recursal/Fanatic-Fandom huggingface dataset:
Circle of Dreams

Back to Druid

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

### 3RD LEVEL: BALM OF THE SUMMER COURT

You become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain the expended dice when you finish a long rest.

### 6TH LEVEL: HEARTH OF MOONLIGHT AND SHADOW

Home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.

### 10th LEVEL: HIDDEN PATHS

You can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

### 14TH LEVEL: WALKER IN DREAMS

The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle. This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted. Once you use this feature, you can't use it again until you finish a long rest.
Beast of the Sea

*Medium Beast*

*Proficiency Bonus (PB) equals your Proficiency Bonus*

* **Armor Class:** 13 + PB (natural armor)
* **Hit Points:** 5 + five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
* **Speed:** 5 ft.
* **Swim:** 60 ft.

**STR:** 14 (+2)

**DEX:** 14 (+2)

**CON:** 15 (+2)

**INT:** 8 (−1)

**WIS:** 14 (+2)

**CHA:** 11 (+0)

**Senses** Darkvision 90 ft.

**Passive Perception** 12

**Languages** understands the languages you speak

**Amphibious.** The beast can breathe air and water.

**Primal Bond.** You can add your Proficiency Bonus to any ability check or saving throw that the beast makes.

### ACTIONS

**Binding Strike.** Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB Bludgeoning or Piercing damage (your choice), and the target has the Grappled condition (escape DC equals your Spell Save DC). Until this grapple ends, the beast can’t use this attack on another target
Light Domain

Back to Cleric

The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness. The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce every shadow and deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Religious orders focused on combating the Undead also draw on the power of this domain.

### 3RD LEVEL: DOMAIN SPELLS

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.

LIGHT DOMAIN SPELLS
 5th
 7th
 9th

### 3RD LEVEL: WARDING FLARE

When a creature that you can see within 30 feet of you makes an attack roll, you can use your Reaction to impose Disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

### 3RD LEVEL: RADIANCE OF THE DAWN

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit sunlight in a 30-foot-radius sphere centered on yourself. Any magical darkness—such as that created by the Darkness spell—in the sphere is dispelled. Additionally, each creature of your choice in the sphere must make a Constitution saving throw, taking Radiant damage equal to 2d10 + your Cleric level on a failed save, or half as much damage on a successful one.

### 6TH LEVEL: REVEALING LIGHT

As a Bonus Action, you can present your Holy Symbol and cast See Invisibility without expending a spell slot. When you cast it in this way, your allies also gain the benefit of the spell while within 10 feet of you. Until the spell ends, you emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. You can end the spell early as a Bonus Action. Once you use this feature, you can’t do so again until you finish a Long Rest.

### 17TH LEVEL: CORONA OF LIGHT

As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.
Grappler

***Prerequisite:** 4th Level, Strength or Dexterity 13+*

**Repeatable:** No

You’re an accomplished wrestler, granting you the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Attack Advantage.** You have Advantage on Attack Rolls against a creature Grappled by you.
* **Fast Wrestler.** You aren’t Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.
* **Punch and Grab.** When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.
Background

## Character Backgrounds

Your character’s Background is a collection of characteristics that represent the place and occupation that were most formative for the character before they embarked on a life of adventure.

When you choose a Background, you have three options:

* Build a Background by using the rules in the “Build Your Background” section.
* Select a premade Background from the “Sample Backgrounds” section.
* Select a premade Background from the “Sample Backgrounds” section and then customize it with the rules in the “Build Your Background” section.

No matter which Background you choose, consider these questions from your character’s viewpoint:

* How does your Background influence your current worldview?
* Do you embrace or reject your Background?
* Did you form any relationships during your Background that endure today?

### BUILD YOUR BACKGROUND

Using the rules here, you can build a Background from scratch or customize a premade Background, focusing on details related to the backstory you have in mind for your character.

When you build a Background, your character gains the features in the “Background Features” section below. As you make choices for those features, think about your character’s past. Where did they spend most of their time? what did they do for a living? What capabilities and possessions did they acquire? What language did they learn from their family, associates, or studies? How did their past affect their ability scores?

