. Others are more sinister masters of deception, bonus action while the spell is ongoing. The object remains
using their illusions to frighten and fool others for their real for 1 minute. For example, you can create an illusion of a
personal gain. bridge over a chasm and then make it real long enough for
your allies to cross.
The object can’t deal damage or otherwise directly harm
Order Spells anyone.
You gain order spells at the magus levels listed.
Illusionary Order Spells Shadow Lord
Magus Level Spells At 20th level, you can envelop yourself and those around you
in shadowy illusions. As an action, you surround yourself with
3rd disguise self, silent image an aura of shadows that lasts for 1 minute or until you lose
5th invisibility, phantasmal force your concentration (as if you were casting a concentration
9th hypnotic pattern, major image spell). The aura reduces any bright light in a 60-foot radius
13th greater invisibility, hallucinatory terrain around you to dim light. Whenever an enemy starts its turn in
17th mislead, seeming the aura, it must make a Dexterity saving throw or be
grappled by the shadows. Whenever an enemy that is
Improved Illusions grappled by the shadows starts its turn in the aura, it takes
When you choose this order at 3rd level, you learn the minor 3d10 necrotic damage.
illusion cantrip. If you already know this cantrip, you learn a Additionally, you and creatures you choose in the aura are
different magus cantrip of your choice. The cantrip doesn’t draped in deeper shadow. Creatures that rely on sight have
count against your number of cantrips known. disadvantage on attack rolls against creatures draped in this
When you cast minor illusion, yau can create both a sound shadow.
and an image with a single casting of the spell. While the aura lasts, you can use a bonus action to cause
Additionally, when you cast an illusion spell that has a the shadows in the aura to attack one creature. You make a
duration of 1 minute or longer, you can use your action to ranged spell attack against the target. If the attack hits, the
change the nature of that illusion (using the spell’s normal target is grappled and takes necrotic damage equal to 3d10 +
parameters for the illusion), provided that you can see the your Intelligence modifier.
illusion. A creature grappled by the shadows can use its action to
make a Strength (Brawn) or Dexterity (Acrobatics) check (its
Vanish choice) against your spell save DC. On a success, it frees
Beginning at 7th level, you can turn invisible in an instant. As itself.
an action or as a reaction to a creature making an attack roll After activating the aura, you can’t do so again until you
against you, you can become invisible for 1 hour or until you finish a long rest.
lose your concentration (as if you were casting a
concentration spell). If you use this as a reaction the attack Order of Hexblades
roll is made with disadvantage.
Anything you are wearing or carrying is invisible as long as Your order explores the cosmic forces of life, death, and
it is on your person. The invisibility ends if you attack or cast undeath. As you focus your studies in this tradition, you learn
a spell. to manipulate the energy that animates all living things. As
Once you use this feature, you can’t use it again until you you progress, you learn to sap the life force from a creature
finish a long rest. as your magic destroys its body, transforming that vital
energy into magical power you can manipulate.
Illusory Self Most people see necromancers as menacing, or even
Beginning at 10th level, you can create an illusory duplicate villainous, due to the close association with death. Not all
of yourself as an instant, almost instinctual reaction to necromancers are evil, but the forces they manipulate are
danger. When a creature makes an attack roll against you, considered taboo by many societies.
you can use your reaction to interpose the illusory duplicate
between the attacker and yourself. The attack automatically Order Spells
misses you, and the next attack roll against you before the You gain order spells at the magus levels listed.
start of your next turn made by a creature that relies on sight Necromantic Order Spells
is made with disadvantage, then the illusion dissipates.
Once you use this feature, you can’t use it again until you Magus Level Spells
finish a short or long rest. 3rd false life, ray of sickness
5th blindness/deafness, ray of enfeeblement
9th animate dead, speak with dead
13th blight, vitriolic sphere
17th contagion, raise dead
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Grim Harvest Nomadic Order
At 3rd level, you gain the ability to reap life energy from You are a student of space and time. To you, the distance
creatures you kill. Once per turn when you kill a creature, you between two points can be just a step and time is all
regain hit points equal to your magus level. You don’t gain this perception. Over time you learn to control time and space
benefit for killing constructs or undead. around you with little effort.
Inured to Undeath
Beginning at 7th level, you have resistance to necrotic Order Spells
damage, and your hit point maximum can’t be reduced. You You gain order spells at the magus levels listed.
have spent so much time dealing with undead and the forces Nomadic Order Spells
that animate them that you have become inured to some of Magus Level Spells
their worst effects.
3rd expeditious retreat, feather fall
Undead Thralls 5th levitate, misty step
At 10th level, you add the animate dead spell to your 9th haste, slow
spellbook if it is not there already. When you cast animate 13th confusion, dimension door
dead, you can target one additional corpse or pile of bones, 17th modify memory, teleportation circle
creating another zombie or ske1eton, as appropriate.
Whenever you create an undead using a magus Temporal Acceleration
necromancy spell, it has additional benefits: Starting at 3rd level when you choose this order, you can
briefly bend time in your favor. On your turn, if you have not
The creature’s hit point maximum is increased by an taken more than one action this turn, you can take one
amount equal to your magus level. additional action. This additional action cannot be used to
The creature adds your proficiency bonus to its weapon cast a spell.
damage rolls. Once you use this feature, you must finish a short or long
rest before you can use it again.
Command Undead
Starting at 15th level, you can use magic to bring undead Transposition
under your control, even those created by other magi and Starting at 7th level, you can use a bonus action to teleport up
wizards. As an action, you can choose one undead that you to 60 feet to an unoccupied space that you can see.
can see within 60 feet of you. That creature must make a Alternatively, you can choose a space within range that is
Charisma saving throw against your magus spell save DC. If occupied by a creature. If that creature is willing, you both
it succeeds, you can’t use this feature on it again. If it fails, it teleport, swapping places.
becomes friendly to you and obeys your commands until you Alternatively, you can use your action to teleport to a space
use this feature again. occupied by an unwilling creature. It must make a Charisma
Intelligent undead are harder to control in this way. If the saving throw against your magus spell save DC. On a failure,
target has an Intelligence of 8 or higher, it has advantage on you both teleport, swapping places.
the saving throw. If it fails the saving throw and has an Once you use this feature, you must finish a short or long
Intelligence of 12 or higher, it can repeat the saving throw at rest before you can use it again.
the end of every hour until it succeeds and breaks free.
Temporal Step
Dread Lord Beginning at 10th level, you can teleport as an instant, almost
At 20th-level, you can, as an action, surround yourself with an instinctual reaction to danger. When a creature makes an
aura of gloom that lasts for 1 minute. The aura reduces any attack roll against you, you can use your reaction to teleport
bright light in a 30-foot radius around you to dim light. up to 60 feet to an unoccupied space you can see. The attack
Whenever an enemy starts its turn in the aura, it must automatically misses you.
succeed on a Wisdom saving throw or be frightened by you. Once you use this feature, you can’t use it again until you
Whenever an enemy that is frightened by the magus starts its finish a short or long rest.
turn in the aura, it takes 4dl0 necrotic damage.
If the creature moves out of the aura, the creature is no Temporal Leap
longer affected, but the creature becomes affected again if it Beginning at 15th level, you can traverse across great
moves within the aura. distances. You can cast arcane gate, dimension door,
While the aura lasts, you can use a bonus action to cause teleportation circle, word of recall, or teleport without
overwhelming dread. A creature of your choice that you can expending a spell slot.
see in the aura must make a Wisdom Saving throw. On a Once you use this feature, you can’t use it again until you
failure the target is frightened and takes necrotic damage finish a long rest.
equal to 3d10 + your Intelligence modifier.
After activating the aura, you can’t do so again until you Time Stop
finish a long rest. At 20th level, as an action, you briefly stop the flow of time for
everyone but yourself. No time passes for other creatures,
while you take 1d4 + 1 turns in a row, during which you can
use actions and move as normal.

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This feature ends if one of the actions you use during this Minor Metamorphosis
period, or any effects that you create during this period, At 10th level, you add the polymorph spell to your spellbook,
affects a creature other than you or an object being worn or if it is not there already. You can cast polymorph without
carried by someone other than you. In addition, the feature expending a spell slot. When you do so, you can target only
ends if you move to a place more than 1,000 feet from the yourself and transform into a beast whose challenge rating is
location where you used it. 1 or lower.
Once you use this feature, you must finish a long rest Once you cast polymorph in this way, you can’t do so again
before you can use it again. until you finish a short or long rest, though you can still cast it
normally using an available spell slot.
Transmuting Order
You are a student of spells that modify energy and matter. To Master Transmuter
you, the world is not a fixed thing, but eminently mutable, and Starting at 15th level, you can use your action to create a
you delight in being an agent of change. You wield the raw grand transmutation. When you do so, choose one of the
stuff of creation and learn to alter both physical forms and following effects.
mental qualities. Your magic gives you the tools to become a Major Transformation. You can transmute one
smith on reality’s forge. nonmagical object—no larger than a 5-foot cube—into
Some transmuters are tinkerers and pranksters, turning another nonmagical object of similar size and mass and of
people into toads and transforming copper into silver for fun equal or lesser value. You must spend 10 minutes handling
and occasional profit. Others pursue their magical studies the object to transform it.
with deadly seriousness, seeking the power of the gods to Panacea. You remove all curses, diseases, and poisons
make and destroy worlds. affecting a creature that you touch with the transmuter’s
stone. The creature also regains all its hit points.
Order Spells Restore Life. You cast the raise dead spell on a creature
You gain order spells at the magus levels listed. you touch with the transmuter’s stone, without expending a
spell slot or needing to have the spell in your spellbook.
Transmuting Order Spells Restore Youth. You touch the transmuter’s stone to a
Magus Level Spells willing creature, and that creature’s apparent age is reduced
3rd feather fall, striding and springing by 3d10 years, to a minimum of 13 years. This effect doesn’t
5th enhance ability, spider climb extend the creature’s lifespan.
9th fly, gaseous form
Once you use this feature, you can’t use it again until you
finish a long rest.
13th fabricate, stone shape
17th animate objects, passwall Master Metamorphosis
Mutable Form At 20th level, you can cast shapechange without expending a
At 3rd level, you add the alter self and enlarge/reduce spells spell slot.
to your spellbook, if they are not there already. You can cast Once you cast shapechange in this way, you can’t do so
alter self or enlarge/reduce without expending a spell slot. again until you finish a long rest.
When you do so, you can target only yourself.
Once you cast alter self or enlarge/reduce in this way, you
can’t do so again until you finish a short or long rest, though
you can still cast them normally using an available spell slot.
Transmuter’s Stone
Starting at 7th level, you can spend 8 hours creating a
transmuter’s stone that stores transmutation magic. You can
benefit from the stone yourself or give it to another creature.
A creature gains a benefit of your choice as long as the stone
is in the creature’s possession. When you create the stone,
choose the benefit from the following options:
Darkvision out to a range of 60 feet
An increase to speed of 10 feet while the creature is
unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage
(your choice whenever you choose this benefit)
Each time you cast a magus spell of 1st level or higher or
use your Arcane Strike feature, you can change the effect of
your stone if the stone is on your person.
If you create a new transmuter’s stone, the previous one
ceases to function.

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64
Illusory Script Scorching Ray Confusion
Magus Spells
Magic Missile See Invisibility Control Water
Cantrips (0 Level) Protection from Evil and Sending Dimension Door
Acid Splash Good Shatter Dragon’s Breath
Blade Ward PuppetUA:SS SkywriteEE Elemental BaneEE
Chill Touch Ray of Sickness Snilloc’s Snowball SwarmEE Evard’s Black Tentacles
Control FlamesEE Shield Spider Climb Fabricate
Create BonfireEE Silent Image Suggestion Fire Shield
Dancing Lights Sense EmotionUA:SS Warding WindEE Freedom of Movement
Fire Bolt Sleep Web Grasping Shadows
Friends SnareUA:SS Greater Invisibility
FrostbiteEE Striding and Springing 3rd Level Hallucinatory Terrain
GustEE Sudden AwakeningUA:SS Animate Dead Ice Storm
Hydraulic Push Tasha’s Hideous Laughter Bestow Curse Locate Creature
InfestationUA:SS Thunderwave Blink Otiluke’s Resilient Sphere
Light Unseen Servant Clairvoyance Phantasmal Killer
Mage Hand Counterspell Polymorph
Message 2nd Level Dispel Magic Stone Shape
Minor Illusion Aganazzar’s ScorcherEE Elemental Weapon Stoneskin
Mold EarthEE Alter Self Erupting EarthEE Storm SphereEE
Prestidigitation Arcane Lock Eruptive Pustules Thunderbolt
Ray of Frost Ball Lightning Fear Vitriolic SphereEE
Shape WaterEE Blindness/Deafness Fireball Wall of Fire
Sword BurstSCAG Blur Flame ArrowsEE Watery SphereEE
ThunderclapEE Cloud of Daggers Fly
Toll the DeadUA:SS Cloud of Acid Gaseous Form 5th Level
True Strike Continual Flame Haste Acidic Spray
Crown of Madness Hypnotic Pattern Bigby’s Hand
1st Level Darkness Ice Spears Cloudkill
Absorb ElementsEE Darkvision Lightning Bolt Cone of Cold
Alarm Detect Thoughts Magic Circle Contact Other Plane
Burning Hands EarthbindEE Major Image Control WindsEE
CatapultEE Enhance Ability Melf’s Minute MeteorsEE Creation
Cause FearUA:SS Enlarge/Reduce Nondetection Dominate Person
Charm Person Flaming Sphere Phantom Steed Dream
Chromatic Orb Gentle Repose Protection from Energy Geas
Color Spray Gust of Wind Remove Curse Hold Monster
Comprehend Languages Ice Slick Sleet Storm ImmolationEE
Detect Magic Invisibility Slow Legend Lore
Disguise Self Knock Stinking Cloud Lightning Arc
Earth TremorEE Levitate Storm Step Mislead
Electric Arc Locate Object Tidal WaveEE Modify Memory
Eroding Mist Magic Mouth Tongues Passwall
Expeditious Retreat Magic Weapon Vampiric Touch Planar Binding
False Life Make Whole Wall of SandEE Rary’s Telepathic Bond
Feather Fall Maximilian’s Earthen GraspEE Wall of WaterEE Scrying
Find Familiar Melf’s Acid Arrow Wind Wall Seeming
Fog Cloud Mirror Image Water Breathing Telekinesis
Grease Misty Step Teleportation Circle
Guiding HandUA:SS Nystul’s Magic Aura 4th Level Transmute RockEE
Healing ElixirUA:SS Phantasmal Force Arcane Eye Wall of Force
Ice KnifeEE PyrotechnicsEE Banishment Wall of Stone
Identify Ray of Enfeeblement Blight

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Monk
Her fists a blur as they deflect an incoming hail of arrows, a Training and Asceticism
half-elf springs over a barricade and throws herself into the Small walled cloisters dot the landscapes of the worlds of
massed ranks of hobgoblins on the other side. She whirls D&D, tiny refuges from the flow of ordinary life, where time
among them, knocking their blows aside and sending them seems to stand still. The monks who live there seek personal
reeling, until at last she stands alone. perfection through contemplation and rigorous training.
Taking a deep breath, a human covered in tattoos settles Many entered the monastery as children, sent to live there
into a battle stance. As the first charging orcs reach him, he when their parents died, when food couldn’t be found to
exhales and a blast of fire roars from his mouth, engulfing his support them, or in return for some kindness that the monks
foes. had performed for their families.
Moving with the silence of the night, a black-c1ad halfling Some monks live entirely apart from the surrounding
steps into a shadow beneath an arch and emerges from population, secluded from anything that might impede their
another inky shadow on a balcony a stone’s throw away. She spiritual progress. Others are sworn to isolation, emerging
slides her blade free of its c1oth-wrapped scabbard and peers only to serve as spies or assassins at the command of their
through the open window at the tyrant prince, so vulnerable leader, a noble patron, or some other mortal or divine power.
in the grip of sleep. The majority of monks don’t shun their neighbors, making
Whatever their discipline, monks are united in their ability frequent visits to nearby towns or villages and exchanging
to magically harness the energy that flows in their bodies. their service for food and other goods. As versatile warriors,
Whether channeled as a striking display of martial prowess monks often end up protecting their neighbors from
or a subtler focus of defensive ability and speed, this energy monsters or tyrants.
infuses all that a monk does. For a monk, becoming an adventurer means leaving a
structured, communal lifestyle to become a wanderer. This
The Magic of Ki can be a harsh transition, and monks don’t undertake it
Monks make careful study of a magical energy that most lightly. Those who leave their cloisters take their work
monastic traditions call ki. This energy is an element of the seriously, approaching their adventures as personal tests of
magic thar suffuses the multiverse—specifically, the element their physical and spiritual growth. As a rule, monks care
that flows through living bodies. Monks harness this power little for material wealth and are driven by a desire to
within themselves to create magical effects and exceed their accomplish a greater mission than merely slaying monsters
bodies’ physical capabilities, and some of their special attacks and plundering their treasure.
can hinder the flow of ki in their opponents. Using this
energy, monks channel uncanny speed and strength into their Creating a Monk
unarmed strikes. As they gain experience, their martial As you make your monk character, think about your
training and their mastery of ki gives them more power over connection to the monastery where you learned your skills
their bodies and the bodies of their foes. and spent your formative years. Were you an orphan or a
child left on the monastery’s threshold? Did your parents
promise you to the monastery in gratitude for a service
performed by the monks? Did you enter this secluded life to
hide from a crime you committed? Or did you choose the
monastic life for yourself?
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66
Consider why you left. Did the head of your monastery Saving Throws: Strength, Dexterity
choose you for a particularly important mission beyond the Kryx’s Saving Throws: Reflex
cloister? Perhaps you were cast out because of some Skills: Choose three from: Acrobatics, Athletics, History,
violation of the community’s rules. Did you dread leaving, or Insight, Perception, Religion, Sleight of Hand, and Stealth
were you happy to go? Is there something you hope to Kryx’s Skills: Choose three from: Acrobatics, Athletics,
accomplish outside the monastery? Are you eager to return to Brawn, Finesse, Insight, Perception, Religion, Society , and
your home? Stealth
As a result of the structured life of a monastic community Equipment
and the discipline required to harness ki, monks are almost You start with the following equipment, in addition to the
always lawful in alignment. equipment granted by your background:
Quick Build (a) a shortsword or (b) any simple weapon
You can make a monk quickly by following these suggestions. (a) a dungeoneer’s pack or (b) an explorer’s pack
First, make Dexterity your highest ability score, followed by 10 darts
Wisdom. Second, choose the hermit background.
Unarmored Defense
Class Features Beginning at 1st level, while you are wearing no armor and
not wielding a shield, your AC equals 10 + your Dexterity
As a monk, you gain the following class features. modifier + your Wisdom modifier.
Hit Points Unarmored Movement
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier Starting at 1st level, your speed increases by 5 feet while you
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution are not wearing armor or wielding a shield. This bonus
modifier per monk level after 1st increases when you reach certain monk levels, as shown in
the Monk table.
Proficiencies At 9th level, you gain the ability to move along vertical
Armor: None surfaces and across liquids on your turn without falling
Weapons: Simple weapons, shortswords during the move.
Craft and Trade: Choose one profession or one musical
instrument

The Monk
Proficiency Martial Ki Unarmored
Level Bonus Features Arts Points Movement
1st +2 Unarmored Defense, Unarmored Movement, Martial Arts 1d4 — +5 ft.
2nd +2 Ki, Monastic Tradition 1d4 2 +10 ft.
3rd +2 Flurry of Blows, Deflect Missiles 1d4 3 +10 ft.
4th +2 Ability Score improvement, Slow Fall 1d4 4 +10 ft.
5th +3 Extra Attack 1d6 5 +10 ft.
6th +3 All Ability Scores improve, Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 +15 ft.
7th +3 Competency, Evasion, Stillness of Mind 1d6 7 +15 ft.
8th +3 Ability Score improvement 1d6 8 +15 ft.
9th +4 Unarmored Movement Improvement, Wholeness of Body 1d6 9 +15 ft.
10th +4 Purity of Body 1d6 10 +20 ft.
11th +4 All Ability Scores improve, Extra Attack (2), Monastic Tradition feature 1d8 11 +20 ft.
12th +4 Ability Score improvement 1d8 12 +20 ft.
13th +5 — 1d8 14 +20 ft.
14th +5 Diamond Soul 1d8 15 +25 ft.
15th +5 Competency, Timeless Body 1d8 16 +25 ft.
16th +5 All Ability Scores improve, Ability Score improvement 1d8 17 +25 ft.
17th +6 Monastic Tradition feature 1d10 19 +25 ft.
18th +6 Empty Body 1d10 21 +30 ft.
19th +6 Ability Score improvement 1d10 23 +30 ft.
20th +6 Perfect Self 1d10 25 +30 ft.

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Martial Arts Patient Defense
At 1st level, your practice of martial arts gives you mastery of You can spend 1 ki point to take the Dodge action as a bonus
combat styles that use unarmed strikes and monk weapons, action on your turn.
which are shortswords and any simple melee weapons that Step of the Wind
don’t have the two-handed or heavy property. You can spend 1 ki point to take the Disengage or Dash
You gain the following benefits while you are unarmed or action as a bonus action on your turn, and your jump distance
wielding only monk weapons and you aren’t wearing armor or is doubled for the turn.
wielding a shield:
You can use Dexterity instead of Strength for the attack Sweeping Strike
and damage rolls of your unarmed strikes and monk Once per turn when you hit a creature with a melee weapon
weapons. attack, you can spend 2 ki points to sweep their legs. The
You can roll a d4 in place of the normal damage of your target must succeed on a Dexterity saving throw or be
unarmed strike or monk weapon. This die changes as you knocked prone.
gain monk levels, as shown in the Martial Arts column of
the Monk table. Monastic Tradition
When you take the Attack action and attack with an At 2nd level, you commit yourself to a monastic tradition
unarmed strike or a monk weapon on your turn, you can which are all detailed at the end of the class description. Your
attack with another unarmed strike or attack with a light tradition grants you features at 2nd level and again at 6th,
melee weapon that you’re holding in the other hand. 11th, and 17th level.
Certain monasteries use specialized forms of the monk
weapons. For example, you might use a club that is two Flurry of Blows
lengths of wood connected by a short chain (called a Beginning at 3rd level, immediately after you take the Attack
nunchaku) or a sickle with a shorter, straighter blade (called a action on your turn, you can one additional unarmed strike as
kama). a bonus action.
Ki Deflect Missiles
Starting at 2nd level, your training allows you to harness the Starting at 3rd level, you can use your reaction to deflect or
mystic energy of ki. Your access to this energy is represented catch the missile when you are hit by a ranged weapon
by a number of ki points. Your monk level determines the attack. When you do so, the damage you take from the attack
number of points you have, as shown in the Ki Points column is reduced by 1d10 + your Dexterity modifier + your monk
of the Monk table. level.
You can spend these points to fuel various ki features. You If you reduce the damage to 0, you can catch the missile if
start knowing four such features: Disorienting Strike, it is small enough for you to hold in one hand and you have at
Knockback Kick, Patient Defense, Step of the Wind, and least one hand free. If you catch a missile in this way, you can
Sweeping Strike. You learn ki features as you gain levels in spend 1 ki point to make a ranged attack with the weapon or
this class. piece of ammunition you just caught, as part of the same
When you spend a ki point, it is unavailable until you finish reaction with a range of 20/60 feet. You make this attack with
a short or long rest, at the end of which you draw all of your proficiency, regardless of your weapon proficiencies, and the
expended ki back into yourself. You must spend at least half missile counts as a monk weapon for the attack.
of the rest meditating to regain your ki points.
Some of your ki features require you to make a spell attack Ability Score Improvement
or your target to make a saving throw to resist the feature’s
effects. The DCs are calculated as follows: When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Ki save DC = 8 + your proficiency bonus + by 1. As normal, you can’t increase an ability score above 20
your Wisdom modifier using this feature.
Ki attack modifier = your proficiency bonus +
your Wisdom modifier Slow Fall
Beginning at 4th level, you can use your reaction when you
Disorienting Strike fall to reduce any falling damage you take by an amount equal
When you hit a creature with a melee weapon attack, you can to five times your monk level.
spend 1 ki point to disorient the target. The target can’t take
reactions until the end of its next turn. Extra Attack
Pushing Strike Beginning at 5th level, you can attack twice, instead of once,
When you hit a creature with a melee weapon attack, you can whenever you take the Attack action on your turn.
spend 1 ki point to knock them back. The target must The number of attacks increases to three when you reach
succeed on a Strength saving throw or be pushed up to 15 11th level in this class.
feet away from you.

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All Ability Scores Improve Diamond Soul
When you reach 6th level, and again at 11th, and 16th level, Beginning at 14th level, your mastery of ki grants you
all of your ability scores increase by 1. As normal, an ability proficiency in all saving throws.
score can’t increase above 20 using this feature. Additionally, whenever you make a saving throw and fail,
you can spend 2 ki points to reroll it and take the second
Ki-Empowered Strikes result.
Starting at 6th level, your unarmed strikes and monk Timeless Body
weapons count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage. At 15th level, your ki sustains you so that you suffer none of
the frailty of old age, and you can’t be aged magically. You can
Competency still die of old age, however. In addition, you no longer need
When you reach 7th level and again at 15th level choose a food or water.
skill. You gain proficiency in the skill. If you are already Empty Body
proficient in the skill, you have advantage on ability checks
you make with it. Beginning at 18th level. you can use your action to spend 5 ki
points to become invisible for 1 minute. During that time, you
Evasion also have resistance to all damage but force damage.
At 7th level, your instinctive agility lets you dodge out of the Additionally, you can spend 10 ki points to cast the astral
way of certain area effects, such as a blue dragon’s lightning projection spell, without needing material components. When
breath or a fireball spell. When you are subjected to an effect you do so. You can’t take any other creatures with you.
that allows you to make a Dexterity saving throw to take only Perfect Self
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail. At 20th level, when you roll for initiative and have no ki points
remaining, you regain 4 ki points.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect Monastic Traditions
on yourself that is causing you to be charmed or frightened. Nine traditions of monastic pursuit are common in the
monasteries scattered across the multiverse. Most
Wholeness of Body monasteries practice one tradition exclusively, but a few
At 9th level, you gain the ability to heal yourself. As an action, honor multiple traditions and instruct each monk according
you can regain hit points equal to two times your monk level. to his or her aptitude and interest. All traditions rely on the
You must finish a short or long rest before you can use this same basic techniques, diverging as the student grows more
feature again. adept. Thus, a monk need choose a tradition only upon
reaching 2nd level.
Purity of Body
At 10th level, your mastery of the ki flowing through you Way of the Burning Cinders
makes you immune to disease and poison. Monks of the Way of the Burning Cinders draw their power
from the sun. Fire temples teach overpowering force
tempered by the unflinching will to accomplish tasks and
desires.

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Path of the Burning Cinders Fangs of the Fire Snake
Starting when you choose this tradition at 2nd level, you learn At 6th level, when you use the Attack action on your turn, you
to control fire. can spend 2 ki point to cause tendrils of flame to stretch out
Ki Blast. You can channel your ki to hurl fiery bolts of from your fists and feet as a bonus action. Your reach with
magic as a ranged spell attack in place of an unarmed strike. your unarmed strikes increases to 10 feet for that action, as
The attack has a range of 20/60 feet. You are proficient with well as the rest of the turn. A hit with such an attack deals an
it, and you add your Wisdom modifier to its attack and extra 1d4 fire damage.
damage rolls. Its damage is fire, and its damage die is a d4.
This die changes as you gain monk levels, as shown in the Fireball
Martial Arts column of the Monk table. At 11th level, you can create an orb of destructive fire energy
Cantrip. You gain the control flames cantrip if you don’t as the fireball spell without spending any ki points.
already know it. Once you use this feature, you can’t use it again until you
Spells. You can channel your ki to cast spells. To cast one finish a short or long rest.
of these spells, you must expend ki points of the spell’s level
or higher. At 2nd, 5th, 9th, 13th, and 17th level you gain Fire Aspect
access to certain spells. You can cast any of these spells At 17th level, as an Action you can cause flames to race
without supplying a material component, except for those across your body, shedding bright light in a 30-foot radius and
components that have a specific cost. You can spend up to 2 dim light for an additional 30 feet. The flames don’t harm you.
ki points on a spell at 2nd level, 3 ki points at 5th level, 5 ki For 10 minutes you gain the following benefits:
points at 9th level, 6 ki points at 13th level, and 7 ki points at
17th level. You are immune to fire damage and have resistance to
Spellcasting Ability. Wisdom is your spellcasting ability cold damage.
for your spells. You use your Wisdom whenever a spell refers Any creature that moves within 5 feet of you for the first
to your spellcasting ability. In addition, you use your Wisdom time on a turn or ends its turn there takes 1d10 fire
modifier when setting the saving throw DC for a monk spell damage.
you cast and when making an attack roll with one. You can use your action to create a line of fire 30 feet long
and 5 feet wide extending from you in a direction you
Spell save DC = 8 + your proficiency bonus + choose. Each creature in the line must make a Dexterity
your Wisdom modifier saving throw. A creature takes 6d6 fire damage on a failed
Spell attack modifier = your proficiency bonus + save, or half as much damage on a successful one.
your Wisdom modifier Once you use this feature, you can’t use it again until you
finish a long rest unless you spend 9 ki.
Burning Cinders Spells
Monk Way of the Flowing River
Level Spells Ki
2nd burning hands, hellish rebuke 2 ki Monks of the Way of the Flowing River draw their power
5th aganazzar’s scorcher, continual flame, 3 ki
from the moon. The original water masters learned to control
heat metal, scorching ray, pyrotechnics by observing how the moon pushed and pulled the tides.
9th elemental weapon1, fireball, melf’s 5 ki
Water temples teach that water is the element of change so
minute meteors, protection from energy1 one must be fluid and graceful, acting in concert with the
13th fire shield, wall of fire 6 ki
environment to control water.
17th flame strike2, immolation 7 ki
Path of the Flowing River
1 these spells must use fire damage Starting when you choose this tradition at 2nd level, you learn
2 see spell balance to control water.
Ki Blast. You can channel your ki to hurl bullets of ice or
Ki Features water as a ranged spell attack in place of an unarmed strike.
Also at 2nd level you learn additional ki features: The attack has a range of 20/60 feet. You are proficient with
Flaming Fists. When you hit a creature with an unarmed it, and you add your Wisdom modifier to its attack and
strike or with your ki blast, you can spend 1 ki point to cause damage rolls. Its damage is piercing, and its damage die is a
the creature to catch fire. A creature on fire at the start of its d4. This die changes as you gain monk levels, as shown in the
turn takes 3 (1d6) fire damage. Martial Arts column of the Monk table.
A creature on fire or one that can touch the creature can Cantrip. You gain the shape water cantrip if you don’t
use its action to douse the flames. already know it.
Searing Arc Strike. Immediately after you take the Attack Spells. You can channel your ki to cast spells. To cast one
action on your turn, you can spend 2 or more ki points to cast of these spells, you must expend ki points of the spell’s level
burning hands as a bonus action. or higher. At 2nd, 5th, 9th, 13th, and 17th level you gain
access to certain spells. You can cast any of these spells
without supplying a material component, except for those
components that have a specific cost. You can spend up to 2
ki points on a spell at 2nd level, 3 ki points at 5th level, 5 ki
points at 9th level, 6 ki points at 13th level, and 7 ki points at
17th level.
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Spellcasting Ability. Wisdom is your spellcasting ability Frigid Ice. When you hit a creature with your ki blast as an
for your spells. You use your Wisdom whenever a spell refers ice bullet, you can spend 1 ki point to cause the creature to
to your spellcasting ability. In addition, you use your Wisdom have its speed halved until the start of your next turn.
modifier when setting the saving throw DC for a monk spell Water Whip. When you hit a creature with your ki blast as
you cast and when making an attack roll with one. a water bullet, you can spend 2 ki points to turn your water
Spell save DC = 8 + your proficiency bonus + bullet into a whip. The target must make a Dexterity saving
your Wisdom modifier throw. On a failed save, the target is pulled up to 15 feet
toward you and is knocked prone.
Spell attack modifier = your proficiency bonus + Wave Shield. As a reaction to being hit by an attack, you
your Wisdom modifier can spend 2 ki points to create a rushing torrent of water as a
shield. Until the start of your next turn you have a +3 bonus to
Flowing River Spells AC, including against the triggering attack.
Monk Shape the Flowing River. As an action, you can spend 1 ki
LevelSpells Ki point to choose an area of ice or water no larger than 30 feet
2nd create or destroy water, fog cloud, ice knife 2 ki on a side within 120 feet of you. You can change water to ice
5th misty step, snilloc’s snowball swarm 3 ki within the area and vice versa, and you can reshape ice in the
9th elemental weapon1, gaseous form, 5 ki
area in any manner you choose. You can raise or lower the
protection from energy1, sleet storm, tidal ice’s elevation, create or fill in a trench, erect or flatten a wall,
wave, wall of water, water breathing, water or form a pillar. The extent of any such changes can’t exceed
walk half the area’s largest dimension. For example, if you affect a
13th control water, ice storm, watery sphere 6 ki 30-foot square, you can create a pillar up to 15 feet high, raise
17th cone of cold, maelstrom 7 ki or lower the square’s elevation by up to 15 feet, dig a trench
1 these spells must use cold damage
up to 15 feet deep, and so on. You can’t shape the ice to trap
or injure a creature in the area.
Ki Features Water Pressure Manipulation
Also at 2nd level you learn additional ki features: At 6th level, you gain a swim speed equal to your speed.

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Mending River You can spend up to 2 ki points on a spell at 2nd level, 3 ki
At 11th level, you can mend wounds with the restorative points at 5th level, 5 ki points at 9th level, 6 ki points at 13th
powers of water. As an action, a creature of your choice that level, and 7 ki points at 17th level.
you can see within 30 feet of you regains hit points equal to Spellcasting Ability. Wisdom is your spellcasting ability
2d8 + your Wisdom modifier. You must finish a short or long for your spells. You use your Wisdom whenever a spell refers
rest before you can use this feature again. to your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a monk spell
Water Aspect you cast and when making an attack roll with one.
At 17th level, as an Action you can cause water to swirl Spell save DC = 8 + your proficiency bonus +
around you. For 10 minutes you gain the following benefits: your Wisdom modifier
You are immune to cold damage and have resistance to Spell attack modifier = your proficiency bonus +
fire damage. your Wisdom modifier
You can move across difficult terrain created by water, ice,
or snow without spending extra movement. Gentle Breeze Spells
The ground in a 10-foot radius around you is icy and is Monk
difficult terrain for creatures other than you. The radius Level Spells Ki
moves with you. 2nd feather fall, striding and springing 2 ki
You can use your action to create a 30-foot cone of 5th gust of wind, dust devil1, levitate, 3 ki
freezing mist extending from your outstretched hand in a skywrite, warding wind
direction you choose. Each creature in the cone must 9th elemental weapon2, fly, protection 5 ki
make a Constitution saving throw. A creature takes 4d6 from energy2, wind wall
cold damage on a failed save, or half as much damage on a 13th otiluke’s resilient sphere, storm sphere 6 ki
successful one. A creature that fails its save against this 17th control winds, wall of force 7 ki
effect has its speed halved until the start of your next turn.
1 dust devil should be “any creature that enters the spell’s
Once you use this feature, you can’t use it again until you area for the first time on a turn or starts its turn within 5 ft
finish a long rest unless you spend 9 ki. of the dust devil”. See Dust Devil in combat
2 these spells must use lightning or thunder damage
Way of the Gentle Breeze
Monks of the Way of the Gentle Breeze follow a tradition that Ki Features
values peace and freedom. These monks are typically found Also at 2nd level you learn additional ki features:
in small enclaves, detached from worldly problems. Air Air Shield. You can spend 1 ki point as a bonus action or 2
temples teach pacifism and that the key to mastering the air ki points as a reaction to being hit by an attack to create gusts
is flexibility and finding and following the path of least of air close to your body as a shield. Until the start of your
resistance. next turn you have a +3 bonus to AC, including against the
triggering attack.
Unbroken Air. When you hit a creature with an unarmed
Path of the Gentle Breeze strike or your ki blast, you can spend 1 ki point to push them
Starting when you choose this tradition at 2nd level, you learn with air. The target must succeed on a Strength saving throw
to control the air around you. or be pushed up to 30 feet away from you.
Ki Blast. You can channel your ki to hurl jets of wind as a
ranged spell attack in place of an unarmed strike. The attack
has a range of 20/60 feet. You are proficient with it, and you
add your Wisdom modifier to its attack and damage rolls. Its
damage is bludgeoning, and its damage die is a d4. This die
changes as you gain monk levels, as shown in the Martial
Arts column of the Monk table.
Cantrip. You gain the gust cantrip if you don’t already know
it.
Spells. You can channel your ki to cast spells.
To cast one of these spells, you must expend
ki points of the spell’s level or higher.
At 2nd, 5th, 9th, 13th, and 17th level
you gain access to certain spells.
You can cast any of these spells
without supplying a material
component, except for
those components that
have a specific cost.

