Classes

* !
* Barbarian
* Bard
* Cleric
* Druid
* Fighter
* Monk
* Paladin
* Ranger
* Rogue
* Sorcerer
* Warlock
* Wizard
* Other

Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser men and women can’t stand against.

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.

Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.

Adventurers sometimes advance in more than one class. A rogue might switch direction in life and dabble in the cleric class while continuing to advance as a rogue. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multi-classing, can be found in the *Player’s Handbook*.

Basic classes—listed in the Classes table—are found in almost every D&D world and define most typical adventurers.Template:Rp Template:Rp

Barbarian
A fierce warrior of a primitive background who can enter a battle rage, d12, Strength and Constitution, light and medium armor, shields, simple and martial weapons

Bard
An inspiring magician whose power echoes the music of creation, d8, Dexterity & Charisma, light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords

Cleric
A priestly champion who wields divine magic in service of a higher power, d8, Wisdom & Charisma, light and medium armor, shields, simple weapons

Druid
A priest of the Old Faith, wielding the powers of nature— moonlight and plant growth, fire and lightning—and adopting animal forms, d8, Intelligence & Wisdom, light and medium armor(non-metal), shields(non-metal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Fighter
A master of martial combat, skilled with a variety of weapons and armours, d10, Strength & Constitution, all armor, shields, simple and martial weapons

Monk
A master of martial arts, skilled with fighting hands and martial monk weapons, d8, Dexterity & Strength (At lvl 14 monk proficiency in all) simple weapons, shortswords

Paladin
A holy warrior bound to a sacred oath, d10, Strength, Wisdom & Charisma, all armor, shields, simple and martial weapons

Ranger
A master of ranged combat, one with nature, d10, Dexterity & Strength, light and medium armor, shield, simple weapons, martial weapons

Revised Ranger
An updated version of the Ranger class that focuses on more diverse abilities and better combat options.

Rogue
A scoundrel and agile warrior who uses stealth and trickery to overcome obstacles and enemies, d8, Dexterity & Intelligence, light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords

Sorcerer
A spellcaster who draws on inherent magic from a gift or bloodline, d6, Constitution & Charisma, daggers, darts, slings, quarterstaffs, light crossbows

Warlock
A wielder of magic that is derived from a bargain with an extraplanar entity, d8, Wisdom & Charisma, light armor, simple weapons

Wizard
A scholarly magic-user capable of manipulating the structures of reality, d6, Intelligence & Wisdom, daggers, darts, slings, quarterstaffs, light crossbows

External classes listed in other material (Unearthed Arcana) DM discretion how it should be implemented in the world

Artificer A spellcaster who uses their connection to forge magic items, d8, Dexterity & Intelligence , light armor, simple weapons.

Mystic A psionic who forged a strong mental connection to use powers outside the weave of magic. d8, Dexterity & Intelligence, light armor, simple weapons.

## List of Classes

* Artificer
* BarbarianTemplate:Rp
* BardTemplate:Rp
* ClericTemplate:Rp
* DruidTemplate:Rp
* FighterTemplate:Rp
* MonkTemplate:Rp
* Mystic
* PaladinTemplate:Rp
* RangerTemplate:Rp
* RogueTemplate:Rp
* SorcererTemplate:Rp
* WarlockTemplate:Rp
* WizardTemplate:Rp

## References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 Wizards RPG Team. *Player's Handbook*. Wizards of the Coast. ISBN 978-0-7869-6560-1.
2. ↑ Wizards of the Coast. "Player's D&D Basic Rules V2". http://media.wizards.com/2014/downloads/dnd/PlayerDnDBasicRules\_v0.2.pdf. Retrieved 11 Nov 2014.

The barbarian is a primal warrior who prefers to charge in to engage foes in melee. They can follow either the Path of the Berserker, focusing on dealing as much damage as possible in melee combat, or the Path of the Totem Warrior, accepting an animal as a spiritual guide for a more druid-like experience.

## Class Features

**Description:**  A fierce warrior of primitive background who can enter a battle rage.

**Primary Ability:** Strength

### **Saving Throws**

* Strength
* Constitution

### Hit Points

* **Hit Dice:** 1d12 per barbarian level

* **Hit Points at 1st Level:** 12 + Constitution Modifier
* **Hit Points at Higher Levels:** 1d12 (or 7) + Constitution Modifier per barbarian level after 1st

### Proficiencies

* **Armor:** Light armor, medium armor, shields

* **Weapons:** Simple weapons, martial weapons

* **Tools:** None

* **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (*a*) greataxe or (*b*) any martial melee weapon
* (*a*) two handaxes or (*b*) any simple weapon
* An explorer's pack and four javelins

## Skills

### Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.

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 or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

### Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

### Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

### Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

### Primal Path

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 Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

* Path of the Berserker
* Path of the Totem Warrior
* Path of the Ancestral Guardian
* Path of the Storm Herald
* Path of the Zealot
* Path of the Battlerager

### Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

### Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

### Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

### Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

### Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

### Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

### Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

## Primal Paths

### **Path of the Berserker**

*For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the Berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.*

#### Frenzy

You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When the rage ends you gain one level of exhaustion.

#### Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

#### Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

#### Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

### **Path of the Totem Warrior (Players Handbook)**

*The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. It is unusual for an individual to have more than one totem animal spirit, though exceptions exist.*

**Spirit Seeker:** Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

#### Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object - an amulet or similar adornment - that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

* **Bear:** The spirit of the bear makes you tough enough to stand up to any punishment. While raging you have resistance to all damage except psychic damage.
* **Eagle:** The spirit of the eagle makes you into a predator who can weave through the fray with ease. You can use the Dash action as a bonus action on your turn. While you're raging and aren't wearing heavy armor other creatures have disadvantage on opportunity attack rolls against you.
* **Wolf:** The spirit of the wolf makes you a leader of hunters. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
* **Elk:** The spirit of the elk makes you extraordinarily swift. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
* **Tiger:** The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.

#### Aspect Of The Beast

At 6th leveI you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

* **Bear:** You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
* **Eagle:** You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
* **Wolf:** You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
* **Elk:** Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated (see chapter 8 in the Player's Handbook for more information about travel pace). The elk spirit helps you roam far and fast.
* **Tiger:** You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts

#### Spirit Walker

At 10th level. you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

#### Totemic Attunement

At 14th level you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

* **Bear:** While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
* **Eagle:** While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
* **Wolf:** While you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
* **Elk:** While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 +your Strength modifier.
* **Tiger:** While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

### Path of the Ancestral Guardian (Xanathar's Guide to Everything)

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

#### Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

#### Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

#### Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

#### Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

### Path of the Storm Herald (Xanathar's Guide to Everything)

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

#### Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

* **Desert**. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

* **Sea**. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

* **Tundra**. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

#### Storm Soul

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.

* **Desert**. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

* **Sea**. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

* **Tundra**. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

#### Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

#### Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

* **Desert**. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.

* **Sea**. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

* **Tundra**. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

### Path of the Zealot (Xanathar's Guide to Everything)

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

#### Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

#### Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

#### Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

#### Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start 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. While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

### **Path of the Battlerager**

*Known as Kuldjargh (literally "axe idiot" in Dwarvish), battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.*

**Restriction:** *Dwarves Only*. Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

**Battlerager Armor:** You gain the ability to use spiked armor (see the "Spiked Armor" sidebar) as a weapon.While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage.

You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

#### Spiked Armor

Spiked armor is a rare type of medium armor made by dwarves.

It consists of a leather coat and leggings covered with spikes that are usually made of metal.

Cost: 75 gp

AC: 14 + Dexterity modifier (max 2)

Stealth: Disadvantage

Weight: 45 pounds

#### Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain hit points equal to your Constitution modifier (min. 1). They vanish when your rage ends.

#### Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while raging.

#### Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

## References

1. ↑ Crawford, J., Mearls, M., Wyatt, J., Schwalb, R. J., & Cordell, B. R. (2014). Player's Handbook (5th ed.). Renton, WA: Wizards of the Coast LLC.

## Overview

The bard uses music and magic to support and inspire the rest of the party. Bards can specialize in the College of Lore, which allows for a more versatile character who can learn some spells and become proficient in the player's choice of skills, or the College of Valor, which makes the bard more martial and combat-oriented, or a number of other directions based on their focus.

## Class Features

As a bard, you gain the following Class Features.