If you instead decide to customize a premade Background, you can choose any features in that Background and replace them with the features below of the same name. For example, if you want to change a Background’s Language feature, you can replace that feature with the Language feature below.

#### Background Features

* **Ability Scores.** When you determine your character’s ability scores, choose two of them, and increase one by 2 and the other one by 1. Alternatively, choose three ability scores, and increase each of them by 1.
* **Skill Proficiencies.** Choose two Skills. Your character gains Proficiency in them.
* **Tool Proficiency.** Choose one tool. Your character gains Tool Proficiency with it.
* **Language.** Choose one language from the Standard Languages and Rare Languages tables. Your character knows that language.
* **Feat.** Choose one 1st-level Feat. Your character gains that Feat.
* **Equipment.** Your character gains 50 GP to spend on starting equipment. The character keeps any unspent GP as spare

### SAMPLE BACKGROUNDS

Here is a collection of sample Backgrounds that you can choose from when making a character. These Backgrounds were built using the rules in the “Build Your Background” section, and each of them contains story-oriented details that are meant inspire you as you think of your character’s backstory.

* Acolyte
* Artisan
* Charlatan
* Criminal
* Cultist
* Entertainer
* Farmer
* Gladiator
* Guard
* Guide
* Hermit
* Laborer
* Noble
* Pilgrim
* Sage
* Sailor
* Soldier
* Urchin
Acolyte

* **Ability Scores:** +2 Wisdom, +1 Intelligence
* **Skill Proficiencies:** Insight, Religion
* **Tool Proficiency:** Calligrapher’s Supplies
* **Language:** Celestial
* **Feat:** Magic Initiate (Cleric spell list)

You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed hallowed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.

### Equipment

* Book (Prayers)
* Calligrapher’s Supplies
* Holy Symbol
* Parchment (10 sheets)
* Robe
* 3 GP
Noble

* **Ability Scores:** +2 Charisma, +1 Intelligence
* **Skill Proficiencies:** History, Persuasion
* **Tool Proficiency:** Gaming Set (one of your choice)
* **Language:** Draconic
* **Feat:** Skilled

You were raised in a castle as a creature of wealth, power, and privilege—none of it earned. Your family are minor aristocrats who saw to it that you received a first-class education, some of which you appreciated and some of which you resented. (Was it truly necessary to read all those ancient histories in their original Draconic?) Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.

### Equipment

* Fine Clothes
* Gaming Set
* Perfume
* Signet Ring
* 24 GP
Heavily Armored

***Prerequisite:** 4th Level, Medium Armor Training*

**Repeatable:** No

You have trained to use Heavy Armor effectively, gaining the following benefits:

* **Ability Score Increase.** Increase your Constitution or Strength score by 1, to a maximum of 20.
* **Armor Training.** You gain Heavy Armor Training.
Magic Initiate

***Prerequisite:** None*

**Repeatable:** Yes, but you must choose a different Spell list each time

You have learned the basics of a particular magical tradition. Choose one Class Spell List. You gain the following benefits related to that choice:

* **Two Cantrips.** You learn two cantrips of your choice from the Spell list.
* **1st-Level Spell.** Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat).

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.
Path of the Berserker

Back to Barbarian

For Barbarians who walk the Path of the Berserker, their Rage is primarily directed toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

### LEVEL 3: FRENZY

You can go into a frenzy in battle. If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

### LEVEL 6: MINDLESS RAGE

You have immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, that condition ends on you.