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72
Enhanced Speed Way of the Iron Mountain
At 6th level you can run swiftly by decreasing air resistance Monks of the Way of the Iron Mountain are diverse, strong,
around you. Your speed increased by 10 feet. and enduring. Earth temples teach that the key to mastering
Flight the earth is utilizing neutral jing, which involves waiting and
At 11th level, you can cast the fly spell without spending any listening for the right moment to strike and, when that
ki points. moment comes, acting decisively. In other words, earth
Once you use this feature, you can’t use it again until you monks generally endure their enemies’ attacks until the right
finish a short or long rest. opportunity to counterattack reveals itself.
Air Aspect Path of the Iron Mountain
At 17th level, as an Action you can cause wind to whirl Starting when you choose this tradition at 2nd level, you learn
around you. For 10 minutes you gain the following benefits: to control the earth beneath your feet.
Ki Blast. You can channel your ki to hurl pieces of earth
Ranged weapon attacks made against you have and stone as a ranged spell attack in place of an unarmed
disadvantage on the attack roll. strike. The attack has a range of 20/60 feet. You are proficient
You gain a flying speed of 60 feet. If you are still flying with it, and you add your Wisdom modifier to its attack and
when the spell ends, you fall, unless you can somehow damage rolls. Its damage is bludgeoning, and its damage die
prevent it. is a d4. This die changes as you gain monk levels, as shown in
You can use your action to create a 10-foot radius of the Martial Arts column of the Monk table.
swirling wind centered on a point you can see within 60 Cantrip. You gain the mold earth cantrip if you don’t
feet of you. Each creature in that area must make a already know it.
Strength saving throw. A creature takes 4d8 bludgeoning Spells. You can channel your ki to cast spells. To cast one
damage on a failed save, or half as much damage on a of these spells, you must expend ki points of the spell’s level
successful one. If a Large or smaller creature fails the or higher. At 2nd, 5th, 9th, 13th, and 17th level you gain
save, that creature is also pushed up to 10 feet away from access to certain spells. You can cast any of these spells
the center of the radius. without supplying a material component, except for those
components that have a specific cost. You can spend up to 2
Once you use this feature, you can’t use it again until you ki points on a spell at 2nd level, 3 ki points at 5th level, 5 ki
finish a long rest unless you spend 9 ki. points at 9th level, 6 ki points at 13th level, and 7 ki points at
17th level.
Spellcasting Ability. Wisdom is your spellcasting ability
for your spells. 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 monk spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier

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Iron Mountain Spells You can use your action to create a small earthquake on
Monk the ground in a 15-foot radius centered on you. Other
Level Spells Ki creatures on that ground must make a Dexterity saving
2nd earth tremor, thunderwave 2 ki throw. A creature takes 5d6 bludgeoning damage and is
5th earthbind, maximilian’s earthen grasp, 3 ki knocked prone on a failed save, or half as much damage
spider climb and not knocked prone on a successful one.
9th elemental weapon1, erupting earth, meld into 5 ki You can move across difficult terrain made of earth or
stone, wall of sand stone without spending extra movement. You can move
13th stoneskin, stone shape 6 ki through solid earth or stone as if it was air and without
17th bones of the earth2, destructive wave3, 7 ki
destabilizing it, but you can’t end your movement there. If
transmute rock, wall of stone you do so, you are ejected to the nearest unoccupied
space, this ability ends, and you are stunned until the end
1 these spells must use bludgeoning damage of your next turn.
2 bones of the earth changed to level 5. See spell balance.
3 destructive wave’s secondary damage is bludgeoning. Once you use this feature, you can’t use it again until you
finish a long rest unless you spend 9 ki.
Ki Features
Also at 2nd level you learn additional ki features: Way of the Kensei
Fissure Strike. Immediately after you take the Attack Monks of the Way of Kensei train relentlessly with their
action on your turn, you can spend 2 or more ki points to cast weapons, to the point that the weapon becomes like an
earth tremor as a bonus action. extension of the body. A kensei sees a weapon in much the
Rock Shield. You can spend 1 ki point as a bonus action or same way a painter regards a brush or a writer sees
2 ki points as a reaction to being hit by an attack to turn your parchment, ink, and quill. A sword or bow is a tool used to
skin as hard as stone. You have resistance to bludgeoning, express the beauty and elegance of the martial arts. That
piercing, and slashing damage from weapons until the start of such mastery makes a kensei a peerless warrior is but a side
your next turn. effect of intense devotion, practice, and study.
Shape the Earth. As an action, you can spend 1 ki point to
choose an area of dirt, sand, clay, or rock no larger than 30
feet on a side within 120 feet of you. You can reshape dirt, Path of the Kensei
sand, clay, or rock in the area in any manner you choose. You When you choose this tradition at 2nd level, your special
can raise or lower the earth or rock’s elevation, create or fill martial arts training leads you to master the use of monk
in a trench, erect or flatten a wall, or form a pillar. The extent weapons. You gain the following benefits:
of any such changes can’t exceed half the area’s largest Choose two simple or martial weapons that lack the heavy
dimension. For example, if you affect a 30-foot square, you and special properties. You gain proficiency with these
can create a pillar up to 15 feet high, raise or lower the weapons if you don’t already have it. Weapons of the
square’s elevation by up to 15 feet, dig a trench up to 15 feet chosen types are monk weapons for you. You can choose
deep, and so on. You can’t shape dirt, sand, clay, or rock to another weapon at 6th (3 weapons), 11th (4 weapons), and
trap or injure a creature in the area. 17th (5 weapons) level.
You can add your Wisdom modifier to your initiative rolls.
Rock Solid
Starting at 6th level, you have advantage on ability checks and Ki Features
saving throws to avoid being knocked prone. Also at 2nd level you learn additional ki features:
Additionally you gain tremorsense which allows you to Maneuvering Strike. When you hit a creature with a
detect and pinpoint the origin of vibrations within 30 feet, weapon attack, you can use your reaction and spend 1 ki
provided that you and the source of the vibrations are in point to maneuver yourself into a more advantageous
contact with the same ground or substance. Tremorsense position. You can move up to half your speed without
can’t be used to detect flying or incorporeal creatures. provoking opportunity attacks from the target of your attack.
Parry. As a reaction to being hit by an attack, you can
Erupting Earth spend 1 ki point to parry the attack. Until the start of your
At 11th level, you can cause a fountain of churned earth and next turn you have a +2 bonus to AC while you are not
stone to erupt as the erupting earth spell without spending incapacitated and the weapon is in your hand, including
any ki points. against the triggering attack.
Once you use this feature, you can’t use it again until you Precise Strike. When you make a weapon attack roll, you
finish a short or long rest. can expend a number of ki up to your proficiency bonus to
add it to the roll. You can use this feature before or after
Earth Aspect making the attack roll, but before any effects of the attack are
At 17th level, as an Action you can cause bits of rock to applied.
spread across your body. For 10 minutes you gain the Riposte. When a creature misses you with a melee weapon
following benefits: attack, you can use your reaction and spend 1 ki point to
You have resistance to bludgeoning, piercing, and slashing make an unarmed strike against the creature.
damage from weapons.

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One with the Blade Sharpen the Blade
At 6th level, you extend your ki into your monk weapons. As At 11th level, you gain the ability to augment your weapons
an action on your turn you can enter a stance that lasts until with the strength of your ki. As a bonus action, you can
you enter a new stance. expend up to 3 ki points to grant a weapon you touch a bonus
Archery. You gain a +2 bonus to attack rolls you make with to attack and damage rolls while you wield it. The bonus
ranged weapons. equals the number of ki points you spent. This bonus lasts for
Defense. While you are wearing armor, you gain a +1 1 minute or until you use this feature again.
bonus to AC.
Dueling. When you are wielding a melee weapon in one Unerring Accuracy
hand and no other weapons or shields you gain a +2 bonus to At 17th level, your mastery of weapons grants you
damage rolls with that weapon. extraordinary accuracy. If you make an attack roll with a
Great Weapon Fighting. When you roll a 1 or 2 on a monk weapon and miss, you can reroll it. You can use this
weapon damage die for an attack you make with a melee feature only once on each of your turns.
weapon that you are wielding with two hands, you can reroll
the die and must use the new roll, even if the new roll is a 1 or
a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit. Additionally you gain a
+1 bonus to damage rolls with a d12 weapon.
Two-Weapon Fighting. You can use two-weapon fighting
even when the one-handed melee weapons you are wielding
aren’t light. Additionally you can draw or stow two one-
handed weapons when you would normally be able to draw
or stow only one.

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Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters
of martial arts combat, whether armed or unarmed. They
learn techniques to cripple their opponents, move with the
flow of battle, take advantage of an enemy’s missteps, and to
stun their opponents.
Open Hand Technique
When you choose this tradition at 2nd level, your special
martial arts training leads you to master your unarmed style.
You gain the following benefits:
During your turn, if you make a melee weapon attack
against a creature, that creature can’t make opportunity
attacks against you for the rest of your turn.
You can add your Wisdom modifier to your initiative rolls.
Ki Features
Also at 2nd level you learn additional ki features:
Crippling Strike. When you hit a creature with an
unarmed strike, you can spend 1 ki point to cripple the
creature’s next attack. A creature hit by this attack suffers
disadvantage on the next attack roll it makes before the end
of your next turn.
Maneuvering Strike. When you hit a creature with
unarmed strike, you can use your reaction and spend 1 ki
point to maneuver yourself into a more advantageous
position. You can move up to half your speed.
Riposte. When a creature misses you with a melee weapon
attack, you can use your reaction and spend 1 ki point to
make an unarmed strike against the creature.
Uncanny Dodge
Starting at 6th level, 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.
Stunning Strike
Beginning at 11th level, you can interfere with the flow of ki
in an opponent’s body. Once on your turn when you hit a
creature with unarmed strike, you can spend 3 ki points to
attempt a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of your
next turn.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in
someone’s body. When you hit a creature with an unarmed
strike, you can spend 6 ki points to start these imperceptible
vibration, which last for a number of days equal to your monk
level. The vibrations are harmless unless you end them. You
can end the vibrations immediately when you hit the creature
or as an action on a later turn. To do so, you and the target
must be on the same plane of existence. When the vibrations
end, the creature must make a Constitution saving throw. A
creature takes 15d10 necrotic damage on a failed save, or
half as much damage on a successful one.
You can have only one creature under the effect of this
feature at a time. You can choose to end the vibrations
harmlessly without using an action.
Once you use this feature, you can’t use it again until you
finish a short or long rest.

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Way of the Long Death Long Death Spells
Monk Level Spells Ki
Monks of the Way of the Long Death are obsessed with the 3rd cure wounds1, false life, inflict wounds 2 ki
meaning and mechanics of dying. They capture creatures and
prepare elaborate experiments to capture, record, and 5th gentle repose, blindness/deafness,
ray of enfeeblement
3 ki
understand the moments of their demise. They then use this elemental weapon2, fear, feign death,
knowledge to guide their understanding of martial arts, 9th
protection from energy2, revivify1,
5 ki
yielding a deadly fighting style. speak with dead, vampiric touch
13th blight, death ward1 6 ki
Path of the Long Death antilife shell, harm3, raise dead
Starting when you choose this tradition at 2nd level, you learn 17th 7 ki
to control life energies. 1 should be a necromancy spell
Ki Blast. You can channel your ki to hurl swirling necrotic 2 these spells must use necrotic damage
energy as a ranged spell attack in place of an unarmed strike. 3 see spell balance
The attack has a range of 20/60 feet. You are proficient with
it, and you add your Wisdom modifier to its attack and Ki Features
damage rolls. Its damage is necrotic, and its damage die is a Also at 2nd level you learn additional ki features:
d4. This die changes as you gain monk levels, as shown in the Menacing Strike. When you hit a creature with a melee
Martial Arts column of the Monk table. weapon attack, you can spend 2 ki points and the target must
Cantrip. You gain the spare the dying cantrip if you don’t succeed on a Wisdom saving throw or it is frightened of you
already know it. until the end of your next turn.
Spells. You can channel your ki to cast spells. To cast one Spirit Absorption. When a creature within 30 feet of you
of these spells, you must expend ki points of the spell’s level is reduced to 0 hit points, you can spend 1 ki point to gain
or higher. At 2nd, 5th, 9th, 13th, and 17th level you gain temporary hit points equal to your Wisdom modifier + half
access to certain spells. You can cast any of these spells your monk level (minimum of 1 temporary hit point).
without supplying a material component, except for those Touch of Death. Your study of death allows you to extract
components that have a specific cost. You can spend up to 2 vitality from another creature as it nears its demise. When
ki points on a spell at 2nd level, 3 ki points at 5th level, 5 ki you hit a creature with an unarmed strike, you can spend 1 ki
points at 9th level, 6 ki points at 13th level, and 7 ki points at point to deal additional damage equal to your Wisdom
17th level. Modifier. You gain temporary hit points equal to the necrotic
Spellcasting Ability. Wisdom is your spellcasting ability damage dealt.
for your spells. You use your Wisdom whenever a spell refers
to your spellcasting ability. In addition, you use your Wisdom Hour of Reaping
modifier when setting the saving throw DC for a monk spell At 6th level, you gain the ability to unsettle or terrify those
you cast and when making an attack roll with one. around you as an action, for your soul has been touched by
the shadow of death. When you take this action, each
Spell save DC = 8 + your proficiency bonus + creature within 30 feet of you that can see you must succeed
your Wisdom modifier on a Wisdom saving throw or be frightened of you until the
Spell attack modifier = your proficiency bonus + end of your next turn.
your Wisdom modifier

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Mastery of Death Spell save DC = 8 + your proficiency bonus +
Beginning at 11th level, you use your familiarity with death to your Wisdom modifier
escape its grasp. When you are reduced to 0 hit points, you Spell attack modifier = your proficiency bonus +
can expend 2 ki point (no action required) to have 1 hit point your Wisdom modifier
instead.
Radiant Light Spells
Death Ripple Monk
At 17th level, you can cause negative energy to ripple out as Level Spells Ki
the circle of death spell without providing material 2nd guiding bolt, faerie fire, color spray, shield 2 ki
components and without spending any ki points. of faith
Once you use this feature, you can’t use it again until you 5th blindness/deafness, lesser restoration 3 ki
finish a short or long rest. 9th burst with light, daylight, elemental 5 ki
weapon1, protection from energy1, remove
Way of the Radiant Light curse
Monks of the Way of the Radiant Light harness the radiant 13th aura of purity, guardian of faith 6 ki
and cleansing power of the sun. Light temples teach dazzling 17th destructive wave, flame strike2 7 ki
displays and cleansing rites. 1 these spells must use radiant damage
2 see spell balance
Path of the Radiant Light
Starting when you choose this tradition at 2nd level, you learn Ki Features
to control light around you. Also at 2nd level you learn additional ki features:
Ki Blast. You can channel your ki to hurl searing bolts of Light Brand. When you hit a creature with an unarmed
magical radiance as a ranged spell attack in place of an strike or with your ki blast, you can spend 1 ki point to deal
unarmed strike. The attack has a range of 20/60 feet. You are an extra 1d4 radiant damage as the creature gleams with
proficient with it, and you add your Wisdom modifier to its astral radiance. The creature becomes visible if it’s invisible,
attack and damage rolls. Its damage is radiant, and its and the creature sheds dim light in a 5-foot radius and can’t
damage die is a d4. This die changes as you gain monk levels, become invisible for 1 minute.
as shown in the Martial Arts column of the Monk table. Blinding Display. Once per turn when you hit a creature
Cantrips. You gain the light and dancing lights cantrips if with an unarmed strike or with your ki blast, you can create a
you don’t already know them. blinding display by spending 2 ki points. The creature must
Spells. You can channel your ki to cast spells. To cast one succeed on a Constitution saving throw or be blinded until
of these spells, you must expend ki points of the spell’s level the end of your next turn.
or higher. At 2nd, 5th, 9th, 13th, and 17th level you gain Warding Flare. You can interpose divine light between
access to certain spells. You can cast any of these spells yourself and an attacking enemy. When you are attacked by a
without supplying a material component, except for those creature within 30 feet of you that you can see, you can spend
components that have a specific cost. You can spend up to 2 2 ki points and use your reaction to impose disadvantage on
ki points on a spell at 2nd level, 3 ki points at 5th level, 5 ki the attack roll, causing light to flare before the attacker before
points at 9th level, 6 ki points at 13th level, and 7 ki points at it hits or misses. An attacker that can’t be blinded is immune
17th level. to this feature.
Spellcasting Ability. Wisdom is your spellcasting ability
for your spells. You use your Wisdom whenever a spell refers Improved Flare
to your spellcasting ability. In addition, you use your Wisdom Starting at 6th level, you can also use your Warding Flare
modifier when setting the saving throw DC for a monk spell feature when a creature that you can see within 30 feet of you
you cast and when making an attack roll with one. attacks a creature other than you.

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Burst With Light Spell save DC = 8 + your proficiency bonus +
At 11th level, you can cast the burst with light spell without your Wisdom modifier
spending any ki points. Spell attack modifier = your proficiency bonus +
Once you use this feature, you can’t use it again until you your Wisdom modifier
finish a short or long rest.
Silent Shadow Spells
Solar Aspect Monk
Beginning at 17th level, you can evoke a mote of brilliant Level Spells Ki
radiance that shines in your hand. For 1 minute, the mote 2nd silent image, unseen servant 2 ki
sheds bright light in a 30-foot radius and dim light for an 5th blur, darkness, darkvision, invisibility, 3 ki
additional 30 feet. This light is sunlight. pass without trace, silence
As an action on your turn during the duration, a beam of 9th elemental weapon1, fear, major image, 5 ki
brilliant light flashes out from your hand in a 5-foot-wide, 60- protection from energy1
foot-long line. Each creature in the line must make a 13th grasping shadows, greater invisibility, 6 ki
Constitution saving throw. On a failed save, a creature takes phantasmal killer
6d8 radiant damage and is blinded until your next turn. On a 17th hold monster, mislead, seeming 7 ki
successful save, it takes half as much damage and isn’t
blinded. Undead and oozes have disadvantage on this saving 1 these spells must use necrotic damage
throw. Ki Features
Once you use this feature, you can’t use it again until you Also at 2nd level you learn additional ki features:
finish a long rest unless you spend 9 ki points. Extinguish Light. You can spend 1 ki as a bonus action to
affect a 10 foot cube within 60 feet of you. You can extinguish
Way of the Silent Shadow or halve the area of bright light and dim light cast by any
Monks of the Way of the Silent Shadow follow a tradition that nonmagical light sources within that cube.
values stealth and subterfuge. These monks might be called Shadow Guide. You can spend 1 ki to take the Hide action
ninjas or shadowdancers, and they serve as spies and as a bonus action on your turn.
assassins. Sometimes the members of a ninja monastery are
family members, forming a clan sworn to secrecy about their
arts and missions. Other monasteries are more like thieves’
guilds, hiring out their services to nobles, rich merchants, or
anyone else who can pay their fees. Regardless of their
methods, the heads of these monasteries expect the
unquestioning obedience of their students.
Path of the Silent Shadow
Starting when you choose this tradition at 2nd level, you learn
to alter shadows around you.
Ki Blast. You can channel your ki to hurl shadowy wisps of
magical energy as a ranged spell attack in place of an
unarmed strike. The attack has a range of 20/60 feet. You are
proficient with it, and you add your Wisdom modifier to its
attack and damage rolls. Its damage is necrotic, and its
damage die is a d4. This die changes as you gain monk levels,
as shown in the Martial Arts column of the Monk table.
Cantrip. You gain the minor illusion cantrip if you don’t
already know it.
Spells. You can channel your ki to cast spells. To cast one
of these spells, you must expend ki points of the spell’s level
or higher. At 2nd, 5th, 9th, 13th, and 17th level you gain
access to certain spells. You can cast any of these spells
without supplying a material component, except for those
components that have a specific cost. You can spend up to 2
ki points on a spell at 2nd level, 3 ki points at 5th level, 5 ki
points at 9th level, 6 ki points at 13th level, and 7 ki points at
17th level.
Spellcasting Ability. Wisdom is your spellcasting ability
for your spells. 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 monk spell
you cast and when making an attack roll with one.

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Shadowy Shield. You can spend 1 ki point as a bonus Ki Blast. You can channel your ki to hurl lightning energy
action or 2 ki points as a reaction to being hit by an attack to as a ranged spell attack in place of an unarmed strike. The
cause your body to become blurred, shifting and wavering to attack has a range of 20/60 feet. You are proficient with it,
all who can see you. Until the start of your next turn, any and you add your Wisdom modifier to its attack and damage
creature has disadvantage on attack rolls against you, rolls. Its damage is lightning, and its damage die is a d4. This
including against the triggering attack. die changes as you gain monk levels, as shown in the Martial
An attacker is immune to this effect if it doesn’t rely on Arts column of the Monk table.
sight, as with blindsight, or can see through illusions, as with Cantrip. You gain the thunderclap cantrip if you don’t
truesight. already know it.
Spells. You can channel your ki to cast spells. To cast one
Shadow Step of these spells, you must expend ki points of the spell’s level
At 6th level, you gain the ability to step from one shadow into or higher. At 2nd, 5th, 9th, 13th, and 17th level you gain
another. On your turn, when you are in dim light or darkness, access to certain spells. You can cast any of these spells
you can teleport up to 60 feet to an unoccupied space you can without supplying a material component, except for those
see that is also in dim light or darkness. Each foot of this components that have a specific cost. You can spend up to 2
teleportation costs 1 foot of your movement. If you then take ki points on a spell at 2nd level, 3 ki points at 5th level, 5 ki
the Attack action you have advantage on the first melee attack points at 9th level, 6 ki points at 13th level, and 7 ki points at
you make before the end of the turn. 17th level.
Spellcasting Ability. Wisdom is your spellcasting ability
Cloak of Shadows for your spells. You use your Wisdom whenever a spell refers
By 11th level, you have learned to become one with the to your spellcasting ability. In addition, you use your Wisdom
shadows. When you are in an area of dim light or darkness, modifier when setting the saving throw DC for a monk spell
you can use your action to become invisible. You remain you cast and when making an attack roll with one.
invisible until you make an attack, cast a spell, or are in an Spell save DC = 8 + your proficiency bonus +
area of bright light. your Wisdom modifier
Shadow Lord Spell attack modifier = your proficiency bonus +
Beginning at 17th level, you can envelop yourself and those your Wisdom modifier
around you in shadow. As an action, you surround yourself
with an aura of shadows that lasts for 1 minute. The aura Sudden Storm spells
reduces any bright light in a 60-foot radius around you to dim Monk
light. Whenever an enemy starts its turn in the aura, it must Level Spells Ki
make a Dexterity saving throw or be grappled by the 3rd chromatic orb1, electric arc, 2 ki
shadows. Whenever an enemy that is grappled by the thunderwave
shadows starts its turn in the aura, it takes 3d10 necrotic 5th aggressive thundercloud, shatter 3 ki
damage. 9th call lightning, elemental weapon1, 5 ki
Additionally, you and creatures you choose in the aura are lightning arrow, lightning bolt, storm
draped in deeper shadow. Creatures that rely on sight have step, protection from energy1
disadvantage on attack rolls against creatures draped in this 13th storm sphere, thunderbolt 6 ki
shadow. 17th destructive wave, lightning arc, 7 ki
While the aura lasts, a creature hit by your shadowy wisps maelstrom
is grappled. 1 these spells must use lightning or thunder damage
A creature grappled by the shadows can use its action to
make a Strength (Brawn) or Dexterity (Acrobatics) check (its Ki Features
choice) against your spell save DC. On a success, it frees Also at 2nd level you learn additional ki features:
itself. Deafening Strike. When you hit a creature with an
After activating the aura, you can’t do so again until you unarmed strike or your ki blast, you can spend 1 ki point. The
finish a long rest. target must succeed on a Constitution saving throw or take
1d8 thunder damage and be deafened until the start of your
Way of the Sudden Storm next turn.
Monks of the Way of the Sudden Storm draw their power Lightning Shield. You can spend 1 ki point as a bonus
from charged particles within themselves and the world action or 2 ki points as a reaction to being hit by an attack to
around them. Lightning temples teach monks how to harness create a field of lightning energy that surrounds your body.
this energy. Until the start of your next turn, including against the
triggering attack, any creature that hits you must succeed on
Path of the Sudden Storm a Strength saving throw or take 1d8 lightning damage and be
Starting when you choose this tradition at 2nd level, you learn pushed 10 feet away from you and be knocked prone.
to control your inner storm: Lightning Lure. When you hit a creature with your ki
blast, you can spend 1 ki point to create a lash of lightning
energy that pulls them. The target must succeed on a
Strength saving throw or be pulled up to 15 feet in a straight
line toward you and then take 1d8 lightning damage if it is
within 5 feet of you.
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Thunderous Strike. Immediately after you take the Attack Way of Tranquility
action on your turn, you can spend 2 or more ki points to cast
thunderwave as a bonus action. Monks of the Way of Tranquility see violence as a last resort.
They use diplomacy, mercy, and understanding to resolve
Electrically Charged conflicts. If pushed, though, they are capable warriors who
Starting at 6th level, if you hit a creature with an attack, that can bring an end to the unjust or cruel folk who refuse to
creature can’t make opportunity attacks against you for the listen to reason. When adventuring, these monks make
rest of the turn. excellent diplomats. They are also skilled in the healing arts,
and can preserve their allies in the face of daunting foes.
Storm Step
At 11th level, you can leap around as quick as lightning as the Path of Tranquility
storm step spell without spending any ki points. Starting when you choose this tradition at 2nd level, you gain
Once you use this feature, you can’t use it again until you the following benefits:
finish a short or long rest. Cantrip. You gain the friends cantrip if you don’t already
know it.
Discharge Spells. You can channel your ki to cast spells. To cast one
At 17th level, you can release an explosion of energy as the of these spells, you must expend ki points of the spell’s level
chain lightning spell without spending any ki points. or higher. At 2nd, 5th, 9th, 13th, and 17th level you gain
Once you use this feature, you can’t use it again until you access to certain spells. You can cast any of these spells
finish a long rest unless you spend 9 ki. without supplying a material component, except for those
components that have a specific cost. You can spend up to 2
ki points on a spell at 2nd level, 3 ki points at 5th level, 5 ki
points at 9th level, 6 ki points at 13th level, and 7 ki points at
17th level.

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Spellcasting Ability. Wisdom is your spellcasting ability When you use your Flurry of Blows, you can replace one of
for your spells. You use your Wisdom whenever a spell refers the unarmed strikes with a use of this feature.
to your spellcasting ability. In addition, you use your Wisdom This feature has no effect on undead and constructs.
modifier when setting the saving throw DC for a monk spell
you cast and when making an attack roll with one. Emissary of Peace
Spell save DC = 8 + your proficiency bonus + At 6th level, you gain the ability to diffuse violent situations.
your Wisdom modifier Whenever you make a Charisma check to calm violent
emotions or to counsel peace, you have advantage on the roll.
Spell attack modifier = your proficiency bonus + You must make this entreaty in good faith; it doesn’t apply if
your Wisdom modifier proficiency in the Manipulation skill applies to your check.
Tranquility Spells Douse the Flames of War
Monk At 11th level, you gain the ability to temporarily extinguish a
Level Spells Ki creature’s violent impulses. As an action, you can touch a
2nd animal friendship, charm person, 2 ki creature, and it must make a Wisdom saving throw against
comprehend languages your spell save DC. The target automatically succeeds if it’s
5th calm emotions, silence 3 ki missing any of its hit points. If the target fails the save, it can’t
9th aura of vitality, protection from energy, 5 ki attack for 1 minute. During that time, it also can’t cast spells
tongues that deal damage or that force someone to make a saving
13th aura of purity, otiluke’s resilient sphere 6 ki throw.
17th circle of power, wall of force 7 ki
This effect ends if the target is attacked, takes damage, or is
forced to make a saving throw or if the target witnesses any
Sanctuary of those things happening to its allies.
At 2nd level, you can become an island of calm in even the
most chaotic of situations. You can cast the sanctuary spell Anger of a Gentle Soul
on yourself, no material component required, and it lasts up At 17th level, you gain the ability to visit vengeance on
to 8 hours. A creature that succeeds on the save is immune to someone who fells others. If you see a creature reduce
this effect for 1 hour. another creature to 0 hit points, you can use your reaction to
Once you cast the spell in this way, you can’t do so again for grant yourself a bonus to all damage rolls against the
1 minute. aggressor until the end of your next turn. The bonus equals
your monk level.
Healing Hands Once you use this ability, you can’t use it again until you
Your mystical touch can heal wounds. Starting at 2nd level, finish a short or long rest.
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.
As 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.

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Alternatively, you can expend 5 hit points from your pool of
Paladin healing to cure the target of one disease or neutralize one
poison affecting it. You can cure multiple diseases and
Class Features neutralize multiple poisons with a single use of Lay on
As a paladin, you gain the following class features. Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per paladin level after 1st
Proficiencies
Armor: All armor, shields
Kryx’s Armor: Leather, Hide, Chain, Scale, Plate, shields
Weapons: Simple weapons, martial weapons
Craft and Trade: None
Saving Throws: Wisdom, Charisma
Kryx’s Saving Throws: Will
Skills: Choose two from: Athletics, Insight, Intimidation,
Medicine, Persuasion, and Religion
Kryx’s Skills: Choose two from: Athletics, Brawn, Insight,
Manipulation, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial
weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest’s pack or (b) an explorer’s pack
Chain mail and a holy symbol
Divine Sense
The presence of strong evil registers on your senses like a
noxious odor, and powerful good rings like heavenly music in
your ears. As an action, you can open your awareness to
detect such forces. Until the end of your next turn, you know
the location of any celestial, fiend, or undead within 60 feet of
you that is not behind total cover. You know the type (celestial,
fiend, or undead) of any being whose presence you sense, but
not its identity (the vampire Count Strahd von Zarovich, for
instance). Within the same radius, you also detect the
presence of any place or object that has been consecrated or
desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 +
your Charisma modifier. When you finish a long rest, you
regain all expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of
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 paladin level × 5.
As 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 your pool.

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Fighting Stance Two-Weapon Fighting
You can use two-weapon fighting even when the one-handed
At 2nd level, as a bonus action on your turn, you can enter a melee weapons you are wielding aren’t light. Additionally you
stance that lasts until you enter a new stance. Choose one of can draw or stow two one-handed weapons when you would
the following options: normally be able to draw or stow only one.
Archery Spellcasting
You gain a +2 bonus to attack rolls you make with ranged
weapons. By 2nd level, you have learned to draw on divine magic
through meditation and prayer to cast spells as a cleric does.
Defense See chapter 10 for the general rules of spellcasting and
While you are wearing armor, you gain a +1 bonus to AC. chapter 11 for the paladin spell list.
Dueling Cantrips
When you are wielding a melee weapon in one hand and no At 2nd level, you know two cantrips of your choice from the
other weapons or shields you gain a +2 bonus to damage rolls paladin spell list. You learn additional paladin cantrips of your
with that weapon. choice at higher levels, as shown in the Cantrips Known
column of the Paladin table.
Great Weapon Fighting
When you roll a 1 or 2 on a weapon damage die for an attack Preparing and Casting Spells
you make with a melee weapon that you are wielding with The Paladin table shows how many spell slots you have to
two hands, you can reroll the die and must use the new roll, cast your spells. To cast one of your paladin spells of 1st level
even if the new roll is a 1 or a 2. The weapon must have the or higher, you must expend a slot of the spell’s level or higher.
two-handed or versatile property for you to gain this benefit. You regain all expended spell slots when you finish a long
Additionally you gain a +1 bonus to damage rolls with a d12 rest.
weapon. You prepare the list of paladin spells that are available for
you to cast, choosing from the paladin spell list. When you do
Protection so, choose a number of paladin spells equal to your Charisma
When a creature you can see attacks a target other than you modifier + one fourth your paladin level, rounded up
that is within 5 feet of you, you can use your reaction to (minimum of one spell). The spells must be of a level for
impose disadvantage on the attack roll. You must be wielding which you have spell slots.
a shield.

The Paladin
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — — —
2nd +2 Fighting Stance, Spellcasting, Smite 2 2 — — — —
3rd +2 Divine Health, Sacred Oath 2 3 — — — —
4th +2 Ability Score improvement 2 3 — — — —
5th +3 Extra Attack 2 4 2 — — —
6th +3 All Ability Scores improve, Aura of Protection 2 4 2 — — —
7th +3 Competency, Sacred Oath feature 2 4 3 — — —
8th +3 Ability Score improvement 2 4 3 — — —
9th +4 — 2 4 3 2 — —
10th +4 Aura of Courage 3 4 3 2 — —
11th +4 All Ability Scores improve, Improved Smite 3 4 3 3 — —
12th +4 Ability Score improvement 3 4 3 3 — —
13th +5 — 3 4 3 3 1 —
14th +5 Cleansing Touch 3 4 3 3 1 —
15th +5 Competency, Sacred Oath feature 3 4 3 3 2 —
16th +5 All Ability Scores improve, Ability Score improvement 3 4 3 3 2 —
17th +6 — 3 4 3 3 3 1
18th +6 Aura improvements 3 4 3 3 3 1
19th +6 Ability Score improvement 3 4 3 3 3 2
20th +6 Sacred Oath feature 3 4 3 3 3 2

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For example, if you are a 5th-level paladin, you have four Branding Smite. When you hit a creature with a weapon
1st-level and two 2nd-level spell slots. With a Charisma of 14, attack you can expend a 2nd-level or higher paladin spell slot
your list of prepared spells can include four spells of 1st or to cause your weapon to gleam with astral radiance. The
2nd level, in any combination. If you prepare the 1st-level attack deals an extra 3d6 radiant damage, plus 1d6 for each
spell cure wounds, you can cast it using a 1st-level or a 2nd slot level higher than 2nd. For 1 minute or until you lose your
level slot. Casting the spell doesn’t remove it from your list of concentration (as if you were concentrating on a spell), the
prepared spells. target becomes visible if it is invisible, sheds dim light in a 5-
You can change your list of prepared spells when you finish foot radius, and can’t become invisible until the condition
a long rest. Preparing a new list of paladin spells requires ends.
time spent in prayer and meditation: at least 1 minute per Divine Smite. When you hit a creature with a weapon
spell level for each spell on your list. attack you can expend a 1st-level or higher paladin spell slot
to cause your weapon to be seared in the visage of your deity.
Spellcasting Ability The attack deals an extra 2d8 radiant damage, plus 1d8 for
Charisma is your spellcasting ability for your paladin spells, each slot level higher than 1st. The damage increases by 1d8
since their power derives from the strength of your if the target is an Undead or a fiend.
convictions. You use your Charisma whenever a spell refers Searing Smite. When you hit a creature with a weapon
to your spellcasting ability. In addition, you use your attack you can expend a 1st-level or higher paladin spell slot
Charisma modifier when setting the saving throw DC for a to cause your weapon to flare with white-hot intensity. The
paladin spell you cast and when making an attack roll with attack deals an extra 2d6 fire damage, plus 1d6 for each slot
one. level higher than 1st. Additionally, the target ignites in flames.
Spell save DC = 8 + your proficiency bonus + At the start of each of its turns for 1 minute or until you lose
your Charisma modifier your concentration (as if you were concentrating on a spell),
the target must make a Constitution saving throw. On a failed
Spell attack modifier = your proficiency bonus + save, it takes 1d6 fire damage. On a successful save, the
your Charisma modifier condition ends. If the target or a creature within 5 feet of it
uses an action to put out the flames, or if some other effect
Spellcasting Focus douses the flames (such as the target being submerged in
You can use a holy symbol as a spellcasting focus for your water), the condition ends.
paladin spells. Staggering Smite. When you hit a creature with a weapon
attack you can expend a 3rd-level or higher paladin spell slot
Smite to cause your weapon to pierce both body and mind. The
attack deals an extra 4d8 psychic damage, plus 1d8 for each
Starting at 2nd level, once per turn when you hit a creature slot level higher than 3rd. The target must make a Wisdom
with a weapon attack, you can expend one paladin spell slot saving throw. On a failed save, it has disadvantage on attack
to deal extra damage to the target, in addition to the weapon’s rolls and ability checks, and can’t take reactions, until the end
damage. Choose one of the following options: of its next turn.
Banishing Smite. When you hit a creature with a weapon Thunderous Smite. When you hit a creature with a
attack you can expend a 5th-level paladin spell slot to cause weapon attack you can expend a 1st-level or higher paladin
your weapon to crackle with force. The attack deals an extra spell slot to cause your weapon to ring with thunder that is
5d6 force damage. Additionally, the target must succeed on a audible within 300 feet of you. The attack deals an extra 2d6
Charisma saving throw against your paladin spell save DC or thunder damage, plus 1d6 for each slot level higher than 1st.
be banished. Additionally, if the target is a creature, it must succeed on a
If the target is native to a different plane of existence than Strength saving throw or be pushed 10 feet away from you
the one you’re on, the target is banished with a faint popping and knocked prone.
noise, returning to its home plane. Wrathful Smite. When you hit a creature with a weapon
If the target is native to the plane you’re on, the creature attack you can expend a 1st-level or higher paladin spell slot
vanishes into a harmless demiplane. While there, the target is to cause your weapon to surge with fury. The attack deals an
incapacitated. It remains there for 1 minute or until you lose extra 1d6 psychic damage, plus 1d6 for each slot level higher
your concentration (as if you were concentrating on a spell), than 1st. Additionally, if the target is a creature, it must make
at which point the target reappears within 30 feet of the a Wisdom saving throw or be frightened of you for 1 minute
space it left. A creature can repeat the saving throw at the or until you lose your concentration (as if you were
end of each turn, returning on a success. concentrating on a spell). The frightened creature can repeat
Blinding Smite. When you hit a creature with a weapon this saving throw at the end of each of its turns, ending the
attack you can expend a 3rd-level or higher paladin spell slot effect on itself on a success.
to cause your weapon to flare with bright light. The attack
deals an extra 3d8 radiant damage, plus 1d8 for each slot Divine Health
level higher than 3rd. Additionally, the target must succeed on
a Constitution saving throw or be blinded for 1 minute or By 3rd level, the divine magic flowing through you makes you
until you lose your concentration (as if you were immune to disease.
concentrating on a spell).
A creature blinded by this makes another Constitution
saving throw at the end of each of its turns. On a successful
save, it is no longer blinded.
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Sacred Oath Aura of Courage
When you reach 3rd level, you swear the oath that binds you Starting at 10th level, you and friendly creatures within 10
as a paladin forever. Up to this time you have been in a feet of you can’t be frightened while you are conscious. At
preparatory stage, committed to the path but not yet sworn to 18th level, the range of this aura increases to 30 feet.
it. Now you choose an oath, such as the Oath of Devotion.
Your choice grants you features at 3rd level and again at Improved Smite
7th, 15th, and 20th level. Those features include oath spells By 11th level, you are so suffused with righteous might that
and the Channel Divinity feature. all your melee weapon strikes carry divine power with them.
Oath Spells Whenever you hit a creature with a weapon, the creature
Each oath has a list of associated spells. You gain access to takes an extra 1d8 radiant damage. If you also use your
these spells at the levels specified in the oath description. Smite with an attack, you add this damage to the extra
Once you gain access to an oath spell, you always have it damage of your Smite.
prepared. Oath spells don’t count against the number of spells
you can prepare each day. Cleansing Touch
If you gain an oath spell that doesn’t appear on the paladin Beginning at 14th level, you can use your action to end one
spell list, the spell is nonetheless a paladin spell for you. spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your
Channel Divinity Charisma modifier (a minimum of once). You regain
Your oath allows you to channel divine energy to fuel magical expended uses when you finish a long rest.
effects. Each Channel Divinity option provided by your oath
explains how to use it.
When you use your Channel Divinity, you choose which Sacred Oaths
option to use. You must then finish a short or long rest to use Becoming a paladin involves taking vows that commit the
your Channel Divinity again. paladin to the cause of righteousness, an active path of
Some Channel Divinity effects require saving throws. fighting wickedness. The final oath, taken when he or she
When you use such an effect from this class, the DC equals reaches 3rd level, is the culmination of all the paladin’s
your paladin spell save DC. training. Some characters with this class don’t consider
themselves true paladins until they have reached 3rd level
Ability Score Improvement and made this oath. For others, the actual swearing of the
When you reach 4th level, and again at 8th, 12th, 16th, and oath is a formality, an official stamp on what has always been
19th level, you can increase one ability score of your choice true in the paladin’s heart.
by 1. As normal, you can’t increase an ability score above 20
using this feature. Breaking Your Oath
A paladin tries to hold to the highest standards of
Extra Attack conduct, but even the most virtuous paladin is fallible.
Beginning at 5th level, you can attack twice, instead of once, Sometimes the right path proves too demanding,
whenever you take the Attack action on your turn. sometimes a situation calls for the lesser of two evils,
and sometimes the heat of emotion causes a paladin
to transgress his or her oath.
All Ability Scores Improve A paladin who has broken a vow typically seeks
When you reach 6th level, and again at 11th, and 16th level, absolution from a cleric who shares his or her faith or
all of your ability scores increase by 1. As normal, an ability from another paladin of the same order. The paladin
score can’t increase above 20 using this feature. might spend an all night vigil in prayer as a sign of
penitence, or undertake a fast or similar act of self-
denial. After a rite of confession and forgiveness, the
Aura of Protection paladin starts fresh.
Starting at 6th level, whenever you or a friendly creature If a paladin willfully violates his or her oath and
within 20 feet of you must make a saving throw, the creature shows no sign of repentance, the consequences can
gains a bonus to the saving throw equal to half your be more serious. At the GM’s discretion, an impenitent
Charisma modifier (with a minimum bonus of +1, round paladin might be forced to abandon this class and
adopt another.
down). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 60 feet.
Competency
When you reach 7th level and again at 15th level choose a
skill. You gain proficiency in the skill. If you are already
proficient in the skill, you have advantage on ability checks
you make with it.