### Hit Points

* **Hit Dice**: 1d8 per bard level
* **Hit Points at 1st Level**: 8 + your Constitution modifier
* **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per bard level after 1st

### Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

* **Armor:** Light Armor
* **Weapons:**simple Weapons, hand crossbows, longswords, rapiers, shortswords
* **Tools:** three musical instruments of your choice
* **Skills:**Choose any three.
* **Saving throws:** Dexterity, Charisma

### Starting Equipment

You start with the following items, plus anything provided by your background.

* (a) a Rapier, (b) a Longsword, or (c) any simple weapon
* (a) a Diplomat's Pack or (b) an Entertainer's Pack
* (a) a lute or (b) any other musical instrument
* Leather Armor, and a Dagger

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

### Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. See the list of Bard Spells in chapter 10 of the PHB for the general rules of spellcasting.

#### Cantrips

You know two Cantrips of your choice from the bard spell list. You learn additional bard Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

#### Spell Slots

The Bard 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. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

#### Spells Known of 1st Level and Higher

You know four 1st-level Spells of your choice from the bard spell list. You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can 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 level for which you have Spell Slots.

#### Spellcasting Ability

Charisma is your spellcasting ability for your bard Spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an Attack roll with one.

* **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier.
* **Spell Attack modifier** = your proficiency bonus + your Charisma modifier.

#### Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

#### Spellcasting Focus

You can use a musical instrument (see "Equipment") as a spellcasting focus for your bard Spells.

### Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a Bonus Action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

### Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

### Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

### Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.

* College of Glamour
* College of Lore
* College of Satire
* College of Swords
* College of Valor
* College of Whispers

### Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

### 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 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

### Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.

### Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).

### Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen Spells count as bard Spells for you and are 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.

### Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

## Bardic Colleges

### College of Glamour (Xanathar's Guide to Everything)

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

#### Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

#### Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

#### Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty 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 on each of your turns, 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.

#### Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.

### College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

#### Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

#### Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.

#### Additional Magical Secrets

At 6th level, you learn two Spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen Spells count as bard Spells for you but don’t count against the number of bard Spells you know.

#### Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

### College of Satire (UA 01/04/16)

Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.

While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester’s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.

For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester’s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her.

Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist’s treachery or exposing a baron’s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm. 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 thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.

#### Tumbling Fool

At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:

* You gain the benefits of taking the Dash and Disengage actions.
* You gain a climbing speed equal to your current speed.
* You take half damage from falling.

#### Fool’s Insight

At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.

#### Fool’s Luck

Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success. At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.

If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.

### College of Swords (Xanathar's Guide to Everything)

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.

#### Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

#### Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

* Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

* Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

#### Blade Flourish

At 3rd level, you learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

* Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

* Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

* Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

#### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

#### Master’s Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

### College of Valor

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

#### Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

#### Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

#### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.

### College of Whispers (Xanathar's Guide to Everything)

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

#### Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

#### Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, 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 or long rest.

#### Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.

#### Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest.

## References

1. ↑ Crawford, J., Mearls, M., Wyatt, J., Schwalb, R. J., & Cordell, B. R. (2014). Player's Handbook (5th ed.). Renton, WA: Wizards of the Coast LLC.

## Overview

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

## Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Check with your DM to learn which deities are in your campaign. Once you’ve chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

# Class Features

As a Cleric you gain the following features.

### Hit Dice:

* **Hit Dice:** 1d8 per cleric level.
* **Hit Points at 1st Level:** 8 + Constitution modifier.
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier.

### Proficiencies:

* **Armor**: Light armor, medium armor, shields.
* **Weapons**: All simple weapons.
* **Tools**: None.
* **Saving** **Throws**: Wisdom, Charisma.
* **Skills**: Choose two from History, Insight, Medicine, Persuasion, and Religion.

### Equipment:

* (a) a mace, or (b) a warhammer (if proficient).
* (a) scale mail, or (b) leather armor, or (c) chain mail (if proficient).
* (a) a light crossbow and 20 bolts, or (b) any simple weapon.
* (a) priest's pack, or (b) an explorer's pack.
* A shield and a holy symbol.

## Spellcasting

You cast Cleric spells. Wisdom is your spellcasting ability for cleric spells, for setting the saving throw DC for a cleric spell you cast and for attacking with a cleric spell. The power of your spells comes from your devotion to your deity.

### Cantrips

At 1st level, you know three Cantrips of your choice from the cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

### Preparing and Casting Spells

The Cleric 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 cleric Spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric Spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level cleric, you have four 1st-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 level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Cleric Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

### Spellcasting Ability

Wisdom is your spellcasting ability for your cleric Spells. The power of your Spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a cleric 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

### Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

### Spellcasting Focus

You can use a holy Symbol (see "Equipment") as a spellcasting focus for your cleric Spells.

## Divine Domain

Choose one domain related to your deity: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. (There are additional domains made by WoTC but not released as part of the game: Ambition, City, Protection, Strength, Solidarity, or Zeal). The domains are detailed at the end of the class description, and provide examples of gods associated with it. Your choice grants you domain Spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

### Domain Spells

Each domain has a list of spells-its domain spells-that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of Spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

## Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

* When you use your Channel Divinity, you choose which effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.
* Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
* Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.

### Channel Divinity: Turn Undead

As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

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 space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

## 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 +2, or you can increase two Ability Scores of your choice by +1, or you can choose to take a Feat instead of increasing your ability scores. As normal, you can’t increase an ability score above 20 using this feature.

## Destroy Undead

Starting at 5th level, when an Undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.

* 5th (CR 1/2 or lower)
* 8th (CR 1 or lower)
* 11th (CR 2 or lower)
* 14th (CR 3 or lower)
* 17th (CR 4 or lower)

## Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes.

The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 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.

# Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain.
Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus ("radiant") Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius ("healing"), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a malter of personal preference, the aspect of the deity that appeals to you most.
Each domain's description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.

## Arcana Domain

(SCAG p125)

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and WeeJas of Greyhawk.

### Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

### Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use use the Dash action or try to escape from an effect that prevents it form moving. If there's nowhere to move, then the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and if its challenge rating is at or below a certain threshold, as shown below.

 8th
 11th
 14th
 17th

### Spell Breaker

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 of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Arcane Mastery

At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

## Death Domain

(DMG p96)

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).

### Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

### Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

### Channel Divinity: Touch of Death

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

### Inescapable Destruction

Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.

### Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

### Improved Reaper

Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.

## Forge Domain

(XGE p18)

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

### Blessing of the Forge

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 object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

Once you use this feature, you can't use it again until you finish a long rest.

### Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (such as something on the *Equipment* list). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

### Soul of the Forge

Starting at 6th level, your mastery of the forge grants you a number of special abilities:

* You gain resistance to fire damage.
* While wearing heavy armor, you gain a +1 bonus to AC.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

* You gain immunity to fire damage.
* While you're wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

## Grave Domain

(XGE p19)

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse's workings. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, WeeJas, the ancestral spirits of the Undying Court, Hades, Anubis, Arkay, and Osiris. Followers of these deities seek to put restless spirits to rest, destroy the undead, and ease the suffering of dying creatures. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

### Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the *spare the dying* cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

### Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature's capabilities or identity.

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.

### Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

### Sentinel at Death's Door

At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Keeper of Souls

Starting at 17th level. you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can't do so again until the start of your next turn.

## Knowledge Domain

The gods of knowledge; including Oghma, Boccob, Gilean, Aureon, and Thoth; value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

### Blessing of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

### Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

### Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.

* **Object Reading.** Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
* **Area Reading.** As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

## Life Domain

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe that sustains all life. The gods of life promote vitality and health through Healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of Healing or endurance, and gods of home and community.

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Heavy Armor.

### Disciple of Life

Also starting at 1st level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

### Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy Symbol and evoke Healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.

### Blessed Healer

Beginning at 6th level, the Healing Spells you cast on others 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 regain hit points equal to 2 + the spell’s level.

### Divine Strike

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 creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

## Light Domain

Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. 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.

### Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.

### Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. 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: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

### Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

## Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

### Acolyte of Nature

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

### Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

### Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. 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 is friendly to you and other creatures you designate.

### Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

### Divine Strike

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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

### Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

## Tempest Domain

Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

### Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

### Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

### Thunderbolt Strike

At 6th level, when you deal lightning or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

### Divine Strike

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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

## Trickery Domain

Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

### Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

### Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

### Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

## War Domain

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. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

### Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy 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 a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Divine Strike

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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Additional domains made by WoTC but not released as part of the game

## Ambition Domain

(Plane Shift: Amonkhet p27)

Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one’s place in the afterlife at the expense of others is not shameful, but is proof of the initiate’s determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.