### LEVEL 10: RETALIATION

When you take damage from a creature that is within 5 feet of you, you can use your Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

### LEVEL 14: INTIMIDATING PRESENCE

As a Bonus Action, you can strike terror into others with your menacing presence as you swell with primal power. When you do so, each creature of your choice within 30 feet of you—or 60 feet of you if your Rage is active—must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), provided the creature isn’t behind Total Cover. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the saving throw, ending the effect on itself on a successful save. Once you use this feature, you can’t use it again until you finish a Long Rest. If you’ve run out of uses of this feature, you can expend a use of your Rage, choosing to activate Intimidating Presence instead of Rage.
Draconic Sorcery

Back to Sorcerer

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power, perhaps the location where a great dragon was slain. Or perhaps you handled a treasure taken from a dragon’s hoard, some precious item that was infused with draconic power. Or you might claim a dragon for an ancestor or wield draconic magic by virtue of your Dragonborn heritage.

### LEVEL 3: DRACONIC RESILIENCE

The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3 and increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

### LEVEL 3: DRAGON SPEECH

You can speak, read, and write Draconic. In addition, your speech can be understood by all creatures of the Dragon type.

### LEVEL 6: ELEMENTAL AFFINITY

Your draconic magic has an affinity with one of the damage types associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

### LEVEL 14: DRAGON WINGS

Your innate magic can now manifest as draconic wings on your back. As a Bonus Action, you sprout those wings, gaining a Fly Speed equal to your Speed. The wings last until you dismiss them as a Bonus Action or you have the Incapacitated condition. When the wings manifest, you decide whether they’re spectral or physical. If physical, you mustn’t be wearing something that obstructs them.

### LEVEL 18: DRACONIC PRESENCE

You can channel the dread presence of dragons. As a Bonus Action, you can spend 5 Sorcery Points to draw on this power and exude an aura of awe or fear (your choice) within 60 feet. For 1 minute or until you have the Incapacitated condition, each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw against your spell save DC or have the Charmed (if you chose awe) or Frightened (if you chose fear) condition until the creature is outside the aura.
Epic Boon of Irresistible Offense

***Prerequisite:** 20th Level, Expert or Warrior Group*

You gain the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 30.
* **Overcome Defenses.** The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.
* **Overwhelming Strike.** When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage’s type is the same as the attack’s type. You can use this benefit only once per turn.
Starry Wisp

*Evocation Cantrip (Bard, Druid)*

**Casting Time:** Action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

**Cantrip Upgrade.** This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Acid Splash

*Evocation Cantrip (Sorcerer, Wizard)*

**Casting Time:** Action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

You create an acidic bubble and hurl it at a point within range, where it explodes in a 5-foot-radius sphere. Each creature in that sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

**Cantrip Upgrade.** This spell’s damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Archfey Patron

Back to Warlock

Your pact draws on the power of the Feywild, the mysterious realm of the Fey. When you choose this subclass, you might make a deal with a single mighty archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; Oberon, the Green Lord; Hyrsam, the Prince of Fools; or an ancient hag. Or you might call on a wide spectrum of Fey, forging a complex web of favors and debts. Your patron’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.

### LEVEL 3: PATRON SPELLS

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.

ARCHFEY SPELLS
 5th
 7th
 9th

### LEVEL 3: STEPS OF THE FEY

Your patron bestows on you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, whenever you cast that spell, you can choose one of the following additional effects.

* **Refreshing Step.** Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.
* **Taunting Step.** Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

### LEVEL 6: MISTY ESCAPE

You can vanish in a puff of mist in response to harm. You can cast Misty Step as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options.

* **Disappearing Step.** You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll or cast a spell.
* **Dreadful Step.** Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.

### LEVEL 10: BEGUILING DEFENSES

Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition. In addition, immediately after a creature you can see hits you with an attack roll, you can use your Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can’t use it again until you finish a Long Rest unless you expend a spell slot when you use it again.

### LEVEL 14: BEWITCHING MAGIC

Your patron bestows on you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.
War Domain

Back to Cleric

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

### 3RD LEVEL: DOMAIN SPELLS

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.

WAR DOMAIN SPELLS
 5th
 7th
 9th

### 3RD LEVEL: WAR PRIEST

Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon with which you have proficiency. Whenever you finish a Long Rest, you can change the kind of weapon you chose to another eligible kind. In addition, you can make one weapon attack as a Bonus Action. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short Rest or Long Rest.