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Oath of the Ancients A turned creature must spend its turns trying to move as
far away from you as it can, and it can’t willingly move to a
The Oath of the Ancients is as old as the race af elves and the space within 30 feet of you. It also can’t take reactions. For its
rituals of the druids. Sometimes called fey knights, green action, it can use only the Dash action or try to escape from
knights, or horned knights, paladins who swear this oath cast an effect that prevents it from moving. If there’s nowhere to
their lot with the side of the light in the cosmic struggle move, the creature can use the Dodge action.
against darkness because they love the beautiful and life- If the creature’s true form is concealed by an illusion,
giving things of the world, not necessarily because they shapeshifting, or other effect, that form is revealed while it is
believe in principles of honor, courage, and justice. They turned.
adorn their armor and clothing with images of growing things
—leaves, antlers, or flowers—to reflect their commitment to Aura of Warding
preserving life and light in the world. Beginning at 7th level, ancient magic lies so heavily upon you
that it forms an eldritch ward. You and friendly creatures
Tenets of the Ancients within 10 feet of you have resistance to damage from spells.
The tenets of the Oath of the Ancients have been preserved At 18th level, the range of this aura increases to 30 feet.
for uncounted centuries. This oath emphasizes the principles
of good above any concerns of law or chaos. Its four central Undying Sentinel
principles are simple. Starting at 15th level, when you are reduced to 0 hit points
Kindle the Light. Through your acts of mercy, kindness, and are not killed outright, you can choose to drop to 1 hit
and forgiveness, kindle the light of hope in the world, beating point instead. Once you use this ability, you can’t use it again
back despair. until you finish a long rest.
Shelter the Light. Where there is good, beauty, love, and Additionally, you suffer none of the drawbacks of old age,
laughter in the world, stand against the wickedness that and you can’t be aged magically.
would swallow it. Where life flourishes, stand against the
forces that would render it barren. Elder Champion
Preserve Your Own Light. Delight in song and laughter, in At 20th level, you can assume the form of an ancient force of
beauty and art. If you allow the light to die in your own heart, nature, taking on an appearance you choose. For example,
you can’t preserve it in the world. your skin might turn green or take on a bark-like texture, your
Be the Light. Be a glorious beacon for all who live in hair might become leafy or moss-like, or you might sprout
despair. Let the light of your joy and courage shine forth in all antlers or a lion-like mane.
your deeds. Using your action, you undergo a transformation. For 1
minute, you gain the following benefits:
Oath Spells
You gain oath spells at the paladin levels listed. At the start of each of your turns, you regain 10 hit points.
Whenever you cast a paladin spell that has a casting time
Oath of the Ancients Spells of 1 action, you can cast it using a bonus action instead.
Paladin Enemy creatures within 10 feet of you have disadvantage
Level Spells on saving throws against your paladin spells and Channel
3rd detect poison and disease, speak with Divinity options.
animals
Once you use this feature, you can’t use it again until you
5th moonbeam, misty step finish a long rest.
9th plant growth, protection from energy
13th ice storm, stoneskin Oath of Conquest
17th commune with nature, tree stride
The Oath of Conquest calls to paladins who seek glory in
Channel Divinity battle and the subjugation of their enemies. It isn’t enough for
When you take this oath at 3rd level, you gain the following these paladins to establish order. They must crush the forces
two Channel Divinity options. of chaos.
Nature’s Wrath. You can use your Channel Divinity to Sometimes called knight tyrants or iron mongers, those
invoke primeval forces to ensnare a foe. As an action, you can who swear this oath gather into grim orders that serve gods
cause spectral vines to spring up and reach for a creature or philosophies of war and well-ordered might. Some of these
within 10 feet of you that you can see. The creature must paladins go so far as to consort with the powers of the Nine
succeed on a Strength or Dexterity saving throw (its choice) Hells.
or be restrained. While restrained by the vines, the creature The archdevil Bel, warlord of Avernus, counts many of
repeats the saving throw at the end of each of its turns. On a these paladins—called hell knights—as his most ardent
success, it frees itself and the vines vanish. supporters. Hell knights cover their armor with trophies
Turn the Faithless. You can use your Channel Divinity to taken from fallen enemies, a grim warning to any who dare
utter ancient words that are painful for fey and fiends to hear. oppose them and the decrees of their lords.
As an action, you present your holy symbol, and each fey or
fiend within 30 feet of you that can hear you must make a Tenets of Conquest
Wisdom saving throw. On a failed save, the creature is turned A paladin who takes this oath has the tenets of conquest
for 1 minute or until it takes damage. seared on the upper arm. A hell knight’s oath appears in
Infernal runes, a brutal reminder of vows to the Lords of Hell.
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Douse the Flame of Hope. It is not enough to merely Once you use this feature, you can’t use it again until you
defeat an enemy in battle. Your victory must be so finish a long rest.
overwhelming that your enemies’ will to fight is shattered
forever. A blade can end a life. Fear can end an empire. Oath of the Crown
Rule with an Iron Fist. Once you have conquered, tolerate The Oath of the Crown is sworn to the ideals of civilization,
no dissent. Your word is law. Those who obey it shall be be it the spirit of a nation, fealty to a sovereign, or service to a
favored. Those who defy it shall be punished as an example to deity of law and rulership. The paladins who swear this oath
all who might follow. dedicate themselves to serving society and, in particular, the
Strength Above All. You shall rule until a stronger one just laws that hold society together. These paladins are the
arises. Then you must grow mightier and meet the challenge, watchful guardians on the walls, standing against the chaotic
or fall to your own ruin. tides of barbarism that threaten to tear down all that
Oath Spells civilization has built, and are commonly known as guardians,
You gain oath spells at the paladin levels listed. exemplars, or sentinels. Often, paladins who swear this oath
are members of an order of knighthood in service to a nation
Oath of Conquest Spells or a sovereign, and undergo their oath as part of their
Paladin Level Spells admission to the order’s ranks.
3rd armor of Agathys, command
Tenets of the Crown
5th blindness/deafness, ray of enfeeblement The tenets of the Oath of the Crown are often set by the
9th bestow curse, fear sovereign to which their oath is sworn, but generally
13th blight, dominate beast emphasize the following tenets.
17th dominate person, insect plague Law. The law is paramount. It is the mortar that holds the
stones of civilization together, and it must be respected.
Channel Divinity Loyalty. Your word is your bond. Without loyalty, oaths and
When you take this oath at 3rd level, you gain the following laws are meaningless.
two Channel Divinity options. Courage. You must be willing to do what needs to be done
Conquering Strike. You can use your Channel Divinity to for the sake of order, even in the face of overwhelming odds.
break a foe’s will. When you hit a creature with a melee If you don’t act, then who will?
weapon attack as part of the Attack action, you can also use Responsibility. You must deal with the consequences of
your Channel Divinity to force the target to make a Wisdom your actions, and you are responsible for fulfilling your duties
saving throw. On a failed save, the target becomes frightened and obligations
of you for 1 minute. The frightened creature can repeat this
saving throw at the end of each of its turns, ending the effect Oath Spells
on itself on a success. You gain oath spells at the paladin levels listed.
Guided Strike. You can use your Channel Divinity to strike
with supernatural accuracy. When you make an attack roll, Oath of the Crown Spells
you can use your Channel Divinity to gain advantage on Paladin Level Spells
attack rolls until the end of your next turn. You make this 3rd command, compelled duel
choice after you see the roll, but before the DM says whether 5th warding bond, zone of truth
the attack hits or misses. If the attack hits add your Wisdom
modifier to the damage. 9th aura of vitality, spirit guardians
13th banishment, guardian of faith
Aura of Conquest 17th circle of power, gaes
Starting at 7th level, you emanate a menacing aura while
you’re not incapacitated. The aura includes your space, Channel Divinity
extends 10 feet from you in every direction, and is blocked by When you take this oath at 3rd level, you gain the following
total cover. Any enemy in the aura has disadvantage on saving Channel Divinity options.
throws against being frightened. Champion Challenge. You issue a challenge that compels
At 18th level, the range of this aura increases to 30 feet. other creatures to do battle with you. Each creature of your
choice that you can see within 30 feet of you must make a
Implacable Spirit Wisdom saving throw. On a failed save, a creature can’t
Once you reach 15th level, you can no longer be charmed. willingly move more than 30 feet away from you. This effect
ends on the creature if you are incapacitated or die or if the
Invincible Conqueror creature is more than 30 feet away from you.
At 20th level, you gain the ability to harness extraordinary Turn the Tide. As a bonus action, you can bolster injured
martial prowess. As an action, you can magically become an creatures with your Channel Divinity. Each creature of your
avatar of conquest, gaining the following benefits for 1 choice that can hear you within 30 feet of you regains hit
minute: points equal to 2d6 + your Charisma modifier (minimum of 1)
if it has no more than half of its hit points.
You have resistance to all damage.
When you take the Attack action on your turn, you can
make one additional attack as part of that action.
Your melee weapon attacks score a critical hit on a roll of
19 or 20.
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Divine Allegiance Oath Spells
Starting at 7th level, when a creature within 5 feet of you You gain oath spells at the paladin levels listed.
takes damage, you can use your reaction to magically
substitute your own health for that of the target creature, Oath of Devotion Spells
causing that creature not to take the damage. Instead, you Paladin Level Spells
take the damage. This damage to you can’t be reduced or 3rd protection from evil and good, sanctuary
prevented in any way. 5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
Unyielding Spirit 13th freedom of movement, guardian of faith
Starting at 15th level, you have advantage on saving throws to commune, flame strike1
avoid becoming paralyzed or stunned. 17th
1 see spell balance
Exalted Champion
At 20th level, your presence on the field of battle is an Channel Divinity
inspiration to those dedicated to your cause. You can use your When you take this oath at 3rd level, you gain the following
action to gain the following benefits for 1 hour: two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon
You have resistance to bludgeoning, piercing, and slashing that you are holding with positive energy, using your Channel
damage from nonmagical weapons. Divinity. For 1 minute, you add your Charisma modifier to
Your allies have advantage on death saving throws while attack rolls made with that weapon (with a minimum bonus
within 30 feet of you. of +1). The weapon also emits bright light in a 20-foot radius
You have advantage on Wisdom saving throws, as do your and dim light 20 feet beyond that. If the weapon is not already
allies within 30 feet of you. magical, it becomes magical for the duration.
This effect ends early if you are incapacitated or die. Once You can end this effect on your turn as part of any other
you use this feature, you can’t use it again until you finish a action. If you are no longer holding or carrying this weapon,
long rest. or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy
symbol and speak a prayer censuring fiends and undead,
Oath of Devotion using your Channel Divinity. Each fiend or undead that can
The Oath of Devotion binds a paladin to the loftiest ideals of see or hear you within 30 feet of you must make a Wisdom
justice, virtue, and order. Sometimes called cavaliers, white saving throw. If the creature fails its saving throw, it is turned
knights, or holy warriors, these paladins meet the ideal of the for 1 minute or until it takes damage.
knight in shining armor, acting with honor in pursuit of A turned creature must spend its turns trying to move as
justice and the greater good. They hold themselves to the far away from you as it can, and it can’t willingly move to a
highest standards of conduct, and some, for better or worse, space within 30 feet of you. It also can’t take reactions. For its
hold the rest of the world to the same standards. Many who action, it can use only the Dash action or try to escape from
swear this oath are devoted to gods of law and good and use an effect that prevents it from moving. If there’s nowhere to
their gods’ tenets as the measure of their devotion. They hold move, the creature can use the Dodge action.
angels—the perfect servants of good—as their ideals, and
incorporate images of angelic wings into their helmets or Aura of Devotion
coats of arms. Starting at 7th level, you and friendly creatures within 10 feet
of you can’t be charmed while you are conscious.
Tenets of Devotion At 18th level, the range of this aura increases to 30 feet.
Though the exact words and strictures of the Oath of
Devotion vary, paladins of this oath share these tenets. Purity of Spirit
Honesty. Don’t lie or cheat. Let your word be your promise. Beginning at 15th level, you are always under the effects of a
Courage. Never fear to act, though caution is wise. protection from evil and good spell.
Compassion. Aid others, protect the weak, and punish
those who threaten them. Show mercy to your foes, but Holy Nimbus
temper it with wisdom. At 20th level, as an action, you can emanate an aura of
Honor. Treat others with fairness, and let your honorable sunlight. For 1 minute, bright light shines from you in a 30-
deeds be an example to them. Do as much good as possible foot radius, and dim light shines 30 feet beyond that.
while causing the least amount of harm. Whenever an enemy creature starts its turn in the bright
Duty. Be responsible for your actions and their light, the creature takes 10 radiant damage.
consequences, protect those entrusted to your care, and obey In addition, for the duration, you have advantage on saving
those who have just authority over you. throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you
finish a long rest.

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Oath of Redemption Warrior of Reconciliation
The Oath of Redemption sets a paladin ona difficult path, one At 3rd level, you foreswear the weapons of war in favor of
that requires a holy warrior to use violence only as a last simple tools. While wielding a simple weapon that deals
resort. Paladins who dedicate themselves to this oath believe bludgeoning damage, you gain a special benefit if you reduce
that any person can be redeemed and that the path of a creature to 0 hit points with that weapon and decide to
benevolence and justice is one that anyone can walk. These spare the creature’s life. Instead of falling unconscious, the
paladins face evil creatures in the hope of turning them to the creature is charmed by you for 1 minute. During that time,
light, and the paladins slay them only when such a deed will the charmed creature is peaceful and docile, refusing to move
clearly save other lives. Paladins who follow this path are or to take actions or reactions, unless you command it to. You
known as redeemers. can’t order the creature to attack, force someone to make a
While redeemers are idealists, they are no fools. saving throw, or cause damage to itself or others. This
Redeemers know that undead, demons, devils, and other charmed effect ends early if you are incapacitated or if you or
supernatural threats can be inherently evil. Against such foes, your companions attack the creature, deal damage to it, or
the paladins bring the full wrath of their weapons and spells force it to make a saving throw. When the effect ends, the
to bear. Yet the redeemers still pray that, one day, even creature falls unconscious if it still has 0 hit points.
creatures of wickedness will invite their own redemption. Channel Divinity
When you take this oath at 3rd level, you gain the following
Tenets of Redemption two Channel Divinity options.
The tenets of the Oath of Redemption hold a paladin to a high Emissary of Peace. You can use your Channel Divinity to
standard of peace and justice. augment your presence with divine power. As a bonus action,
Peace. Violence is a weapon of last resort. Diplomacy and you grant yourself advantage on the next Charisma
understanding are the paths to long-lasting peace. (Persuasion) check you make within the next minute.
Innocence. All people begin life in an innocent state, and it Rebuke the Violent. You can use your Channel Divinity to
is their environment or the influence of dark forces that rebuke those who use violence. As a reaction when an enemy
drives them to evil. By setting the proper example, and within 10 feet of you deals damage with a melee attack
working to heal the wounds of a deeply flawed world, you can against one creature other than you, you force that attacker to
set anyone on a righteous path. make a Wisdom saving throw. On a failed save, the attacker
Patience. Change takes time. Those who have walked the takes radiant damage equal to the damage it just dealt. On a
path of the wicked must be given reminders to keep them successful save, it takes half as much damage.
honest and true. Once you have planted the seed of
righteousness in a creature, you must work day after day to Aura of the Guardian
allow it to survive and then flourish. Starting at 7th level, you can shield your allies from harm at
Wisdom. Your heart and mind must stay clear, for the cost of your own health. As a reaction when an ally within
eventually you will be forced to admit defeat. While every 10 feet of you takes damage, you instead magically take that
creature can be redeemed, some are so far along the path of damage. This feature doesn’t transfer any other effects that
evil that you have no choice but to end their lives for the might accompany the damage.
greater good. Any such action must be carefully weighed and
the consequences fully understood, but once you have made Protective Spirit
the decision, follow through with it knowing your path is just. Starting at 15th level, a holy presence mends your wounds in
combat. You regain hit points equal to 1d6 + half your paladin
Redemption Spells level if you end your turn in combat with fewer than half of
You gain oath spells at the paladin levels listed. your hit points remaining and you aren’t incapacitated.
Oath of Redemption Spells
Paladin Level Spells Emissary of Redemption
At 20th level, you become an avatar of peace, which gives you
3rd sanctuary, sleep two benefits:
5th calm emotions, ray of enfeeblement
9th counterspell, hypnotic pattern You have resistance to all damage dealt by other creatures
13th Otiluke’s resilient sphere, stoneskin (their attacks, spells, and other effects).
17th hold monster, wall of force
Whenever a creature damages you, it takes damage equal
to half the amount it dealt to you.
Armor of Peace If you attack a creature, deal damage to it, or force it to
Starting at 3rd level, your commitment to peace allows you to make a saving throw, neither benefit works against that
walk into the most dangerous situations unarmored. While creature until you finish a long rest.
you aren’t wearing armor or wielding a shield, your base AC is
16 + your Dexterity modifier.
Oath of Treachery

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Oath of Vengeance Relentless Avenger
The Oath of Vengeance is a solemn commitment to punish By 7th level, your supernatural focus helps you dose off a foe’s
those who have committed a grievous sin. When evil forces retreat. When you hit a creature with an opportunity attack,
slaughter helpless villagers, when an entire people turns you can move up to half your speed immediately after the
against the will of the gods, when a thieves’ guild grows too attack and as part of the same reaction. This movement
violent and powerful, when a dragon rampages through the doesn’t provoke opportunity attacks.
countryside—at times like these, paladins arise and swear an Soul of Vengeance
Oath of Vengeance to set right that which has gone wrong. To Starting at 15th level, the authority with which you speak
these paladins—sometimes called avengers or dark knights your Vow of Enmity gives you greater power over your foe.
—their own purity is not as important as delivering justice.
When a creature under the effect of your Vow of Enmity
makes an attack, you can use your reaction to make a melee
Tenets of Vengeance weapon attack against that creature if it is within range.
The tenets of the Oath of Vengeance vary by paladin, but all
the tenets revolve around punishing wrongdoers by any Avenging Angel
means necessary. Paladins who uphold these tenets are At 20th level, you can assume the form of an angelic avenger.
willing to sacrifice even their own righteousness to mete out Using your action, you undergo a transformation. For 1 hour,
justice upon those who do evil, so the paladins are often you gain the following benefits:
neutral or lawful neutral in alignment. The core principles of
the tenets are brutally simple. Wings sprout from your back and grant you a flying speed
Fight the Greater Evil. Faced with a choice of fighting my of 60 feet.
sworn foes or combating a lesser evil, I choose the greater You emanate an aura of menace in a 30-foot radius. The
evil. first time any enemy creature enters the aura or starts its
No Mercy for the Wicked. Ordinary foes might win my turn there during a battle, the creature must succeed on a
mercy, but my sworn enemies do not. Wisdom saving throw or become frightened of you for 1
By Any Means Necessary. My qualms can’t get in the way minute or until it takes any damage. Attack rolls against
of exterminating my foes. the frightened creature have advantage.
Restitution. If my foes wreak ruin on the world, it is
because I failed to stop them. I must help those harmed by Once you use this feature, you can’t use it again until you
their misdeeds. finish a long rest.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
Paladin Level Spells
3rd bane, expeditious retreat
5th crown of madness, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol
and speak a prayer of denunciation, using your Channel
Divinity. Choose one creature within 60 feet of you that you
can see. That creature must make a Wisdom saving throw,
unless it is immune to being frightened. Fiends and undead
have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or
until it takes any damage. While frightened, the creature’s
speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1
minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of
enmity against a creature you can see within 10 feet of you,
using your Channel Divinity. You gain advantage on attack
rolls against the creature for 1 minute or until it drops to 0 hit
points or falls unconscious.

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Paladin Spells Detect Magic Magic Weapon 4th Level
Detect Poison and Disease Protection from Poison Aura of Life
Cantrips (0 Level) Divine Favor Zone of Truth Aura of Purity
Guidance Heroism Banishment
Resistance Protection from Evil and 3rd Level Death Ward
Spare the Dying Good Aura of Vitality Locate Creature
Thaumaturgy Purify Food and Drink Create Food and Water
Shield of Faith Crusader’s Mantle 5th Level
1st Level Daylight Circle of Power
Bless 2nd Level Dispel Magic Destructive Wave
CeremonyUA: SS Aid Elemental Weapon Dispel Evil and Good
Command Find Steed Magic Circle Geas
Compelled Duel Lesser Restoration Remove Curse Raise Dead
Cure Wounds Locate Object Revivify
Detect Evil and Good

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As a y
able t
them
to gra
which
magi

Psion Proficiencies
The powers of the mind are varied and limitless, and the Armor: None
psion learns how to unlock them. Whether he is a shaper or a Weapons: Daggers, darts, slings, quarterstaffs, light
telepath, an egoist, or a nomad, the psion learns to cast spells crossbows
that alter himself and the world around him. Due to the Craft and Trade: None
limited spells that any one psion knows, each psion is unique
in his capabilities, as his latent abilities are drawn out and Saving Throws: Intelligence, Wisdom
shaped into the spells that define the psion. Kryx’s Saving Throws: Will
Each psion is also different depending on his choice of Skills: Choose two from: Arcana, Deception, History, Insight,
order: the egoist excels at altering his own physiology, while Investigation, Perception, Persuasion
the nomad learns to manipulate the very fabric of space and Kryx’s Skills: Choose two from: Arcana, Insight,
time. Manipulation, Persuasion, Perception, and Society
Equipment
Class Features You start with the following equipment, in addition to the
equipment granted by your background:
As a psion, you gain the following class features.
(a) a quarterstaff or (b) any simple weapon
Hit Points (a) a scholar’s pack or (b) an explorer’s pack
Hit Dice: 1d6 per psion level
Hit Points at 1st Level: 6 + your Constitution modifier Spellcasting (Psionics)
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per psion level after 1st

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Spell Level Point Cost
Cantrips
At 1st level, you know three cantrips of your choice from the 1st 2
psion spell list. You learn additional psion cantrips of your 2nd 3
choice at higher levels, as shown in the Cantrips Known 3rd 5
column of the Psion table. 4th 6
5th 7
Psi Points 6th 9
The Psion table shows how many psi points you have to cast
your spells of 1st level and higher. To cast one of these spells, 7th 10
you must expend a number of psi points based on the spell’s 8th 11
level as outlined in the Psi Point Cost table below. You cannot 9th 13
exceed the maximum psi points as outlined in the Psi Point Spells of 6th Level and Higher
Limit column of the Psion Table. Even though you might have Spells of 6th level (9 points) and higher are particularly taxing
enough points to cast above this maximum, you can’t do so. to cast. You can use psi points to cast one spell of each level
You regain all expended psi points when you finish a long of 6th or higher. You can’t cast another spell of the same level
rest. until you finish a long rest. At 19th level you can cast an
Spells Known of 1st Level and Higher additional 6th level spell. At 20th level you can cast an
You know four 1st-level spells of your choice from the psion additional 7th level spell.
spell list. Spellcasting Ability
The Spells Known column of the Psion table shows when Intelligence is your spellcasting ability for your psion spells,
you learn more psion spells of your choice. Each of these since you learn your spells through dedicated study and
spells must cost a number of psi points equal to or less than memorization. You use your Intelligence whenever a spell
your psi point limit. For instance, when you reach 3rd level in refers to your spellcasting ability. In addition. you use your
this class, you can learn one new spell that costs 2 or 3 psi Intelligence modifier when setting the saving throw DC for a
points. psion spell you cast and when making an attack roll with one.
Additionally, when you gain a level in this class, you can
choose one of the psion spells you know and replace it with Spell save DC = 8 + your proficiency bonus +
another spell from the psion spell list, which also must cost a your Intelligence modifier
number of psi points equal to or less than your psi point limit.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Psi Point Cost

The Psion
Proficiency Cantrips Spells Psi Psi Point
Level Bonus Features Known Known Points Limit
1st +2 Spellcasting (Psionics), Psychic Order 3 4 4 2
2nd +2 Psychic Order Feature 3 5 6 2
3rd +2 — 3 7 14 3
4th +2 Ability Score improvement 4 8 17 3
5th +3 — 4 9 27 5
6th +3 All Ability Scores improve, Psychic Order Feature 4 11 32 5
7th +3 Competency 4 12 38 6
8th +3 Ability Score improvement 4 14 44 6
9th +4 — 4 15 57 7
10th +4 Psychic Order Feature 5 16 64 7
11th +4 All Ability Scores improve 5 17 73 9
12th +4 Ability Score improvement 5 18 78 9
13th +5 — 5 20 83 10
14th +5 Psychic Order Feature 5 21 88 10
15th +5 Competency 5 22 94 11
16th +5 All Ability Scores improve, Ability Score improvement 5 23 100 11
17th +6 — 5 24 107 13
18th +6 Spell Mastery 5 26 114 13
19th +6 Ability Score improvement 5 27 123 13
20th +6 Psychic Order Feature 5 29 133 13

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Ritual Casting Psychic Ward
You can cast any psion spell you know as a ritual if that spell Starting at 2nd level when you choose this order, you can
has the ritual tag. weave magic around yourself for protection. When you
expend psi points to cast a psion abjuration spell, you can
Psychic Order simultaneously use a strand of the spell’s magic to create a
Choose a psychic order, which shapes the way you cast spells. magical ward on yourself that lasts until you finish a long
All are detailed at the end of this class description. rest. The ward has hit points equal to twice your psion level +
Your choice grants you features when you choose it at 1st your Intelligence modifier. Whenever you take damage, the
level and again at 2nd, 6th, 10th, 14th, and 20th level. ward takes the damage instead. If this damage reduces the
ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but
Ability Score Improvement its magic remains. Whenever you expend psi points to cast a
When you reach 4th level, and again at 8th, 12th, 16th, and spell, the ward regains a number of hit points equal to the
19th level, you can increase one ability score of your choice amount of psi points expended.
by 1. As normal, you can’t increase an ability score above 20 Once you create the ward, you can’t create it again until you
using this feature. finish a long rest.
All Ability Scores Improve Abjuration Savant
Beginning at 2nd level, casting abjuration spells come so
When you reach 6th level, and again at 11th, and 16th level, easily to you that it expends only a fraction of your
all of your ability scores increase by 1. As normal, an ability spellcasting efforts. When you expend psi points to cast a
score can’t increase above 20 using this feature. psion abjuration spell, you regain one-third of the psi points
expended (rounded down, minimum 1).
Competency
When you reach 7th level and again at 15th level choose a Projected Ward
skill. You gain proficiency in the skill. If you are already Starting at 6th level, when a creature that you can see within
proficient in the skill, you have advantage on ability checks 30 feet of you takes damage, you can use your reaction to
you make with it. cause your Psychic Ward to absorb that damage. If this
damage reduces the ward to 0 hit points, the warded creature
Spell Mastery takes any remaining damage.
At 18th level, you have achieved such mastery over certain Intellect Fortress
spells that you can cast them at will. Choose a 1st-level psion Starting at 10th level, you learn the intellect fortress spell, if
spell and a 2nd-level psion spell that you know. You can cast you do not already know it. If you already know it select
those spells at their lowest psi point cost without expending another spell from the psion list.
psi points. If you want to cast either spell at a higher level, you You can cast intellect fortress, spending 3 less psi points
must expend psi points as normal. than normal. Once you use this feature, you can’t use it again
By spending 8 hours in study, you can exchange one or until you finish a short or long rest.
both of the spells you chose for different spells of the same
levels. Spell Resistance
Starting at 14th level, you have advantage on saving throws
Psychic Orders against spells.
Furthermore, you have resistance against the damage of
The study of the mind is ancient, stretching back to the spells.
earliest mortal discoveries of magic. Psions and soulknifes
through the ages have memorized and passed down Psychic Disentanglement
hundreds of spells. In some places, soulknifes study At 20th level, your form is altered by raw psychic energies.
alongside psions in schools. In other places, a magi will take Using your action, you undergo a transformation. For 1
on an apprentice to pass on the knowledge. minute, you gain the following benefits:
Abjurant Order You automatically succeed on saving throws against spells
and magical effects.
Your order emphasizes magic that blocks, banishes, or You are immune to the damage of spells and magical
protects. Detractors of this order say that its tradition is about effects.
denial, negation rather than positive assertion. You You have a flying speed of 60 feet.
understand, however, that ending harmful effects, protecting You emanate an aura of raw psychic energy in a 30-foot
the weak, and banishing evil influences is anything but a radius. Whenever an enemy creature starts its turn in the
philosophical void. It is a proud and respected vocation. aura, the creature takes 10 psychic damage.
Called abjurers, members of this order are sought when If you die, roll a d20. On a 10 or higher, you discorporate
baleful spirits require exorcism, when important locations with 0 hit points, instead of dying, and you fall
must be guarded against magical spying, and when portals to unconscious. You and your gear disappear. You appear at a
other planes of existence must be closed. spot of your choice 1d3 days later on the plane of
existence where you died, having gained the benefits of
one long rest.
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Once you use this feature, you can’t use it again until you Energetic Recharge
finish a long rest. At 20th level, as a reaction, which you take when you are
damaged by acid, cold, fire, force, lightning, or thunder
Kinetic Order damage you can convert the damage into psi points. You
You have long studied the art of manipulating magical energy convert the damage to psi points at a rate of 1 psi point per 5
to produce a desired end. You can blast things into the ground damage.
with your sheer brainpower, and because of this, you can You may gain up to your level in psi points and suffer none
augment your destructive capabilities even further. Some of the converted damage. For example, if a 14th level psion
evokers find employment in military forces, serving as takes 80 cold damage, he may convert up to 70 of that
artillery to blast enemy armies from afar. Others use their damage into 14 psi points. He takes the remaining 10 cold
spectacular power to protect the weak, while some seek their damage as normal.
own gain as bandits, adventurers, or aspiring tyrants. Once you use this feature, you can’t use it again until you
finish a long rest.
Sculpt Spells
Starting at 1st level when you select this tradition, you can Nomadic Order
create pockets of relative safety within the effects of your You are a student of space and time. To you, the distance
evocation spells. When you cast a psion evocation spell that between two points can be just a step and time is all
affects other creatures that you can see, you can choose a perception. Over time you learn to control time and space
number of them equal to the psi points expended. The chosen around you with little effort.
creatures automatically succeed on their saving throws
against the spell, and they take no damage if they would Temporal Acceleration
normally take half damage on a successful save. Starting at 1st level when you choose this order, you can
briefly bend time in your favor. On your turn, if you have not
Evocation Savant taken more than one action this turn, you can take one
Beginning at 2nd level, casting evocation spells come so additional action. This additional action cannot be used to
easily to you that it expends only a fraction of your cast a spell.
spellcasting efforts. When you expend psi points to cast a Once you use this feature, you must finish a short or long
psion evocation spell, you regain one-third of the psi points rest before you can use it again.
expended (rounded down, minimum 1).
Space-time Savant
Kinetic Deflection Beginning at 2nd level, casting spells related to space-time
At 6th level, you have learned to fortify yourself against harm come so easily to you that it expends only a fraction of your
with kinetic energy. When you are hit by an attack or fail a spellcasting efforts. When you cast spells that involve
Constitution saving throw, you can use your reaction to gain a teleportation, other planes, or time, you regain one-third of
+2 bonus to your AC against that attack or a +4 bonus to that the psi points expended (rounded down, minimum 1).
saving throw. Spells: arcane gate, astral projection, banishment,
When you use this feature, you can’t cast spells other than deceleration, déjà vu, delay response, dimension door,
cantrips until the end of your next turn. dimension reposition, dimension slide, dimension swap,
disintegrate, divert teleport, etherealness, forbiddance,
Empowered Evocation freedom of movement, gate, gravitational well, haste, maze,
Beginning at 10th level, you can add your Intelligence passwall, plane shift, retrieve, teleport, teleportation circle,
modifier one damage roll of any psion evocation spell you temporal acceleration, time hop, time regression, upheaval
cast.
Transposition
Overchannel Starting at 6th level, you can use a bonus action to teleport up
Starting at 14th level, you can increase the power of your to 60 feet to an unoccupied space that you can see.
simpler spells. When you expend 1 through 7 psi points to Alternatively, you can choose a space within range that is
cast a psion spell that deals damage, you can deal maximum occupied by a creature. If that creature is willing, you both
damage with that spell. teleport, swapping places.
The first time you do so, you suffer no adverse effect. If you Alternatively, you can use your action to teleport to a space
use this feature again before you finish a long rest, you take occupied by an unwilling creature. It must make a Charisma
1d12 necrotic damage for each psi point expended, saving throw against your psion spell save DC. On a failure,
immediately after you cast it. Each time you use this feature you both teleport, swapping places.
again before finishing a long rest, the necrotic damage per psi Once you use this feature, you must finish a short or long
point expended increases by 1d12. This damage ignores rest before you can use it again.
resistance and immunity.
Temporal Step
Beginning at 10th level, you can teleport as an instant, almost
instinctual reaction to danger. When a creature makes an
attack roll against you, you can use your reaction to teleport
up to 60 feet to an unoccupied space you can see. The attack
automatically misses you.
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Once you use this feature, you can’t use it again until you The Third Eye
finish a short or long rest. Starting at 10th level, you can use your action to increase
your powers of perception. When you do so, choose one of
Greater Temporal Acceleration the following benefits, which lasts until you are incapacitated
Starting at 14th level, you can use the Temporal Acceleration or you take a short or long rest. You can’t use the feature
feature twice before a short or long rest, but only once on the again until you finish a short or long rest.
same turn. Darkvision. You gain darkvision out to a range of 60 feet.
Ethereal Sight. You can see into the Ethereal Plane within
Time Stop 60 feet of you.
At 20th level, as an action, you briefly stop the flow of time for Greater Comprehension. You can read any language.
everyone but yourself. No time passes for other creatures, See Invisibility. You can see invisible creatures and
while you take 1d4 + 1 turns in a row, during which you can objects within 10 feet of you that are within line of sight.
use actions and move as normal.
This feature ends if one of the actions you use during this Clairtangent Hand
period, or any effects that you create during this period, At 14th level, you learn the far hand cantrip, if you do not
affects a creature other than you or an object being worn or already know it. If you already know it select another cantrip
carried by someone other than you. In addition, the feature from the psion list. The cantrip doesn’t count against your
ends if you move to a place more than 1,000 feet from the number of cantrips known. You can use far hand emanating
location where you used it. from the invisible sensor of a clairvoyance or scrying spell.
Once you use this feature, you must finish a long rest
before you can use it again. Foresight
At 20th level, your ability to foresee the different possibilities
Seeing Order has suffused you. Using your action, you gain limited ability to
The counsel of a seer is sought by royalty and commoners see into the immediate future. For 8 hours, you gain the
alike, for all seek a clearer understanding of the past, present, following benefits:
and future. As a seer, you strive to part the veils of space, You can’t be surprised
time, and consciousness so that you can see clearly. You work You have advantage on attack rolls, saving throws, or
to master spells of discernment, remote viewing, ability checks
supernatural knowledge, and foresight. Other creatures have disadvantage on attack rolls against
Alter the Threads
you for the duration
Starting at 1st level when you choose this order, you have the Once you use this feature, you can’t use it again until you
ability to alter the thread of the future. When a creature you finish a long rest.
can see makes an attack roll, an ability check, or a saving
throw, you can use your reaction and spend 2 psi points to Shaping Order
roll 1d4 and apply the number rolled as a bonus or penalty
(your choice) to the creature’s roll. You can do so after the You are a master of sculpting ectoplasm from the Astral
creature rolls but before any effects of the roll occur. Plane, shaping it into various objects and creatures.
Portent Minor Ectoplasmic Object
Starting at 2nd level when you choose this order, glimpses of Starting at 1st level when you select this tradition, you learn
the future begin to press in on your awareness. When you or the ectoplasmic trinket cantrip, if you do not already know it.
a creature that you can see makes any attack roll, saving If you already know it select another cantrip from the psion
throw, or ability check you can cause the roll to be made with list. The cantrip doesn’t count against your number of
advantage or disadvantage. You must choose to do so before cantrips known. The range increases to 15 feet, the size
the roll, and you can alter a roll in this way only once per turn. increases to 3 cubic feet, and the maximum value increases
You can use this feature a number of times equal to your to 10 gp.
Intelligence modifier (a minimum of once). You regain any
expended uses when you finish a long rest. Astral Constructor
Additionally at 1st level, you learn the astral construct spell, if
Divination Savant you do not already know it. The spell doesn’t count against
Beginning at 2nd level, casting divination spells come so your number of spells known.
easily to you that it expends only a fraction of your When you cast the astral construct spell, your astral
spellcasting efforts. When you expend psi points to cast a construct gains an additional enhancement.
psion divination spell, you regain one-third of the psi points
expended (rounded down, minimum 1).
6th level feature
6th level feature

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Conjuration Savant Thought Shield
Beginning at 2nd level, casting conjuration spells come so Also at 2nd level, your thoughts can’t be read by telepathy or
easily to you that it expends only a fraction of your other means unless you allow it.
spellcasting efforts. When you expend psi points to cast a
psion conjuration spell, you regain one-third of the psi points Instinctive Charm
expended (rounded down, minimum 1). Beginning at 6th level, when a creature you can see within 30
feet of you makes an attack roll against you, you can use your
Ectoplasmic Protection reaction to divert the attack, provided that another creature is
Starting at 6th level, you can weave ectoplasm around within the attack’s range. The attacker must make a Wisdom
yourself for protection. When you expend psi points to cast a saving throw against your psion spell save DC. On a failed
conjuration spell, you can simultaneously weave ectoplasm save, the attacker must target the creature that is closest to it,
around yourself that lasts until you finish a long rest. The not including you or itself. If multiple creatures are closest,
ectoplasm has hit points equal to twice your psion level + the attacker chooses which one to target. On a successful
your Intelligence modifier. Whenever you take damage, the save, you can’t use this feature on the attacker again until you
ectoplasm takes the damage instead. If this damage reduces finish a long rest.
the ectoplasm to 0 hit points, you take any remaining You must choose to use this feature before knowing
damage. whether the attack hits or misses. Creatures that can’t be
While the ectoplasm has 0 hit points, it can’t absorb charmed are immune to this effect.
damage, but it remains. Whenever you expend psi points to
cast a conjuration spell, the ectoplasm regains a number of Split Telepathy
hit points equal to 1 + the amount of psi points expended. Starting at 10th level, when you expend psi points to cast an
Once you create the ectoplasm, you can’t create it again enchantment spell that targets only one creature, you can
until you finish a long rest. have it target a second creature.
Focused Conjuration Alter Memories
Beginning at 10th level, while you are concentrating on a At 14th level, you gain the ability to make a creature unaware
conjuration spell, your concentration can’t be broken as a of your magical influence on it. When you cast an
result of taking damage. enchantment spell to charm one or more creatures, you can
alter one creature’s understanding so that it remains unaware
Maestro of Ectoplasm of being charmed.
Starting at 14th level, when you cast a psion conjuration spell Additionally, once before the spell expires, you can use your
on an area increase the radius of the area by 5 feet. action to try to make the chosen creature forget some of the
time it spent charmed. The creature must succeed on an
Astral Ally Intelligence saving throw against your psion spell save DC or
At 20th level, you no longer need to maintain concentration to lose a number of hours of its memories equal to 1 + your
maintain an astral construct. Charisma modifier (minimum 1). You can make the creature
forget less time, and the amount of time can’t exceed the
Telepathic Order duration of your enchantment spell.
You can transmit thoughts through space, alter the thoughts Last Respite
of others, or even invade their mind with your own. Some At 20th level, as a reaction to being reduced to 0 hit points,
telepaths are peacemakers who bewitch the violent to lay you can shunt your mind into the body of a creature within 60
down their arms and charm the cruel into showing mercy. feet as per the mind switch spell. Your original body is left
Others are tyrants who magically bind the unwilling into their stable. This ability lasts a number of rounds equal to your
service. Most enchanters fall somewhere in between. psion level. You must secure a permanent body for your mind,
either by healing your original body, through the use of a spell
Awakened Mind such as mind switch, or some other means to permanently
Starting at 1st level, your alien knowledge gives you the ability inhabit a body, by the end of this effect’s duration or die.
to touch the minds of other creatures. You can communicate
telepathically with any creature you can see within 30 feet of
you. You don’t need to share a language with the creature for
it to understand your telepathic utterances, but the creature
must be able to understand at least one language.
Enchantment Savant
Beginning at 2nd level, casting enchantment spells come so
easily to you that it expends only a fraction of your
spellcasting efforts. When you expend psi points to cast a
psion enchantment spell, you regain one-third of the psi
points expended (rounded down, minimum 1).