### Warding Flare

When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

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: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

### Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

## City Domain

(UA 08/03/15)

The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.

### Bonus Cantrip

When you choose this domain at 1st level, you gain the on/off cantrip in addition to your chosen cantrips.

### Bonus Proficiencies

Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).

### Heart of the City

From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

### Channel Divinity: Spirits of the City

Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).

Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.

### Block Watch

Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.

### Express Transit

At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.

## Order Domain

(UA 04/09/18)

The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law — civil, religious, or both. Gods on many worlds grant access to this domain, including Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus. The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action’s results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities. More importantly, law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack.

Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

### Channel Divinity: Order’s Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage.

You can also cause any of the charmed creatures to fall prone when they fail the saving throw.

### Order’s Dominion

At 6th level, you become extraordinarily adept at channeling magical energy to compel others.

When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

### Divine Strike

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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Order’s Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies.

If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack.

This benefit lasts until the start of your next turn.

## Protection Domain

(UA 11/21/16)

The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

### Channel Divinity: Radiant Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

### Blessed Healer

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level.

### Divine Strike

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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Indomitable Defense

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. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.

## Solidarity Domain

(Plane Shift: Amonkhet p24)

Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Solidarity's Action

Also at 1st level, when you take the Help action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.

### Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

### Oketra's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Divine Strike

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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

## Strength Domain

(Plane Shift: Amonkhet p25)

It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don’t matter. Strength can’t be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.

### Acolyte of Strength

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.

### Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

### Channel Divinity: Feat of Strength

At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

### Channel Divinity: Rhonas’s Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.

### Divine Strike

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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

## Zeal Domain

(Plane Shift: Amonkhet p28)

The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.

### Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

### Priest of Zeal

From 1st level, Hazoret 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: Consuming Fervor

Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.

When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.

### Resounding Strike

At 6th level, when you deal thunder damage to a Large 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 with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Blaze of Glory

Starting at 17th level, you can delay death for an instant to perform a final heroic act.

When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Once you use this feature, you can’t use it again until you finish a long rest.

## References

1. ↑ Crawford, J., Mearls, M., Wyatt, J., Schwalb, R. J., & Cordell, B. R. Wizards RPG Team. *Player's Handbook*. Wizards of the Coast. ISBN 978-0-7869-6560-1.
2. ↑ Wizards RPG Team. *Sword Coast Adventurer's Guide*. Wizards of the Coast. ISBN 978-0-7869-6580-9.
3. ↑ Wizards RPG Team. *Dungeon Master's Guide*. Wizards of the Coast. ISBN 978-0-7869-6562-5.
4. ↑ 4.0 4.1 Wizards RPG Team. *Xanathar's Guide to Everything*. Wizards of the Coast. ISBN 978-0-7869-6611-0.
5. ↑ 5.0 5.1 5.2 5.3 Wyatt, J. & Hope, A. Wizards RPG Team. Plane Shift: Amonkhet. Wizards of the Coast.
6. ↑ Wizards RPG Team. *Unearthed Arcana: Modern Magic*. Wizards of the Coast.
7. ↑ Wizards RPG Team. *Unearthed Arcana: Cleric: Divine Domains*. Wizards of the Coast.

Druids wield the power of nature against their foes. They are guardians of the unspoiled wild. Druids in the Circle of the Land are arcane users of magic based off the land where their circle is located - Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, and Underdark. Those in the Circle of the Moon take on the shapes of animals and eventually learn to use this magic to alter their own appearance at will.

# Class Features

As a druid, you gain the following class features.

### Hit Points

* Hit Dice: 1d8 per druid level
* Hit Points at 1st Level: 8 + your Constitution modifier
* Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

### Proficiencies

* **Armor**: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
* **Weapons**: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
* **Tools**: Herbalism kit
* **Saving** **Throws**: Intelligence, Wisdom
* **Skills**: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a wooden shield or (b) any simple weapon
* (a) a scimitar or (b) any simple melee weapon
* Leather armor, an explorer’s pack, and a druidic focus.

### Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

## Spellcasting

You cast Druid spells. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

### Cantrips

You start at 1st level with 2 cantrips from the Druid Spell List, and may learn an additional cantrip at 4th and 10th levels. These may be cast without using any spell slots.

### Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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 druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

### Spellcasting Ability

Wisdom is used whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid 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

### Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

## Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

#### Beast Shapes

 4th
 8th

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
* When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
* You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as *call lightning*, that you've already cast.
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

## Druid Circle

At 2nd level, you choose to identify with a circle of druids, the Circle of the Land, the Circle of the Moon, the Circle of Dreams, the Circle of the Shepherd, and the Circle of Twilight. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th 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 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

## Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

## Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

# Druid Circles

Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.

## Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

### Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

### Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

### Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

### Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

### Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

### Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.

## Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

### Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

### Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

### Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

### Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will

## Circle of Dreams

(XGtE p22)

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with 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.

### Balm of the Summer Court

At 2nd level, 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 one creature 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.

### Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gleaming 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.

### Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport 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.

### Walker in Dreams

At 14th level, 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.

## Circle of the Shepherd

(XGtE p23)

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are
known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

### Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

### Spirit Totem

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

**Bear Spirit.** The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

**Hawk Spirit.** The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

**Unicorn Spirit.** The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

### Mighty Summoner

At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by your spells gains the following benefits:

* Its hit point maximum increases by 2 per Hit Die
* The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

### Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

### Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of *conjure animals* as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.

## Circle of Twilight

(Unearthed Arcana 11/27/2016)

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.

These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.

### Harvest’s Scythe

Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.

### Speech Beyond the Grave

At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast *speak with dead* without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak.

Once you use this feature, you can’t use it again until you finish a short or long rest.

### Watcher at the Threshold

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.

### Paths of the Dead

At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast *etherealness*. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.

## Circle of Spores

(Unearthed Arcana 01/08/2018)

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted.

### Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 1st level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

#### Circle of Spores Spells

####

### Halo of Spores

Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you.

This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th.

### Symbiotic Entity

At 2nd level, you gain the ability to channel magic into the spores that infuse you.

When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again

### Fungal Infestation

At 6th level, your spores gain the ability to infest a humanoid corpse and animate it.

If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies.

### Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10 foot cube for 1 minute. While the cube of spores persists, you can’t use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again.

### Fungal Body

At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn’t deal its extra damage to you.

1. ↑ Crawford, J., Mearls, M., Wyatt, J., Schwalb, R. J., & Cordell, B. R. (2014). *Player's Handbook (5th ed.)*. Renton, WA: Wizards of the Coast LLC.
2. ↑ 2.0 2.1 Wizards RPG Team. *Xanathar's Guide to Everything*. Wizards of the Coast. ISBN 978-0-7869-6611-0.
3. ↑ Wizards RPG Team. *Unearthed Arcana: Druid*. Wizards of the Coast.

## Overview

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

 Fighter Leveling Table

# Class Features

as a fighter, you gain the following class features.

### Hit Points

* **Hit Dice:** 1d10 per fighter level.
* **Hit Points at 1st Level:** 10 + your Constitution modifier.
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st.

### Proficiencies

* **Armor:** All armor, shields
* **Weapons:** Simple and martial weapons
* **Tools:** None
* **Saving Throws:** Strength, Constitution
* **Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) chain mail or (b) leather, longbow, and 20 arrows.
* (a) a martial weapon and a shield or (b) two martial weapons.
* (a) a light crossbow and 20 bolts or (b) two handaxes.
* (a) a dungeoneer’s pack or (b) an explorer’s pack

## Fighting Style

At first level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

* **Archery**. You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Defense**. While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling**. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack you make with a melee 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.
* **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.
* **Two-Weapon Fighting**. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **Mariner** (UA: Waterborner Adventures): As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
* **Close Quarters Shooter** (UA: Light, Dark, Underdark!): You are trained in making ranged attack at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
* **Tunnel Fighter** (UA: Light, Dark, Underdark!): You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

## Second Wind

At first level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to **1d10** + **your fighter level**. Once you use this feature, you must finish a short or long rest before you can use it again.

## Action Surge

At second level you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

## Martial Archetype

At 3rd Level you choose an archetype that you strive to emulate in your combat styles and techniques. Choose between one of the following:

* Champion
* Battle Master
* Eldritch Knight
* Arcane Archer (XGE)
* Cavalier (XGE)
* Samurai (XGE)
* Monster Hunter (UA: Gothic Heroes)
* Purple Dragon Knight/Banneret (Sword Coast Adventurer's Guide)
* Scout (UA: Classics Revisited)
* Sharpshooter (UA: Fighter Martial Archetypes)
* Brute (UA: Three Subclasses)

## Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternately you can take a Feat in place of your Ability Score Improvement.