### 3RD LEVEL: GUIDED STRIKE

When you or a creature within 30 feet of you misses with an attack roll, you can use your Reaction to expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit.

### 6TH LEVEL: WAR GOD’S BLESSING

Whenever you cast Shield of Faith on another creature, the spell also affects you. In addition, you can cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Short Rest or Long Rest.

### 17TH LEVEL: AVATAR OF BATTLE

You gain resistance to Bludgeoning, Piercing, and Slashing damage.
Guard

* **Ability Scores:** +2 Strength, +1 Wisdom
* **Skill Proficiencies:** Athletics, Perception
* **Tool Proficiency:** Gaming Set (one of your choice)
* **Language:** Dwarvish
* **Feat:** Alert

Your feet begin to ache when you remember the countless hours you spent at your post in the tower. You were trained to keep one eye outside the wall, watching for marauders sweeping from the nearby forest, and your other eye inside the wall, searching for cutpurses and troublemakers. At the end of each shift, you bunked in the mayor’s barracks alongside your fellow sentries and the dwarven smiths who kept your armor snug and your weapons sharp.

### Equipment

* Crossbow Bolt (x20)
* Gaming Set (same as above)
* Hooded Lantern
* Light Crossbow
* Manacles
* Quiver
* Spear
* Traveler’s Clothes
* 12 GP
Gnome

Gnomes are magical folk created by gods of hard work, invention, trickery, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for lairing in sylvan forests, hillside burrows, and sprawling warrens under mountains. What they lacked in size, they made up for in cleverness and cunning. They confounded predators with elaborate traps and low, narrow, labyrinthine tunnels. They also learned useful magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who often lived among them (usually in disguise).

Gnomes are petite folk with big eyes, pointed ears, and wistful imaginations. Harkening back to a time when their ancestors hid in tunnels and under thick forest canopies, many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.

### GNOME TRAITS

* **Creature Type:** Humanoid
* **Size:** Small (about 3–4 feet tall)
* **Speed:** 30 feet
* **Life Span:** 425 years on average

As a Gnome, you have these special traits:

* **Darkvision.** You have Darkvision with a range of 60 feet.
* **Gnomish Cunning.** You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
* **Gnomish Lineage.** You are part of a gnomish lineage that grants you supernatural abilities. Choose a lineage from the Gnomish Lineages table: Forest Gnome, the lineage of magic-filled forests, or Rock Gnome, the lineage of primeval mountains. You gain the benefits of that lineage. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).

GNOMISH LINEAGES
 Rock Gnome

#### GNOMES OF MANY WORLDS

Gnomes past and present are known to equate secrecy with safety, which is why gnome settlements are often tucked away or concealed by magical illusions.

Forest Gnomes. Gnomes who have ancestral ties to forests are called forest gnomes. They use their magic to befriend small forest animals and rely on them for news concerning their neighbors—be they malevolent or benign.

Rock Gnomes. Gnomes whose ancestors dwelled under mountains are called rock gnomes. On some worlds, including Krynn (the world of the Dragonlance setting), rock gnomes are also known as tinker gnomes due to their fondness for artifice and clockwork inventions.
Power Word: Kill

*9th-Level Enchantment Spell (Bard, Sorcerer, Warlock, Wizard)*

**Casting Time:** Action

**Range:** 60 feet

**Component:** V

**Duration:** Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 Hit Points or fewer, it dies. Otherwise, the target takes 12d12 Psychic damage.
Sage

* **Ability Scores:** +2 Intelligence, +1 Wisdom
* **Skill Proficiencies:** Arcana, History
* **Tool Proficiency:** Calligrapher’s Supplies
* **Language:** Elvish
* **Feat:** Magic Initiate (Wizard spell list)

You spent your formative years traveling between manors and monasteries, performing various odd jobs and services in exchange for access to their libraries. You wiled away many a long evening with your nose buried in books and scrolls, learning the lore of the multiverse— even the rudiments of magic—and your mind only yearns for more.