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98
Transmuting Order Once you cast polymorph in this way, you can’t do so again
until you finish a short or long rest, though you can still cast it
You are a student of spells that modify energy and matter. To using available psi points.
you, the world is not a fixed thing, but eminently mutable, and
you delight in being an agent of change. You wield the raw Master Transmuter
stuff of creation and learn to alter both physical forms and Starting at 14th level, you can use your action to create a
mental qualities. Your magic gives you the tools to become a grand transmutation. When you do so, choose one of the
smith on reality’s forge. following effects.
Some transmuters are tinkerers and pranksters, turning Major Transformation. You can transmute one
people into toads and transforming copper into silver for fun nonmagical object—no larger than a 5-foot cube—into
and occasional profit. Others pursue their magical studies another nonmagical object of similar size and mass and of
with deadly seriousness, seeking the power of the gods to equal or lesser value. You must spend 10 minutes handling
make and destroy worlds. the object to transform it.
Panacea. You remove all curses, diseases, and poisons
Thicken Skin affecting a creature that you touch. The creature also regains
Starting at 1st level when you select this tradition, your skin all its hit points.
thickens. Your hit point maximum increases by 1 and Restore Life. You cast the raise dead spell on a creature
increases by 1 again whenever you gain a level in this class. you touch, without expending a psi points or needing to know
When you aren’t wearing armor your AC equals 13 + your the spell.
Dexterity modifier. Restore Youth. You touch a willing creature, and that
creature’s apparent age is reduced by 3d10 years, to a
Mutable Form minimum of 13 years. This effect doesn’t extend the
At 2nd level, you learn the alter self and enlarge/reduce if you creature’s lifespan.
do not already know them. You can cast alter self or Once you use this feature, you can’t use it again until you
enlarge/reduce without expending psi points. When you do finish a long rest.
so, you can target only yourself.
Once you cast alter self or enlarge/reduce in this way, you Master Metamorphosis
can’t do so again until you finish a short or long rest, though At 20th level, you can cast shapechange without expending
you can still cast them normally using psi points. psi points.
Once you cast shapechange in this way, you can’t do so
Transmutation Savant again until you finish a long rest.
Beginning at 2nd level, casting transmutation spells come so
easily to you that it expends only a fraction of your
spellcasting efforts. When you expend psi points to cast a Notes
psion transmutation spell, you regain one-third of the psi Abjurant Sources: School of Abjuration (1st, 6th, 14th),
points expended (rounded down, minimum 1). Intellect Fortress (10th), Catapsi (20th)
Egoist Sources: Psychometabolism Discipline (10th),
Transmute School of Transmutation (6th, 10th, 14th)
Starting at 6th level, you can use your action to transmute Kineticist Sources: Psychokinesis Discipline (20th),
yourself or another creature. A creature gains a benefit of School of Evocation (1st, 10th, 14th)
your choice as long as you are transmuting that creature. You Nomad Sources: Action Surge (1st, 14th), School of
can only transmute one creature at a time. Conjuration (6th), Misty Step (10th), Psychoportation
When a creature is transmuted, choose the benefit from the Discipline (20th)
following options: Seer Sources: Clairsentience Discipline (20th), Wild
Darkvision out to a range of 60 feet Magic (1st), Clairtangent Hand(6th), School of Divination
An increase to speed of 10 feet while the creature is (10th, 14th)
unencumbered Shaper Sources: Metacreativity Discipline (1st, 6th, 14th,
Proficiency in Constitution saving throws 20th), School of Conjuration (10th)
Resistance to acid, cold, fire, lightning, or thunder damage Telepath Sources: GOO Warlock (1st, 6th), School of
(your choice whenever you choose this benefit) Enchantment (10th, 14th), Telepathy Discipline (20th)
Each time you expend psi points to cast a transmutation Caster Comparison
spell, you can change the effect of your transmutation on a
creature you touch or regain a number of hit points equal to
the amount of psi points expended.
Minor Metamorphosis
At 10th level, you learn the polymorph spell if you don’t
already know it. You can cast polymorph without expending
psi points. When you do so, you can target only yourself and
transform into a beast whose challenge rating is 1 or lower.

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99
Ranger Creating a Ranger
Rough and wild looking, a human stalks alone through the As you create your ranger character, consider the nature of
shadows of trees, hunting the orcs he knows are planning a the training that gave you your particular capabilities. Did you
raid on a nearby farm. Clutching a shortsword in each hand, train with a single mentor, wandering the wilds together until
he becomes a whirlwind of steel, cutting down one enemy you mastered the ranger’s ways? Did you leave your
after another. apprenticeship, or was your mentor slain—perhaps by the
After tumbling away from a cone of freezing air, an elf finds same kind of monster that became your favored enemy? Or
her feet and draws back her bow to loose an arrow at the perhaps you learned your skills as part of a band of rangers
white dragon. Shrugging off the wave of fear that emanates affiliated with a druidic circle, trained in mystic paths as well
from the dragon like the cold of its breath, she sends one as wilderness lore. You might be self-taught, a recluse who
arrow after another to find the gaps between the dragon’s learned combat skills, tracking, and even a magical
thick scales. connection to nature through the necessity of surviving in the
Holding his hand high, a halfling whistles to the hawk that wilds.
circles high above him, calling the bird back to his side. What’s the source of your particular hatred of a certain
Whispering instructions in Halfling, he points to the owlbear kind of enemy? Did a monster kill someone you loved or
he’s been tracking and sends the hawk to distract the destroy your home village? Or did you see too much of the
creature while he readies his bow. destruction these monsters cause and commit yourself to
Far from the bustle of cities and towns, past the hedges reining in their depredations? Is your adventuring career a
that shelter the most distant farms from the terrors of the continuation of your work in protecting the borderlands, or a
wild, amid the dense-packed trees of trackless forests and significant change? What made you join up with a band of
across wide and empty plains, rangers keep their unending adventurers? Do you find it challenging to teach new allies
watch. the ways of the wild, or do you welcome the relief from
solitude that they offer?
Deadly Hunters Quick Build
Warriors of the wilderness, rangers specialize in hunting the You can make a ranger quickly by following these
monsters that threaten the edges of civilization—humanoid suggestions. First, make Dexterity your highest ability score,
raiders, rampaging beasts and monstrosities, terrible giants, followed by Wisdom. (Some rangers who focus on two-
and deadly dragons. They learn to track their quarry as a weapon fighting make Strength higher than Dexterity.)
predator does, moving stealthily through the wilds and hiding Second, choose the outlander background.
themselves in brush and rubble. Rangers focus their combat
training on techniques that are particularly useful against
their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire
the ability to cast spells that harness nature’s power, much as
a druid does. Their spells, like their combat abilities,
emphasize speed, stealth, and the hunt. A ranger’s talents and
abilities are honed with deadly focus on the grim task of
protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a
tracker, a ranger’s true calling is to defend the outskirts of
civilization from the ravages of monsters and humanoid
hordes that press in from the wild. In some places, rangers
gather in secretive orders or join forces with druidic circles.
Many rangers, though, are independent almost to a fault,
knowing that, when a dragon or a band of orcs attacks, a
ranger might be the first—and possibly the last—line of
defense.
This fierce independence makes rangers well suited to
adventuring, since they are accustomed to life far from the
comforts of a dry bed and a hot bath. Faced with city-bred
adventurers who grouse and whine about the hardships of
the wild, rangers respond with some mixture of amusement,
frustration, and compassion. But they quickly learn that other
adventurers who can carry their own weight in a fight against
civilization’s foes are worth any extra burden. Coddled city
folk might not know how to feed themselves or find fresh
water in the wild, but they make up for it in other ways.

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Favored Enemy
Class Features Beginning at 1st level, you have significant experience
As a ranger, you gain the following class features. studying, tracking, hunting, and even talking to a certain type
of enemy commonly encountered in the wilds.
Hit Points Choose a type of favored enemy: beasts, fey, monstrosities,
Hit Dice: 1d10 per ranger level ooze, plants, or undead. Alternatively, you can select two
Hit Points at 1st Level: 10 + your Constitution modifier races of humanoid (such as gnolls and orcs) as favored
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution enemies.
modifier per ranger level after 1st You gain a +2 bonus to damage rolls with weapon attacks
Proficiencies against creatures of the chosen type. Additionally, you have
Armor: Light armor, medium armor, shields advantage on Wisdom (Nature) checks to track your favored
Kryx’s Armor: Leather, Hide, shields enemies, as well as on Intelligence checks to recall
Weapons: Simple weapons, martial weapons information about them.
Craft and Trade: None When you gain this feature, you also learn one language of
your choice, typically one spoken by your favored enemy or
Saving Throws: Strength, Dexterity creatures associated with it. However, you are free to pick any
Kryx’s Saving Throws: Reflex language you wish to learn.
Skills: Choose three from: Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth, and Natural Explorer
Survival You area master of navigating the natural world, and you
Kryx’s Skills: Choose three from: Acrobatics, Athletics, react with swift and decisive action when attacked. This
Insight, Medicine, Nature, Perception, and Stealth grants you the following benefits:
Equipment You ignore non-magical difficult terrain.
You start with the following equipment, in addition to the You have advantage on initiative rolls.
equipment granted by your background:
(a) two shortswords or (b) two simple melee weapons In addition, you are skilled at navigating the wilderness.
(a) a dungeoneer’s pack or (b) an explorer’s pack You gain the following benefits when traveling for an hour or
Hide armor more:
A longbow and a quiver of 20 arrows Non-magical difficult terrain doesn’t slow your group’s
travel.

The Ranger
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — —
2nd +2 Fighting Stance, Spellcasting, 2 2 — — — —
Hunter’s Mark, Primal Strike
3rd +2 Primeval Awareness, Ranger Conclave 2 3 — — — —
4th +2 Ability Score improvement 2 3 — — — —
5th +3 Ranger Conclave feature 2 4 2 — — —
6th +3 All Ability Scores improve, Greater Favored Enemy 2 4 2 — — —
7th +3 Competency, Ranger Conclave feature 2 4 3 — — —
8th +3 Ability Score improvement, Fleet of Foot 2 4 3 — — —
9th +4 — 2 4 3 2 — —
10th +4 Hide in Plain Sight 3 4 3 2 — —
11th +4 All Ability Scores improve, Multiattack 3 4 3 3 — —
12th +4 Ability Score improvement 3 4 3 3 — —
13th +5 — 3 4 3 3 1 —
14th +5 Vanish 3 4 3 3 1 —
15th +5 Competency, Ranger Conclave feature 3 4 3 3 2 —
16th +5 All Ability Scores improve, Ability Score improvement 3 4 3 3 2 —
17th +6 — 3 4 3 3 3 1
18th +6 Feral Senses 3 4 3 3 3 1
19th +6 Ability Score improvement 3 4 3 3 3 2
20th +6 Foe Slayer 3 4 3 3 3 2

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Even when you are engaged in another activity while For example, if you are a 5th-level ranger, you have four 1st-
traveling (such as foraging, navigating, or tracking), you level and two 2nd-level spell slots. With a Wisdom of 14, your
remain alert to danger. list of prepared spells can include four spells of 1st or 2nd
If you are traveling alone, you can move stealthily at a level, in any combination. If you prepare the 1st-level spell
normal pace. animal friendship, you can cast it using a 1st-level or a 2nd
When you forage, you find twice as much food as you level slot. Casting the spell doesn’t remove it from your list of
normally would. prepared spells.
While tracking other creatures, you also learn their exact You can change your list of prepared spells when you finish
number, their sizes, and how long ago they passed through a long rest. Preparing a new list of ranger spells requires
the area. time spent in prayer and meditation: at least 1 minute per
spell level for each spell on your list.
Fighting Stance Spellcasting Ability
At 2nd level, as a bonus action on your turn, you can enter a Wisdom is your spellcasting ability for your ranger spells,
stance that lasts until you enter a new stance. Choose one of since your magic draws on your attunement to nature. You
the following options: use your Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier when
Archery setting the saving throw DC for a ranger spell you cast and
You gain a +2 bonus to attack rolls you make with ranged when making an attack roll with one.
weapons.
Spell save DC = 8 + your proficiency bonus +
Defense your Wisdom modifier
While you are wearing armor, you gain a +1 bonus to AC. Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Dueling
When you are wielding a melee weapon in one hand and no Hunter’s Mark
other weapons or shields you gain a +2 bonus to damage rolls
with that weapon. Starting at 2nd level, as a bonus action you can expend a spell
slot of 1st level or higher, and you can choose a creature you
Two-Weapon Fighting can see within 90 feet and mystically mark it as your quarry.
You can use two-weapon fighting even when the one-handed You deal an extra 1d6 damage to the target whenever you hit
melee weapons you are wielding aren’t light. Additionally you it with a weapon attack, and you have advantage on any
can draw or stow two one-handed weapons when you would Wisdom (Perception) or Wisdom (Nature) check you make to
normally be able to draw or stow only one. find it.
The mark lasts for 8 hours. If the target drops to 0 hit
Spellcasting points before this feature ends, you can mark a new creature
on a subsequent turn of yours.
By the time you reach 2nd level, you have learned to use the
magical essence of nature to cast spells, much as a druid Primal Strike
does. See chapter 10 for the general rules of spellcasting and
chapter 11 for the ranger spell list. Starting at 2nd level, once per turn, you can expend a ranger
spell slot to cause an effect. Choose one of the following
Cantrips options:
At 2nd level, you know two cantrips of your choice from the Ensnaring Strike. When you hit a creature with a weapon
ranger spell list. You learn additional ranger cantrips of your attack you can expend a 1st-level or higher ranger spell slot to
choice at higher levels, as shown in the Cantrips Known cause a writhing mass of thorny vines appears at the point of
column of the Ranger table. impact. The target must succeed on a Strength saving throw
or be restrained by the magical vines for 1 minute or until you
Preparing and Casting Spells lose your concentration (as if you were concentrating on a
The Ranger table shows how many spell slots you have to spell). A Large or larger creature has advantage on this
cast your spells. To cast one of your ranger spells of 1st level saving throw. If the target succeeds on the save, the vines
or higher, you must expend a slot of the spell’s level or higher. shrivel away.
You regain all expended spell slots when you finish a long While restrained by this spell, the target takes 1d6 piercing
rest. damage, plus 1d6 for each slot level higher than 1st at the
You prepare the list of ranger spells that are available for start of each of its turns. A creature restrained by the vines or
you to cast, choosing from the ranger spell list. When you do one that can touch a creature can use its action to make a
so, choose a number of ranger spells equal to your Wisdom Strength (Brawn) or Dexterity (Acrobatics) check (it’s choice)
modifier + one fourth your ranger level, rounded up against your spell save DC. On a success, the target is freed.
(minimum of one spell). The spells must be of a level for
which you have spell slots.

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Hail of Thorns. When you hit a creature with a weapon Conclave Spells
attack you can expend a 1st-level or higher ranger spell slot to Each conclave has a list of associated spells. You gain access
cause a rain of thorns to sprout from your ranged weapon or to these spells at the levels specified in the conclave
ammunition. In addition to the normal effects of the attack, description. Once you gain access to a conclave spell, you
the target of the attack and each creature within 5 feet of it always have it prepared. Conclave spells don’t count against
must make a Dexterity saving throw. A creature takes 2d6 the number of spells you can prepare each day. If you gain a
piercing damage, plus 1d6 for each slot level higher than 1st conclave spell that doesn’t appear on the ranger spell list, the
on a failed save, or half as much damage on a successful one. spell is nonetheless a ranger spell for you.
Lightning Arrow. When you hit a creature with a weapon
attack you can expend a 3rd-level or higher ranger spell slot Ability Score Improvement
to cause the weapon’s ammunition, or the weapon itself if it’s
a thrown weapon, to transform into a bolt of lightning. Make When you reach 4th level, and again at 8th, 12th, 16th, and
the attack roll as normal. The target takes 3d6 lightning 19th level, you can increase one ability score of your choice
damage, plus 1d6 for each slot level higher than 3rd on a hit, by 1. As normal, you can’t increase an ability score above 20
or half as much damage on a miss. using this feature.
Whether you hit or miss, each creature within 10 feet of
the target must make a Dexterity saving throw. Each of these All Ability Scores Improve
creatures takes 3d6 lightning damage, plus 1d6 for each slot When you reach 6th level, and again at 11th, and 16th level,
level higher than 3rd on a failed save, or half as much damage all of your ability scores increase by 1. As normal, an ability
on a successful one. score can’t increase above 20 using this feature.
The piece of ammunition or weapon then returns to its
normal form.
Zephyr Strike. When you make a weapon attack against a Greater Favored Enemy
creature you can expend a 1st-level or higher ranger spell slot At 6th level, you are ready to hunt even deadlier game.
to make the attack roll with advantage. Your speed increases Choose a type of greater favored enemy: aberrations,
by 30 feet until the end of that turn and for 1 minute, your celestials, constructs, dragons, elementals, fiends, or giants.
movement doesn’t provoke opportunity attacks. You gain all the benefits against this chosen enemy that you
normally gain against your favored enemy, including an
Primeval Awareness additional language. Your bonus to damage rolls against all
Beginning at 3rd level, your mastery of ranger lore allows you your favored enemies increases to +4.
to establish a powerful link to beasts and to the land around Additionally, you have advantage on saving throws against
you. the spells and abilities used by a greater favored enemy.
You have an innate ability to communicate with beasts, and
they recognize you as a kindred spirit. Through sounds and Competency
gestures, you can communicate simple ideas to a beast as an When you reach 7th level and again at 15th level choose a
action, and can read its basic mood and intent. You learn its skill. You gain proficiency in the skill. If you are already
emotional state, whether it is affected by magic of any sort, its proficient in the skill, you have advantage on ability checks
short-term needs (such as food or safety), and actions you can you make with it.
take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have Fleet of Foot
attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any Beginning at 8th level, you can use the Dash action as a
of your favored enemies lurk nearby. By bonus action on your turn.
spending1uninterrupted minute in concentration (as if you
were concentrating on a spell), you can sense whether any of Hide in Plain Sight
your favored enemies are present within 5 miles of you. This Starting at 10th level, you can remain perfectly still for long
feature reveals which of your favored enemies are present, periods of time to set up ambushes.
their numbers, and the creatures’ general direction and When you attempt to hide on your turn, you can opt to not
distance (in miles) from you. move on that turn. If you avoid moving, creatures that attempt
If there are multiple groups of your favored enemies within to detect you take a −10 penalty to their Wisdom (Perception)
range, you learn this information for each group. checks until the start of your next turn. You lose this benefit if
you move or fall prone, either voluntarily or because of some
Ranger Conclave external effect. You are still automatically detected if any
At 3rd level, you choose to emulate the ideals and training of effect or action causes you to no longer be hidden.
a ranger conclave: the Beast Conclave, the Hunter Conclave, If you are still hidden on your next turn, you can continue
or the Stalker Conclave, all detailed at the end of the class to remain motionless and gain this benefit until you are
description. Your choice grants you features at 3rd level and detected.
again at 5th, 7th, and 15th level.
Multiattack
At 11th level, you gain the following features.

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103
Giant Killer Beast Master Ranger Spells
When a Large or larger creature within 5 feet of you makes Ranger Level Spells
an attack against you, you can use your reaction to attack that 3rd beast bond, speak with animals
creature immediately after its attack, provided that you can 5th barkskin, beast sense
see the creature. 9th conjure animals, speak with plants
13th dominate beast, giant insect
Horde Breaker
Once on each of your turns when you make a weapon attack, 17th awaken, insect plague
you can make another attack with the same weapon against a Animal Companion
different creature that is within 5 feet of the original target At 3rd level, you learn to use your magic to create a powerful
and within range of your weapon. bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of
Volley rare herbs and fine food, you call forth an animal from the
You can use your action to make a ranged attack against any wilderness to serve as your faithful companion. You normally
number of creatures within 20 feet of a point you can see select you companion from among the following animals: an
within your weapon’s range. You must have ammunition for ape, a black bear, a boar, a giant badger, a giant weasel, a
each target, as normal, and you make a separate attack roll mule, a panther, or a wolf.
for each target. However, your DM might pick one of these animals for you,
based on the surrounding terrain and on what types of
Vanish creatures would logically be present in the area.
Starting at 14th level, you can use the Hide action as a bonus At the end of the 8 hours, your animal companion appears
action on your turn. Also, you can’t be tracked by nonmagical and gains all the benefits of your Companion’s Bond ability.
means, unless you choose to leave a trail. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond
Feral Senses 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
At 18th level, you gain preternatural senses that help you fight food, you call forth your companion’s spirit and use your
creatures you can’t see. When you attack a creature you can’t magic to create a new body for it. You can return an animal
see, your inability to see it doesn’t impose disadvantage on companion to life in this manner even if you do not possess
your attack rolls against it. any part of its body.
You are also aware of the location of any invisible creature If you use this ability to return a former animal companion
within 30 feet of you, provided that the creature isn’t hidden to life while you have a current animal companion, your
from you and you aren’t blinded or deafened. current companion leaves you and is replaced by the restored
companion.
Foe Slayer
At 20th level, you become an unparalleled hunter. When you Expanding Companion Options
hit an enemy with an attack, you can deal an additional 5d8 Depending on the nature of your campaign, the DM
damage and the creature must make a Constitution saving might choose to expand the options for your animal
throw against your spell save DC. On a failure, the creature is companion. As a rule of thumb, a beast can serve as an
blinded, deafened, frightened, or incapacitated (your choice) animal companion if it isMedium or smaller, has 15 or
for 1 minute. At the end of each of its turns, a target can fewer hit points, and cannot deal more than 8 damage
repeat the saving throw, ending the effect on a success. with a single attack. In general, that applies to
Once you use this feature, you cannot use it again until creatures with a challenge rating of 1/4 or less, but
after you finish a long rest. there are exceptions.

Ranger Conclaves Companion’s Bond


Your animal companion gains a variety of benefits while it is
Across the wilds, rangers come together to form conclaves— linked to you.
loose associations whose members share a similar outlook The animal companion loses its Multiattack action, if it has
on how best to protect nature from those who would despoil one.
it. The companion obeys your commands as best it can. It
rolls for initiative like any other creature, but you determine
Beast Master its actions, decisions, attitudes, and so on. If you are
Many rangers are more at home in the wilds than in incapacitated or absent, your companion acts on its own.
civilization, to the point where animals consider them kin. When using your Natural Explorer feature, you and your
Rangers of the Beast Conclave develop a close bond with a animal companion can both move stealthily at a normal pace.
beast, then further strengthen that bond through the use of Your animal companion has abilities and game statistics
magic. determined in part by your level. Your companion uses your
proficiency bonus rather than its own. In addition to the areas
Conclave Spells where it normally uses its proficiency bonus, an animal
You gain conclave spells at the ranger levels listed. companion also adds its proficiency bonus to its AC and to its
damage rolls.
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Keeping Track of Proficiency Superior Beast’s Defense
At 15th level, whenever an attacker that your companion can
When you gain your animal companion at 3rd level, its
proficiency bonus matches yours at +2. As you gain
see hits it with an attack, it can use its reaction to halve the
levels and increase your proficiency bonus, remember
attack’s damage against it.
that your companion’s proficiency bonus improves as
well, and is applied to the following areas: Armor Class, Deep Stalker
skills, saving throws, attack bonus, and damage rolls. Most folk descend into the depths of the Underdark only
under the most pressing conditions, undertaking some
Your animal companion gains proficiency in two skills of your desperate quest or following the promise of vast riches. All
choice. It also becomes proficient with all saving throws. too often, evil festers beneath the earth unnoticed, and
For each level you gain after 3rd, your animal companion rangers of the Deep Stalker Conclave strive to uncover and
gains an additional hit die and increases its hit points defeat such threats before they can reach the surface.
accordingly.
Whenever you gain the Ability Score improvement class Conclave Spells
feature, your companion’s abilities also improve. Your You gain conclave spells at the ranger levels listed.
companion can increase one ability score of your choice by 2, Deep Stalker Spells
or it can increase two ability scores of your choice by 1. As
normal, your companion can’t increase an ability score above Ranger Level Spells
20 using this feature unless its description specifies 3rd disguise self, protection from evil and good
otherwise. 5th spider climb, web
Your companion shares your alignment, and has a 9th gaseous form, glyph of warding
personality trait and a flaw that you can roll for or select from 13th greater invisibility, stone shape
the tables below. Your companion shares your ideal, and its 17th cloudkill, seeming
bond is always, “The ranger who travels with me is a beloved
companion for whom I would gladly give my life.” Underdark Scout
Your animal companion gains the benefits of your Favored At 3rd level, you gain darkvision out to a range of 90 feet. If
Enemy feature, and of your Greater Favored Enemy feature you already have darkvision, you increase its range by 30 feet.
when you gain that feature at 6th level. It uses the favored Additionally you master the art of the ambush. On your first
enemies you selected for those features. turn during combat, you gain a +10 bonus to your speed, and
d6Trait
if you use the Attack action, you can make one additional
attack.
1 I’m dauntless in the face of adversity You are also adept at evading creatures that rely on
2 Threaten my friends, threaten me. darkvision. Such creatures gain no benefit when attempting
3 I stay on alert so others can rest. to detect you in dark and dim conditions. Additionally, when
4 People see an animal and underestimate me. I use that the DM determines if you can hide from a creature, that
to my advantage. creature gains no benefit from its darkvision.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things. Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
d6 Flaw whenever you take the Attack action on your turn.
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger Iron Mind
are strangers to me. At 7th level, you gain proficiency in Wisdom (Will) saving
3 Anytime is a good time for a belly rub. throws.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face. Stalker’s Dodge
6 I jump on creatures to tell them how much I love
At 15th level, whenever a creature attacks you and does not
them. have advantage, you can use your reaction to impose
disadvantage on the creature’s attack roll against you. You
Coordinated Attack can use this feature before or after the attack roll is made, but
Beginning at 5th level, you and your animal companion form it must be used before the outcome of the roll is determined.
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.
Beast’s Defense
At 7th level, while your companion can see you, it has
advantage on all saving throws.

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Horizon Walker Hunter
Rangers of the Horizon Conclave guard the world against Some rangers seek to master weapons to better protect
threats that originate from other planes. They seek out planar civilization from the terrors of the wilderness. Members of
portals and keep watch over them, venturing to the outer and the Hunter Conclave learn specialized fighting techniques for
inner planes as needed to defeat threats. use against the most dire threats, from rampaging ogres and
hordes of orcs to towering giants and terrifying dragons.
Conclave Spells
You gain conclave spells at the ranger levels listed. Conclave Spells
You gain conclave spells at the ranger levels listed.
Horizon Walker Spells
Ranger Hunter Ranger Spells
Level Spells Ranger Level Spells
3rd expeditious retreat, protection from evil and 3rd snareUA:Starter, striding and springing
good 5th pass without trace, spike growth
5th alter self, misty step 9th conjure barrage, protection from energy
9th protection from energy, tongues 13th grasping vines, freedom of movement
13th banishment, dimension door 17th conjure volley, hold monster
17th contact other plane, teleportation circle
Colossus Slayer
Planar Warrior At 3rd level, your tenacity can wear down the most potent
At 3rd level, you gain the ability to step between the planes in foes. When you hit a creature with a weapon attack, the
a blink of an eye. When you use the Attack action, you can creature takes an extra 1d8 damage if it’s below its hit point
teleport up to 10 feet before each attack. You must be able to maximum. You can deal this extra damage only once per
see the destination of the teleportation. You can deal an turn.
additional 1d4 force damage to the first creature you hit with
a weapon attack with this action and your attacks against that Extra Attack
creature ignore its damage resistances. Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Portal Lore
At 3rd level, you gain the ability to detect the presence of Defensive Tactics
planar portals. As an action, you detect the distance and At 7th level, you gain one of the following features of your
direction to any planar portals within 1,000 feet of you. You choice.
also sense which plane of existence each portal leads to. Escape the Horde. Opportunity attacks against you are
However, if magic obscures any details of a portal, this feature made with disadvantage.
doesn’t reveal them. Multiattack Defense. When a creature hits you with an
Once you use this feature, you can’t use it again until you attack, you gain a +4 bonus to AC against all subsequent
finish a short or long rest. Alternatively, you can use the attacks made by that creature for the rest of the turn.
feature again if you expend a spell slot of 2nd level or higher. Steel Will. You have advantage on saving throws against
See the “Planar Travel” section in chapter 2 of the being frightened.
Dungeon Master’s Guide for examples of planar portals.
Superior Hunter’s Defense
Extra Attack At 15th level, you gain one of the following features of your
Beginning at 5th level, you can attack twice, instead of once, choice.
whenever you take the Attack action on your turn. Evasion. When you are subjected to an effect, such as a
red dragon’s fiery breath or a lightning bolt spell, that allows
Ethereal Step you to make a Dexterity saving throw to take only half
At 7th level, you learn to step through the Ethereal Plane. As damage, you instead take no damage if you succeed on a
a bonus action on your turn, you can cast the etherealness saving throw, and only half damage if you fail.
spell with this feature, but the spell ends at the end of the Stand Against the Tide. When a hostile creature misses
current turn. you with a melee attack, you can use your reaction to force
Once you use this feature, you can’t use it again until you that creature to repeat the same attack against another
finish a short or long rest. creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits
Spectral Defense you with an attack, you can use your reaction to halve the
At 15th level, your ability to move between planes becomes attack’s damage against you.
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.

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Monster Slayer Primeval Guardian
Rangers of the Slayer Conclave seek out vampires, dragons, Rangers of the Primeval Guardian Conclave follow an ancient
evil fey, fiends, and other powerful magical threats. Trained in tradition rooted in powerful druidic magic. These rangers
a variety of arcane and divine techniques to overcome such learn to become one with nature, allowing them to channel
monsters, slayers are experts at unearthing and defeating the aspects of various beasts in order to overcome their foes.
mighty foes. These rangers dwell in the elder forests of the world,
venturing out only rarely, as they consider it their sacred duty
Conclave Spells to protect the druidic groves and ancient trees that saw the
You gain conclave spells at the ranger levels listed. earliest days of the world.
Monster Slayer Spells Conclave Spells
Ranger You gain conclave spells at the ranger levels listed.
Level Spells
3rd detect evil and good, protection from evil and Primeval Guardian Spells
good Ranger Level Spells
5th lesser restoration, zone of truth 3rd entangle, faerie fire
9th magic circle, remove curse 5th enhance ability, locate animals or plants
13th banishment, locate creature 9th conjure animals, plant growth
17th dispel evil and good, planar binding 13th giant insect, grasping vines
Slayer’s Eye 17th commune with nature, insect plague
Starting at 3rd level, you gain the ability to study and unravel Guardian Soul
a creature’s defenses. When you mark a creature with Starting at 3rd level, you gain the ability to temporarily grow
Hunter’s Mark you immediately learn the target’s and take on the appearance of a creature you have seen. As a
vulnerabilities, immunities, and resistances. You also learn bonus action, you can assume this guardian form, which lasts
any special effects triggered when the target takes damage, until you end it on your turn or until you are incapacitated.
such as fire damage halting its regeneration. You undergo the following changes while in your guardian
In addition, the first time each turn you hit the target with a form:
weapon attack, the target takes an extra 1d4 damage from
the weapon. Your size becomes Large, unless you were larger.
This benefit lasts until you target a different creature with Your reach increases by 5 feet.
this feature or until you finish a short or long rest. You gain a number of temporary hit points at the start of
each of your turns. The number equals half your ranger
Extra Attack level. When the form ends, you lose any temporary hit
Beginning at 5th level, you can attack twice, instead of once, points you have from it.
whenever you take the Attack action on your turn.
Piercing Thorns
Supernatural Defense At 3rd level, your command of primal magic allows you to
At 7th level, you gain extra resilience against your prey’s enhance your attacks with thorns. Once during each of your
assaults on your mind and body. Whenever the target of your turns, you can deal an additional 1d6 piercing damage to one
Hunter’s Mark forces you to make a saving throw, you can roll creature you hit with a weapon attack.
with advantage.
Extra Attack
Slayer’s Counter Beginning at 5th level, you can attack twice, instead of once,
At 15th level, you gain the ability to counterattack when your whenever you take the Attack action on your turn.
prey tries to sabotage you. If the target of your Hunter’s Mark
forces you to make a saving throw, you can use your reaction Ancient Fortitude
to make one weapon attack against it. You make this attack At 7th level, you gain the endurance of the ancient forests.
immediately before making the saving throw. If the attack Your hit point maximum and current hit points increase by 2
hits, your save automatically succeeds, in addition to the per ranger level when you assume your guardian form. This
attack’s normal effects. 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.
Guardian Aura
Starting 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.

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Detect Poison and Disease Locate Animals or Plants Water Walk
Ranger Spells
Fog Cloud Locate Object Wind Wall
Cantrips (0 Level) Goodberry Pass without Trace
Druidcraft SnareUA: SS Protection from Poison 4th Level
Guidance Speak with Animals Silence Conjure Woodland Beings
Magic StoneEE Striding and Springing Spike Growth Freedom of Movement
Mending Sudden AwakeningUA: SS Grasping Vines
Resistance Wild CunningUA: SS 3rd Level Locate Creature
Shillelagh Conjure Animals Stoneskin
2nd Level Conjure Barrage
1st Level Animal Messenger Daylight 5th Level
Absorb ElementsEE Barkskin Flame ArrowsEE Commune with Nature
Alarm Beast Sense Nondetection Conjure Volley
Animal Friendship Cordon of Arrows Plant Growth Control Winds
Beast BondEE Darkvision Protection from Energy Tree Stride
Cure Wounds Find Traps Speak with Plants
Detect Magic Lesser Restoration Water Breathing

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Rogue Class Features
As a rogue, you gain the following class features.
The Rogue Hit Points
Proficiency Sneak Hit Dice: 1d8 per rogue level
Level Bonus Features Attack Hit Points at 1st Level: 8 + your Constitution modifier
1st +2 Expertise, Sneak Attack 1d6 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
2nd +2 Cunning Action 1d6 modifier per rogue level after 1st
3rd +2 Roguish Archetype 2d6 Proficiencies
4th +2 Ability Score improvement 2d6 Armor: Light armor
5th +3 Uncanny Dodge 3d6 Kryx’s Armor: Leather
6th +3 All Ability Scores improve, 3d6 Weapons: Simple weapons, hand crossbows, longswords,
Expertise rapiers, shortswords
7th +3 Competency, Evasion 4d6 Craft and Trade: Choose one Gaming Set
8th +3 Ability Score improvement 4d6 Saving Throws: Dexterity, Intelligence
9th +4 Roguish Archetype feature 5d6 Kryx’s Saving Throws: Reflex
10th +4 Use Magic Device 5d6 Skills: Choose four from Acrobatics, Athletics, Deception,
11th +4 All Ability Scores improve, 6d6 Insight, Intimidation, Investigation, Perception,
Reliable Talent Performance, Persuasion, Sleight of Hand, and Stealth
12th +4 Ability Score improvement 6d6 Kryx’s Skills: You have proficiency in Finesse. Choose four
13th +5 Roguish Archetype feature 7d6 from: Acrobatics, Athletics, Insight, Manipulation,
14th +5 Blindsense 7d6 Persuasion, Perception, and Stealth
15th +5 Competency, Slippery Mind 8d6 Equipment
16th +5 All Ability Scores improve, 8d6 You start with the following equipment, in addition to the
Ability Score improvement equipment granted by your background:
17th +6 Roguish Archetype feature 9d6
(a) a rapier or (b) a shortsword
18th +6 Elusive 9d6 (a) a shortbow and quiver of 20 arrows or (b) a shortsword
19th +6 Ability Score improvement 10d6 (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
20th +6 Stroke of Luck 10d6 explorer’s pack
Leather armor, two daggers, and thieves’ tools
Expertise
At 1st level, choose two of your skill proficiencies. You have
advantage on any ability check you make that uses either of
the chosen proficiencies.
At 6th level, you can choose another two skill proficiencies
to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack if
you have advantage on the attack roll.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the attack
roll.
The amount of the extra damage increases as you gain
levels in this class, as shown in the Sneak Attack column of
the Rogue table.