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

## Indomitable

Beginning at 9th 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 long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

# Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

## Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

### Improved Critical

Your weapon attacks score a critical hit on a roll of 19 or 20.

### Remarkable Athlete

Starting at the 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier,

### Additional Fighting Style

At the 10th level, you can choose a second option from the Fighting Style class feature.

### Superior Critical

Starting at the 15th level, your weapon attacks score a critical hit on a roll of 18-20

### Survivor

At the 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

## Battle Master

Battle Masters excel at controlling the battlefield. They specialize in combat maneuvers that distract, goad, and manipulate their enemies with deadly precision. They are well rounded fighters who have a trick for nearly every situation.

### Combat Superiority

You learn combat maneuvers empowered by superiority dice.

#### Maneuvers

You learn three special maneuvers from the list below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

#### Superiority Dice

You start with 4 superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.

#### Saving Throws

If a maneuver requires a saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

### Student of War

Your study of the art of war not only in battle but out of it grants you a proficiency in an artisan tool of your choice.

### Study Your Enemy

When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat. Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own:

* Strength ability score
* Dexterity ability score
* Constitution ability score
* AC
* Current HP
* Total levels (if any)
* Fighter levels (if any)

### Improved Combat Superiority

When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.

### Relentless

Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.

### Maneuver Choices

**Commanding Strike:** When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack.

**Disarming Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

**Distracting Strike:**When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

**Evasive Footwork:** When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving.

**Feinting Attack:** You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.

**Goading Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.

**Lunging Attack:** When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

**Maneuvering Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

**Menacing Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

**Parry:** When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

**Precision Attack:** When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

**Pushing Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

**Rally:** On your turn, you can use a bonus action and expend one superiority die 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 the superiority die roll + your Charisma modifier.

**Riposte:** When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

**Sweeping Attack:** When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. 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 expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.

## Eldritch Knight

Those who choose to enhance their melee abilities with magic are the Eldritch Knights. Although their magic ability is limited due to their martial focus, the spells they do know are generally focused on enhancing their damage and adding arcane defenses.

### Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

#### Cantrips

You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.

#### Spell Slots

The Eldritch Knight Spellcasting 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.

#### Spells Known

You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

#### Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.

**Spell save DC** = 8 + proficiency bonus + Intelligence mod

**Spell attack mod** = proficiency bonus + Intelligence mod

### Weapon Bond

Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.

### War Magic

At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.

### Eldritch Strike

At level 10, any creature you hit with a weapon attack has disadvantage on its next save it makes against a spell you cast before the end of your next turn.

### Arcane Charge

At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.

### Improved War Magic

At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.

## Arcane Archer

(Xanathar's Guide To Everything)

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

### Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

### Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

### Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

### Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

### Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

### Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

**Banishing Arrow:** You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

**Beguiling Arrow:** Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

**Bursting Arrow:** You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

**Enfeebling Arrow:** You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

**Grasping Arrow:** When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

**Piercing Arrow:** You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

**Seeking Arrow:** Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

**Shadow Arrow:** You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

## Cavalier

(Xanathar's Guide To Everything)

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

### Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

### Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

### Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

### Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

### Ferocious Charger

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

### Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

## Samurai

(Xanathar's Guide To Everything)

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.

### Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

### Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

### Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

### Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

### Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

## Monster Hunter

(UA: Gothic Heroes)

As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.

### Combat Superiority

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. You can expend superiority dice to gain a number of different benefits:

* When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
* When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
* When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
* When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.

### Hunter’s Mysticism

At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

### Monster Slayer

At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.

### Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

## Purple Dragon Knight

(Sword Coast Adventurer's Guide p128)

Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some ores and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.

### Restriction: Knighthood

Purple Dragon knights are tied to a specific order of Cormyrean knighthood. Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights.

### Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

### Royal Envoy

A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

### Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.

### Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving 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.

## Scout

(UA: Classics Revisited)

The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.

### Combat Superiority

At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. You can expend superiority dice to gain a number of different benefits:

* When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
* When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
* If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

### Natural Explorer

At 3rd level, you gain the ranger class feature of the same name, with the following alteration:

* You choose additional favored terrain types at 7th and 15th level.
* Alternately your DM may let you take the UA Revised Ranger version of Natural Explorer.

### Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

## Sharpshooter

(UA: Fighter Martial Archetypes)

The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.

### Steady Aim

Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

* The attacks ignore half and three -quarters cover .
* On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

### Careful Eyes

Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

### Close-Quarters Shooting

At 10th level , you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

### Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

### Snap Shot

Starting at 18th level , you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.

## Brute

(Unearthed Arcana: Three Subclasses)

Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.

### Brute Force

Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

#### Brute Bonus Damage

```
Fighter Level       Damage Increase

     3rd                  1d4

     10th                 1d6

     16th                 1d8

     20th                 1d10

```

### Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style feature.

### Devastating Critical

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class

### Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier(minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

## Summary

Monks magically harness the energy that flows through their bodies.

## Monk Leveling Table

### Hit Points

* **Hit Dice:** 1d8 per monk level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st

### **Proficiencies**

* **Armor:** None
* **Weapons:** Simple Weapons, Short Swords

* **Tools:** One type of artisan's OR one musical instrument
* **Skills:** Choose two from: Acrobatics, Athletics, History, Insight, Religion or Stealth

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your background:

* (a) shortsword or (b) simple weapon
* (a) dungeoneer's pack or (b) explorer's pack
* 10 darts

## Features

### Unarmored Defense

* At 1st level, if you wear no armor nor shield your AC is 10+DEX mod+WIS mod, this is lost and replaced by the normal armor AC and shield bonus if you equip armor or a shield.

### Martial Arts

You have mastery over unarmed combat and certain types of weapons called Monk weapons which are short swords or any simple melee weapon that ***does not have*** the Heavy or Two-Handed property. You gain the following benefits while you are ***not using armor, nor shield, and only using monk weapons or are unarmed.***

* You can use your DEX modifier instead of the STR modifier for attacks and damage rolls while using unarmed strikes or your monk weapon.
* Your unarmed strikes deal 1d4 damage, this d4 changes as you gain monk levels: to a d6 at level 5, to a d8 at level 11 and to a d10 at level 17. You also can use this die to replace your monk weapon strike damage.
* When you use your attack action to use your monk weapon or an unarmed strike, you can use your bonus action to deal an additional unarmed strike, if you have not used your bonus action yet.

Certain monasteries use monk weapons in their training. These weapons are simple weapons with an Asian martial arts weapons inspiration. You can choose any simple weapon from the weapon table [PHB] and use it as a monk weapon, for example: you can wield a Nunchaku which is two wood sticks conected by a chain. (Here you use the club stats, but it works as a monk weapon for you; while the club normally deals 1d4 bludgeoning damage and the strength mod, when you reach level 5, with your martial arts you can use your Dexterity modifier, and a d6 to deal the damage with your Nunchaku).

Feel free to ask your DM what kind of weapon you want to use. Monk weapons examples: a Kodachi (a curved short sword like a small katana and uses short sword stats), a Kunai (a small black knife that can be thrown which also has a small hole at the bottom of the handle indicating it can be used to fix it to a chain and uses dagger stats), a Guandao (a Chinese polearm; a staff with a blade on one end, sometimes has a piece of cloth affixed to the blade, you can use Quarterstaff stats with slashing damage instead of bludgeoning).

### Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table, You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, You learn more ki features as you gain levels in this class, When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points, Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

#### Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

#### Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

#### Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

### Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. (Lvl 2 +10, Lvl 6 +15, Lvl 10 +20, Lvl 14 +25, and Lvl 18 +30)

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

### Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

### Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

### 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 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

### Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

### **Ki- Empowered Strikes**

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

### **Evasion**

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

### **Stillness of Mind**

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

### **Purity of Body**

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

### **Tongue of the Sun and Moon**

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

### **Diamond Soul**

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

### **Timeless Body**

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 still die of old age, however. In addition, you no longer need food or water.

### **Empty Body**

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can’t take any other creatures with you.