### Equipment

* Book (History)
* Calligrapher’s Supplies
* Parchment (8 sheets)
* Quarterstaff
* Robe
* 8 GP
Shield Master

***Prerequisite:** 4th Level, Shield Training*

**Repeatable:** No

You’ve trained to use shields not just for protection, but also for offense, granting you the following benefits:

* **Ability Score Increase.** Increase your Strength score by 1, to a maximum of 20.
* **Shield Bash.** If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.
* **Interpose Shield.** If you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you can use your Reaction to take no damage if you succeed on the Saving Throw and are wielding a Shield, interposing your shield between yourself and the source of the effect.
Counterspell

*Level 3 Abjuration (Sorcerer, Warlock, Wizard)*

**Casting Time:** Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components

**Range:** 60 feet

**Components:** S

**Duration:** Instantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature must make a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Epic Boon of Fate

***Prerequisite:** 20th Level, Mage or Priest Group*

You gain the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
* **Improve Fate.** When another creature within 60 feet of you fails a d20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. You can use this benefit no more than once per turn. You have 8 uses of this benefit, and whenever you finish a Long Rest, you regain 2d4 expended uses.
Great Weapon Master

***Prerequisite:** 4th Level, Proficiency with Any Martial Weapon*

**Repeatable:** No

You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

* **Ability Score Increase.** Increase your Strength score by 1, to a maximum of 20.
* **Cleave.** Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
* **Heavy Weapon Mastery.** When you hit a creature with a Heavy Weapon as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.
College of Glamour

Back to Bard

The College of Glamour traces its origins to the beguiling magic of the Feywild. The Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.

### 3RD LEVEL: BEGUILING MAGIC

You always have the Charm Person and Mirror Image spells prepared. In addition, immediately after you cast an Enchantment or Illusion spell, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your Spell Save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this benefit, you can’t use it again until you finish a Long Rest. You can also restore your use of the feature by expending one use of your Bardic Inspiration (no action required).

### 3RD LEVEL: MANTLE OF INSPIRATION

You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of them gains a number of Temporary Hit Points equal to 2 times the number rolled on the Bardic Inspiration die, and then each of them can use its Reaction to move up to its Speed without provoking Opportunity Attacks.

### 6TH LEVEL: MANTLE OF MAJESTY

You always have the Command spell prepared. As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a Bonus Action without expending a spell slot. Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of the feature by expending a spell slot of 3rd level or higher (no action required).

### 14TH LEVEL: UNBREAKABLE MAJESTY

As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your Spell Save DC, or the attack misses instead, as the creature recoils from your majesty. Once you assume this majestic presence, you can’t do so again until you finish a Short Rest or Long Rest.
Conjure Barrage

*3rd-Level Conjuration Spell (Ranger)*

**Casting Time:** Action

**Range:** Self (60-foot cone)

**Components:** V, S, M (a melee or ranged weapon worth at least 1 CP)

**Duration:** Instantaneous

You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that shoot forward and then disappear. Each creature of your choice that you can see in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 5d8 Force damage on a failed save, or half as much damage on a successful one.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Beast of the Sky

*Small Beast*

*Proficiency Bonus (PB) equals your Proficiency Bonus*

* **Armor Class:** 13 + PB (natural armor)
* **Hit Points:** 4 + four times your Ranger level (the beast has a number of Hit Dice [d6s] equal to your Ranger level)
* **Speed:** 10 ft.
* **Fly:** 60 ft.

**STR:** 6 (−2)

**DEX:** 16 (+3)

**CON:** 13 (+1)

**INT:** 8 (−1)

**WIS:** 14 (+2)

**CHA:** 11 (+0)

**Senses:** Darkvision 60 ft.

**Passive Perception** 12

**Languages** understands the languages you speak

**Flyby.** The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

**Primal Bond.** You can add your Proficiency Bonus to any ability check or saving throw that the beast makes.

### ACTIONS

**Shred.** Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB Slashing damage.
Human

Found throughout the multiverse, humans are as varied as they are numerous. They arerelatively short-lived, but they strive to achieve as much as they can in the years they are given. They are skilled pioneers and artisans. They are builders of nations, roads, cities, and ships. They strive to secure their place in the world and in the annals of history by creating art, amassing wealth, making laws, and questing for immortality. Their ambition and resourcefulness are commended, respected, and feared.

Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common tongue was born. From there, humans could have spread to every corner of the multiverse, bringing Sigil’s cosmopolitanism with them.

### HUMAN TRAITS

* **Creature Type:** Humanoid
* **Size:** Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this Species
* **Speed:** 30 feet
* **Life Span:** 80 years on average

As a Human, you have these special traits:

* **Resourceful.** You gain Inspiration whenever you finish a Long Rest.
* **Skillful.** You gain Proficiency in one Skill of your choice.
* **Versatile.** You gain the Skilled Feat or another 1st-level Feat of your choice.

#### HUMANS OF MANY WORLDS

On any given world in the multiverse, the material culture of humans can change from one region to another. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are wildly different in the Western Heartlands than in the frozen north of Icewind Dale.

As humans migrate, they bring elements of their cultures with them, giving rise to diverse settlements that contain people with different physical characteristics, not to mention a medley of clothing styles, customs, and beliefs.
Swarmkeeper

Back to Ranger

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

### LEVEL 3: GATHERED SWARM

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

* The attack's target takes 1d6 piercing damage from the swarm.
* The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
* You are moved by the swarm 5 feet horizontally in a direction of your choice.

### LEVEL 3: SWARMKEEPER MAGIC

You learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

SWARMKEEPER SPELLS
 5th
 9th
 13th
 17th

### LEVEL 7: WRITHING TIDE

You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### LEVEL 11: MIGHTY SWARM

Your Gathered Swarm grows mightier in the following ways:

* The damage of Gathered Swarm increases to 1d8.
* If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
* When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

### LEVEL 15: SWARMING DISPERSAL

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Peace Domain

Back to Cleric

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. Clerics of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

### 3RD LEVEL: DOMAIN SPELLS

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Peace Domain Spells table, you thereafter always have the listed spells prepared.

Peace Domain Spells
 5th
 7th
 9th

### 3RD LEVEL: IMPLEMENT OF PEACE

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

### 3RD LEVEL: EMBOLDENING BOND

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### 3RD LEVEL: BALM OF PEACE

You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

### 6TH LEVEL: PROTECTIVE BOND

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

### 17TH LEVEL: EXPANSIVE BOND

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.
Oathbreaker

Back to Paladin

An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.

### LEVEL 3: OATH SPELLS

You gain oath spells at the paladin levels listed.

OATHBREAKER SPELLS
 5th
 9th
 13th
 17th

### LEVEL 3: CHANNEL DIVINITY

You gain the following two Channel Divinity options.

* **Control Undead.** As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
* **Dreadful Aspect.** As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

### LEVEL 7: AURA OF HATE

You, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. At 18th level, the range of this aura increases to 30 feet.

### LEVEL 15: SUPERNATURAL RESISTANCE

You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

### LEVEL 20: DREAD LORD

You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier. After activating the aura, you can't do so again until you finish a long rest.
Beast Master

Back to Ranger

A Beast Master ranger forms a mystical bond with a special beast, drawing on primal magic and a deep attunement to the natural world.

### 3RD LEVEL: PRIMAL COMPANION

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block:

* Beast of the Land
* Beast of the Sea
* Beast of the Sky

All which use your Proficiency Bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its supernatural origin. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action, unless you take a Bonus Action on your turn to command it to take a different action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you have the Incapacitated condition, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can you use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its Hit Points restored. Whenever you finish a Long Rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast vanishes if you die.

### 7TH LEVEL: EXCEPTIONAL TRAINING

When you use your Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action as a Bonus Action. In addition, whenever the beast hits with an attack and deals damage, it can deal your choice of Force damage or its normal damage type.

### 11TH LEVEL: BESTIAL FURY

When you command your Primal Companion beast to take the Attack action, the beast can make two attacks. In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.

### 15TH LEVEL: SHARE SPELLS

When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.