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Cunning Action Blindsense
Starting at 2nd level, your quick thinking and agility allow you Starting at 14th level, if you are able to hear, you are aware of
to move and act quickly. You can take a bonus action on each the location of any hidden or invisible creature within 10 feet
of your turns in combat. This action can be used only to the of you.
Dash action, Disengage action, Hide action, Use an Object
action, or make a Dexterity (Finesse) check. Slippery Mind
Roguish Archetype By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
At 3rd level, you choose an archetype that you emulate in the
exercise of your rogue abilities. Your archetype choice grants Elusive
you features at 3rd level and then again at 9th, 13th, and 17th Beginning at 18th level, you are so evasive that attackers
level. rarely gain the upper hand against you. No attack roll has
Ability Score Improvement advantage against you while you aren’t incapacitated.
When you reach 4th level, and again at 8th, 10th, 12th, 16th, Stroke of Luck
and 19th level, you can increase one ability score of your At 20th level, you have an uncanny knack for succeeding
choice by 1. As normal, you can’t increase an ability score when you need to. If your attack misses a target within range,
above 20 using this feature. you can turn the miss into a hit. Alternatively, if you fail an
Uncanny Dodge ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you
Starting at 5th level, when an attacker that you can see hits finish a short or long rest.
you with an attack, you can use your reaction to halve the
attack’s damage against you.
Roguish Archetypes
All Ability Scores Improve Rogues have many features in common, including their
When you reach 6th level, and again at 11th, and 16th level, emphasis on perfecting their skills, their precise and deadly
all of your ability scores increase by 1. As normal, an ability approach to combat, and their increasingly quick reflexes.
score can’t increase above 20 using this feature. But different rogues steer those talents in varying directions,
embodied by the rogue archetypes. Your choice of archetype
is a reflection of your focus—not necessarily an indication of
Competency your chosen profession, but a description of your preferred
When you reach 7th level and again at 15th level choose a techniques.
skill. You gain proficiency in the skill. If you are already
proficient in the skill, you have advantage on ability checks Assassin
you make with it. You focus your training on the grim art of death. Those who
adhere to this archetype are diverse: hired killers, spies,
Evasion bounty hunters, and even specially anointed priests trained to
Beginning at 7th level, you can nimbly dodge out of the way of exterminate the enemies of their deity. Stealth, poison, and
certain area effects, such as a red dragon’s fiery breath or an disguise help you eliminate your foes with deadly efficiency.
ice storm spell. When you are subjected to an effect that
allows you to make a Dexterity (Reflex) saving throw to take Bonus Proficiencies
only half damage, you instead take no damage if you succeed When you choose this archetype at 3rd level, you gain
on the saving throw, and only half damage if you fail. proficiency with the disguise kit and the poisoner’s kit
(Manipulate and Medicine).
Use Magic Device
Assassinate
By 10th level, you have learned enough about the workings of Starting at 3rd level, you are at your deadliest when you get
magic that you can improvise the use of items even when they the drop on your enemies. You have advantage on attack rolls
are not intended for you. You ignore all class, race, and level against any creature that hasn’t taken a turn in the combat
requirements on the use of magic items. yet. In addition, any hit you score against a creature that is
surprised is a critical hit.
Reliable Talent
By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a d20
roll of 9 or lower as a 10.

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Infiltration Expertise Whenever you gain a level in this class, you can replace one
Starting at 9th level, you can unfailingly create false identities of the wizard spells you know with another spell of your
for yourself. You must spend seven days and 25 gp to choice from the wizard spell list. The new spell must be of a
establish the history, profession, and affiliations for an level for which you have spell slots.
identity. You can’t establish an identity that belongs to Spellcasting Ability. Intelligence is your spellcasting
someone else. For example, you might acquire appropriate ability for your wizard spells, since you learn your spells
clothing, letters of introduction, and official looking through study and memorization. You use your Intelligence
certification to establish yourself as a member of a trading whenever a spell refers to your spellcasting ability. In
house from a remote city so you can insinuate yourself into addition, you use your Intelligence modifier when setting the
the company of other wealthy merchants. saving throw DC for a wizard spell you cast and when making
Thereafter, if you adopt the new identity as a disguise, an attack roll with one.
other creatures believe you to be that person until given an Spell save DC = 8 + your proficiency bonus +
obvious reason not to. your Intelligence modifier
Impostor Spell attack modifier = your proficiency bonus +
At 13th level, you gain the ability to unerringly mimic another your Intelligence modifier
person’s speech, writing, and behavior. You must spend at
least three hours studying these three components of the Mage Hand Legerdemain
person’s behavior, listening to speech, examining Starting at 3rd level, when you cast mage hand, you can make
handwriting, and observing mannerisms. Your ruse is the spectral hand invisible, and you can perform the following
indiscernible to the casual observer. If a wary creature additional tasks with it:
suspects something is amiss, you have advantage on any You can stow one object the hand is holding in a container
Charisma (Manipulation) check you make to avoid detection. worn or carried by another creature.
Death Strike You can retrieve an object in a container worn or carried
Starting at 17th level, you become a master of instant death. by another creature.
When you attack and hit a creature that is surprised, it must You can use thieves’ tools to pick locks and disarm traps at
make a Constitution saving throw (DC 8 + your Dexterity range.
modifier + your proficiency bonus). On a failed save, double Arcane Trickster Spellcasting
the damage of your attack against the creature. Rogue Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
Arcane Trickster 3rd 2 3 2 — — —
Some rogues enhance their fine-honed skills of stealth and 4th 2 4 3 — — —
agility with magic. These rogues include pickpockets and 5th 2 4 3 — — —
burglars, but also pranksters, mischief-makers, and a 6th 2 4 3 — — —
significant number of adventurers. 7th 2 5 4 2 — —
8th 2 6 4 2 — —
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. 9th 2 6 4 2 — —
Cantrips. You learn three cantrips: mage hand and two 10th 3 7 4 3 — —
other cantrips of your choice from the wizard spell list. You 11th 3 8 4 3 — —
learn an additional cantrip of your choice at 10th level. 12th 3 8 4 3 — —
Spell Slots. The Arcane Trickster Spellcasting table shows 13th 3 9 4 3 2 —
how many spell slots you have to cast your spells of 1st level 14th 3 10 4 3 2 —
and higher. To cast one of these spells, you must expend a 15th 3 10 4 3 2 —
slot of the spell’s level or higher. You regain all expended spell
slots when you finish a long rest. 16th 3 11 4 3 3 —
For example, if you know the 1st-level spell charm person 17th 3 11 4 3 3 —
and have a 1st-level and a 2nd-level spell slot available, you 18th 3 11 4 3 3 —
can cast charm person using either slot. 19th 3 12 4 3 3 1
Spells Known of 1st Level and Higher. You know three 20th 3 13 4 3 3 1
1st-level wizard spells of your choice from the wizard spell
list You can perform one of these tasks without being noticed
The Spells Known column of the Arcane Trickster by a creature if you succeed on a Dexterity (Finesse) check
Spellcasting table shows when you learn more wizard spells contested by the creature’s Wisdom (Perception) check. In
of 1st level or higher. Each of these spells must be of a level addition, you can use Cunning Action to control the hand.
for which you have spell slots. For instance, when you reach
7th level in this class, you can learn one new spell of 1st or Magical Ambush
2nd level. Starting at 9th level, if you are hidden from a creature when
you cast a spell on it, the creature has disadvantage on any
saving throw it makes against the spell this turn.

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111
Versatile Trickster
At 13th level, you gain the ability to distract targets with your
mage hand. As a bonus action on your turn, you can
designate a creature within 5 feet of the spectral hand
created by the spell. Doing so gives you advantage on attack
rolls against that creature until the end of the turn.
Spell Thief
At 17th level, you gain the ability to magically steal the
knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you
or includes you in its area of effect, you can use your reaction
to force the creature to make a saving throw with its
spellcasting ability modifier. The DC equals your spell save
DC. On a failed save, you negate the spell’s effect against you,
and you steal the knowledge of the spell if it is at least 1st
level and of a level you can cast (it doesn’t need to be a wizard
spell). For the next 8 hours, you know the spell and can cast it
using your spell slots. The creature can’t cast that spell until
the 8 hours have passed.
Once you use this feature, you can’t use it again until you
finish a long rest.
The Spells Known column of the Cryptic Psionics table
Cryptic shows when you learn more cryptic spells of your choice.
The very fabric of the world is visible through the eyes of the Each of these spells must cost a number of psi points equal to
cryptic, who sees all things as patterns of energies that can or less than your psi point limit. For instance, when you reach
be understood and manipulated. This unique insight allows 7th level in this class, you can learn one new spell that costs 2
the cryptic the ability to foresee events and even manipulate or 3 psi points.
the energy of her surroundings to accomplish her tasks. Additionally, when you gain a level in this class, you can
Whether it is knowing where to step to avoid being seen, choose one of the cryptic spells you know and replace it with
where to place an attack for maximum effect, or how to another spell from the cryptic spell list, which also must cost
temporarily alter the laws of physics, the cryptic is a master a number of psi points equal to or less than your psi point
of any pattern it sees. limit.
Cryptic Psionics
Spellcasting (Psionics) Rogue Cantrips Spells Spell Psi Point
When you reach 3rd level, you augment your martial prowess Level Known Known Points Limit
with the ability to cast spells. 3rd 2 3 4 2
Cantrips. A cantrip is a minor psionic effect you have 4th 2 4 6 2
mastered. You know three cantrips of your choice from the
cryptic spell list. You learn an additional cryptic cantrip of 5th 2 4 8 2
your choice at 10th level. 6th 2 4 11 2
Psi Points. The Cryptic Psionics table shows how many 7th 2 5 14 3
psi points you have to cast your spells of 1st level and higher. 8th 2 6 15 3
To cast one of these cryptic spells, you must expend a 9th 2 6 16 3
number of psi points based on the spell’s level as outlined in 10th 3 7 17 3
the Psi Point Cost table below. You cannot exceed the 11th 3 8 20 4
maximum psi points as outlined in the Psi Point Limit
column of the Soulknife Table. Even though you might have 12th 3 8 23 4
enough points to cast above this maximum, you can’t do so. 13th 3 9 27 5
You regain all expended psi points when you finish a long 14th 3 10 29 5
rest. 15th 3 10 30 5
16th 3 11 32 5
Psi Point Cost
17th 3 11 34 5
Spell Level Point Cost
18th 3 11 36 5
1st 2
19th 3 12 38 6
2nd 3
20th 3 13 40 6
3rd 5
4th 6
Spells Known of 1st Level and Higher. You know three
1st-level spells of your choice from the cryptic spell list.

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Spellcasting Ability. Intelligence is your spellcasting Recognize Pattern
ability for your cryptic spells, since your ability to cast spells Starting at 9th level, when a creature hits you with an attack,
depends on your creativity and imagination. You use your you gain a +4 bonus to AC against all subsequent attacks
Intelligence whenever a spell refers to your spellcasting made by that creature for the rest of the turn.
ability. In addition. you use your Intelligence modifier when Additionally, any time you are make a saving throw or
setting the saving throw DC for a cryptic spell you cast and ability check to resist a spell or effect by a creature, you have
when making an attack roll with one. advantage if you have previously made the saving throw or
Spell save DC = 8 + your proficiency bonus + ability check against the same creature.
your Intelligence modifier
Distracting Pattern
Spell attack modifier = your proficiency bonus + At 13th level, you gain the ability to distract targets. As a
your Intelligence modifier bonus action on your turn, you can expend 1 psi point to
distract a creature within 60 feet of you. You gain advantage
Disrupt Pattern on attack rolls against that creature until the end of the turn.
Starting at 3rd level, when you hit a creature with sneak
attack you can cause disrupting patterns. You cannot choose Steal Pattern
multiple options and you cannot expend a total number of psi At 17th level, you gain the ability to steal the knowledge of
points beyond your psi point limit when using disrupt pattern. how to cast a spell from another spellcaster.
Binding Pattern. When you hit a creature with sneak Immediately after a creature casts a spell that targets you
attack, you can expend 2 psi points, causing the target to or includes you in its area of effect, you can use your reaction
make a Strength saving throw. On a failed save, for 1 minute to force the creature to make a saving throw with its
or until you lose your concentration (as if you were casting a spellcasting ability modifier. The DC equals your spell save
concentration spell), the target is retrained. A Large or larger DC. On a failed save, you negate the spell’s effect against you,
creature has advantage on this saving throw. and you steal the knowledge of the spell if it is at least 1st
A creature restrained by binding pattern or one that can level and of a level you can cast. For the next 8 hours, you
touch a creature can use its action to make a Strength know the spell and can cast it using your psi points. The
(Athletic) or Dexterity (Acrobatics) check against your spell creature can’t cast that spell until the 8 hours have passed.
save DC. On a success, the target is freed. Once you use this feature, you can’t use it again until you
Bleeding Pattern. When you hit a creature with sneak finish a long rest.
attack, you can expend 1 psi points, causing the target to
bleed. At the start of each its turns for 1 minute, the target Inquisitive
loses 1d6 hit points due to blood loss. A target cannot be
bleeding from multiple sources. As an archetypal Inquisitive, you excel at rooting out secrets
For every 2 additional psi points you spend, the damage and unraveling mysteries. You rely on your sharp eye for
increases by 1d6, up to your psi point limit. details, but also on your finely honed ability to read the words
Dislocating Pattern. When you hit a creature with sneak and deeds of other creatures to determine their true intent.
attack, you can expend 2 psi points, causing the target to have You excel at defeating creatures that hide among and prey
disadvantage on attack rolls and ability checks until the start upon ordinary folk, and your mastery of lore and your sharp
of your next turn. eye make you well equipped to expose and end hidden evils.
Explosive Pattern. When you hit a creature with sneak
attack, you can expend 2 psi points, causing an explosion of Ear for Deceit
force. Each creature other than you within 10 feet of the When you choose this archetype at 3rd level, you develop a
target must succeed on a Dexterity saving throw. A creature keen ear for picking out lies. Whenever you make a Wisdom
takes 2d6 force damage and is pushed 10 feet away from the (Insight) check to sense if a creature is lying, you use the total
target on a failed save, or not pushed and half as much of your check or 8 + your Wisdom modifier, whichever is
damage on a successful one. For every additional psi point higher. If you are proficient in Insight, you add your
you spend, the damage increases by 1d6, up to your psi point proficiency bonus to the fixed result.
limit.
Proximity Pattern. When you hit a creature with sneak Eye for Detail
attack, you can expend 3 psi points, if the target is with 60 Starting at 3rd level, you can use Cunning Action to make a
feet of you it must succeed on a Charisma saving throw or be Wisdom (Perception) check to spot a hidden creature or
teleported to a space within 5 feet of you. object, to make a Wisdom (Insight) check to decipher clues,
Shining Pattern. When you hit a creature with sneak or to use Insightful Fighting (see below).
attack, you can expend 3 psi points. Each creature other than
you within 10 feet of the target must succeed on a
Constitution saving throw. On a failed save, for 1 minute or
until you lose your concentration (as if you were casting a
concentration spell), a creature is blinded. At the end of each
of its turns, a target can repeat the saving throw, ending the
effect on a success.

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Insightful Fighting Insightful Manipulator
At 3rd level, you gain the ability to decipher an opponent’s Starting at 9th level, if you spend at least 1 minute observing
tactics and develop a counter to them. As an action (or using or interacting with another creature outside combat, you can
Eye for Detail), you make a Wisdom (Insight) check against a learn certain information about its capabilities compared to
creature you can see that isn’t incapacitated, opposed by the your own. The DM tells you if the creature is your equal,
target’s Charisma (Manipulation) check. If you succeed, you superior, or inferior in regard to two of the following
can use Sneak Attack against that creature even if you do not characteristics of your choice:
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 Intelligence score
if you have disadvantage against the target. Wisdom score
This benefit lasts for 1 minute or until you successfully use Charisma score
Insightful Fighting against a different target. Class levels (if any)
At the DM’s option, you might also realize you know a piece
Steady Eye of the creature’s history or one of its personality traits, if it
At 9th level, you gain advantage on any Wisdom (Perception) has any.
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 Misdirection
moving, you cannot move or ready movement during your Beginning at 13th level, you can sometimes cause another
turn. creature to suffer an attack meant for you. When you are
targeted by an attack while a creature within 5 feet of you is
Unerring Eye granting you cover against that attack, you can use your
At 13th level, you gain the ability to detect magical deception. reaction to have the attack target that creature instead of you.
As an action, you sense the presence within 30 feet of you of
illusions, shapechanger creatures not in their true form,and Soul of Deceit
other magic designed to deceive the senses. Though you Starting at 17th level, your thoughts can’t be read by telepathy
determine that an effect is attempting to trick you, you gain or other means, unless you allow it. You can present false
no special insight into what is hidden or its true nature. thoughts by making a Charisma (Manipulation) check
contested by the mind reader’s Wisdom (Insight) check.
Eye for Weakness Additionally, no matter what you say, magic that would
At 17th level, you learn to exploit a creature’s weaknesses by determine if you are telling the truth indicates you are being
carefully studying its tactics and movement. While your truthful, if you so choose, and you can’t be compelled to tell
Insightful Fighting feature applies to a creature, your Sneak the truth by magic.
Attack damage against that creature increases by 2d6.
Scout
Mastermind
You are skilled in woodcraft and stealth, allowing you to
Your focus is on people and on the influence and secrets they range ahead of your companions during expeditions. Rogues
have. Many spies, courtiers, and schemers follow this who embrace this archetype are at home in the wilderness
archetype, leading lives of intrigue. Words are your weapons and among barbarians and fighters, as they serve as the eyes
as often as knives or poison, and secrets and favors are some and ears of war bands across the world. Compared to other
of your favorite treasures. rogues, you are skilled at surviving in the wilds.
Master of Intrigue Survivalist
When you choose this archetype at 3rd level, you gain When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit, the forgery kit, and one proficiency in Nature. Your proficiency bonus is doubled for
gaming set of your choice (Manipulate and Society). You also any ability check you make that uses this proficiency.
learn two languages of your choice. Additionally, you can
unerringly mimic the speech patterns and accent of a Skirmisher
creature that you hear speak for at least 1 minute, allowing Starting at 3rd level, you are difficult to pin down during a
you to pass yourself off as a native speaker of a particular fight. You can move up to half your speed as a reaction when
land, provided that you know the language. an enemy ends its turn within 5 feet of you. This movement
doesn’t provoke opportunity attacks.
Master of Tactics
Starting at 3rd level, you can use Cunning Action to take the Superior Mobility
Help action. Additionally, when you use the Help action to aid At 9th level, your walking speed increases by 10 feet. If you
an ally in attacking a creature, the target of that attack can be have a climbing or swimming speed, this increase applies to
within 30 feet of you, rather than 5 feet of you, if the target that speed as well.
can see or hear you.

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Ambush Master Elegant Maneuver
Starting at 13th level, you excel at leading ambushes. If any of Starting at 13th level, you can use Cunning Action to gain
your foes are surprised, you can use a bonus action on your advantage on the next Dexterity (Acrobatics) or Strength
turn in the first round of the combat to grant each ally who (Athletics) check you make during the same turn instead of
can see you the ability to reroll initiative. If the initiative taking the other actions
bonus would increase an ally’s initiative above yours, the ally’s
initiative instead equals your initiative. Master Duelist
Each of the allies also receives a 10-foot increase to speed Beginning at 17th level, your mastery of the blade lets you
that lasts until the end of the ally’s next turn. turn failure into success in combat. If you miss with an attack
roll, you can roll it again with advantage. Once you do so, you
Sudden Strike can’t use this feature again until you finish a short or long
Starting at 17th level, you can strike with deadly speed. If you rest.
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.
Swashbuckler
You focus your training on the art of the blade, relying on
speed, elegance, and charm in equal parts. While some
warriors are brutes clad in heavy armor, your method of
fighting looks almost like a performance. Duelists and pirates
typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with
two weapons while safely darting away from an opponent.
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to
land a strike and then slip away without reprisal. During your
turn, if you make a melee attack against a creature, that
creature can’t make opportunity attacks against you for the
rest of your turn.
Rakish Audacity
Starting at 3rd level, your unmistakable confidence propels
you into battle. You can add your Charisma modifier to your
initiative rolls.
In addition, you don’t need advantage on your attack roll to
use your Sneak Attack if no creature other than your target is
within 5 feet of you. All the other rules for the Sneak Attack
class feature still apply to you.
Panache
At 9th level, your charm becomes extraordinarily beguiling.
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.
If you succeed on the check and the creature is hostile to
you, it has disadvantage on attack rolls against targets other
than you and can’t make opportunity attacks against targets
other than you. This effect lasts for 1 minute, until one of
your companions attacks the target or affects it with a spell,
or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to
you, it is charmed by you for 1 minute. While charmed, it
regards you as a friendly acquaintance. This effect ends
immediately if you or your companions do anything harmful
to it.

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Sorcerer
Golden eyes flashing, a human stretches out her hand and Inherent Magic
unleashes the dragonfire that burns in her veins. As an The appearance of inherent sorcerous powers is wildly
inferno rages around her foes, leathery wings spread from unpredictable. Some draconic bloodlines produce exactly one
her back and she takes to the air. sorcerer in every generation, but in other lines of descent
Long hair whipped by a conjured wind, a gnome spreads every individual is a sorcerer. Most of the time, the talents of
his arms wide and throws his head back. Lifting him sorcery appear as apparent flukes.
momentarily off the ground, a wave of magic surges up in Sworn and Beholden
him, through him, and out from him in a mighty blast of Sometimes the relationship between a sorcerer bound by a
lightning. pact and patron is like that of a cleric and a deity, though the
With a pseudodragon curled on his shoulder, a young elf in beings that serve as patrons for sorcerers are not gods. A
golden robes smiles warmly, weaving a magical charm into sorcerer might lead a cult dedicated to a demon prince, an
his honeyed words and bending the palace sentinel to his will. archdevil, or an utterly alien entity–beings not typically served
Sorcerers carry a magical power conferred upon them by by clerics. More often, though, the arrangement is similar to
an exotic bloodline, some otherworldly influence, or exposure that between a master and an apprentice. The sorcerer learns
to unknown cosmic forces. One can’t study sorcery as one and grows in power, at the cost of occasional services
learns a language, any more than one can learn to live a performed on the patron’s behalf.
legendary life.
Raw Magic Unexplained Powers
Magic is a part of every sorcerer, suffusing body, mind, and Sorcerers are rare in the world, and it’s unusual to find a
spirit with a latent power that waits to be tapped. Some sorcerer who is not involved in the adventuring life in some
sorcerers can’t name the origin of their power, while others way. People with magical power seething in their veins soon
trace it to strange events in their own lives or decisions that discover that the power doesn’t like to stay quiet. A sorcerer’s
they have made. The touch of a demon, the blessing of a magic wants to be wielded, and it has a tendency to spill out
dryad at a baby’s birth, a pact with an archdevil, or a taste of in unpredictable ways if it isn’t called on.
the water from a mysterious spring might spark the gift of Sorcerers often have obscure or quixotic motivations
sorcery. So too might the gift of a deity of magic, exposure to driving them to adventure. Some seek a greater
the elemental forces of the Inner Planes or the maddening understanding of the magical force that infuses them, or the
chaos of Limbo, or a glimpse into the inner workings of answer to the mystery of its origin. Others hope to find a way
reality. to get rid of it, or to unleash its full potential. Whatever their
Sorcerers have no use for the spellbooks and ancient goals, sorcerers are every bit as useful to an adventuring
tomes of magic lore that wizards rely on. By learning to party as wizards, making up for a comparative lack of breadth
harness and channel their magic, sorcerers can discover new in their magical knowledge with enormous power.
and staggering ways to unleash that power. This class replaces my old Sorcerer, Summoner, and Warlock
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Creating a Sorcerer Class Features
The most important question to consider when creating your As a sorcerer, you gain the following class features.
sorcerer is the origin of your power. As a starting character,
the exact source of your power is up to you to decide. Is it a Hit Points
family curse, passed down to you from distant ancestors? Did Hit Dice: 1d8 per sorcerer level
you crave power beyond your wildest dreams? Or did some Hit Points at 1st Level: 8 + your Constitution modifier
extraordinary event leave you blessed with inherent magic Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
but perhaps scarred as well? modifier per sorcerer level after 1st
How do you feel about the magical power coursing through
you? Do you embrace it, try to master it, or revel in its Proficiencies
unpredictable nature? Is it a blessing or a curse? Did you seek Armor: None
it out, or did it find you? Did you have the option to refuse it, Weapons: Simple weapons
and do you wish you had? What do you intend to do with it? Craft and Trade: None
Perhaps you feel like you’ve been given this power for some Saving Throws: Wisdom, Charisma
lofty purpose. Or you might decide that the power gives you Kryx’s Saving Throws: Will
the right to do what you want, to take what you want from Skills: Choose two from: Arcana, Deception, History, Insight,
those who lack such power. Perhaps your power links you to Intimidation, Persuasion, and Religion
a powerful individual in the world—the fey creature that Kryx’s Skills: Choose two from: Arcana, Insight,
blessed you at birth, the dragon who put a drop of its blood Manipulation, Persuasion, Religion, and Society
into your veins, the lich who created you as an experiment, or
the deity who chose you to carry this power. Equipment
You start with the following equipment, in addition to the
Quick Build equipment granted by your background:
You can make a sorcerer quickly by following these
suggestions. First, Charisma should be your highest ability (a) a light crossbow and 20 bolts or (b) any simple weapon
score, followed by Constitution. Second, choose the hermit or (a) a component pouch or (b) an arcane focus
charlatan background. Third, choose the eldritch blast and (a) a dungeoneer’s pack or (b) an explorer’s pack or (c) a
light cantrips, along with the 1st-level spells shield and charm scholar’s pack
person. Any simple weapon, and two daggers

The Sorcerer
Proficiency Cantrips Spells Spell Spell Sparks
Level Bonus Features Known Known Points Point Limit Known
1st +2 Sorcerous Origin, Sorcerous Magic 2+1 3+2 2 2 —
2nd +2 Magic Manifestation, Resilient Husk 2+1 4+2 4 2 —
3rd +2 Latent Sparks 2+1 5+4 6 3 2
4th +2 Ability Score improvement 3+1 6+4 7 3 2
5th +3 Magic Manifestation feature 3+1 7+6 10 5 3
6th +3 All Ability Scores improve, Sorcerous Origin feature 3+1 8+6 11 5 3
7th +3 Competency 3+1 9+8 13 6 4
8th +3 Ability Score improvement 3+1 10+8 16 6 4
9th +4 — 3+1 11+10 20 7 5
10th +4 Sorcerous Origin feature 4+1 12+10 21 7 5
11th +4 All Ability Scores improve, Arcanum (6th level) 4+1 12+10 22 7 5
12th +4 Ability Score improvement 4+1 13+10 23 7 6
13th +5 Arcanum (7th level) 4+1 13+10 24 7 6
14th +5 Sorcerous Origin feature 4+1 14+10 25 7 6
15th +5 Competency, Arcanum (8th level) 4+1 14+10 26 7 7
16th +5 All Ability Scores improve, Ability Score improvement 4+1 15+10 27 7 7
17th +6 Arcanum (9th level) 4+1 15+10 28 7 7
18th +6 Sorcerous Origin feature 4+1 16+10 29 7 8
19th +6 Ability Score improvement 4+1 16+10 30 7 8
20th +6 Sorcerous Restoration 4+1 17+10 31 7 8

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Sorcerous Origin You cannot exceed the maximum spell points as outlined in
the Spell Points Limit column of the Sorcerer Table. Even
Choose a sorcerous origin, which describes the source of though you might have enough points to cast above this
your magical power, all of which are detailed at the end of the maximum, you can’t do so. You regain all expended spell
class description. points when you finish a short or long rest.
Your choice grants you features when you choose it at 1st
level and again at 6th, 10th, 14th, and 18th level. Spell Point Cost
Spell Level Point Cost
Origin Spells 1st 2
Each origin has a list of associated spells. You learn these 2nd 3
spells at the levels specified in the origin description. These 3rd 5
spells do not count against the number of sorcerer spells you 4th 6
know.
If you learn an origin spell that doesn’t appear on the 5th 7
sorcerer spell list, the spell is nonetheless a sorcerer spell for Spells Known of 1st Level and Higher
you. You know three 1st-level spells of your choice from the
sorcerer spell list.
Sorcerous Magic The Spells Known column of the Sorcerer table shows
An event in your past, or in the life of a parent or ancestor, left when you learn more sorcerer spells of your choice. Each of
an indelible mark on you, infusing you with arcane magic. these spells must use an amount of spell points less than or
This font of magic, whatever its origin, fuels your spells. See equal to your spell point limit as outlined in the Spell Point
the sorcerer spell list which is detailed at the end of the class Limit column of the Sorcerer Table. For instance, when you
description. reach 3rd level in this class, you can learn one new spell of
1st or 2nd level.
Cantrips Additionally, when you gain a level in this class, you can
At 1st level, you know two cantrips of your choice from the choose one of the sorcerer spells you know and replace it
sorcerer spell list and an additional cantrip from your with another spell from the sorcerer spell list, which also
Sorcerous Origin which is included in the number of must use less than or equal to your spell point limit.
Cantrips Known column of the Sorcerer Table. You learn
additional sorcerer cantrips of your choice at higher levels, as Spellcasting Ability
shown in the Cantrips Known column of the Sorcerer table. Charisma is your spellcasting ability for your sorcerer spells,
since the power of your magic relies on your ability to project
Spell Points your will into the world. You use your Charisma whenever a
The Sorcerer table shows how many spell points you have to spell refers to your spellcasting ability. In addition, you use
cast your spells of 1st level and higher. To cast one of these your Charisma modifier when setting the saving throw DC
sorcerer spells, you must expend a number of spell points for a sorcerer spell you cast and when making an attack roll
based on the spell’s level as outlined in the Spell Point Cost with one.
table.

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Spell save DC = 8 + your proficiency bonus + All Ability Scores Improve
your Charisma modifier
When you reach 6th level, and again at 11th, and 16th level,
Spell attack modifier = your proficiency bonus + all of your ability scores increase by 1. As normal, an ability
your Charisma modifier score can’t increase above 20 using this feature.
Spellcasting Focus Competency
You can use an arcane focus as a spellcasting focus for your
sorcerer spells. When you reach 7th level and again at 15th level choose a
skill. You gain proficiency in the skill. If you are already
Magic Manifest proficient in the skill, you have advantage on ability checks
you make with it.
At 2nd level, you have manifested the raw magic within you.
You have begun to understand new ways of channeling the Arcanum
power within you, bending it to your will. Choose Arcane
Manifestation, Blade Manifestation, or Summoned At 11th level, you learn a magical secret called an arcanum.
Manifestation, each of which is detailed at the end of the Choose one 6th-level spell from the sorcerer spell list as this
class description. Your choice grants you features at 2nd level arcanum.
and at 5th level. You can cast your arcanum spell once without expending
If you have a patron then a whimsical Archfey or a spell points. This spell is not subject to your spell point limit.
benevolent Celestial might begin the manifestation within You must finish a long rest before you can do so again.
you as a reward for your service; a malicious Fiend or a At higher levels, you gain more sorcerer spells of your
paranoid Undying might force you to prove your worthiness choice that can be cast in this way: one 7th-level spell at 13th
before bestowing the manifestation unto you; and a distant level, one 8th-level spell at 15th level, and one 9th-level spell at
Seeker or incomprehensible Eldritch patron might give you 17th level. You regain all uses of your Arcanum when you
nothing at all, forcing you to seek out methods to manifest finish a long rest.
your powers yourself through your occult research.
Arcanum Spells
Resilient Husk Each origin has a list of associated arcanum spells. You learn
these spells at the levels specified in the origin description.
Starting at 2nd level, due to exposure to arcane energies you You can cast this spell instead of another arcanum spell of the
can create a husk around your body, becoming more resilient same level.
to attack. Based on your Sorcerous Origin you skin can be
covered in a thin layer of ice, scales, or shadow. Alternatively Sorcerous Restoration
your skin can take on a celestial glow, become thick and
leathery, or assume a stony appearance. You can manifest At 20th level, you can draw on your inner reserve of power to
this aspect as a bonus action on your turn. It lasts until you regain expended spell points. You can spend 1 minute to
dismiss it on your turn. regain all your expended spell points from your Sorcerous
When you manifest this aspect and you aren’t wearing Magic feature. Once you regain spell points with this feature,
armor, your AC equals 13 + your Dexterity modifier (max 4). you must finish a long rest before you can do so again.
Latent Spark
At 3rd level, the raw magical energy that flows through your
body and spirit sparks, imbuing you with an abiding magical
ability. You gain two sparks of your choice. Your spark options
are detailed at the end of the class description. When you
gain certain sorcerer levels, you gain additional spark of your
choice, as shown in the Sparks Known column of the
Sorcerer table.
Additionally, when you gain a level in this class, you can
choose one of the sparks you know and replace it with
another spark that you could learn at that level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 1. As normal, you can’t increase an ability score above 20
using this feature.

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Extra Attack
Magic Manifestations Beginning at 5th level, you can attack with your bonded
Arcane Manifestation weapon twice, instead of once, whenever you take the Attack
action on your turn.
You have empowered your spellcasting. Sorcerers of this
manifestation spend much of their time practicing their Summoned Manifestation
abilities or studying forbidden and long-forgotten lore in
order to increase their knowledge and magical ability. While many who dabble in the arcane become adept at
beckoning monsters from the farthest reaches of the planes,
Quickened Cantrips none are more skilled at it than the sorcerer. You form a close
When you select this manifestation at 2nd level, when you bond with one particular monster, known as your eidolon,
cast a cantrip, you can cast a different cantrip as a bonus who gains power as you become more proficient with your
action. summoning. Over time, the two of you become linked,
You cannot use this feature to make a melee attack with a eventually even sharing a shard of the same soul.
weapon with either cantrip or if you add your Charisma
modifier to either cantrip. Summon Eidolon
Starting at 5th level when you cast a 1st level spell, you can When you select this manifestation at 2nd level, you have
cast a cantrip as a bonus action. reached across the boundaries of the world to the far-flung
planes to call forth a creature. As part of this summoning you
Arcana Unbound form a link with your eidolon. You can perform a 1-minute
Starting at 5th level, when you cast a spell of 1st level or ritual to summon your eidolon who remains until dismissed.
higher that deals damage, add your Charisma modifier to the Your eidolon’s physical appearance is up to you, but it
damage it deals. always appears as the same fantastical creature appropriate
to its type. This control is not fine enough to make your
Blade Manifestation eidolon appear like a specific creature.
Your eidolon bears a glowing rune that is identical to a
You become an arcane warrior, supplementing your magical rune that appears on your forehead as long as your eidolon is
prowess with hand-to-hand combat skill. summoned. While this rune can be hidden through mundane
means, it cannot be concealed through magic that changes
Weapon Bond appearance, such as alter self or polymorph (although
When you select this manifestation at 2nd level, you learn a invisibility does conceal it as long as the spell lasts).
ritual that creates a magical bond between yourself and one Your eidolon obeys your commands as best as it can. It
weapon. You perform the ritual over the course of 1 hour. The takes its turn on your initiative, though it doesn’t take an
weapon must be within your reach throughout the ritual, at action unless you command it to. On your turn, you can
the conclusion of which you touch the weapon and forge the command your eidolon where to move (no action required by
bond. you). You can command it to take the Attack, Dash,
Once you have bonded a weapon to yourself, you are Disengage, Dodge, or Help action (no action required by you).
proficient with it while you wield it and can use it as an
arcane focus for your spells. You can’t be disarmed of this
weapon unless you are incapacitated and this weapon counts
as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage. If it is on the
same plane of existence, you can summon this weapon as a
bonus action on your turn, causing it to teleport instantly to
your hand.
You can have up to two bonded weapons, or only one if
either has the two-handed property. If you attempt to bond
with more weapons, you must break the bond with a
currently bonded weapon.
If your bonded weapon is broken or damaged, you can
spend 1 hour of meditation to recreate the weapon from a
fragment, destroying any other fragments of the weapon.
Armored Husk
Also starting at 2nd level when you manifest your Resilient
Husk feature you can instead choose to manifest a suit of
armor composed of ice, shadow, molten rock, or a similar
material based on your Sorcerous Origin. If you do so your
armor manifests as a Scale Hauberk or Scale Mail. You are
proficient in this armor.