### **Perfect Self**

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

## Monastic Traditions

Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

## Monastic Orders

The worlds of D&D contain a multitude of monasteries and monastic traditions. In lands with an Asian cultural flavor, such as Shou Lung far to the east of the Forgotten Realms, these monasteries are associated with philosophical traditions and martial arts practice. The Iron Hand School, the Five Stars School, the Northern Fist School, and the Southern Star School of Shou Lung teach different approaches to the physical, mental, and spiritual disciplines of the monk. Some of these monasteries have spread to the western lands of Faerun, particularly in places with large Shou immigrant communities, such as Thesk and Westgate.

Other monastic traditions are associated with deities who teach the value of physical excellence and mental discipline. In the Forgotten Realms, the order of the Dark Moon is made up of monks dedicated to Shar (goddess of loss), who maintain secret communities in remote hills, back allies, and subterranean hideaways. Monasteries of Ilmater (god of endurance) are named after flowers, and their orders carry the names of great heroes of the faith; the Disciples of Saint Sollars the Twice-Martyred reside in the Monastery of the Yellow Rose near Damara. The monasteries of Eberron combine the study of martial arts with a life of scholarship. Most are devoted to the deities of the Sovereign Host. In the world of Dragonlance, most monks are devoted to Majere, god of meditation and thought. In Greyhawk, many monasteries are dedicated to Xan Yae, the goddess of twilight and the superiority of mind over matter, or to Zuoken, god of mental and physical mastery.

The evil monks of the Scarlet Brotherhood in the world of Greyhawk derive their fanatic zeal not from devotion to a god but from dedication to the principles of their nation and their race—the belief that the Suel strand of humanity are meant to rule the world.

### 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 push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

#### Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It can’t take reactions until the end of your next turn.

#### Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

#### Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

#### 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 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

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.

### Way of the Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and 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.

#### Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast *darkness*, *darkvision*, *pass without trace*, or *silence*, without providing material components. Additionally, you gain the *minor illusion* cantrip if you don’t already know it.

#### Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

#### Cloak of the Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

#### Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

### Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

#### Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

##### **Casting Elemental Spells**

Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1)

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

##### **Spells and Ki Points**

 9th-12th
 13th-16th
 17th-20th

#### Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.

**Elemental Attunement**.

You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:

* Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.

* Instantaneously light or snuff out a candle, a torch, or a small campfire.

* Chill or warm up to 1 pound of nonliving material for up to 1 hour.

* Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

##### **Fangs of the Fire Snake.**

When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

##### **Fist of Four Thunders.**

You can spend 2 ki points to cast *thunderwave*.

##### **Fist of Unbroken Air.**

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

##### **Rush of the Gale Spirits.**

You can spend 2 ki points to cast *gust of wind*.

##### **Shape the Flowing River.**

As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.

##### **Sweeping Cinder Strike.**

You can spend 2 ki points to cast *burning hands*.

##### **Water Whip.**

You can spend 2 ki points as a action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

##### **Clench of the North Wind (6th Level Required)**

You can spend 3 ki points to cast *hold person*.

##### **Gong of the Summit (6th Level Required).**

You can spend 3 ki points to cast *shatter*.

##### **Flames of the Phoenix (11th Level Required).**

You can spend 4 ki points to cast *fireball*.

##### **Mist Stance (11th Level Required).**

You can spend 4 ki points to cast *gaseous form*, targeting yourself.

##### **Ride the Wind (11th Level Required).**

You can spend 4 ki points to cast *fly*, targeting yourself.

##### **Eternal Mountain Defense (17th Level Required).**

You can spend 5 ki points to cast *stoneskin*, targeting yourself.

##### **Breath of Winter (17th Level Required)**

You can spend 6 ki points to cast *cone of cold**.*

##### **River of Hungry Flame (17th Level Required).**

You can spend 5 ki points to cast *wall of fire*.

##### **Wave of Rolling Earth (17th Level Required).**

You can spend 6 ki points to cast *wall of stone*.

### Way of the Drunken Master (Xanathar's Guide To Everything)

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

#### Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.

#### Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

#### Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits:

* Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

* Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

#### Drunkard’s Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

#### Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn

### Monk: Way of the Kensei (Xanathar's Guide To Everything)

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

#### Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

* Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

* Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

* Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
* Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.

#### One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

* Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

* Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

#### Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

#### Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

### Way of Tranquility (Unearthed Arcana)

Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.

#### Path of Tranquility

When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the *sanctuary* spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. Once you cast the spell in this way, you can’t do so again for 1 minute.

#### Healing Hands

Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 10. 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. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. This feature has no effect on undead and constructs.

#### Emissary of Peace

At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check. You also gain proficiency in the Performance or Persuasion skill (choose one)

#### Douse the Flames of War

At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw. This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.

#### Anger of a Gentle Soul

At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level. Once you use this ability, you can’t use it again until you finish a short or long rest.

### Way of the Sun Soul (Xanathar's Guide To Everything)

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

#### Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, 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.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

#### Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the *burning hands* spell as a bonus action. You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

#### Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

#### Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

### Way of the Long Death (SCAG)

Monks of the way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

#### Touch of Death

At 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5ft of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum 1).

#### Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you. When you take this action, each creature within 30ft of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

#### Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

#### Touch of the Long Death

At 17th level, as an action, you touch one creature within 5ft of you, and expend 1 to 10 ki points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

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## Paladin Leveling Table

### Saving Throws

* Wisdom
* Charisma

### 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.
* **Weapons:** Simple and martial weapons.
* **Tools:** None.
* **Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

### Equipment

You start with the following items, plus anything provided 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

### Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

#### Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, 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 paladin spells that are available for you to cast, choosing from the paladin spell-list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14,your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

#### Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your charisma modifier

**Spell attack modifier** = your proficiency bonus + your charisma modifier

#### Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells.

### 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 x 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. Alternatively, 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 Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

### Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

#### Defense

While you are wearing armor, you gain a +1 bonus to AC.

#### Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

#### Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

#### 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.

#### Close Quarters Shooter (UA - Underdark Characters)

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

#### Tunnel Fighter (UA - Underdark Characters)

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

#### Mariner (UA - Waterborne Adventures)

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

### Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

### Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

### Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, the Oath of Vengeance, the Oath of Conquest, the Oath of Redemption, the Oath of the Crown or the Oath of the Treachery. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 13th, 15th, 17th, and 20th level. Those features include oath spells and the Channel Divinity feature.

#### Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

#### Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

### 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 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

### Aura of Courage

Starting at 10th level. you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

### Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

### Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

## Sacred Oaths

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.

## Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, 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. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin 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 paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker or Treachery paladin option that appears in the Dungeon Master's guide.

### Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor. Acting with honor in pursuit of justice and the greater good, they hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

#### Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

* **Honesty:** Don't lie or cheat.Let your word be your promise.
* **Courage:** Never fear to act, though caution is wise.
* **Compassion:** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
* **Honor:** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm.
* **Duty:** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

#### Oath Spells

You gain oath spells at the paladin levels listed.

#### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

1. **Sacred Weapon:** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1).The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. if the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
2. **Turn the Unholy:** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. 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 space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

#### Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

#### Purity of Spirit

Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell.

#### Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving 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.

### Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light, the cosmic struggle against darkness, because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

#### Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its fair central principles are simple.

* **Kindle the Light.** Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
* **Shelter the Light.** Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
* **Preserve Your Own Light.** Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
* **Be the Light.** Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

#### Oath Spells

You gain oath spells at the paladin levels listed.

#### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

1. **Nature's Wrath:** You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
2. **Turn the Faithless:** You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. 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 Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to moves far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned.

#### Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.

#### Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

#### Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation.

For 1 minute, you gain the following benefits:

* At the start of each of your turns, you regain 10 hit points.
* Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
* Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.

### Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

#### Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

* **Fight the Greater Evil.** Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
* **No Mercy for the Wicked.** Ordinary foes might win my mercy, but my sworn enemies do not.
* **By Any Means Necessary.** My qualms can't get in the way of exterminating my foes.
* **Restitution.** If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

#### Oath Spells

You gain oath spells at the paladin levels listed.

#### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

1. **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.
2. **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.

#### Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

#### Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

#### Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation.

For 1 hour, you gain the following benefits:

* Wings sprout from your back and grant you a flying speed of 60 feet.
* You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeeded on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can't use it again until you finish a long rest

### Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

#### Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

* **Douse the Flame of Hope.** It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
* **Rule with an Iron Fist.** Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
* **Strength Above All.** You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

#### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

1. **Conquering Presence:** You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
2. **Guided Strike:** You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

#### Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.

#### Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

#### Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

* 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 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

### Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

#### Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

* **Peace.** Violence is a weapon of last resort. Diplomacy and understanding are the paths to long lasting peace.
* **Innocence.** All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
* **Patience.** Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
* **Wisdom.** Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

#### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

1. **Emissary of Peace:** As an action, you can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
2. **Rebuke the Violent:** As an action, you can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

#### Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

#### Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

#### Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:

* You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).

* Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

### Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

#### Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

* **Law.** The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
* **Loyalty.** Your word is your bond. Without loyalty, oaths and laws are meaningless.
* **Courage.** You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
* **Responsibility.** You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

#### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

1. **Champion Challenge:** You issue a challenge to each creature of your choice that you can see within 30ft of you must make a Wisdom saving throw. On a failed save, it can’t willingly move more than 30ft away from you. This effect ends if you are incapacitated or die or if it moved more than 30ft away from you.
2. **Turn the Tide:** As a bonus action, each creature of your choice that can hear you within 30ft of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.

#### Divine Allegiance

At 7th level, when a creature within 5ft of you takes damage, you can use your reaction to take the damage instead of them. This damage cannot be reduced or prevented in any way.

#### Unyielding Spirit

At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

#### Exalted Champion

At 20th level, you can use your action to gain the following benefits for 1 hour:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

* Your allies have advantage on death saving throws while within 30ft of you.

* You have advantage on Wisdom saving throws, as do your allies within 30ft of you. This effect ends early if you are incapacitated or die. Once you use this feature you can’t use it again until in you finish a long rest.

### Oathbreaker

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

A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.

#### Oathbreaker Spells

You gain oathbreaker spells at the paladin levels listed.

#### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

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

#### Aura of Hate

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's 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.

#### Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

#### Dread Lord

At 20th level, the paladin can, as an action, surround themselves with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures they choose 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, the paladin can use a bonus action on their turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.

After activating the aura, the paladin can't do so again until they finish a long rest.

### Oath of Treachery (Unearthed Arcana)

The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery.

#### Tenets of Treachery

A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

#### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

1. **Conjure Duplicate:** As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
2. **Poison Strike:** You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

#### Aura of Treachery

Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.

* Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it .

* Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.

#### Blackguard’s Escape

At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

#### Icon of Deceit

At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute :

• You are invisible.

• If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.

• If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.

Once you use this feature, you can’t use it again until you finish a long rest.

1. ↑ [1]Unearthed Arcana: Paladin

## Overview

This revised version of the Ranger was created by Wizards of the Coast, aimed at addressing the class’s high levels of player dissatisfaction and its ranking as D&D’s weakest class by a significant margin. It greatly increases the power and flexibility of the Ranger class (specifically Beastmasters), and is generally recommended by most players.

 Ranger Leveling Table

# Class Features

As a ranger, you gain the following class features.

### Hit Points

* **Hit Dice:** 1d10 per ranger level
* **Hit Points at 1st Level:** 10 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st.

### **Proficiencies**

* **Armor:** Light Armor, Medium Armor, Shields
* **Weapons:** Simple Weapons, Martial Weapons
* **Tools:** None
* **Saving Throws:** Strength, Dexterity
* **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your background:

* (a) scale mail or (b) leather armor
* (a) two shortswords or (b) two simple melee weapons
* (a) a dungeoneer’s pack or (b) an explorer’s pack
* A longbow and a quiver of 20 arrows

## Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See PHB chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

### Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.

### Spells Known

You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

### Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

* **Spell save DC:** 8 + your proficiency bonus + your Wisdom modifier
* **Spell attack modifier:** your proficiency bonus + your Wisdom modifier

## Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose one type of favored enemy:

* beasts
* fey
* humanoids
* monstrosities
* undead

You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

## Natural Explorer

At 1st level, you are a master of navigating all of the natural world, and you react with swift and decisive action when attacked. Whenever you are in natural terrain, whether it be a forest or under a natural cave system, it grants you the following benefits:

* You ignore difficult terrain.
* You have advantage on initiative rolls.
* On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

## Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

* **Archery**. You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Defense**. While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling**. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Two-Weapon Fighting**. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **Close Quarters Shooter**(UA: Light Dark Underdark!): You are trained in making ranged attack at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
* **Tunnel Fighter** (UA: Light Dark Underdark!): You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
* **Mariner** (UA: Waterborne Adventures): As long as you are not wearing heavy armor or using a shield, you have a swimming speed and climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

## Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

## Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, the Deep Stalker Conclave, the Horizon Walker Conclave, the Monster Slayer Conclave, or the Primeval Guardian Conclave. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th 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 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternately you can take a Feat in place of your Ability Score Improvement.

## Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy:

* aberrations
* celestials
* constructs
* dragons
* elementals
* fiends
* giants

You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy

## Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

## Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

## Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

## Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

## Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

# Ranger Conclaves

Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.

## Beast Conclave

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

### Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: ape, black bear, boar, giant badger, giant weasel, mule, panther, and wolf.

However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability.

You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

> **Expanding Companion Options**
>
>

> Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.
>
>

#### Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you.

* The animal companion loses its Multi-attack action, if it has one. It's essentially replaced by "Coordinated Attack" and "Storm of Claws and Fangs".
* The companion obeys your commands as best it can.
* It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on.
* If you are incapacitated or absent, your companion acts on its own.
* When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

* Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in.
* An animal companion also adds its proficiency bonus to its AC and to its damage rolls.
* Your animal companion gains proficiency in two skills of your choice.
* It also becomes proficient with all saving throws.
* For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
* Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
* Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

#### Animal Companion Traits & Flaws

**d6 Trait**

1. I’m dauntless in the face of adversity.
2. Threaten my friends, threaten me.
3. I stay on alert so others can rest.
4. People see an animal and underestimate me. I use that to my advantage.
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.

**d6 Flaw**

1. If there’s food left unattended, I’ll eat it.
2. I growl at strangers, and all people except my ranger are strangers to me.
3. Any time is a good time for a belly rub.
4. I’m deathly afraid of water.
5. My idea of hello is a flurry of licks to the face.
6. I jump on creatures to tell them how much I love them.

### Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack against any creature within range.

### Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

### Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. This does not interfere with Coordinated Attack.

### Superior Beast’s Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

## Hunter Conclave

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

### Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

* **Colossus Slayer:** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
* **Giant Killer:** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
* **Horde Breaker:** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Defensive Tactics

At 7th level, you gain one of the following features of your choice.

* **Escape the Horde:** Opportunity attacks against you are made with disadvantage.
* **Multi-attack Defense:** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
* **Steel Will:** You have advantage on saving throws against being frightened.

### Multi-attack

At 11th level, you gain one of the following features of your choice.

* **Volley:** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
* **Whirlwind Attack:** You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

### Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

* **Evasion:** When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
* **Stand Against the Tide:** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
* **Uncanny Dodge:** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

## Deep Stalker Conclave

Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.

### Underdark Scout

At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10' bonus to your movement speed, and if you use the Attack action, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.

### Deep Stalker Magic

At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.

### Stalker’s Flurry

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.

### Stalker’s Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

## Horizon Walker Conclave

(UA: Ranger & Rogue)

Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.

### Planar Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

### Planar Warrior

At 3rd level, you learn to draw on the energy of the planes to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.

### Portal Lore

At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn’t reveal them. Once you use this feature, you can’t use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

### Distant Strike

At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

### Spectral Defense

At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.

## Monster Slayer Conclave

(UA: A Trio of Subclasses)

Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.

### Slayer’s Mysticism

You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

### Slayer’s Eye

Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.

### Relentless Slayer

At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.

### Slayer’s Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

## Primeval Guardian Conclave

(UA: Ranger & Rogue)

Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.

### Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

### Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:

* Your size becomes Large, unless you were larger.
* Any speed you have becomes 5 feet, unless the speed was lower.
* Your reach increases by 5 feet.
* You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

### Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

### Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

### 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.

1. ↑ Wizards RPG Team. *Unearthed Arcana: The Ranger, Revised*. Wizards of the Coast.
2. ↑ 2.0 2.1 Wizards RPG Team. *Unearthed Arcana: Ranger & Rogue*. Wizards of the Coast.
3. ↑ Wizards RPG Team. *Unearthed Arcana: A Trio of Subclasses*. Wizards of the Coast.

## Class Features

Rogues might be ruthless criminals, sly tricksters, deadly assassins, or good hearted thieves who steal from the rich and give to the poor. Whichever way you decide to play one, you're guaranteed to have a number of tricks to help you achieve your goals.

## Rogue Leveling Table

### **Saving Throws**

* Dexterity
* Intelligence

### Hit Points

* **Hit Dice:** 1d8 per rogue level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st.