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If you don’t issue any commands, your eidolon defends
itself from hostile creatures, but otherwise takes no actions. Absorb Pain. You absorb some of your eidolon’s pain.
If your eidolon would be reduced to 0 hit points it is instead When you use this feature, touch your eidolon and roll 4d8;
banished to its original plane with 1 hit point. If you are you lose that many hit points and your eidolon regains hit
unconscious or killed your eidolon is immediately banished points equal to the amount of hit points you lost.
to its original plane. If your eidolon is banished you can Share Pain. You transfer your pain into your eidolon.
expend spell points equal to your spell point limit to summon When you use this feature, touch your eidolon and roll 4d8;
it again before a long rest. your eidolon loses that many hit points and you regain hit
Your eidolon can spend its hit dice to recover hit points points equal to the amount of hit points your eidolon lost.
during a short or long rest.
You may target your eidolon instead of yourself when
casting a sorcerer spell with a target of “self”. Treat it as a Coordinated Attack
range of touch. Spells cast in this way must come from the Beginning at 5th level, you and your eidolon form a more
sorcerer spell list. potent fighting team. When you take the Attack action or use
If your eidolon moves beyond 1,000 feet of you it is your action to cast a spell on your turn, if your eidolon can
banished. see you, it can use its reaction to make a melee attack.
Your eidolon is treated as a summoned creature. Due to its
tie to you, your eidolon can touch and attack creatures Transmogrify
warded against effects that prevent contact with summoned Also at 5th level, as an action, you can alter your eidolon’s
creatures. Your eidolon cannot be sent back to its home plane form. You can replace up to two your eidolon’s evolutions with
by means of dispel magic or antimagic field, but spells such another evolution, expending 3 spell points for each.
as banishment function normally. You cannot alter the evolutions granted by your eidolon’s
Details for creating your eidolon are at the end of the class base form.
description.
Life Tap Sorcerous Origins
Also at 2nd level, the piece of you contained within your Different sorcerers claim different origins for their magic.
eidolon allows your life forces to sustain one another. You can Some of these origins are well established in the world, but
expend 2 spell points to choose one of the following options: most are obscure. Any given sorcerer could be the first of a
new bloodline, as a result of a pact, or some other exceptional
circumstance.
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Astral Sorcery Astral Refuge
You have often dreamed of traveling the Astral Plane in At 10th level, you gain the ability to step into an astral refuge.
search of knowledge and secrets. Perhaps you wandered into As a reaction to being hit by an attack, you disappear from the
a portal that infused you with power, or perhaps you were world for a brief moment and enter the Astral Plane, taking
born and raised by a family of wanderers whose faith was advantage of its timeless nature.
based in astronomy, or perhaps you have made a pact with an While in your astral refuge, you can take two actions that
inscrutable being that in return for your patron’s gifts, you only affect you. After using those two actions, you return to
wander the world seeking lore that you can share with them. the space you occupied and your turn ends.
If you have a patron it could be any deity or other powerful Once you use this feature, you can’t use it again until you
entity dedicated to knowledge or forgotten lore. Celestian is finish a short or long rest.
an ideal patron for a Greyhawk campaign. In the Forgotten
Realms, your patron might be Azuth or Oghma. Aureon Astral Sequestration
makes an excellent patron in Eberron, while in Krynn and the Starting at 14th level, you gain the ability to sequester
Dragonlance campaign setting, Gilean is a good match. yourself and your allies on the Astral Plane.
As an action, you shift yourself and up to 5 willing
Origin and Arcanum Spells creatures you can see within 30 feet of you to the Astral
You gain origin / arcanum spells at the sorcerer levels listed. Plane. You and those creatures gain the benefits of a short
rest while sequestered on the Astral Plane. You then return to
Astral Sorcery Origin Spells the spaces you all occupied when you used this ability, with
Sorcerer Level Spells no time having passed in the world.
Cantrip sacred flame or thaumaturgy During this short rest, you and the creatures you sequester
1st feather fall, jump can make use of any options available during a rest that affect
3rd levitate, locate object only you and the creatures you sequester.
5th clairvoyance, sending
Once you use this ability, you cannot use it again until you
7th arcane eye, locate creature
complete a long rest.
9th legend lore, passwall Planar Traveller
Astral Sorcery Arcanum Spells At 18th level, you can cast planar ally or plane shift without
Sorcerer Level Spells expending spell points.
Once you use this feature, you can’t use it again until you
11th forbiddance finish a long rest.
13th plane shift
Far Wanderer
Starting when you choose this origin at 1st level, you no
longer need to breathe, you gain resistance to fire damage
and cold damage, and you have advantage on saving throws
to avoid being sent to another plane.
Shielding Aurora
Starting at 6th level, you can invoke astral 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 sorcerer level + your
Charisma modifier.
Once you use this feature, you can’t use it again until you
finish a short or long rest.

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Boreal Sorcery Chilled Veins
The wintry origin of your magic flows like ice water in your At 6th level, whenever you cast a spell of 1st level or higher
veins. Your savage and raw energies originate in the lands of that deals cold damage or creates ice, the blood of nearby
ice and snow and flow like the chill of the polar wind, creatures slows as it chilled. Up to 3 creatures of your choice
crackling auroras, and the long winter’s night. Perhaps you that you can see within 20 feet of you take cold damage equal
are descended from or have made a pact with giant-kin, troll- to the spell’s level and have their speed reduced by 10 feet
born, and frost-rimed spirits. until the start of your next turn.
Ice Block
Origin and Arcanum Spells At 10th level as a reaction to being attacked you can become
You gain origin / arcanum spells at the sorcerer levels listed. encased in ice. The attack’s damage against you is halved.
Boreal Sorcery Origin Spells Additionally for 1 minute or until you end this feature on your
Sorcerer Level Spells turn, a non magical dome of solid ice springs into existence
around you. The dome forms up to 1 foot away from your
Cantrip frostbite or ray of frost body in all directions and is 1 foot thick. It has 2 panels (front
1st fog cloud, ice knife and back). The ice is opaque.
3rd ice slick, snilloc’s snowball swarm The dome is an object made of ice that can be damaged
5th ice spears, sleet storm and thus breached. Each panel has AC 12 and 30 hit points
7th ice storm, fire shield (chill shield) per inch of thickness, and it is vulnerable to fire damage.
9th cone of cold, wall of ice spell balance Reducing a panel to 0 hit points destroys it.
Once you use this feature, you can’t use it again until you
see spells for more spells to choose from: cold fog, cold snap, finish a short or long rest.
and polar freeze.
Boreal Sorcery Arcanum Spells Ice Flows
Sorcerer Level Spells
Starting at 14th level, you cause the ground beneath you to
transform into shifting glaciers. Your speed is increased by 10
11th otiluke’s freezing sphere feet as the glaciers propel you forward and the ground you
13th prismatic spray (blue rays) move on is turned into difficult terrain. You are unhindered by
Winter’s Durability
this difficult terrain. The difficult terrain lasts for 1 minute.
Starting when you choose this origin at 1st level, your life has You can start or end this feature once on your turn.
forced you to be hearty to survive. You gain resistance to cold Blizzard
damage, you are unhindered by difficult terrain caused by ice At 18th level, you can cast control weather without expending
or water, and your vision is unhindered by any obscurement spell points. When you do so you can increase all three
caused by moisture in the air or wind. conditions by up to two stages. Alternatively you can cast cold
fog without expending spell points.
Once you use this feature, you can’t use it again until you
finish a long rest.

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Celestial Sorcery
You are infused with celestial power. Being connected to such The creature must succeed on a Constitution saving throw
power can cause changes in your behavior and beliefs. You or take 2d8 radiant damage and be blinded for 1 minute.
might find yourself driven to annihilate the undead, to defeat At the end of each of its turns, a blinded creature can
fiends, and to protect the innocent. At times, your heart might repeat the saving throw, ending the effect on a success.
be filled with a longing to experience the barest touch of the The creature regains hit points equal to 2d8 + your
holy light that illuminates the multiverse, a desire to wander Charisma modifier. In addition you can end either one
that paradise for the rest of your days. But you know that your disease or one condition affecting the creature. The
mission is to bring light to the dark places of the world condition can be blinded, deafened, paralyzed, or poisoned.
among mortals for now.
If you have a patron it may be a powerful being of the Once you use this feature, you can’t use it again until you
Upper Planes. You may have bound yourself to an ancient finish a long rest unless you expend 3 spell points to use it
empyrean, solar, ki-rin, unicorn, or to another entity that again.
resides in the planes of everlasting bliss.
Searing Vengeance
Origin and Arcanum Spells Starting at 10th level, the radiant energy you channel allows
You gain origin / arcanum spells at the sorcerer levels listed. you to overcome grievous injuries. If you are reduced to 0 hit
points, you can use your reaction to instead burst with
Celestial Sorcery Origin Spells radiant energy. You regain hit points equal to half your hit
Sorcerer Level Spells point maximum. Each creature of your choice that is within
Cantrip light, sacred flame, or thaumaturgy 30 feet of you takes radiant damage equal to your sorcerer
1st bless, command level + your Charisma modifier, and it is blinded until the end
3rd aid, blindness/deafness of the current turn.
5th daylight, spirit guardians
Once you use this feature, you can’t use it again until you
finish a long rest.
7th banishment, guardian of faith
9th commune, flame strike spell balance Conviction
Celestial Sorcery Arcanum Spells Starting at 14th level when you roll an ability check, attack
Sorcerer Level Spells
roll, or saving throw, you can choose to reroll the dice and
must use the new roll. You can use this after the roll has been
11th sunbeam made, but before any effects are applied.
13th divine word Once you use this feature, you can’t use it again until you
Celestial
finish a short or long rest.
Starting when you choose this origin at 1st level, you can Holy Nimbus
speak, read, and write Celestial and whenever you make a At 18th level, as an action, you can emanate an aura of
Charisma check when interacting with celestials you have sunlight. For 1 minute or until you lose your concentration
advantage. Additionally, you can speak with any creature that (as if you were casting a concentration spell), bright light
has a language as if you were casting the tongues spell . shines from you in a 60-foot radius.
Radiant Soul
Whenever an enemy creature starts its turn in the bright
Also at 1st level, you serve as a celestial conduit. You have light, the creature takes 2d8 + your Charisma modifier
resistance to radiant damage. radiant damage and must succeed on a Wisdom saving throw
or be blinded for 1 round.
Blinding Light / Healing Light
After activating the aura, you can’t do so again until you
At 6th level, you can heal or harm with a touch. As an action, finish a long rest.
you can touch a creature within 5 feet of you and choose one
of the following effects:
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Draconic Sorcery Draconic Sorcery (Cold) Arcanum Spells
Sorcerer Level Spells
Creatures of innate magic and eons-old intelligence, dragons 11th investiture of ice
are beings of legend, fate, destruction, and destiny incarnate.
Your magic comes from these legendary creatures. Perhaps 13th prismatic spray (blue rays)
your draconic magic originates with a mingling of draconic Draconic Sorcery (Fire) Origin Spells
blood or that of your ancestors. Most often, sorcerers with Sorcerer Level Spells
this origin trace their descent back to a mighty sorcerer of Cantrip fire bolt or control flames
ancient times who made a bargain with a dragon or who
might even have claimed a dragon parent. 1st absorb elements, burning hands
If you have a patron dragons are fickle and notorious 3rd alarm, scorching ray
hoarders of both treasure and power, neither of which they 5th fear, fireball
give up without an abundantly good reason. What could have 7th dragon’s breath, wall of fire
influenced your draconic patron to give you a portion of their 9th dominate person, immolation
power, and what does the dragon hope to gain by it?
Draconic Sorcery (Fire) Arcanum Spells
Draconic Sorcerer Level Spells
Starting when you choose this origin at 1st level, you choose 11th investiture of flame
one type of dragon. The damage type associated with each 13th delayed blast fireball
dragon is used by features you gain later.
Draconic Sorcery (Lightning) Origin
Draconic Type Spells
Dragon Damage Type Sorcerer Level Spells
Black or Copper Acid Cantrip shocking grasp or thunderclap
White or Silver Cold 1st absorb elements, electric arc
Red, Brass, or Gold Fire 3rd alarm, aggressive thundercloud
Blue or Bronze Lightning 5th fear, lightning bolt
Green Poison 7th dragon’s breath, thunderbolt
You can speak, read, and write Draconic and whenever you 9th dominate person, lightning arc
make a Charisma check when interacting with dragons you Draconic Sorcery (Lightning) Arcanum
have advantage on. Spells
Additionally, As magic flows through your body, it causes Sorcerer Level Spells
physical traits of your dragon origin to emerge. You gain
resistance to the damage type based on your draconic type. 11th chain lightning
13th prismatic spray (yellow rays)
Origin and Arcanum Spells Draconic Sorcery (Poison) Origin Spells
You gain origin / arcanum spells at the sorcerer levels listed. Sorcerer Level Spells
Draconic Sorcery (Acid) Origin Spells Cantrip poison spray, poisoning touch
Sorcerer Level Spells 1st absorb elements, ray of sickness
Cantrip acid splash 3rd alarm, ray of enfeeblement
1st absorb elements, eroding mist 5th fear, stinking cloud
3rd alarm, melf’s acid arrow 7th blight, dragon’s breath
5th fear, hunger of hadar 9th dominate person, cloudkill
7th dragon’s breath, vitriolic sphere Draconic Sorcery (Poison) Arcanum Spells
9th dominate person, acidic spray Sorcerer Level Spells
Draconic Sorcery (Acid) Arcanum Spells 11th eyebite
Sorcerer Level Spells 13th prismatic spray (green rays)
11th acid fog
Hoard Sense
13th prismatic spray (orange rays) Also at 1st level you gain a blindsight of 10 feet and you have
Draconic Sorcery (Cold) Origin Spells advantage on Wisdom (Perception) checks to find the
Sorcerer Level Spells location of coins, gems, and other items of significant worth.
Cantrip frostbite or ray of frost
Draconic Presence
1st absorb elements, ice knife At 6th level, whenever you cast a spell of 1st level or higher
3rd alarm, snilloc’s snowball swarm that deals the damage type based on your draconic type, you
5th fear, sleet storm frighten nearby creatures. A creature of your choice that you
7th dragon’s breath, ice storm can see within 30 feet of you must succeed on a Wisdom
9th dominate person, cone of cold saving throw or be frightened of you until the start of your
next turn.
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125
Legendary Resistance
Starting at 10th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use
this feature again until you finish a short or long rest.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon
wings from your back, gaining a flying speed of 60 feet. You
can create these wings as a bonus action on your turn. They
last until you dismiss them on your turn.
You can’t manifest your wings while wearing armor unless
the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed when
you manifest them.
Draconic Presence
Beginning at 18th level, you can channel dread draconic
presence, causing those around you to become frightened. As
an action, you can draw on this power and exude an aura of
fear to a distance of 60 feet. For 1 minute or until you lose
your concentration (as if you were casting a concentration
spell), each hostile creature that starts its turn in this aura
must succeed on a Wisdom saving throw or be frightened
until the aura ends.
While frightened, the creature must use its movement to
move to the nearest safe spot from which it can’t see you. If
the creature moves out of the aura and can’t see you, the
creature is no longer frightened, but the creature becomes
frightened again if it regains sight of you or moves within the
aura. A creature that succeeds on this saving throw is
immune to your aura for 24 hours.
Once you use this feature, you can’t use it again until you
finish a long rest.

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Eldritch Sorcery
There is a taint in your magic, one that is alien and bizarre.
You tend to think in odd ways, approaching problems from an
angle that most would not expect. Your powers might
originate with a mysterious entity whose nature is utterly
foreign to the fabric of reality. It might come from the Far
Realm, the space beyond reality, or it could originate from
one of the elder gods known only in legends.
If you have a patron its motives are incomprehensible to
mortals, and its knowledge so immense and ancient that even
the greatest libraries pale in comparison to the vast secrets it
holds. Your patron might be unaware of your existence or
entirely indifferent to you, but the secrets you have learned
allow you to draw your magic from it. Entities of this type
include Ghaunadar, called That Which lurks; Tharizdun, the
Chained God; Dendar, the Night Serpent; Zargon, the
Returner; Great Cthulhu; and other unfathomable beings.
Origin and Arcanum Spells
You gain origin / arcanum spells at the sorcerer levels listed. Entropic Ward
Eldritch Sorcery Origin Spells At 10th level, you learn to magically ward yourself against
Sorcerer attack and to turn an enemy’s failed strike into good luck for
Level Spells yourself. When a creature makes an attack roll against you,
Cantrip vicious mockery
you can use your reaction to impose disadvantage on that roll.
If the attack misses you, your next attack roll against the
1st dissonant whispers, tasha’s hideous
laughter
creature has advantage if you make it before the end of your
next turn.
3rd detect thoughts, phantasmal force Once you use this feature, you can’t use it again until you
5th clairvoyance, sending finish a short or long rest.
7th dominate beast, evard’s black tentacles
9th dominate person, telekinesis Create Thrall
Eldritch Sorcery Arcanum Spells
At 14th level, you gain the ability to infect a humanoid’s mind
with alien magic. You can use your action to touch an
Sorcerer Level Spells incapacitated humanoid. That creature is then charmed by
11th planar ally you. While charmed the target regards you as a trusted friend
13th reverse gravity to be heeded and protected. Although the target isn’t under
your control, it takes your requests or actions in the most
Awakened Mind favorable way it can. You can telepathically communicate
Starting when you choose this origin at 1st level, your alien with the charmed creature.
knowledge gives you the ability to touch the minds of other Each time you or your companions do anything harmful to
creatures. You can telepathically communicate with any the target, it can make a saving throw against your spell save
creature you can see within 60 feet of you. You don’t need to DC, ending the effect on itself on a success. Otherwise, the
share a language with the creature for it to understand your effect lasts 24 hours or until you die, a remove curse spell is
telepathic utterances, but the creature must be able to cast on it, the charmed condition is removed from it, you use
understand at least one language. this feature again, you choose to end the effect, or you are on
Additionally, you gain resistance to psychic damage. a different plane of existence than the target.
Thought Shield Manipulate Mind
Starting at 6th level, your thoughts can’t be read by telepathy At 18th level, you can cast feeblemind or dominate monster
or other means unless you allow it. without expending spell points.
Additionally you have advantage on all Intelligence, Once you use this feature, you can’t use it again until you
Wisdom, and Charisma saving throws against spells and finish a long rest.
other magical effects.

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Fiendish Sorcery Fiendish Sorcery Arcanum Spells
Sorcerer Level Spells
You are corrupted with fiendish power from a fiend of the 11th investiture of flame
lower planes, eternal enemies of light and good. You can
summon unearthly fire at your fingertips that burns most 13th fire storm
anything, and you feel the constant urge to scorch those who Fiendish
stand in your way. Starting when you choose this origin at 1st level, you can
The traits may have shown up in your bloodline for speak, read, and write Abyssal or Infernal and whenever you
generations: hot blood, habitual cruelty, and bone spurs of make a Charisma check when interacting with fiends, you
horns barely visible on the head, but you were born with a have advantage.
stronger connection. Or if you have a patron it may be a being
whose aims are evil, even if you strive against those aims. Fiendish Resistance
Such beings desire the corruption or destruction of all things, Also at 1st level, you have resistance against fire and poison
ultimately including you. Fiends powerful enough to forge a damage.
pact include demon lords such as Demogorgon, Orcus,
Fraz’Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dark One’s Own Luck
Dispater, Mephistopheles, and Belial; pit fiends and balors Starting at 6th level, you can call on your origin to alter fate in
that are especially mighty; and ultroloths and other lords of your favor. When you make an ability check or a saving throw,
the yugoloths. you can use this feature to add a d10 to your roll. You can do
so after seeing the initial roll but before any of the roll’s
Origin and Arcanum Spells effects occur.
You gain origin / arcanum spells at the sorcerer levels listed. Once you use this feature, you can’t use it again until you
Fiendish Sorcery Origin Spells finish a short or long rest.
Sorcerer Level Spells
Magic Resistance
Cantrip fire bolt Starting at 10th level, you have advantage on saving throws
1st hellish rebuke, command against spells and other magical effects.
3rd blindness/deafness, scorching ray
5th fireball, stinking cloud Hurl Through Hell
7th compulsion, fire shield Starting at 14th level, when you hit a creature with an attack,
9th hallow, wall of fire
you can use this feature to instantly transport the target
through the lower planes. The creature disappears and
hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space
it previously occupied, or the nearest unoccupied space. If the
target is not a fiend, it takes 6d10 psychic damage as it reels
from its horrific experience.
Once you use this feature, you can’t use it again until you
finish a long rest.
Fire Storm
At 18th level, as an action, you evoke sheets of roaring flame
as if you were casting the fire storm spell without expending
spell points.
Once you use this feature, you can’t use it again until you
finish a long rest.

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128
Phoenix Sorcery Mantle of Flame
Your power draws from the immortal flame that fuels the At 6th level, you can unleash the phoenix fire that blazes
legendary phoenix. You or your ancestors perhaps rendered a within you. Whenever you cast a spell of 1st level or higher
phoenix a great service, you were born in its presence, or you that deals fire damage, flames erupts from you. This eruption
have made a pact with one. Whatever the cause, a shard of causes up to 3 creatures of your choice that you can see
the phoenix’s power dwells within you. within 20 feet of you to take fire damage equal to the spell’s
That power is a mixed blessing. Like the mythical creature, level + your Charisma Modifier.
you can invoke fiery energy and gain the ability to cheat death Additionally you are wreathed in a mantle of flame until the
itself, but all too often their own, rash nature or reliance on start of your next turn, gaining the following benefits:
destructive magic is what puts them there in the first place. You shed bright light in a 30-foot radius and dim light for
The fire within you seethes, demanding to be unleashed. You an additional 30 feet.
sometimes find yourself absentmindedly feeding fires. You Any creature takes fire damage equal to your Charisma
feel most comfortable while holding a lit torch or sitting in modifier if it hits you with a melee attack from within 5
front of a campfire. feet of you or if it touches you.
Such sorcerers are wanderers by necessity. The volatile
nature of their magic makes other folk nervous. If a fire Phoenix Spark
breaks out in town, a phoenix sorcerer had best flee, whether Starting at 10th level, the fiery energy within you grows
guilty or not. Fire is a dangerous force, and phoenix sorcerers restless and vengeful. In the face of defeat, it surges outward
have a reputation (deserved or not) for reckless behavior, to preserve you in a fiery roar.
confident that the essence of the phoenix can save them. If you are reduced to 0 hit points, you can use your reaction
to draw on the spark of the phoenix. You regain hit points
Origin and Arcanum Spells equal to half your hit point maximum. Each creature within
You gain origin / arcanum spells at the sorcerer levels listed. 10 feet of you takes fire damage equal to your sorcerer level +
your Charisma modifier, and your Mantle of Flame
Phoenix Sorcery Origin Spells immediately ends.
Sorcerer Level Spells Once you use this feature, you can’t use it again until you
Cantrip create bonfire, fire bolt, or produce flame finish a long rest.
1st burning hands, detect magic
3rd aganazzar’s scorcher, flaming sphere
Nourishing Fire
Starting at 14th level, your fire spells soothe and restore you.
5th fireball, dispel magic When you expend spell points to cast a spell that includes a
7th fire shield, wall of fire fire damage roll, you gain regain hit points equal to the spell’s
9th greater restoration, flame strike spell balance level + your Charisma modifier.
Phoenix Sorcery Arcanum Spells
Sorcerer Level Spells
Form of the Phoenix
At 18th level, you master the spark of fire that dances within
11th investiture of flame you. As an action, you can transform your form into that of a
13th prismatic spray (red rays) phoenix. Each creature within 20 feet of you must make a
Dexterity saving throw. A creature takes 8d8 fire damage on a
Fiery Origins failed save, or half as much damage on a successful one. For
Starting when you choose this origin at 1st level, you gain 1 minute or until you lose your concentration (as if you were
resistance to fire damage. casting a concentration spell) you have a flying speed of 60
Additionally, you gain the ability to start fires with a touch. feet and a creature must also make this saving throw when it
As an action, you can magically ignite a flammable object you comes within 20 feet of you for the first time on a turn or
touch with your hand—an object such as a torch, a piece of ends its turn there.
tinder, or the hem of drapes. Once you use this feature, you can’t use it again until you
finish a long rest.

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129
Sea Sorcery Mending River
The power of water is the strength of flexibility, resilience, Starting at 6th level, when you cast a spell of 1st level or
and a relentless nature. Water parts to allow a ship to sail higher that is on your origin spell list, uses water, or deals
over it or a diver to plunge into it, but their passing leaves no cold damage you can mend wound with the restorative
mark. Water flowing down a mountain reaches the sea. It powers of water. You and a creature of your choice that you
might bend and turn across valleys and down hillsides, but it can see within 30 feet of you regain hit points equal to the
slowly and steadily returns to the waves. Those whose souls spell’s level.
are touched by the power of elemental water command a Watery Defense
similar power. At 10th level, you gain the ability to defend yourself by
Your heritage or patronage ties to powerful creatures of the momentarily assuming a watery form. As a reaction when
sea, such as nereids, the lords of the merfolk, and elemental you take bludgeoning, piercing, or slashing damage, you can
powers. Like a river, you feel the call of the ocean. The call is reduce that damage by an amount equal to your sorcerer level
ever present in your heart, and you are never completely at plus your Charisma score, and then you can move up to 30
peace until you are near the sea. feet without provoking opportunity attacks. Once you use this
special reaction, you can’t use it again until you finish a short
Origin and Arcanum Spells or long rest.
You gain origin / arcanum spells at the sorcerer levels listed.
Sea Sorcery Origin Spells Shifting Form
Sorcerer Level Spells Starting at 14th level, you gain the ability to enter a liquid
state while moving.
Cantrip hydraulic push or shape water When you move on your turn, you take only half damage
1st create or destroy water. fog cloud from opportunity attacks, and you can move through any
3rd misty step, snilloc’s snowball swarm enemy’s space but can’t willingly end your move there.
5th tidal wave, wall of water On your turn, you can move through any space that is at
7th control water, watery sphere least 3 inches in diameter and do so without squeezing.
9th cone of cold, maelstrom When you stop moving, the regular squeezing rules apply if
you’re in a space one size smaller than you. You can’t willingly
Sea Sorcery Arcanum Spells stop in a space smaller than that, and if you’re forced to do so,
Sorcerer Level Spells you immediately flow to the nearest space that can fit you,
11th investiture of water back along the path of your movement.
13th whirlpool
Tsunami
Water Speaker Beginning at 18th level, you can conjure a wall of water as
Starting when you choose this origin at 1st level, you can tsunami without expending spell points.
speak, read, and write Aquan and whenever you make a Once you use this feature, you can’t use it again until you
Charisma check when interacting with elementals based on finish a long rest.
water you have advantage.
Hydrated Form
Also at 1st level, the magic you command is infused with
elemental water. You gain resistance to fire damage and
against any spells or abilities that use water to deal
damage that don’t deal cold damage.

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Shadow Sorcery
Spirits from the shadow plane dally at times in the world of
light, and such as these lay with your ancestors once upon a
time, imparting the mystery of shadow-stuff into your lineage.
You are often sullen and withdrawn, preferring to skulk at the
fringes of social circles and keep to yourself, cultivating an air
of mystery and majesty that is all your own.
The power of shadow magic casts a strange pall over your
physical presence. The spark of life that sustains you is
muffled, as if it struggles to remain viable against the dark
energy that imbues your soul.
Origin and Arcanum Spells
You gain origin / arcanum spells at the sorcerer levels listed.
Shadow Sorcery Origin Spells
Sorcerer Level Spells
Cantrip chill touch or minor illusion
1st silent image, unseen servant
3rd darkness, phantasmal force
5th fear, major image
7th greater invisibility, grasping shadows
9th mislead, seeming
Shadow Sorcery Arcanum Spells
Sorcerer Level Spells
11th programmed illusion
13th project image Cloak of Shadows
By 14th level, you have learned to become one with the
Shade shadows. When you are in an area of dim light or darkness,
Starting when you choose this origin at 1st level, you gain you can use your action to become invisible. You remain
resistance to cold and necrotic damage. invisible until you make an attack, cast a spell, or are in an
area of bright light.
Shadow Guide
Also at 6th level, you gain the ability to subtly control the Shadow Lord
shadows around you. Immediately before or after you cast a Beginning at 18th level, you can envelop yourself and those
spell of 1st level or higher you can create a 5-foot cube of dim around you in shadow. As an action, you surround yourself
light or darkness which lasts for 1 minute. The area is with an aura of shadows that lasts for 1 minute or until you
considered magical and non-magical light can’t illuminate it. lose your concentration (as if you were casting a
If you are in dim light or darkness you can wrap yourself in concentration spell). The aura reduces any bright light in a
shadows, gaining one of the following benefits: 60-foot radius around you to dim light. Whenever an enemy
starts its turn in the aura, it must make a Dexterity saving
You gain darkvision out to a range of 60 feet. If you already throw or be grappled by the shadows. Whenever an enemy
have darkvision, it increases its range by 60 feet up to 120 that is grappled by the shadows starts its turn in the aura, it
feet. takes 3d10 necrotic damage.
You can take the Hide action (no action required). Additionally, you and creatures you choose in the aura are
The next attack roll against you before the start of your draped in deeper shadow. Creatures that rely on sight have
next turn made by a creature that relies on sight is made disadvantage on attack rolls against creatures draped in this
with disadvantage. shadow.
You can teleport up to 60 feet to an unoccupied space you While the aura lasts, you can use a bonus action to cause
can see that is also in dim light or darkness. the shadows in the aura to attack one creature. You make a
Shadow Form ranged spell attack against the target. If the attack hits, the
At 10th level as a reaction to being attacked you can take on a target is grappled and takes necrotic damage equal to 3d10 +
shadowy form for 1 minute. For the duration, any creature your Charisma modifier.
that relies on sight has disadvantage on attack rolls against A creature grappled by the shadows can use its action to
you. In this form, you can move through other creatures and make a Strength (Brawn) or Dexterity (Acrobatics) check (its
objects as if they were difficult terrain. You take 5 (1d10) choice) against your spell save DC. On a success, it frees
force damage if you end your turn inside an object. itself.
Once you use this feature, you can’t use it again until you After activating the aura, you can’t do so again until you
finish a short or long rest. finish a long rest.

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Stone Sorcery
Tremor
Your magic springs from the elemental earth beneath your At 6th level, whenever you cast a spell of 1st level or higher,
feet. You might trace a distant ancestor to the Plane of Earth, the earth beneath you starts to shake. This tremor causes up
your family might have earned a mighty boon in return for a to 3 creatures of your choice that you can see within 20 feet
service to the dao lords, or you might have made a pact with a of you and are on the same surface as you to make a Strength
great earth elemental. Whatever your past, the magic of saving throw against your sorcerer spell save DC. On a failed
elemental earth is yours to command. save, the creatures takes bludgeoning damage equal to the
Your link to earth magic grants you extraordinary resilience spell’s level + your Charisma Modifier and is knocked prone.
and the ability to manipulate earthen forces.
Stone’s Shelter
Origin and Arcanum Spells At 10th level as a reaction to being attacked you can become
You gain origin / arcanum spells at the sorcerer levels listed. encased in stone. The attack’s damage against you is halved
Stone Sorcery Origin Spells and for 1 minute or until you end this feature on your turn, a
Sorcerer Level Spells
non magical dome of solid stone springs into existence
around you. The dome forms up to 1 foot away from your
Cantrip magic stone or mold earth body in all directions and is 6 inches thick. It has 2 panels
1st catapultEE, earth tremorEE (front and back).
3rd earthbindEE, Maximilian’s earthen graspEE The dome is an object made of stone that can be damaged
5th erupting earth, meld into stone and thus breached. Each panel has AC 15 and 30 hit points
7th stone shape, stoneskin per inch of thickness. Reducing a panel to 0 hit points
9th transmute rock, wall of stone destroys it.
Once you use this feature, you can’t use it again until you
Stone Sorcery Arcanum Spells finish a short or long rest.
Sorcerer Level Spells
11th investiture of stone Earth Glide
13th flesh to stone
At 14th level you can burrow through nonmagical, unworked
earth and stone with a burrow speed equal to half your
Earthen walking speed. While doing so, you don’t disturb the material
Starting when you choose this origin at 1st level, you can you moves through.
speak, read, and write Terran and whenever you make a
Charisma check when interacting with elementals based Earthquake
from the earth you have advantage. Additionally, due to your Beginning at 18th level, you can cause the earth to tremble as
connection to stone you gain tremorsense 30 feet and you earthquake without expending spell points.
have you advantage on saving throws and ability checks to Once you use this feature, you can’t use it again until you
avoid being pushed, pulled, or knocked prone. finish a long rest.

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Storm Sorcery If it is windy, you can use a bonus action each round to
choose the direction that the wind blows in a 100-foot-radius
Your magic comes from the power of elemental air. Many sphere centered on you. The wind blows in that direction
with this power can trace their magic back to a near-death until the end of your next turn. This feature doesn’t alter the
experience caused by the Great Rain, but perhaps you were speed of the wind.
born during a howling gale so powerful that folk still tell
stories of it, or your lineage might include the influence of Storm’s Fury
potent air creatures such as vaati or djinn. Whatever the case, Starting at 10th level, when you are hit by a melee attack, you
the magic of the storm permeates your being. can use your reaction to deal lightning damage to the
Storm sorcerers are invaluable members of a ship’s crew. attacker. The damage equals your sorcerer level.
Their magic allows them to exert control over wind and The attacker must also make a Strength saving throw
weather in their immediate area. Their abilities also prove against your sorcerer spell save DC. On a failed save, the
useful in repelling attacks by sahuagin, pirates, and other attacker is pushed in a straight line up to 20 feet away from
waterborne threats. you.
Origin and Arcanum Spells Wind Soul
You gain origin / arcanum spells at the sorcerer levels listed. At 14th level, the winds carry you with ease. You gain a
Storm Sorcery Origin Spells
magical flying speed of 60 feet.
Sorcerer Level Spells Tsunami
Cantrip gust or thunderclap Beginning at 18th level, you can conjure a wall of water as
1st fog cloud, thunderwave tsunami without expending spell points.
3rd aggressive thundercloud, levitate Once you use this feature, you can’t use it again until you
5th call lightning, tidal wave finish a long rest.
7th thunderbolt, storm sphere
9th control winds, maelstrom
Storm Sorcery Arcanum Spells
Sorcerer Level Spells
11th chain lightning
13th whirlwind
Wind Speaker
Starting when you choose this origin at 1st level, you can
speak, read, and write Auran and whenever you make a
Charisma check when interacting with elementals based on
air you have advantage.
Tempestuous Magic
Also at 1st level, the magic you command is infused with
elemental air. You gain resistance to lightning and thunder
damage.
Heart of the Storm
At 6th level, you can use a bonus action to cause whirling
gusts of elemental air to briefly surround you, immediately
before or after you cast a spell of 1st level or higher. Doing so
allows you to fly up to half your speed without provoking
opportunity attacks.
Additionally whenever you cast a spell of 1st level or higher
that deals lightning or thunder damage, stormy magic erupts
from you. This eruption causes a number of creatures of your
choice up to your Charisma modifier (minimum of one
creature) that you can see within 20 feet of you to take
lightning or thunder damage (choose each time this ability
activates) equal to the spell’s level + your Charisma Modifier..
Storm Guide
At 6th level, you gain the ability to subtly control the weather
around you.
If it is raining, you can use an action to cause the rain to
stop falling in a 20-foot-radius sphere centered on you. You
can end this effect as a bonus action.
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133
Sylvan Sorcery Misty Escape
The capricious nature of the fey empowers your magic. You Starting at 10th level, you can vanish in a puff of mist in
are more emotional than most, prone to bouts of joy and rage. response to harm. As a reaction to being hit by an attack, you
You gained this power due to a pact, some intermingling of can turn invisible and teleport up to 60 feet to an unoccupied
fey blood, or magic. space you can see. You halve the attack’s damage against you.
If you have a patron it may be a lord or lady of the fey, a You remain invisible until the start of your next turn or until
creature of legend who holds secrets that were forgotten you attack or cast a spell.
before the mortal races were born. This being’s motivations Once you use this feature, you can’t use it again until you
are often inscrutable, and sometimes whimsical, and might finish a short or long rest.
involve a striving for greater magical power or the settling of Dark Delirium
age-old grudges. Beings of this sort include the Prince of Starting at 14th level, you can plunge a creature into an
Frost; the Queen of Air and Darkness, ruler of the Gloaming illusory realm. As an action, choose a creature that you can
Court; Titania of the Summer Court; her consort Oberon, the see within 60 feet of you. It must make a Wisdom saving
Green Lord; Hyrsam, the Prince of Fools; and ancient hags. throw against your sorcerer spell save DC. On a failed save, it
is charmed or frightened by you (your choice) for 1 minute or
Origin and Arcanum Spells until your concentration is broken (as if you are concentrating
You gain origin / arcanum spells at the sorcerer levels listed. on a spell). This effect ends early if the creature takes any
Sylvan Sorcery Origin Spells damage.
Sorcerer Level Spells Until this illusion ends, the creature thinks it is lost in a
misty realm, the appearance of which you choose. The
Cantrip vicious mockery creature can see and hear only itself, you, and the illusion.
1st faerie fire, sleep You must finish a short or long rest before you can use this
3rd invisibility, phantasmal force feature again.
5th blink, plant growth
7th compulsion, confusion Elder Fey
9th dominate person, seeming At 18th level, you can assume the form of an ancient fey,
taking on an appearance you choose. For example, your skin
Sylvan Sorcery Arcanum Spells might turn green or take on a bark-like texture, your hair
Sorcerer Level Spells might become leafy or moss-like, or you might sprout antlers
11th eyebite or a lion-like mane.
13th mirage arcana Using your action, you undergo a transformation and exude
an aura to a distance of 60 feet. For 1 minute or until you lose
Sylvan your concentration (as if you were casting a concentration
Starting when you choose this origin at 1st level, you can spell) each hostile creature that starts its turn in this aura is
speak, read, and write Sylvan and whenever you make a targeted by its effect, as is a creature that enters the aura for
Charisma check when interacting with fey you have the first time on a turn or ends its turn there.
advantage. When transforming choose one of the following options:
You no longer need to sleep and can’t be forced to sleep by Beguiling Aura. Humanoid or beast targets must succeed
any means. To gain the benefits of a long rest, you can spend on a Wisdom saving throw or be dominated until the aura
all 8 hours doing light activity, such as reading and keeping ends as if you cast the dominate person spell on the target.
watch. Blinding Beauty. Targets must succeed on a Constitution
saving throw or be blinded until the aura ends.
Moonshadow Confusing Aura. Targets must succeed on a Wisdom
Also at 1st level, you can turn invisible, immediately after you saving throw or be confused until the aura ends as if you cast
cast a spell of 1st level or higher. The invisibility lasts until the the confusion spell on the target.
end of your turn or until you attack or cast a spell. Frightening Aura. Targets must succeed on a Wisdom
You can also use this feature immediately before you cast a saving throw or be frightened until the aura ends.
spell of 1st level or higher, but once you use this feature If the creature moves out of the aura, the creature is no
before the spell is cast, you can’t use it before the spell is cast longer affected, but the creature becomes affected again if it
again until you finish a short or long rest. moves within the aura.
Once you use this feature, you can’t use it again until you
Magic Resistance finish a long rest.
At 6th level, you have advantage on all Intelligence, Wisdom,
and Charisma saving throws against spells and other magical
effects.

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134
Undying Sorcery Command Undead
The taint of the grave runs through your family. Perhaps one Starting at 14th level, you can use magic to bring undead
of your ancestors became a powerful lich or vampire, maybe under your control, even those created by other wizards. As
you were born dead before suddenly returning to life, or an action, you can choose one undead that you can see within
maybe you have bargained with a powerful creature in order 60 feet of you. That creature must make a Charisma saving
to extend your life. You seek to unlock the secrets of throw against your wizard spell save DC. If it succeeds, you
everlasting life, although such a prize—like all power—comes can’t use this feature on it again. If it fails, it becomes friendly
at a price. Perhaps you have descended to undeath or have to you and obeys your commands until you use this feature
made a deal with a powerful creature to sustain your life again.
beyond the normal limits. You seek to see mortal lifetimes Intelligent undead are harder to control in this way. If the
pass like the seasons, like the flicker of endless days and target has an Intelligence of 8 or higher, it has advantage on
nights. the saving throw. If it fails the saving throw and has an
If you have a patron it has the secrets of the ages to share, Intelligence of 12 or higher, it can repeat the saving throw at
secrets of life and death. Beings of this sort include Vecna, the end of every hour until it succeeds and breaks free.
Lord of the Hand and the Eye; the dread Iuz; the lich-queen Bringer of Death
Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the Beginning at 18th level, you can bring death to those around
githyanki; and the deathless wizard Fistandantalus. In the you. As an action you can cast circle of death as a 7th level
Realms, Undying patrons include Larloch the Shadow King, spell or finger of death without expending spell points.
legendary master of Warlock’s Crypt, and Gilgeam, the God- Once you use this feature, you can’t use it again until you
King of Unther. finish a long rest.
Origin and Arcanum Spells
You gain origin / arcanum spells at the sorcerer levels listed.
Undying Sorcery Origin Spells
Sorcerer Level Spells
Cantrip chill touch or spare the dying
1st false life, inflict wounds
3rd blindness/deafness, ray of enfeeblement
5th speak with dead, vampiric touch
7th animate dead, death ward
9th antilife shell, raise dead
Undying Sorcery Arcanum Spells
Sorcerer Level Spells
11th circle of death
13th finger of death
Death’s Gift
Starting when you choose this origin at 1st level, you gain
resistance to necrotic and poison damage. Additionally for
every 10 years that pass, your body ages only 1 year.
Soul Syphon
At 6th level, whenever you cast a spell of 1st level or higher
that is of the necromancy school or deals necrotic damage,
grim energies envelop you.
These energies cause up to 3 creatures of your choice that
you can see within 20 feet of you to take necrotic damage
equal to the spell’s level. You regain hit points equal to half
the amount of necrotic damage dealt.
Mastery of Death
Starting at 10th level, you use your familiarity with death to
escape its grasp. When you are reduced to 0 hit points, you
can use your reaction to have 1 hit point instead.
Once you use this feature, you can’t use it again until you
finish a short or long rest.

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135
Wild Sorcery Bend Luck
Your magic is powered by the ever-changing wildness of Starting at 6th level, you have the ability to twist fate using
primal chaos, the raw essence of unbound creation. You your wild magic. When another creature you can see makes
might have endured exposure to some form of raw magic, an attack roll, an ability check, or a saving throw, you can use
perhaps through a planar portal leading to Limbo, the your reaction to roll 1d4 and apply the number rolled as a
Elemental Planes, or the mysterious Far Realm. Perhaps you bonus or penalty (your choice) to the creature’s roll. You can
were blessed by or have made a pact with a powerful chaotic do so after the creature rolls but before any effects of the roll
creature. Or perhaps your magic could be a fluke of your occur.
birth, with no apparent cause or reason. However it came to Once you use this feature, you can’t use it again until you
be, your mind and spirit burst with the constant inspiration of finish a short or long rest unless you expend 2 spell points.
consummate freedom, though you have difficulty following Reality Wrinkle
through on a task when another, new and exciting, catches At 10th level as a reaction to being attacked you can warp
your interest. reality around you for 1 minute. Your body becomes blurred,
shifting and wavering to all who can see you. For 1 minute,
Origin and Arcanum Spells any creature has disadvantage on attack rolls against you. An
You gain origin / arcanum spells at the sorcerer levels listed. attacker is immune to this effect if it doesn’t rely on sight, as
Wild Sorcery Origin Spells with blindsight, or can see through illusions, as with
Sorcerer Level Spells truesight.
Once you use this feature, you can’t use it again until you
Cantrip guidance finish a short or long rest.
1st color spray1, shield
3rd crown of madness1, mirror image Controlled Chaos
5th gaseous form, tongues At 14th level, you gain a modicum of control over the surges
7th confusion, polymorph of your wild magic. Whenever you roll on the Wild Sorcery
9th animate objects, creation Surge table, you can roll twice and use either number.
1 See spells Spatial Tear
Wild Sorcery Arcanum Spells Beginning at 18th level, you can unravel the fibers of reality
Sorcerer Level Spells
and ride along them as they snap back into place. As an
action, you can teleport with the same effects as the
11th disintegrate dimension door spell, while also creating a mass of black
13th reverse gravity tentacles centered on your former location. For 1 minute or
Wild Sorcery Surge
until you lose your concentration (as if you were casting a
Starting when you choose this origin at 1st level, your concentration spell), the effects of evard’s black tentacles fill
spellcasting can unleash surges of untamed magic. the 20-foot square area that you left with the tentacles
Immediately after you cast a sorcerer spell of 1st level or dealing 5d8 bludgeoning damage.
higher, roll a d20. If the result is less than or equal to the spell Once you use this feature, you can’t use it again until you
level, roll on the Wild Sorcery Surge table to create a random finish a long rest.
magical effect.
More Surges!
This subclass is played to have surges. The surges are a
mixed bag of mostly innocuous results so adjusting
their frequency shouldn’t have such a large effect.
Overall the chance of having a surge will typically be
5-25% per spell with the higher level spells peaking at
45%, but that’s near the end game and surges should
be more common!

Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance
and chaos to gain advantage on one attack roll, ability check,
or saving throw. Once you do so, you must finish a long rest
before you can use this feature again.
Any time you roll on the Wild Sorcery Surge table if you
roll an odd number you regain the use of this feature.

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136
Wild Sorcery Surge d100 Effect
d100 Effect 47–48 A unicorn controlled by the DM appears in a space
within 5 feet of you, then disappears 1 minute later.
01–02 Roll on this table at the start of each of your turns 49–50 You can’t speak for the next minute. Whenever you
for the next minute, ignoring this result on try, pink bubbles float out of your mouth.
subsequent rolls.
51–52 A spectral shield hovers near you for the next
03–04 For the next minute, you can see any invisible minute, granting you a +2 bonus to AC and
creature if you have line of sight to it. immunity to magic missile.
05–06 A modron chosen and controlled by the DM 53–54 You are immune to being intoxicated by alcohol for
appears in an unoccupied space within 5 feet of the next 5d6 days.
you, then disappears 1 minute later.
55–56 Your hair falls out but grows back within 24 hours.
07–08 You cast stinking cloud as a 3rd-level spell centered
on yourself. 57–58 For the next minute, any flammable object you
touch that isn’t being worn or carried by another
09–10 You cast magic missile as a 5th-level spell. creature bursts into flame.
11–12 Roll a d10. Your height changes by a number of 59–60 You regain 3 spell points.
inches equal to the roll. If the roll is odd, you shrink.
If the roll is even, you grow. 61–62 For the next minute, you must shout when you
speak.
13–14 You cast confusion centered on yourself.
63–64 You cast fog cloud centered on yourself.
15–16 For the next minute, you regain 5 hit points at the
start of each of your turns. 65–66 Up to three creatures you choose within 30 feet of
you take 4d10 lightning damage.
17–18 You grow a long beard made of feathers that
remains until you sneeze, at which point the 67–68 You are frightened by the nearest creature until the
feathers explode out from your face. end of your next turn.
19–20 You cast grease centered on yourself. 69–70 Each creature within 30 feet of you becomes
invisible for the next minute. The invisibility ends
21–22 Creatures have disadvantage on saving throws on a creature when it attacks or casts a spell.
against the next spell you cast in the next minute
that involves a saving throw. 71–72 You gain resistance to all damage for the next
minute.
23–24 Your skin turns a vibrant shade of blue. A remove
curse spell can end this effect. 73–74 A random creature within 60 feet of you becomes
poisoned for 1d4 hours.
25–26 An eye appears on your forehead for the next
minute. During that time, you have advantage on 75–76 You glow with bright light in a 30.foot radius for
Wisdom (Perception) checks that rely on sight. the next minute. Any creature that ends its turn
within 5 feet of you is blinded until the end of its
27–28 For the next minute, all your spells with a casting next turn.
time of 1 action have a casting time of 1 bonus
action. 77–78 You cast polymorph on yourself. If you fail the
saving throw, you turn into a sheep for the spell’s
29–30 You teleport up to 60 feet to an unoccupied space duration.
of your choice that you can see.
79–80 Illusory butterflies and flower petals flutter in the air
31–32 You are transported to the Astral Plane until the end within 10 feet of you for the next minute.
of your next turn, after which time you return to the
space you previously occupied or the nearest 81–82 You can take one additional action immediately.
unoccupied space if that space is occupied. 83–84 Each creature within 30 feet of you takes 1d10
33–34 Maximize the damage ofthe next damaging spell necrotic damage. You regain hit points equal to the
you cast within the next minute. sum of the necrotic damage dealt.
35–36 Roll a d10. Your age changes by a number of years 85–86 You cast mirror image.
equal to the roll. If the roll is odd, you get younger 87–88 You cast fly on a random creature within 60 feet of
(minimum 1 year old). If the roll is even, you get you.
older. 89–90 You become invisible for the next minute. During
37–38 1d6 flumphs controlled by the DM appear in that time, other creatures can’t hear you. The
unoccupied spaces within 60 feet of you and are invisibility ends if you attack or cast a spell.
frightened of you. They vanish after 1 minute. 91–92 If you die within the next minute, you immediately
39–40 You regain 2d10 hit points. come back to life as if by the reincarnate spell.
41–42 You turn into a potted plant until the start of your 93–94 Your size increases by one size category for the
next turn. While a plant, you are incapacitated and next minute.
have vulnerability to all damage. If you drop to 0 hit 95–96 You and all creatures within 30 feet of you gain
points, your pot breaks, and your form reverts. vulnerability to piercing damage for the next
43–44 For the next minute, you can teleport up to 20 feet minute.
as a bonus action on each cf your turns. 97–98 You are surrounded by faint, ethereal music for the
45–46 You cast levitate on yourself. next minute.
99–00 You regain all expended spell points.

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137
With your Book of Shadows in hand, you can cast the
Latent Sparks chosen spells as rituals. You can’t cast the spells except as
Arcane Spears
rituals, unless you’ve learned them by some other means. You
When you cast a cantrip, its range is increased by 100 feet. can also cast a sorcerer spell you know as a ritual if it has the
ritual tag.
Ascendant Step
On your adventures, you can add other ritual spells to your
Prerequisite: 7th level Book of Shadows. When you find such a spell, you can add it
You can cast levitate on yourself at will, without expending to the book if the spell’s level is equal to or less than half your
spell points or material components. sorcerer level (rounded up) and if you can spare the time to
transcribe the spell. For each level of the spell, the
transcription process takes 2 hours and costs 50 gp for the
Assorted Arcana rare inks needed to inscribe it. The book turns to ask when
Prerequisite: Arcane Manifestation feature you die.
Choose two cantrips from any class’s spell list (the two
needn’t be from the same list). You learn the cantrips and they Caiphon’s Beacon
are considered sorcerer spells for you and don’t count against Prerequisite: Eldritch Sorcery origin
your number of cantrips known. If they don’t appear on the The purple star Caiphon is the doom of inexperienced
sorcerer spell list, they are nonetheless sorcerer spells for mariners. Those who use its deceptive light to guide their
you. travels invariably come to ruin. You gain proficiency in the
Charisma (Manipulation) and Dexterity (Stealth) skills, and
Beast Speech you have advantage on attack rolls against charmed
You can cast animal friendship, speak with animals, and creatures.
animal messenger at will, without expending spell points.
Chained Familiar
Beguiling Influence You learn the find familiar spell and can cast it as a ritual. The
You gain proficiency in the Manipulation and Persuasion skill. spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal
Book of Ancient Secrets forms for your familiar or one of the following special forms:
You can create a grimoire called a Book of Shadows that you a boggle, a cranium rat, a crawling claw, a flying Snake, a
can inscribe magical rituals in. Choose two 1st-level spells gazer, a homunculus, an imp, a pseudodragon, a quasit, or a
that have the ritual tag from any class’s spell list. The spells sprite, or a tressym (SKT).
appear in the book and don’t count against the number of While perched on your shoulder, your familiar can’t be
spells you know. targeted by any attack or other harmful effect; only you can
cast spells on it; it can’t take damage; and it is incapacitated.
Additionally, when you take the Attack action, you can forgo
one of your own attacks to allow your familiar to make one
attack of its own with its reaction.

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Chains of Carceri Eidolon Evolution
Prerequisite: 15th level Prerequisite: Summoned Manifestation feature
You can cast hold monster at will without expending spell Unlike other conjured beings, eidolons are fluid and ever-
points or material components. You must finish a long rest changing. Your eidolon gains an evolution of your choice.
before you can use this spark on the same creature again.
Evolutionist
Cloak of Flies Prerequisite: Summoned Manifestation feature
Prerequisite: Fiendish Sorcery origin You can select any evolution that is not from the base form,
As a bonus action, you can surround yourself with a labeled “Eidolon only”, or that your eidolon could not
magical aura that looks like buzzing flies. The aura includes possess. You must be able to meet the requirements (except
your space, extends 5 feet from you in every direction, and is for form or type requirements).
blocked by total cover. It lasts until you’re incapacitated or you
dismiss it. Eldritch Sight
The aura grants you advantage on Charisma You can cast detect magic at will, without expending spell
(Manipulation) checks to intimidate but disadvantage on all points.
other Charisma checks. Any other creature that starts its turn
in the aura takes poison damage equal to your Charisma Fiendish Vigor
modifier (minimum of 0 damage). You can cast false life on yourself at will at a level equal to 1/4
Once you use this spark, you can’t use it again until you your sorcerer level (rounded down), without expending spell
finish a short or long rest. points or material components.
Devil’s Sight
You gain darkvision out to a range of 60 feet. If you already
have darkvision, its range increases by 60 feet. Magical
darkness doesn’t impede your darkvision.

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139
Fused Form Ghostly Gaze
Prerequisite: Summoned Manifestation feature Prerequisite: 7th level
You can you can use a bonus action to touch your eidolon As an action, you gain the ability to see through solid
and fuse yourself with it. You can use this feature twice. You objects to a range of 30 feet. Within that range, you have
regain expended uses when you finish a short or long rest. darkvision if you don’t already have it. This special sight lasts
You can stay fused for a number of hours equal to half your until the end of the current turn. During that time, you
sorcerer level (rounded down). You then divide unless you perceive objects as ghostly, transparent images.
spend another use of this feature. You can end the fusion Once you use this spark, you can’t use it again until you
earlier on your turn. The fusion automatically ends if you fall finish a short or long rest.
unconscious, drop to 0 hit points, or die. When the fusion
ends your emerges prone in a square within 5 feet of your Gift of the Depths
eidolon. If your eidolon is banished while you are fused, you Prerequisite: 5th level, Sea Sorcery origin
are immediately ejected, and stunned for 1 round. Any excess You can breathe underwater, and you gain a swimming
damage carries over to you. speed equal to your walking speed.
While you are fused, the following rules apply: You can also cast water breathing without expending spell
points. Once you cast it using this spark, you can’t do so again
Your game statistics are replaced by the statistics of your until you finish a long rest.
eidolon, but you retain your alignment and personality.
When you transform, you assume your eidolon’s hit points Grasp of Hadar
and Hit Dice. When you divide, you return to the number Once on each of your turns when you damage a creature with
of hit points you had before you transformed. a cantrip, you can move that creature in a straight line up to
Your ability to take any action that requires hands is 10 feet closer to or away from yourself.
limited to the capabilities of your eidolon. Transforming
doesn’t break your concentration on a spell you’ve already Hex
cast or prevent you from taking actions that are part of a As a bonus action you can place a curse on a creature you can
spell, such as expeditious retreat, that you’ve already cast. see within 90 feet of you. For 8 hours you deal an extra 1d6
You retain the benefit of any features from your class, race, damage to the target whenever you damage a creature. Also
or other source and can use them if your eidolon is choose one ability when you use this feature. The target has
physically capable of doing so. However, you can’t use any disadvantage on ability checks made with the chosen ability.
of your special senses, such as darkvision, unless your Once you hex a creature, you can’t use hex again again until
eidolon also has that sense. you finish a short or long rest unless the target drops to 0 hit
You choose whether your equipment falls to the ground in points before this feature ends. A remove curse cast on the
your space, fuses into your new form, or is worn by your target ends this feature early.
eidolon. Worn equipment functions as normal, but the DM
decides whether it is practical for the new form to wear a Keeper of Forgotten Tongues
piece of equipment, based on your eidolon’s shape and Your quest for knowledge allows you to master any spoken
size. Your equipment doesn’t change size or shape to language. When you complete a long rest, you can pick two
match your eidolon, and any equipment that the new form languages. You gain the ability to speak, read, and write the
can’t wear must either fall to the ground or fuse with it. chosen languages until you finish your next long rest.
Equipment that fuses with the form has no effect until you
leave the form. Kiss of Mephistopheles
You can attack twice, instead of once, whenever you take Prerequisite: 5th level, Fiendish origin
the Attack action on your turn. The number of attacks When you damage a creature with a cantrip, you can cast
increases to three when you reach 5th level in this class fireball as a bonus action using spell points. The spell must
and to four when you reach 17th level in this class. be centered on the creature you damaged with a cantrip.
Gaze of Two Minds
You can use your action to touch a willing creature and Lifedrinker
perceive through its senses until the end of your next turn. Prerequisite: 9th level, Blade Manifestation feature
You hear, see, smell, taste, and feel everything that the When you hit a creature with a bonded weapon, the
creature does. As long as the creature is on the same plane of creature takes extra necrotic damage equal to your Charisma
existence as you, you can use your action on subsequent modifier (minimum 1).
turns to maintain this connection, extending the duration
until the end of your next turn. Maddening Hex
While perceiving through the other creature’s senses, you Prerequisite: 5th level
benefit from any special senses possessed by that creature, As a bonus action, you cause a psychic disturbance around
you are blinded and deafened to your own surroundings, and the target cursed by your hex feature or bestow curse spell.
if the creature is willing you can speak through it in your own When you do so, you deal psychic damage to the target and
voice, even if it is normally incapable of speech. each creature of your choice within 5 feet of it. The psychic
damage equals your Charisma modifier (minimum of 0
damage).

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140
Master of Myriad Forms Visions of Distant Realms
Prerequisite: 7th level Prerequisite: 11th level
You can cast alter self and disguise self at will, without You can cast arcane eye at will, without expending spell
expending spell points. points.
Misty Visions Whispers of the Grave
You can cast silent image at will, without expending spell Prerequisite: 7th level
points or material components. You can cast speak with dead at will, without expending
spell points.
Otherworldly Movement
Prerequisite: 5th level Witch Sight
You can cast striding and springing on yourself at will, Prerequisite: 15th level
without expending spell points or material components. You can see the true form of any shapechanger or creature
concealed by illusion or transmutation magic while the
Path of the Seeker creature is within 30 feet of you and within line of sight.
Prerequisite: Astral Sorcery origin
Little can prevent you from traveling in search of
knowledge. 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.
Relentless Hex
Prerequisite: 7th level
Your curse creates a temporary bond between you and your
target. As a bonus action, you can magically teleport up to 30
feet to an unoccupied space you can see within 5 feet of the
target cursed by your hex feature or bestow curse spell. To
teleport in this way, you must be able to see the cursed target.
Sculpt Spells
Prerequisite: Arcane Manifestation feature
You can create pockets of relative safety within the effects
of your spells. When you cast a sorcerer spell that affects
other creatures that you can see, you can choose a number of
them equal to 1 + the spell’s level. The chosen creatures
automatically succeed on their saving throws against the
spell, and they take no damage if they would normally take
half damage on a successful save.
Shroud of Shadow
Prerequisite: 13th level
You can cast invisibility at will, without expending spell
points.
Stars of the Seeker
Prerequisite: Astral Sorcery origin
You can unleash astral energy of through a sorcerer
cantrip. When you damage a creature with a sorcerer cantrip,
you can cast magic missile as a bonus action using spell
points.
Vampiric Blade
Prerequisite: Blade Manifestation feature
When you score a critical hit or reduce a hostile creature to
0 hit points, you gain temporary hit points equal to your
Charisma modifier + your sorcerer level (minimum of 1).

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141
Eidolon Quadruped
Proficiency
Quadrupedal eidolons have four legs.
Level Bonus Features Evolutions Speed: 40 ft
Attacks: Bite (Strength), Any
1st +2 — — Evolutions: Limbs (legs) (2)
2nd +2 Form, Type, Attacks, Thick —
Hide Serpentine
3rd +2 Evolutions, Sensory 1 Serpentine eidolons move by slithering their bodies.
Evolution Speed: 30 ft
4th +2 Ability Score improvement 1 Attacks: Bite (Strength), Tail (Strength)
5th +3 Thick Hide improvement 1 Evolutions: Amphibious, Burrow, or Climb
6th +3 — 1 Type
7th +3 — 1
Your eidolon’s type is based on your Sorcerous Origin:
8th +3 Ability Score improvement 1 Astral. Your eidolon is a monstrosity. It can select a bonus
9th +4 Magic Weapons 1 evolution.
10th +4 — 1 Boreal. Your eidolon is an elemental. It has an ice form
11th +4 — 2 which allows it to freely pass through nonmagical, unworked
12th +4 Ability Score improvement 2 ice and snow. While doing so, it doesn't disturb the material it
13th +5 — 2 moves through and it is unaffected by difficult terrain or
14th +5 — 2 movement-impairing effects that would be caused by arctic
15th +5 — 2
conditions. If the Elemental makes contact with a body of
water or liquid that is principally water (not counting Water-
16th +5 Ability Score improvement 2 Based creatures), it freezes the liquid to a depth of 6 inches
17th +6 — 2 over a 10-foot area around it. This ice lasts for 1 minute. In
18th +6 — 2 addition, a creature who touches the elemental, hits it with a
19th +6 Ability Score improvement 2 melee attack, or is swimming in water frozen by it suffers 3
20th +6 — 2 (1d6) cold damage.
Celestial. Your eidolon is a celestial. It starts with Celestial
Weapons as a bonus evolution and gains resistance to radiant
or necrotic damage (your choice).
Draconic. Your eidolon is a dragon. It starts with
Eidolon Creation Elemental Breath as a bonus evolution. Choose acid, cold,
fire, lightning, or poison for your eidolon’s draconic ancestry.
Your eidolon’s is Medium size. Assign the following scores to Your eidolon has resistance to this damage type.
your eidolon’s ability scores as you desire: 15, 14, 13, 12, 10, 8. Eldritch. Your eidolon is an aberration. It starts with Magic
Resistance as a bonus evolution.
Hit Points Fiendish. Your eidolon is a fiend. It gains darkvision out to
Hit Dice: 1d8 per sorcerer level a range of 60 feet. If it already has darkvision, its range
Hit Points at 1st Level: 8 + its Constitution modifier increases by 60 feet. Magical darkness doesn’t impede its
Hit Points at Higher Levels: 1d8 (or 5) + its Constitution darkvision. Your eidolon is resistant to fire and poison
modifier per sorcerer level after 1st damage.
Phoenix. Your eidolon is an elemental. It has a fiery form
Proficiencies which allows it to enter a hostile creature’s space and stop
Ability Scores: An ability score of your choice increases by 1 there. A creature that touches the eidolon or hits it with a
Saving Throws: Choose one from Strength, Intelligence, melee attack while within 5 feet of it takes 3 (1d6) fire
Charisma and one from Dexterity, Constitution, Wisdom. damage. If it ends its turn in a creature’s space, that creature
Kryx’s Saving Throws: Reflex or Constitution takes 3 (1d6) fire damage. This damage increases to 2d6 at
Skills: Choose three skills from Acrobatics, Athletics, 11th level.
Intimidation, Perception, Stealth, or Survival. Sea. Your eidolon is an elemental. It has a watery form
Kryx’s Skills: Choose three from: Acrobatics, Athletics, which allows it to enter a hostile creature’s space and stop
Brawn, Manipulation, Nature, Perception, or Stealth. there. If it ends its turn in a creature’s space, it can attempt a
grapple check (no action required). In addition your eidolon
Form has the Grapple evolution as a bonus evolution.
The form you give your eidolon determines its speed and Shadow. Your eidolon is an undead. It has a shadowy form
gives it bonus evolutions. which allows it to enter a hostile creature’s space and stop
there. It can also move through a space as narrow as 1 inch
Biped wide without squeezing and while in dim light or darkness,
Bipedal eidolons have two arms and two legs. your eidolon can take the Hide action as a bonus action.
Speed: 30 ft Stone. Your eidolon is an elemental. It has an earthen form
Attacks: Any (2) which gives +1 armor class while it is not wearing any armor.
Evolutions: Limbs (arms), Limbs (legs)

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Attacks
Ability
Name Requires Score Damage Special
Bite — Strength piercing Grapple, Poison, Pounce
Claws Limbs (arms / legs) Strength / Dexterity slashing / bludgeoning Grapple, Pounce
Hooves / Stomp Limbs (legs) Strength bludgeoning Trampling Charge
Horn — Strength piercing Charge, Trampling Charge
Slam Limbs (arms) Strength bludgeoning Grapple
Simple Weapons Limbs (Arms) Strength / Dexterity varies Weapon Training
Stinger — Strength / Dexterity piercing Poison, Stinger Projectile
Tail — Strength bludgeoning Grapple, Constrict
Tentacles Limbs (tentacles) Strength / Dexterity bludgeoning Fling, Grapple

Storm. Your eidolon is an elemental. It has a lightning form Additionally, when you gain a level in this class, you can
which allows it to enter a hostile creature’s space and stop choose one of the evolutions your eidolon knows and replace
there. A creature that touches the eidolon or hits it with a it with another evolution that your eidolon could learn at that
melee attack while within 5 feet of it takes 2 (1d4) lightning level. You cannot replace the evolutions your eidolon receives
damage. If it ends its turn in a creature’s space, that creature from its form or type.
takes 2 (1d4) lightning damage. When a creature takes
damage from this ability on your eidolon’s turn your eidolon Sensory Evolution
can Disengage (no action required). This damage increases to At 3rd level your eidolon’s eyes, optical sensors, or other
2d4 at 11th level. sensory organs have evolved. Choose one of the following.
Sylvan. Your eidolon is a fey. It starts with Innate Darkvision. Your eidolon can see in dim light within 60
Spellcasting as a bonus evolution and it can communicate feet of it as if it were bright light, and in darkness as if it were
with beasts and plants as if they shared a language, cannot be dim light. It can’t discern color in darkness, only shades of
charmed, and magic can’t put it to sleep. grey.
Wild. Your eidolon is a monstrosity. It can select a bonus Blindsight. Your eidolon can perceive its surroundings
evolution. without relying on sight, but is blind beyond 30 ft.
Undying. Your eidolon is an undead. It is resistant to cold,
poison, and necrotic damage and immune to exhaustion,
frightened, and the poisoned conditions. Magic Weapons
At 9th level your eidolon’s attacks count as magical for the
Attacks purpose of overcoming resistance and immunity to
Your eidolon’s natural attacks deals 2d4 damage plus the nonmagical attacks and damage.
ability score modifier listed below.
Eidolon Evolutions
Thick Hide
Amphibious
At 2nd level choose either light or medium. Your eidolon’s Your eidolon has gills, slimy skin, or some other adaptation
Armor Class is determined by the formula. allowing it to breathe air or water.
Light. 12 + Dexterity modifier. Additionally your eidolon is just as comfortable in the
Medium. 14 + Dexterity modifier (max 2). water as it is on land. It gains a swim speed equal to its
At 5th level your eidolon’s natural armor improves. walking speed.
Light. 13 + Dexterity modifier. Blood Frenzy
Medium. 15 + Dexterity modifier (max 3). Your eidolon has advantage on melee attack rolls against any
creature that is below half its hit points. If it is within 60 feet
Evolutions of a creature below half its hit points that it can see then any
At 3rd level your eidolon gains one evolution of your choice. attack it makes against a target not below half its hit points is
When you gain certain sorcerer levels, your eidolon gains made with disadvantage.
additional evolutions of your choice, as shown in the
Evolutions column of the Eidolon table.

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143
Burrow
Prerequisite: Claws or Serpentine form
Your eidolon’s hands, claws, or feet grow powerful enough
to force their way through tough soil, giving it a burrow speed
of half its walking speed. Creatures at least one size smaller
than your eidolon may move through the tunnel unimpeded.
Camouflage
Your eidolon has advantage on Dexterity (Stealth) checks.
Celestial Smite
Prerequisite: 5th level, Celestial type
Your eidolon can smite its enemies with a burst of radiant
energy. When your eidolon hits a creature with an attack it
can smite the creature. The creature must succeed on a Elemental Breath
Constitution saving throw (DC 8 + your eidolon’s proficiency Prerequisite: 5th level, Dragon, Elemental, or Monstrosity
bonus + its Charisma modifier) or take 14 (4d6) radiant type
damage and become blinded and deafened for 1 minute. An Your eidolon has grown an organ in its neck that enables it
affected creature can repeat the saving throw at the end of to exhale an element. Use your eidolon’s draconic ancestry or
each of its turns, ending the effect on itself on a success. elemental type to determine the elemental damage. If your
Once your eidolon uses this feature, it must finish a short eidolon is a monstrosity choose acid, cold, fire, lightning, or
or long rest before it can use it again. poison. Choose a cone or line. As an action your eidolon can
exhale elemental energy. Each creature in a 15-foot cone or a
Charge line that is 30 feet long and 5 feet wide must make a
Prerequisite: Horn / Horns Dexterity saving throw (DC 8 + your eidolon’s proficiency
If your eidolon moves at least 20 feet straight toward a bonus + its Constitution modifier), taking 14 (4d6) elemental
creature the first attack that hits with a horn attack on the damage as chosen on a failed save, or half as much damage
same turn deals an extra 4 (1d8) piercing damage. If the on a successful one.
target is a creature it must succeed on a Strength saving Once your eidolon has used this feature it cannot use it
throw (DC 8 + your eidolon’s proficiency bonus + its Strength again until it completed a short or long rest.
modifier) or be knocked prone.
Fetid Cloud
Climb Prerequisite: 5th level, Fiend type
Your eidolon becomes a skilled climber, gaining a climb speed Any creature that starts its turn within 10 feet of your
equal to its walking speed. It can climb difficult surfaces, eidolon must succeed on a Constitution saving (DC 8 + your
including upside down on ceilings, without needing to make eidolon’s proficiency bonus + its Constitution modifier), throw
an ability check. or be poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to your eidolon’s stench
Constrict for 24 hours.
Prerequisite: 5th level, Tail, Grapple
When your eidolon grapples a creature it can instead Fling
constrict it. Until this grapple ends, the creature is restrained, Prerequisite: Tentacles, Grapple
and your eidolon can’t constrict another target. As an Attack action an object held or creature grappled by
your eidolon that is the same size or smaller than your
Dive Attack eidolon is thrown up to 30 feet and knocked prone. If a
Prerequisite: Fly thrown target strikes a solid surface, the target takes 3 (1d6)
Your eidolon doesn’t provoke an opportunity attack when it bludgeoning damage for every 10 feet it was thrown. If the
flies out of an enemy’s reach. target is thrown at another creature, that creature must
In addition if your eidolon is flying and dives at least 30 feet succeed on a Dexterity saving throw (DC 8 + your eidolon’s
straight toward a target and then hits it with a melee weapon proficiency bonus + its Strength modifier) or take the same
attack, the attack deals an extra 4 (1d8) damage to the target. damage and be knocked prone.
Fly
Prerequisite: 7th level, Eidolon only
Your eidolon gains feathers, leathery flaps, or chitionous
wings that allow it to soar through the air. It gains a flying
speed of 60 feet.

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Frightful Presence Keen Senses
Prerequisite: Dragon type, Large, Eidolon only Your eidolon has advantage on Wisdom (Perception) checks.
Your eidolon becomes unsettling to its foes, gaining the
frightful presence ability. Your eidolon can activate this ability Kindred Spirit
as part of an attack action. Each creature of your eidolons’s Prerequisite: Summoned Manifestation feature or Chained
choice that is within 30 feet of it and aware of it must succeed Familiar spark
on a Wisdom saving throw (DC 8 + your eidolon’s proficiency Your familar or eidolon’s essence becomes closely
bonus + its Charisma modifier) or become frightened for 1 intertwined with your own, becoming more like a wizard’s
round. If a creature’s saving throw is successful or the effect familiar. When you cast a spell with a range of touch, your
ends for it, the creature is immune to your eidolons’s Frightful familiar or eidolon can deliver the spell as if it had cast the
Presence for the next 24 hours. spell. You familiar or eidolon must be within 100 feet of you,
and it must use its reaction to deliver the spell when you cast
Grapple it. If the spell requires an attack roll, you use your own attack
Prerequisite: Bite, Claws, Slam, Tail, or Tentacles modifier for the roll.
Once per turn when your eidolon makes a bite, claws, slam,
tail, or tentacles attack and hits it can make a grapple attempt Large
against the creature (no action required). Prerequisite: 5th level, Eidolon only
Your eidolon expends its evolutionary energy to engorge
Innate Spellcasting itself. It is now size Large. Its hit dice are now 1d10.
Prerequisite: Eidolon only Recalculate its hit points.
If you do not cast a 1st level or higher spell this turn you
can command your eidolon to cast a spell instead of another Legendary Resistance
action when you verbally command it to take an action. Your Prerequisite: 15th level, Magic Resistance, Eidolon only
eidolon’s innate spellcasting ability is Charisma. If your eidolon fails a saving throw, it can choose to
Choose up to 3 spells from the following list based on your succeed instead. Once your eidolon has used this feature it
eidolon’s type. Your eidolon can innately cast those spells, cannot use it again until it completed a short or long rest.
requiring no material components. Once your eidolon casts a
spell of this level it can’t do so again until it finishes a long Limbs
rest. Your eidolon grows an additional pair of limbs which can take
Any. detect magic, disguise self several forms. Also choose an attack type associated with the
Aberration. detect thoughts, invisibility (self only) limb.
Celestial. blindness/deafness, detect evil and good, guiding Legs. They can be made into legs, complete with feet, or
bolt, invisibility (self only) tentacles. Each pair of legs or tentacles increases your
Dragon. absorb elements, burning hands, ice knife, melf’s eidolon’s walking speed by 10 feet.
acid arrow, thunderwave Arms. They can be made into arms, complete with hands.
Elemental. burning hands, chromatic orb, earth tremor, Arms that have hands can be used to wield weapons, if your
ice knife, thunderwave eidolon is proficient.
Fey. entangle, charm person, invisibility (self only), sleep
Fiend. charm person, hellish rebuke, darkness, tasha’s This evolution can be selected more than once.
hideous laughter
Monstrosity. choose any two spells from the other lists. Magic Resistance
Undead. false life, inflict wounds, ray of sickness Prerequisite: 5th level, Eidolon only
Your eidolon has advantage on saving throws against spells
Innate Spellcasting, Improved and other magical effects.
Prerequisite: 7th level, Innate Spellcasting, Eidolon only
Choose up to 3 spells from the following list based on your Poison
eidolon’s type. Your eidolon can innately cast those spells, Prerequisite: 5th level, Bite or Stinger
requiring no material components. Once your eidolon casts a Your eidolon grows a gland capable of producing a
spell of this level it can’t do so again until it finishes a long venomous substance. When your eidolon hits a creature with
rest. an attack it can inject its venom into the creature. The
Any. dispel magic creature must succeed on a Constitution saving throw (DC 8
Aberration. confusion, fear, hallucinatory terrain + your eidolon’s proficiency bonus + its Charisma modifier) or
Celestial. daylight, flame strike, dispel evil and good take 18 (4d8) poison damage and become poisoned for 1
Dragon. fear, ice storm, fireball, lightning bolt, stinking minute. A poisoned creature can repeat the saving throw at
cloud the end of each of its turns, ending the effect on itself on a
Elemental. control water, fireball, lightning bolt, sleet success.
storm, stone shape Once your eidolon uses this feature, it must finish a short
Fey. confusion, plant growth, polymorph or long rest before it can use it again.
Fiend. blight, confusion, gaseous form
Monstrosity. choose any two spells from the other lists.
Undead. blindness/deafness, ray of enfeeblement

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Pounce Trampling Charge
Prerequisite: Quadruped form, Claws, Bite Prerequisite: Charge
Your eidolon has learned how to strike like a panther. If If your eidolon charges a target and knocks it prone, your
your eidolon moves at least 20 feet in a straight line toward a eidolon can make a hooves or stomp attack.
creature and then hits it with a claw attack on the same turn,
that target must succeed on a Strength check (DC 8 + your Tremorsense
eidolon’s proficiency bonus + its Strength or Dexterity Prerequisite: 7th level
modifier) or be knocked prone. If the target is prone, your Your eidolon’s feet, cillia, or antennae have grown more
eidolon can make a Bite attack. sensitive to the subtle movement of the earth beneath it. It
gains tremorsense to a range of 60 feet.
Reach
Prerequisite: 5th level, Large Uncanny Dodge
One of your eidolon’s attacks is capable of striking at foes Prerequisite: 9th level
at a distance. Your eidolon’s reach with that attack is 10 feet. When an attacker that your eidolon can see hits it with an
attack, it can use its reaction to halve the attack’s damage
Resistance against it.
Your eidolon’s form takes on a resiliency to one particular
energy type, which is usually reflected in its physical body Weapon Training
(ashen hide for fire, icy breath for cold, and so on). Pick one Prerequisite: Simple Weapon Attack
energy type (acid, cold, fire, lightning, poison, or thunder). Your eidolon becomes proficient with all martial weapons.
Your eidolon gains resistance to that energy type.
Web
This evolution can be selected more than once. Each time Your eidolon gains a gland in its mouth, near its wrist, or near
your eidolon selects this evolution, it applies to a different its rectal cavity that can produce sticky thread. Your eidolon
energy type. can store a number of threads equal to its proficiency bonus.
Your eidolon regrows webs on a long rest.
Roar Web. Ranged Weapon Attack, range 30/60 ft., one target.
Prerequisite: 9th level, Large Hit: The target is restrained by webbing. As an action, the
Your eidolon emits a magical roar as an action. Each restrained target can make a Strength check, bursting the
creature that is within 30 feet of it and aware of it must webbing on a success. The DC is equal to 8 + your eidolon’s
succeed on a Wisdom saving throw (DC 8 + your eidolon’s proficiency bonus + it’s constitution modifier. The webbing
proficiency bonus + its Charisma modifier) or become can also be attacked and destroyed (AC 10; hp 10;
frightened for 1 minute. A frightened creature can repeat the vulnerability to fire damage; immunity to bludgeoning,
saving throw at the end of each of its turns, ending the effect poison, and psychic damage).
on itself on a success. Once your eidolon uses this feature, it
must finish a short or long rest before it can use it again. Webbing
Prerequisite: Web
Stinger Projectile Your eidolon’s gland can produce a sticky mass. Your
Prerequisite: Tail, Stinger eidolon can shoot out a web as per the Web spell. Once it
Your eidolon’s stinger can be projected as a ranged weapon uses this feature, it must finish a short or long rest before it
attack. Your eidolon can store a number of stingers equal to can use it again.
your sorcerer level. Your eidolon regrows stingers on a long Your eidolon ignores movement restrictions caused by its
rest. own webbing.
Ranged Weapon Attack, range 100/200 ft., one target. Hit:
2d4 + Dexterity modifier piercing damage.
Teleport
Prerequisite: Eidolon only, 5th level
As an action your eidolon can magically teleport, along
with any equipment it is wearing or carrying, up to 30 feet to
an unoccupied space it can see. Before or after teleporting,
your eidolon can make a melee attack.

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Hellish Rebuke Silence Control Water
Sorcerer Spells
Ice KnifeEE SkywriteEE Death Ward
Cantrips (0 Level) Identify Snilloc’s Snowball SwarmEE Dimension Door
Acid Splash Illusory Script Spider Climb Divination
Blade Ward Inflict Wounds Suggestion Dominate Beast
Chill Touch Magic Missile Warding WindEE Dragon’s Breath
Control FlamesEE Protection from Evil and Web Elemental BaneEE
Corrosive Touch Good Evard’s Black Tentacles
Create BonfireEE Ray of Sickness 3rd Level Fire Shield
Dancing Lights Shield Animate Dead Grasping Shadows
Eldritch Blast Silent Image Bestow Curse Greater Invisibility
Fire Bolt Sleep Blink Ice Storm
Friends Striding and Springing Clairvoyance Otiluke’s Resilient Sphere
FrostbiteEE Tasha’s Hideous Laughter Counterspell Phantasmal Killer
GustEE Thunderwave Daylight Polymorph
Hydraulic Push Unseen Servant Discharge Stone Shape
Light Dispel Magic Stoneskin
Lightning LureSCAG 2nd Level Elemental Weapon Storm SphereEE
Mage Hand Aganazzar’s ScorcherEE Erupting EarthEE Thunderbolt
Magic StoneEE Alter Self Eruptive Pustules Vitriolic SphereEE
Mending Augury Fear Wall of Fire
Message Ball Lightning Fireball Watery SphereEE
Minor Illusion Blindness/Deafness Flame ArrowsEE
Mold EarthEE Blur Fly 5th Level
Poison Spray Calm Emotions Gaseous Form Acidic Spray
Prestidigitation Cloud of Daggers Glyph of Warding Animate Objects
Ray of Frost Cloud of Acid Haste Bigby’s Hand
Shape WaterEE Continual Flame Hunger of Hadar Cloudkill
Shocking Grasp Crown of Madness Hypnotic Pattern Cone of Cold
Sword BurstSCAG Darkness Ice Spears Conjure Elemental
ThunderclapEE Darkvision Leomund’s Tiny Hut Contact Other Plane
True Strike Detect Thoughts Lightning Bolt Contagion
Dust DevilEE Magic Circle Control WindsEE
1st Level EarthbindEE Major Image Creation
Absorb ElementsEE Enhance Ability Melf’s Minute MeteorsEE Dominate Person
Armor of Agathys Enlarge/Reduce Protection from Energy Dream
Arms of Hadar Enthrall Remove Curse Geas
Bane Flaming Sphere Sleet Storm Hallow
Burning Hands Gust of Wind Slow Hold Monster
CatapultEE Ice Slick Speak With Dead Insect Plague
Charm Person Invisibility Stinking Cloud ImmolationEE
Chromatic Orb Knock Tidal WaveEE Lightning Arc
Color Spray Levitate Tongues Mislead
Command Magic Weapon Vampiric Touch Modify Memory
Comprehend Languages Make Whole Wall of SandEE Passwall
Detect Magic Maximilian’s Earthen GraspEE Wall of WaterEE Planar Binding
Detect Poison and Disease Melf’s Acid Arrow Water Breathing Raise Dead
Disguise Self Mirror Image Water Walk Rary’s Telepathic Bond
Earth TremorEE Misty Step Scrying
Electric Arc Pass Without Trace 4th Level Seeming
Eroding Mist Phantasmal Force Arcane Eye Telekinesis
Expeditious Retreat PyrotechnicsEE Banishment Teleportation Circle
False Life Ray of Enfeeblement Blight Transmute RockEE
Feather Fall Scorching Ray Compulsion Wall of Force
Find Familiar See Invisibility Confusion Wall of Stone
Fog Cloud Shatter Conjure Minor Elementals
Grease
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6th Level Reverse Gravity Stone Language, adv on saves/checks to avoid
Acid Fog Simulacrum push/pull/prone. Damage reduction 1/short rest
Arcane Gate Symbol Storm Language, resist to lightning and thunder
Chain Lightning Teleport
Sylvan Language, Invisibility before or after casting a
WhirlwindEE
spell.
Circle of Death Undying resist to poison and necrotic.
Conjure Fey Wild Wild Sorcery Surge: advantage on an attack, ability
Contingency 8th Level check, or saving throw
Create Undead Abi-Dalzim’s Horrid
Disintegrate WiltingEE Level 6 Feature
Antimagic Field
Astral bonus action to resist all damage and damage
Drawmij’s Instant Summons nearby hostile creatures 1/short rest
Eyebite Antipathy/Sympathy Boreal AoE Damage and slow when casting spells.
Flesh to Stone Clone Celestial Blinding / Healing Touch - Healing as a 2nd level
Globe of Invulnerability Control Weather Cure wounds + Lesser Restoration
Harm Demiplane Draconic Frighten 1 creature when casting spells
Investiture of FlameEE Dominate Monster Eldritch Thoughts cannot be read by telepathy, Adv vs
Investiture of IceEE Earthquake int/wis/cha spells
Investiture of StoneEE Feeblemind Fiend add d10 to ability check or saving throw.
Phoenix AoE Damage when casting spells and some
Investiture of WindEE Glibness
minor light and flame shield.
Magic Jar Incendiary Cloud Sea Heal when casting spells.
Mass Suggestion Maze Shadow After spellcasting: darkvision, hide, attack
Move Earth Power Word Stun against made with disadvantage, teleport
Otilukje’s Freezing Sphere Sunburst Stone AoE Prone and damage when casting spells.
Otto’s Irresistible Dance Telepathy Tremorsense when casting a spell.
Planar Ally
Storm fly w/o OA after spell cast. AoE damage when
9th Level casting spells
Sunbeam
Astral Projection
Sylvan Adv vs int/wis/cha spells
True Seeing Undying AoE damage when casting spells + gain some hit
Wall of Ice Foresight points back
Gate Wild Bend luck (reduce/boost an attack, check, or save) -
7th Level Imprisonment Useful at all levels. Prevents or enhances the chance of
Delayed Blast Fireball Meteor Swarm more powerful spells
Etherealness Power Word Kill
Prismatic Wall
Level 10 Feature
Finger of Death Fluffy defensive feature
Fire Storm Shapechange
Forcecage Time Stop Astral reaction to gain 2 actions that can only affect you
Memory of Function True Polymorph 1/short rest
Mirage Arcana Weird Boreal Ice block 1/short rest
Wish
Celestial 1/long rest AoE damage + blinded
Plane Shift Draconic Reroll save w/ adv 1/day
Prismatic Spray Eldritch Reaction to avoid damage
Fiend adv on saves vs spells and magical effects
Phoenix Prevent dropping to 0 and AoE damage 1/long
rest
Caster Comparison Sea Reduce damage from b/p/s and move
Shadow blur as a reaction. Plus move through terrain
Subclass Template Stone Dome 1/short rest
Level 1 Feature Storm Damage + push against melee attackers
Extra spells known and a very useful ability Sylvan Invis + teleport 60 1/short rest
Undying Prevent dropping to 0 1/short rest
Astral No need to breathe, resist fire and cold Wild Blur as a reaction
Boreal resist cold damage, ignore difficult terrain from
ice/water and vision is unhindered by ice/water/wind.
Celestial Language, resist to radiant, charisma to radiant
damage spells
Draconic Language, resist to 1 damage source, advantage
on Perception to find treasure
Eldritch Telepathy, resist to psychic damage
Fiend Language, resist to fire and poison damage.
Phoenix Charisma to damage, Light things on fire (fluff).
Sea Language, resist fire and water based spells.
Shadow resist to cold and necrotic.
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148
Level 14 Feature Eidolon Comparison to the Revised
Varies. Typically movement or some flavorful defensive Ranger's Wolf
option.
HP Both the wolf and the eidolon have d8 hd, with the
Astral action to allow all allies to take a short rest wolf 1 hit dice behind as his hd doesn't scale until after
Boreal Movement speed + difficult terrain generation 3rd level.
Celestial Reroll ability check, attack roll, or saving throw AC The Wolf has 13 AC + proficiency = 15-19 AC without
1/short rest. considering increases to the wolf's dexterity while the
Draconic Fly 60 Eidolon has 16 or 17 AC.
Eldritch creature a thrall Base ability scores The eidolon can be better allocated,
Fiend 1/long rest banish & damage but it's marginally different
Phoenix regain hp equal to spell level + charisma Scaling The same Ability Score improvements
Sea Half damage from OAs and move through spaces and Skills Animal companion has 2 proficient skills plus 2
squeeze in areas. from the wolf while the eidolon has 3
Shadow become invisible while in shadows Saving throws The animal companion is proficient in all
Stone Earth Glide (move through stone) while the eidolon is proficient in 1. The beast gets
Storm Fly 60 advantage on all eventually.
Sylvan 1/short/long rest charmed/frighted Utility The eidolon can get more utility with evolutions,
Undying command undead but those are few and far between. The beast also gets
Wild Less random Wild Sorcery their 11th level ability to attack all adjacent enemies and
Level 18 Feature
the ability to halve damage as a reaction
High level spell equivalent ability that is usable 1/long rest Damage The wolf can get advantage on attacks and its
(effectively an extra high level spell) bite does good damage and knocks enemies prone - quite
nice. The eidolon can get more utility via evolutions.
Astral Planar ally or plane shift
Boreal Control weather (blizzard) or cold fog
Celestial Continual AoE Light for light damage + blinded
for 1 round. Somewhat similar to Holy aura. AoE CC lasts
1 round.
Draconic Similar to an 8th level spell with concentration
(Antipathy), but it lasts for 1 minute instead of 10 days.
Similar to Fear (3rd) and Eyebite (6th). AoE 60 frighten.
Eldritch Feeblemind or dominate monster
Fiend Equivalent to a 7th level spell (Fire Storm) AoE
damage
Phoenix 20 feet PBAoE fire damage that persists (and
heals due to the 1st level ability)
Sea tsunami
Shadow 60 ft AoE darker + grappled + small damage +
enemies have dis on attacks + attack.
Stone Earthquake (Aoe fissures)
Storm tsunami
Sylvan 60 ft Aura of Blind/confusion/dominate
Undying Equivalent to a 6th/7th level spell (circle/finger
of death) upgraded to 7th.
Wild Equivalent to 2 4th level spells dimension door &
Evard’s black tentacles as a 6th level spell

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149
For example, if you’re a 3rd-level wizard, you have four 1st-
Wizard level and two 2nd-level spell slots. With an Intelligence of 16,
your list of prepared spells can include six spells of 1st or 2nd
Class Features level, in any combination, chosen from your spellbook. If you
As a wizard, you gain the following class features. prepare the 1st-level spell magic missile, you can cast it using
a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove
Hit Points
it from your list of prepared spells.
You can change your list of prepared spells when you finish
Hit Dice: 1d6 per wizard level a long rest. Preparing a new list of wizard spells requires
Hit Points at 1st Level: 6 + your Constitution modifier time spent studying your spellbook and memorizing the
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution incantations and gestures you must make to cast the spell: at
modifier per wizard level after 1st least 1 minute per spell level for each spell on your list.
Proficiencies
Armor: None Spellcasting Ability
Weapons: Daggers, darts, slings, quarterstaffs, light Intelligence is your spellcasting ability for your wizard spells,
crossbows since you learn your spells through dedicated study and
Craft and Trade: None memorization. You use your Intelligence whenever a spell
refers to your spellcasting ability. In addition, you use your
Saving Throws: Intelligence, Wisdom Intelligence modifier when setting the saving throw DC for a
Kryx’s Saving Throws: Will wizard spell you cast and when making an attack roll with
Skills: Choose two from Arcana, History, Insight, one.
Investigation, Medicine, and Religion
Kryx’s Skills: Choose two from: Arcana, Insight, Medicine, Spell save DC = 8 + your proficiency bonus +
Religion, and Society your Intelligence modifier
Equipment Spell attack modifier = your proficiency bonus +
You start with the following equipment, in addition to the your Intelligence modifier
equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
A spellbook
Spellcasting
As a student of arcane magic, you have a spellbook
containing spells that show the first glimmerings of your true
power.
Cantrips
At 1st level, you know three cantrips of your choice from the
wizard spell list. You learn additional wizard cantrips of your
choice at higher levels, as shown in the Cantrips Known
column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level
wizard spells of your choice. Your spellbook is the repository
of the wizard spells you know, except your cantrips, which are
fixed in your mind.
Preparing and Casting Spells
The Wizard 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.
You prepare the list of wizard spells that are available for
you to cast. To do so, choose a number of wizard spells from
your spellbook equal to your Intelligence modifier + your
wizard level (minimum of one spell). The spells must be of a
level for which you have spell slots.

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150
The Wizard
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —
2nd +2 Arcane Tradition 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 All Ability Scores improve, Arcane Tradition feature 4 4 3 3 — — — — — —
7th +3 Competency 4 4 3 3 1 — — — — —
8th +3 Ability Score improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Arcane Tradition feature 5 4 3 3 3 2 — — — —
11th +4 All Ability Scores improve 5 4 3 3 3 2 1 — — —
12th +4 Ability Score improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —
15th +5 Competency 5 4 3 3 3 2 1 1 1 —
16th +5 All Ability Scores improve, Ability Score improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Ritual Casting Arcane Tradition


You can cast a wizard spell as a ritual if that spell has the When you reach 2nd level, you choose an arcane tradition,
ritual tag and you have the spell in your spellbook. You don’t shaping your practice of magic through one of eight schools,
need to have the spell prepared. such as Evocation.
Your choice grants you features at 2nd level and again at
Spellcasting Focus 6th, 10th, and 14th level.
You can use an arcane focus as a spellcasting focus for your
wizard spells. Ability Score Improvement
Learning Spells of 1st Level and Higher
When you reach 4th level, and again at 8th, 12th, 16th, and
Each time you gain a wizard level, you can add two wizard 19th level, you can increase one ability score of your choice
spells of your choice to your spellbook for free. Each of these by 1. As normal, you can’t increase an ability score above 20
spells must be of a level for which you have spell slots, as using this feature.
shown on the Wizard table. On your adventures, you might
find other spells that you can add to your spellbook (see the All Ability Scores Improve
“Your Spellbook” sidebar). When you reach 6th level, and again at 11th, and 16th level,
all of your ability scores increase by 1. As normal, an ability
Arcane Recovery score can’t increase above 20 using this feature.
You have learned to regain some of your magical energy by
studying your spellbook. Once per day when you finish a Competency
short rest, you can choose expended spell slots to recover. When you reach 7th level and again at 15th level choose a
The spell slots can have a combined level that is equal to or skill. You gain proficiency in the skill. If you are already
less than half your wizard level (rounded up), and none of the proficient in the skill, you have advantage on ability checks
slots can be 6th level or higher. you make with it.
For example, if you’re a 4th-level wizard, you can recover up
to two levels worth of spell slots. You can recover either a
2nd-level spell slot or two 1st-level spell slots.

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Your Spellbook Signature Spells
The spells that you add to your spellbook as you gain When you reach 20th level, you gain mastery over two
levels reflect the arcane research you conduct on your powerful spells and can cast them with little effort. Choose
own, as well as intellectual breakthroughs you have had two 3rd-level wizard spells in your spellbook as your
about the nature of the multiverse. You might find signature spells. You always have these spells prepared, they
other spells during your adventures. You could don’t count against the number of spells you have prepared,
discover a spell recorded on a scroll in an evil wizard’s and you can cast each of them once at 3rd level without
chest, for example, or in a dusty tome in an ancient
library.
expending a spell slot. When you do so, you can’t do so again
Copying a Spell into the Book. When you find a wizard
until you finish a short or long rest.
spell of 1st level or higher, you can add it to your If you want to cast either spell at a higher level, you must
spellbook if it is of a spell level you can prepare and if expend a spell slot as normal.
you can spare the time to decipher and copy it.
Copying that spell into your spellbook involves
reproducing the basic form of the spell, then
Arcane Traditions
deciphering the unique system of notation used by the The study of wizardry is ancient, stretching back to the
wizard who wrote it. You must practice the spell until earliest mortal discoveries of magic. It is firmly established in
you understand the sounds or gestures required, then fantasy gaming worlds, with various traditions dedicated to
transcribe it into your spellbook using your own its complex study.
notation. The most common arcane traditions in the multiverse
For each level of the spell, the process takes 2 hours revolve around the schools of magic. Wizards through the
and costs 50 gp. The cost represents material
components you expend as you experiment with the
ages have cataloged thousands of spells, grouping them into
spell to master it, as well as the fine inks you need to
eight categories called schools. In some places, these
record it. Once you have spent this time and money, traditions are literally schools. In other institutions, the
you can prepare the spell just like your other spells. schools are more like academic departments, with rival
Replacing the Book. You can copy a spell from your faculties competing for students and funding. Even wizards
own spellbook into another book—for example, if you who train apprentices in the solitude of their own towers use
want to make a backup copy of your spellbook. This is the division of magic into schools as a learning device, since
just like copying a new spell into your spellbook, but the spells of each school require mastery of different
faster and easier, since you understand your own techniques.
notation and already know how to cast the spell. You
need spend only 1 hour and 10 gp for each level of the School of Abjuration
copied spell.
If you lose your spellbook, you can use the same The School of Abjuration emphasizes magic that blocks,
procedure to transcribe the spells that you have banishes, or protects. Detractors of this school say that its
prepared into a new spellbook. Filling out the tradition is about denial, negation rather than positive
remainder of your spellbook requires you to find new assertion. You understand, however, that ending harmful
spells to do so, as normal. For this reason, many effects, protecting the weak, and banishing evil influences is
wizards keep backup spellbooks in a safe place. anything but a philosophical void. It is a proud and respected
The Book’s Appearance. Your spellbook is a unique vocation.
compilation of spells, with its own decorative Called abjurers, members of this school are sought when
flourishes and margin notes. It might be a plain,
functional leather volume that you received as a gift
baleful spirits require exorcism, when important locations
from your master, a finely bound gilt-edged tome you
must be guarded against magical spying, and when portals to
found in an ancient library, or even a loose collection other planes of existence must be closed.
of notes scrounged together after you lost your
previous spellbook in a mishap. Abjuration Savant
Beginning when you select this school at 2nd level, the gold
and time you must spend to copy an abjuration spell into your
Spell Mastery spellbook is halved.
At 18th level, you have achieved such mastery over certain
spells that you can cast them at will. Choose a 1st-level Arcane Ward
wizard spell and a 2nd-level wizard spell that are in your Starting at 2nd level, you can weave magic around yourself
spellbook. You can cast those spells at their lowest level for protection. When you cast an abjuration spell of 1st level
without expending a spell slot when you have them prepared. or higher, you can simultaneously use a strand of the spell’s
If you want to cast either spell at a higher level, you must magic to create a magical ward on yourself that lasts until
expend a spell slot as normal. you finish a long rest. The ward has hit points equal to twice
By spending 8 hours in study, you can exchange one or your wizard level + your Intelligence modifier. Whenever you
both of the spells you chose for different spells of the same take damage, the ward takes the damage instead. If this
levels. damage reduces the ward to 0 hit points, you take any
remaining damage.

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While the ward has 0 hit points, it can’t absorb damage, but Focused Conjuration
its magic remains. Whenever you cast an abjuration spell of Beginning at 10th level, while you are concentrating on a
1st level or higher, the ward regains a number of hit points conjuration spell, your concentration can’t be broken as a
equal to twice the level of the spell. result of taking damage.
Once you create the ward, you can’t create it again until you
finish a long rest. Durable Summons
Starting at 14th level, any creature that you summon or
Projected Ward create with a conjuration spell has 30 temporary hit points.
Starting at 6th level, when a creature that you can see within
30 feet of you takes damage, you can use your reaction to School of Divination
cause your Arcane Ward to absorb that damage. If this
damage reduces the ward to 0 hit points, the warded creature The counsel of a diviner is sought by royalty and commoners
takes any remaining damage. alike, for all seek a clearer understanding of the past, present,
and future. As a diviner, you strive to part the veils of space,
Improved Abjuration time, and consciousness so that you can see clearly. You work
Beginning at 10th level, when you cast an abjuration spell to master spells of discernment, remote viewing,
that requires you to make an ability check as a part of casting supernatural knowledge, and foresight.
that spell (as in counterspell and dispel magic), you have
advantage on that check. Divination Savant
Beginning when you select this school at 2nd level, the gold
Spell Resistance and time you must spend to copy a divination spell into your
Starting at 14th level, you have advantage on saving throws spellbook is halved.
against spells.
Furthermore, you have resistance against the damage of Portent
spells. Starting at 2nd level when you choose this school, glimpses of
the future begin to press in on your awareness. When you or
School of Conjuration a creature that you can see makes any attack roll, saving
As a conjurer, you favor spells that produce objects and throw, or ability check you can cause the roll to be made with
creatures out of thin air. You can conjure billowing clouds of advantage or disadvantage. You must choose to do so before
killing fog or summon creatures from elsewhere to fight on the roll, and you can alter a roll in this way only once per turn.
your behalf. As your mastery grows, you learn spells of You can use this feature a number of times equal to your
transportation and can teleport yourself across vast Intelligence modifier (a minimum of once). You regain any
distances, even to other planes of existence, in an instant. expended uses when you finish a long rest.
Expert Divination
Conjuration Savant Beginning at 6th level, casting divination spells comes so
Beginning when you select this school at 2nd level, the gold easily to you that it expends only a fraction of your
and time you must spend to copy a conjuration spell into your spellcasting efforts. When you cast a divination spell of 2nd
spellbook is halved. level or higher using a spell slot, you regain one expended
spell slot. The slot you regain must be of a level lower than
Minor Conjuration the spell you cast and can’t be higher than 5th level.
Starting at 2nd level when you select this school, you can use
your action to conjure up an inanimate object in your hand or The Third Eye
on the ground in an unoccupied space that you can see within Starting at 10th level, you can use your action to increase
10 feet of you. This object can be no larger than 3 feet on a your powers of perception. When you do so, choose one of
side and weigh no more than 10 pounds, and its form must the following benefits, which lasts until you are incapacitated
be that of a nonmagical object that you have seen. The object or you take a short or long rest. You can’t use the feature
is visibly magical, radiating dim light out to 5 feet. again until you finish a short or long rest.
The object disappears after 1 hour, when you use this Darkvision. You gain darkvision out to a range of 60 feet.
feature again, if it deals any damage, or if it takes any Ethereal Sight. You can see into the Ethereal Plane within
damage. 60 feet of you.
Greater Comprehension. You can read any language.
Benign Transposition See Invisibility. You can see invisible creatures and
Starting at 6th level, you can use your action to teleport up to objects within 10 feet of you that are within line of sight.
30 feet to an unoccupied space that you can see. Alternatively,
you can choose a space within range that is occupied by a Clairtangent Hand
Small or Medium creature. If that creature is willing, you At 14th level, you learn the mage hand cantrip, if you do not
both teleport, swapping places. already know it. If you already know it select another cantrip
Once you use this feature, you can’t use it again until you from the wizard list. The cantrip doesn’t count against your
finish a long rest or you cast a conjuration spell of 1st level or number of cantrips known. You can use mage hand
higher. emanating from the invisible sensor of a clairvoyance or
scrying spell.

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153
School of Enchantment Additionally, once before the spell expires, you can use your
action to try to make the chosen creature forget some of the
As a member of the School of Enchantment, you have honed time it spent charmed. The creature must succeed on an
your ability to magically entrance and beguile other people Intelligence saving throw against your wizard spell save DC
and monsters. Some enchanters are peacemakers who or lose a number of hours of its memories equal to 1 + your
bewitch the violent to lay down their arms and charm the Charisma modifier (minimum 1). You can make the creature
cruel into showing mercy. Others are tyrants who magically forget less time, and the amount of time can’t exceed the
bind the unwilling into their service. Most enchanters fall duration of your enchantment spell.
somewhere in between.
School of Evocation
Enchantment Savant You focus your study on magic that creates powerful
Beginning when you select this school at 2nd level, the gold elemental effects such as bitter cold, searing flame, rolling
and time you must spend to copy an enchantment spell into thunder, crackling lightning, and burning acid. Some evokers
your spellbook is halved. find employment in military forces, serving as artillery to
Hypnotic Gaze blast enemy armies from afar. Others use their spectacular
Starting at 2nd level when you choose this school, your soft power to protect the weak, while some seek their own gain as
words and enchanting gaze can magically enthrall another bandits, adventurers, or aspiring tyrants.
creature. As an action, choose one creature that you can see
within 5 feet of you. If the target can see or hear you, it must Evocation Savant
succeed on a Wisdom saving throw against your wizard spell Beginning when you select this school at 2nd level, the gold
save DC or be charmed by you until the end of your next turn. and time you must spend to copy an evocation spell into your
The charmed creature’s speed drops to 0, and the creature is spellbook is halved.
incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain Sculpt Spells
this effect, extending its duration until the end of your next Beginning at 2nd level, you can create pockets of relative
turn. However, the effect ends if you move more than 5 feet safety within the effects of your evocation spells. When you
away from the creature, if the creature can neither see nor cast an evocation spell that affects other creatures that you
hear you, or if the creature takes damage. can see, you can choose a number of them equal to 1 + the
Once the effect ends, or if the creature succeeds on its spell’s level. The chosen creatures automatically succeed on
initial saving throw against this effect, you can’t use this their saving throws against the spell, and they take no
feature on that creature again until you finish a long rest. damage if they would normally take half damage on a
successful save.
Instinctive Charm
Beginning at 6th level, when a creature you can see within 30 Potent Cantrip
feet of you makes an attack roll against you, you can use your Starting at 6th level, your damaging cantrips affect even
reaction to divert the attack, provided that another creature is creatures that avoid the brunt of the effect. When a creature
within the attack’s range. The attacker must make a Wisdom succeeds on a saving throw against your cantrip, the creature
saving throw against your wizard spell save DC. On a failed takes half the cantrip’s damage (if any) but suffers no
save, the attacker must target the creature that is closest to it, additional effect from the cantrip.
not including you or itself. If multiple creatures are closest,
the attacker chooses which one to target. On a successful Empowered Evocation
save, you can’t use this feature on the attacker again until you Beginning at 10th level, you can add your Intelligence
finish a long rest. modifier to one damage roll of any wizard evocation spell you
You must choose to use this feature before knowing cast.
whether the attack hits or misses. Creatures that can’t be
charmed are immune to this effect. Overchannel
Starting at 14th level, you can increase the power of your
Split Enchantment simpler spells. When you cast a wizard spell of 1st through
Starting at 10th level, when you cast an enchantment spell of 5th level that deals damage, you can deal maximum damage
1st level or higher that targets only one creature, you can with that spell.
have it target a second creature. The first time you do so, you suffer no adverse effect. If you
use this feature again before you finish a long rest, you take
Alter Memories 2d12 necrotic damage for each level of the spell, immediately
At 14th level, you gain the ability to make a creature unaware after you cast it. Each time you use this feature again before
of your magical influence on it. When you cast an finishing a long rest, the necrotic damage per spell level
enchantment spell to charm one or more creatures, you can increases by 1d12. This damage ignores resistance and
alter one creature’s understanding so that it remains unaware immunity.
of being charmed.

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School of Illusion Most people see necromancers as menacing, or even
villainous, due to the close association with death. Not all
You focus your studies on magic that dazzles the senses, necromancers are evil, but the forces they manipulate are
befuddles the mind, and tricks even the wisest folk. Your considered taboo by many societies.
magic is subtle, but the illusions crafted by your keen mind
make the impossible seem real. Some illusionists—including Necromancy Savant
many gnome wizards—are benign tricksters who use their Beginning when you se1ect this school at 2nd level, the gold
spells to entertain. Others are more sinister masters of and time you must spend to copy a necromancy spell into
deception, using their illusions to frighten and fool others for your spellbook is halved.
their personal gain.
Grim Harvest
Illusion Savant At 2nd level, you gain the ability to reap life energy from
Beginning when you se1ect this school at 2nd level, the gold creatures you kill with your spells. Once per turn when you
and time you must spend to copy an illusion spell into your kill one or more creatures with a spell of 1st level or higher,
spellbook is halved. you regain hit points equal to twice the spell’s level, or three
times its level if the spell belongs to the School of
Improved Minor Illusion Necromancy. You don’t gain this benefit for killing constructs
When you choose this school at 2nd level, you learn the minor or undead.
illusion cantrip. If you already know this cantrip, you learn a
different wizard cantrip of your choice. The cantrip doesn’t Undead Thralls
count against your number of cantrips known. At 6th level, you add the animate dead spell to your spellbook
When you cast minor illusion, yau can create both a sound if it is not there already. When you cast animate dead, you can
and an image with a single casting of the spell. target one additional corpse or pile of bones, creating another
zombie or ske1eton, as appropriate.
Malleable Illusions Whenever you create an undead using a necromancy spell,
Starting at 6th level, when you cast an illusion spell that has a it has additional benefits:
duration of 1 minute or longer, you can use your action to
change the nature of that illusion (using the spell’s normal The creature’s hit point maximum is increased by an
parameters for the illusion), provided that you can see the amount equal to your wizard level.
illusion. The creature adds your proficiency bonus to its weapon
damage rolls.
Illusory Self Inured to Undeath
Beginning at 10th level, you can create an illusory duplicate Beginning at 10th level, you have resistance to necrotic
of yourself as an instant, almost instinctual reaction to damage, and your hit point maximum can’t be reduced. You
danger. When a creature makes an attack roll against you, have spent so much time dealing with undead and the forces
you can use your reaction to interpose the illusory duplicate that animate them that you have become inured to some of
between the attacker and yourself. The attack automatically their worst effects.
misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again until you Command Undead
finish a short or long rest. Starting at 14th level, you can use magic to bring undead
Illusory Reality
under your control, even those created by other wizards. As
By 14th level, you have learned the secret of weaving shadow an action, you can choose one undead that you can see within
magic into your illusions to give them a semi-reality. When 60 feet of you. That creature must make a Charisma saving
you cast an illusion spell of 1st level or higher, you can choose throw against your wizard spell save DC. If it succeeds, you
one inanimate, nonmagical object that is part of the illusion can’t use this feature on it again. If it fails, it becomes friendly
and make that object real. You can do this on your turn as a to you and obeys your commands until you use this feature
bonus action while the spell is ongoing. The object remains again.
real for 1 minute. For example, you can create an illusion of a Intelligent undead are harder to control in this way. If the
bridge over a chasm and then make it real long enough for target has an Intelligence of 8 or higher, it has advantage on
your allies to cross. the saving throw. If it fails the saving throw and has an
The object can’t deal damage or otherwise directly harm Intelligence of 12 or higher, it can repeat the saving throw at
anyone. the end of every hour until it succeeds and breaks free.

School of Necromancy School of Transmutation


The School of Necromancy explores the cosmic forces of life, You are a student of spells that modify energy and matter. To
death, and undeath. As you focus your studies in this you, the world is not a fixed thing, but eminently mutable, and
tradition, you learn to manipulate the energy that animates all you delight in being an agent of change. You wield the raw
living things. As you progress, you learn to sap the life force stuff of creation and learn to alter both physical forms and
from a creature as your magic destroys its body, transforming mental qualities. Your magic gives you the tools to become a
that vital energy into magical power you can manipulate. smith on reality’s forge.

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Some transmuters are tinkerers and pranksters, turning Major Transformation. You can transmute one
people into toads and transforming copper into silver for fun nonmagical object—no larger than a 5-foot cube—into
and occasional profit. Others pursue their magical studies another nonmagical object of similar size and mass and of
with deadly seriousness, seeking the power of the gods to equal or lesser value. You must spend 10 minutes handling
make and destroy worlds. the object to transform it.
Panacea. You remove all curses, diseases, and poisons
Transmutation Savant affecting a creature that you touch with the transmuter’s
Beginning when you select this school at 2nd level, the gold stone. The creature also regains all its hit points.
and time you must spend to copy a transmutation spell into Restore Life. You cast the raise dead spell on a creature
your spellbook is halved. you touch with the transmuter’s stone, without expending a
spell slot or needing to have the spell in your spellbook.
Minor Alchemy Restore Youth. You touch the transmuter’s stone to a
Starting at 2nd level when you select this school, you can willing creature, and that creature’s apparent age is reduced
temporarily alter the physical properties of one nonmagical by 3d10 years, to a minimum of 13 years. This effect doesn’t
object, changing it from one substance into another. You extend the creature’s lifespan.
perform a special alchemical procedure on one object Once you use this feature, you can’t use it again until you
composed entire1y of wood, stone (but not a gemstone), iron, finish a long rest.
copper, or silver, transforming it into a different one of those
materials. For each 10 minutes you spend performing the
procedure, you can transform up to 1 cubic foot of material.
After 1 hour, or until you lose your concentration (as if you
were concentrating on a spell), the material reverts to its
original substance.
Transmuter’s Stone
Starting at 6th level, you can spend 8 hours creating a
transmuter’s stone that stores transmutation magic. You can
benefit from the stone yourself or give it to another creature.
A creature gains a benefit of your choice as long as the stone
is in the creature’s possession. When you create the stone,
choose the benefit from the following options:
Darkvision out to a range of 60 feet
An increase to speed of 10 feet while the creature is
unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage
(your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or
higher, you can change the effect of your stone if the stone is
on your person.
If you create a new transmuter’s stone, the previous one
ceases to function.
Shapechanger
At 10th level, you add the polymorph spell to your spellbook,
if it is not there already. You can cast polymorph without
expending a spell slot. When you do so, you can target only
yourself and transform into a beast whose challenge rating is
1 or lower.
Once you cast polymorph in this way, you can’t do so again
until you finish a short or long rest, though you can still cast it
normally using an available spell slot.
Master Transmuter
Starting at 15th level, you can use your action to consume the
reserve of transmutation magic stored within your
transmuter’s stone. When you do so, choose one of the
following effects.

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Chapter 11: Spells
Creative spell use Spells will do what they say they do for
Psionic Spells the most part.
Spells for the Psion, Cryptic, and Soulknife. Multiple Spells in a round In any turn in which you cast
more than one spell only one of those spells can have a
normal casting time of an action
Spells Clarifications
Spell Balance Call Lightning’s origin is the point where the caster is
All the modified damage spells. when the spell is cast. Reddit, PF
Contagion is on the 3rd failed save. Tweet
Buffed Spells Leomund’s Tiny Hut isn’t meant to have arrows shot out of
See Buffing Bottom of the Barrel Spells it per Crawford’s tweet
Flaming Sphere thread. Consensus is:
It can be moved through. A creature moving
Restrained spells through the 1 square that it occupies takes damage
Spells that restrain are broken out of with Acrobatics or as if being rammed(dex save for half)
Brawn as those both handle breaking free of bonds. It stops in the same square as the creature it rams.
Spells that say “when a creature enters the area” that
Ensnaring Strike entering must be voluntary.
Entangle “Reading the description of any of those spells, you
Evard’s Black Tentacles might wonder whether a creature is considered to
Maximilian’s Earthen Grasp be entering the spell’s area of effect if the area is
Otiluke’s Freezing Sphere created on the creature’s space. And if the area of
Web effect can be moved—as the beam of moonbeam
This is for consistency. Overall the average CR 1+ monster can—does moving it into a creature’s space count
will have +0.1 to their check so the balance concerns are as the creature entering the area? Our design intent
negligible. for such spells is this: a creature enters the area of
effect when the creature passes into it. Creating the
High Level Spells area of effect on the creature or moving it onto the
creature doesn’t count. If the creature is still in the
Some high level spells break the game at high levels. I do not area at the start of its turn, it is subjected to the
subscribe to the mindset of “omg high levels EVERYTHING area’s effect. Entering such an area of effect needn’t
is broken”. Some offenders: thread be voluntary, unless a spell says otherwise. You can,
Banishment Any creature who is not native to another therefore, hurl a creature into the area with a spell
plane can make a saving throw at the end of each turn. like thunderwave. We consider that clever play, not
thread an imbalance, so hurl away! Keep in mind, however,
Forcecage It has 5 AC (10-5 for 0 dex), 200 hp, a damage that a creature is subjected to such an area of effect
threshold of 15, and immunity to force, psychic, poison, only the first time it enters the area on a turn. You
and necrotic. can’t move a creature in and out of it to damage it
Polymorph/True Polymorph CR limited to Proficiency over and over again on the same turn. In summary,
Bonus + Spell Level. Permanent True Polymorph will a spell like moonbeam affects a creature when the
likely result in loss of player control. The creature can creature passes into the spell’s area of effect and
reroll the save at the end of each round. thread when the creature starts its turn there. You’re
Simulacrum* likely removed essentially creating a hazard on the battlefield.” -
Summoned creatures who cast spells use the spell slots of Sage Advice Compendium
the caster. The lower tier ones also have CR 1/2 reduce to Houserules
3 creatures and CR 1/4 reduced to 6 creatures. thread
Wall of force “If a creature would be surrounded on all Goodberry takes two actions to force feed it to an
sides by the wall (or the wall and another solid surface), unconscious person. 1 to a willing conscious person.
that creature can make a Dexterity saving throw. On a (cannot be done at all by RAW). Does not provide water
success, it can use its reaction to move up to its speed so
that it is no longer enclosed by the wall.” It has 5 AC (10-5
for 0 dex), 150 hp, a damage threshold of 15, and
immunity to force, psychic, poison, and necrotic. Each
higher spell increases the HP by 25. thread
Wish likely remove the 25,000 gp part. The rest seems
fine.

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