### **Proficiencies**

* **Armor:** light armor
* **Weapons:** Simple weapons, hand crossbows, longswords, Rapiers, Shortswords

* **Tools:** Thieves' Tools
* **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a rapier or (b) a shortsword
* (a) a shortbow and quiver of 20 arrows or (b) a shortsword
* (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
* Leather armor, two daggers, and thieves’ tools

## Skills

### **Sneak Attack**

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have Advantage on the attack roll. The attack must use a finesse or a ranged weapon. As you gain levels, the amount of damage increases, as shown on the level table.

* 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.
* Rogues typically only get one Sneak Attack per round of combat. However if some circumstance or feature allows them to react during another creature's turn, such as an Attack of Opportunity, the Battlemaster's Commander’s Strike, or the Thief Archetype's "Thief's Reflexes", and all other qualifications are met, the Rogue may get a second or third Sneak Attack during a single round of combat.

### **Expertise**

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves tools) to gain this benefit.

### **Thieves' Cant**

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

### **Cunning Action**

Starting at your second level,your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

### **Roguish Archetypes**

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities:

* Thief
* Assassin
* Arcane Trickster
* Inquisitive
* Mastermind
* Scout
* Swashbuckler

### **Ability Score Improvement**

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternately you can take a Feat in place of your Ability Score Improvement.

### **Uncanny Dodge**

Starting at 5th 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.

* Only damage resulting from attack rolls such as melee attacks, ranged attacks, or spells with attack rolls (i.e. firebolt, guiding bolt) qualify for Uncanny Dodge.
* Due to the restriction of using your Reaction, only one attack per round can qualify for Uncanny Dodge.

### **Evasion**

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

### **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.

### **Blindsense**

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.

### **Slippery Mind**

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

### **Elusive**

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.

### **Stroke of Luck**

At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a Short or Long Rest.

## Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. 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 your chosen profession, but a description of your preferred techniques. Choose between Assassin, Thief, Arcane Trickster, Inquisitive, Mastermind, Scout, and Swashbuckler.

### Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

#### Bonus Proficiencies

* You gain proficiency with a disguise kit and the poisoner’s kit.

#### Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have Advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

* For reference, creatures that are "Surprised" can't move or take actions on their first turn of combat if they fail to notice approaching threats. This is done by comparing the Dexterity (stealth) checks of those hiding to the Wisdom (perception) checks of those not at the start of combat.

#### Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

#### Impostor

At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (deception) check you make to avoid detection.

#### Death Strike

Starting at the 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature.

### Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure-seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

#### Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to:

1. Make a Dexterity (Sleight of Hand) check
2. Use your thieves’ tools to disarm a trap or open a lock.
3. Take the Use an Object action.

#### Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

#### Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

#### Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

#### Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. During each of those separate turns, you get an action and a bonus action, totaling two of each on your first round of combat. Because these are considered two separate turns, you may also Sneak Attack per the normal rules (if eligible) on each turn. That said, you can’t use this feature when you are surprised.

### Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

#### Spellcasting

Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick their foes, and defend themselves more effectively.

* **Cantrips:** You learn three cantrips: *Mage Hand* and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.
* **Spells Known:** You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.
	+ Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.
	+ The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
	+ Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).
* **Spellcasting Ability:** Intelligence is your spellcasting ability for your wizard spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.
* **Spell Slots:** You start with two 1st level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

#### Mage Hand Legerdemain

Starting at 3rd level, when you cast *Mage Hand*, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

* You can stow one object the hand is holding in a container worn or carried by another creature.
* You can retrieve an object in a container worn or carried by another creature.
* You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

#### Magical Ambush

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.

#### 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, and therefore allowing you to Sneak Attack the creature when nobody else is within 5 feet.

#### 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 and 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, can cast it using your spell slots, and 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.

### Inquisitive (Xanathar's Guide To Everything)

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.

#### Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

#### Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

#### Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, **but not if** you have disadvantage on it (XGE p.46). This benefit lasts for 1 minute or until you successfully use this feature against a different target

#### Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

#### Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature 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.

#### Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

### Mastermind (Xanathar's Guide To Everything)

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

#### Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

#### Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

#### Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Intelligence score
* Wisdom score
* Charisma score
* Class levels (if any)

At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

#### Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack, while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

#### Soul of Deceit

Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.

### **Scout** (Xanathar's Guide to Everything)

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.

#### Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

#### Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

#### Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

#### Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

#### Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

### Swashbuckler (Xanathar's Guide to Everything)

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.

**Two‐Weapon Fighting Note:** Other rogue characters must use a cunning action to Disengage if they want to escape a melee, but you can use your bonus action to fight with two weapons, and then safely evade each foe you attacked.

#### Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

#### 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.

#### Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

#### Master Duelist

Beginning at 17th level, your mastery of the blade lets you 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 can't use this feature again until you finish a short or long rest.

## Overview

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

## Unexplained Powers

Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

## Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world — the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

# **Class Features**

As a sorcerer, you gain the following class features.

### Hit Points

* Hit Dice: 1d6 per sorcerer level.
* Hit Points at 1st Level: 6 + Constitution modifier.
* Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st.

### Proficiencies

* **Armor:** None.
* **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows.
* **Tools:** None.
* **Saving Throws:** Constitution, Charisma.
* **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) A light crossbow and 20 bolts, or, (b) Any simple weapon
* (a) A component pouch, or, (b) An arcane focus
* (a) A dungeoneer’s pack, or, (b) An explorer’s pack
* Two daggers

## Spellcasting

You cast Sorcerer Spells. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

### Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the *Cantrips Known* column of the Sorcerer table.

### Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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.

For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot.

### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The *Spells Known* column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

### Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + Charisma modifier.

**Spell attack modifier** = Your proficiency bonus + Charisma modifier.

### Spellcasting Focus

You can use an arcane focus (found here) as a spellcasting focus for your sorcerer spells.

## Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Divine Soul, Shadow Magic, Storm Sorcery, Phoenix Sorcery, Sea Sorcery, or Stone Sorcery.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

## Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

### Sorcery Points

You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

### Flexible Casting

You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

**Creating Spell Slots.** You can transform unexpended sorcery points into one spell slot as a  bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
 2nd
 3rd
 4th
 5th

**Converting a Spell Slot to Sorcery Points.** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

## Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

### Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

### Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

### Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

### Extended Spell

When you cast a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

### Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

### Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

### Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

### Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current 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 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

# Sorcerous Origins

Different sorcerers claim different origins for their innate magic.

## Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but 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.

### Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

### Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

### Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. The damage bonus applies to one damage roll of a spell, not multiple rolls. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

### Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action 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 the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) 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 charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours

## Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

### Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

#### Wild Magic Table

 File:1410195763303.jpg
 A surge can happen once per turn. If a surge effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

### 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 before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

### Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to 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 creature rolls but before any effects of the roll occur.

### Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

### Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

## Divine Soul

(XGE p50)

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

### Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Divine Magic Spells

### Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

### Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

### Otherworldy Wings

At 14th level, using a bonus action, you can manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

### Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

## Shadow Magic

(XGE p50)

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
 2
 3
 4
 5
 6

### Eyes of the Dark

Starting at 1st level you have *Darkvision* with a range of 120 feet.

When you reach 3rd level in this class you learn the Darkness spell which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

### Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 Hit Points, you can make a Charisma saving throw (DC 5 + damage taken). On a success you instead drop to 1 Hit Point. You can't use this feature if you are reduced to 0 Hit Points by radiant damage or by a critical hit.

After the saving throw succeeds you can't use this feature again until you finish a Long Rest.

### Hound of Ill Omen

At 6th level you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action you can spend 3 Sorcery Points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the Dire Wolf's statistics (see Monster Manual or Appendix C in the Player's Handbook), with the following changes:

* The hound is size Medium, not Large, and it counts as a Monstrosity not a Beast.
* It appears with a number of temporary Hit Points equal to half your Sorcerer Level.
* It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
* At the start of its turn the hound automatically knows its target's location. If the target was hidden it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll Initiative for the hound. On its turn it can only move toward its target by the most direct route and it can use its action only to attack its target. The hound can make opportunity attacks but only against its target. Additionally, while the hound is within 5 feet of its target the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 Hit Points, if its target is reduced to 0 Hit Points or after 5 minutes.

### Shadow Walk

At 14th level you gain the ability to step from one shadow to another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

### Umbral Form

Starting at 18th level, you can spend 6 Sorcery Points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

## Storm Sorcery

(XGE p51)

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.

### Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those that speak its dialects: Aquan, Auran, Ignan, and Terran.

### Tempestuous Magic

At 1st level, you can use a bonus action on your turn 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 10 feet without provoking opportunity attacks.

### Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

### 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 centered on you. You can end this effect as a bonus action.

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 sphere around you. The wind blows in that direction until the end of your next turn. This feature does not alter the speed of the wind.

### Storm’s Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

### Wind Soul

At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

## Phoenix Sorcery

(Unearthed Arcana: Sorcerer 2/6/17)

Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.

Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.

### Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

### Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

* You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
* Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
* Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

### Phoenix Spark

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.

If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can’t use it again until you finish a long rest.

### Nourishing Fire

Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.

### Form of the Phoenix

At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:

* You have a flying speed of 40 feet and can hover.

* You have resistance to all damage.

* If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.

## Sea Sorcery

(Unearthed Arcana: Sorcerer 2/6/17)

The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.

Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

### Soul of the Sea

At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.

### Curse of the Sea

When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):

* **Cold Damage.** If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.

* **Lightning Damage.** If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.

* **Forced Movement.** If the target is moved by your spell, increase the distance it is moved by 15 feet.

### Watery Defense

At 6th level, you gain resistance to fire damage. You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

### Shifting Form

Starting at 14th level, you gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

### Water Soul

Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:

* You no longer need to eat, drink, or sleep.

* A critical hit against you becomes a normal hit.

* You have resistance to bludgeoning, piercing, and slashing damage.

## Stone Sorcery

(Unearthed Arcana: Sorcerer 2/6/17)

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

### Bonus Proficiencies

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

### Metal Magic

Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

### Stone’s Durability

At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

### Stone Aegis

Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection. As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

### Stone’s Edge

Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

### Earth Master’s Aegis

Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.

## Pyromancer

(Plane Shift: Kaladesh 2/27/17)

Your innate magic manifests in fire. You are your fire, and your
fire is you.

### Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or
higher that deals fire damage, fiery magic erupts from you. This
eruption causes creatures of your choice that you can see within
10 feet of you to take fire damage equal to half your sorcerer level
(minimum of 1).

### Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells
you cast ignore resistance to fire damage.

### Pyromancer's Fury

Starting at 14th level, when you are hit by a melee attack, you can
use your reaction to deal fire damage to the attacker. The damage
equals your sorcerer level, and ignores resistance to fire damage.

### Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any
spell or effect you create ignores resistance to fire damage and
treats immunity to fire damage as resistance to fire damage.

1. ↑ 1.0 1.1 Crawford, J., Mearls, M., Wyatt, J., Schwalb, R. J., & Cordell, B. R. Wizards RPG Team. *Player's Handbook*. Wizards of the Coast. ISBN 978-0-7869-6560-1.
2. ↑ 2.0 2.1 2.2 Wizards RPG Team. *Xanathar's Guide to Everything*. Wizards of the Coast. ISBN 978-0-7869-6611-0.
3. ↑ 3.0 3.1 3.2 Wizards RPG Team. *Unearthed Arcana: Sorcerer*. Wizards of the Coast.
4. ↑ 4.0 4.1 4.2 4.3 Wizards RPG Team. *Errata: Player's Handbook*. Wizards of the Coast.

# Warlock

With a pseudodragon curled on his shoulder, a young
elf in golden robes smiles warmly, weaving a magical
charm into his honeyed words and bending the palace
sentinel to his will.

As flames spring to life in her hands, a wizened
human whispers the secret name of her demonic patron,
infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the
odd alignment of the stars overhead, a wild-eyed tiefling
chants the mystic ritual that will open a doorway to a
distant world.

Warlocks are seekers of the knowledge that lies
hidden in the fabric of the multiverse. Through pacts
made with mysterious beings of supernatural power,
warlocks unlock magical effects both subtle and
spectacular. Drawing on the ancient knowledge of
beings such as fey nobles, demons, devils, hags, and
alien entities of the Far Realm, warlocks piece together
arcane secrets to bolster their own power.

## Warlock Leveling Table

\*Warlock spell slots recharge after a short rest.

## Class Features

As a warlock, you gain the following class features.

### Hit Points

* **Hit Dice:** 1d8 per warlock level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st

### Proficiencies

* **Armor:** Light armor
* **Weapons:** Simple weapons
* **Tools:** None
* **Saving Throws:** Wisdom, Charisma
* **Skills:** Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) a dungeoneer's pack
* Leather armor, any simple weapon, and two daggers

### Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells from the Warlock Spell List.

#### Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

#### Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell ***witchbolt***, you must spend one of those slots, and you cast it as a 3rd-level spell.

#### Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more
warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

#### Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

* **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier.
* **Spell Attack modifier** = your proficiency bonus + your Charisma modifier.

#### Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

### Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Celestial, the Fiend, the Great Old One, the Hexblade, the Raven Queen, the Seeker, or the Undying, each of which is detailed at the end of the class description. Your choice grants you special features.

### Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

### Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

#### Pact of the Chain

You learn the ***find familiar*** spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, Quasit or Sprite. 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.

#### Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks.

#### Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

### 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 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

### Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

## Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

#### Agonizing Blast

**Prerequisite:** ***eldritch blast*** cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

#### Arcane Gunslinger (Unearthed Arcana: Modern Magic)

**Prerequisite:** Pact of the Blade feature

You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon

#### Armor of Shadows

You can cast ***mage armor*** on yourself at will, without expending a spell slot or material components.

#### Ascendant Step

**Prerequisite:** 9th level

You can cast ***levitate*** on yourself at will, without expending a spell slot or material components.

#### Aspect of the Moon (Xanathar's Guide to Everything)

**Prerequisite:** Pact of the Tome

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

#### Beast Speech

You can cast ***speak with animals*** at will, without expending a spell slot.

#### Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

#### Bewitching Whispers

**Prerequisite:** 7th level

You can cast ***compulsion*** once using a warlock spell slot. You can't do so again until you finish a long rest.

#### Book of Ancient Secrets

**Prerequisite:** Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock 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 rare inks needed to inscribe it.

#### Burning Hex (Unearthed Arcana: Wizard and Warlock)

**Prerequisite:** The Hexblade patron

As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).

#### Caiphon’s Beacon (Unearthed Arcana: Wizard and Warlock)

**Prerequisite:** The Great Old One patron

The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.

#### Chains of Carceri

**Prerequisite:** 15th level, Pact of the Chain feature

You can cast ***hold monster*** at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

#### Chilling Hex (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Hexblade patron

As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).

#### Chronicle of the Raven Queen (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** Raven Queen patron, Pact of the Tome feature

You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.

#### Claw of Acamar (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Great Old One patron, Pact of the Blade feature

You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.

#### Cloak of Baalzebul (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Fiend patron

As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.

**Note**: while similar to Cloak of Flies, only Fiend patrons can take it at level 2.

#### Cloak of Flies (Xanathar's Guide to Everything)

**Prerequisite:** 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest

#### Curse Bringer (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Hexblade patron, Pact of the Blade feature

You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.

#### Devil's Sight

You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

#### Dreadful Word

**Prerequisite:** 7th level

You can cast ***confusion*** once using a warlock spell slot. You can't do so again until you finish a long rest.

#### Eldritch Sight

You can cast ***detect magic*** at will, without expending a spell slot.

#### Eldritch Smite (Xanathar's Guide to Everything)

**Prerequisite:** 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

#### Eldritch Spear

**Prerequisite:** ***eldritch blast*** cantrip

When you cast ***eldritch blast***, its range is 300 feet.

#### Eyes of the Rune Keeper

You can read all writing.

☀https://twitter.com/jeremyecrawford/status/709539527749054464

**Translation:** You can comprehend any written word or symbol, should it hold any meaning

#### Fiendish Vigor

You can cast ***false life*** on yourself at will as a 1st-level spell, without expending a spell slot or material components.

#### Gaze of Khirad (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** 7th level, the Great Old One patron

You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.

#### Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

#### Ghostly Gaze (Xanathar's Guide to Everything)

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

#### Gift of the Depths (Xanathar's Guide to Everything)

**Prerequisite:** 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast ***water breathing*** once without expending a spell slot. You regain the ability to do so when you finish a long rest.

#### Gift of the Ever-Living Ones (Xanathar's Guide to Everything)

**Prerequisite:** Pact of The Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

#### Grasp of Hadar (Xanathar's Guide to Everything)

**Prerequisite**: ***eldritch blast*** cantrip, the Great Old One patron

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

#### Green Lord’s Gift (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Archfey patron

The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.

#### Improved Pact Weapon (Xanathar's Guide to Everything)

**Prerequisite:** Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

#### Kiss of Mephistopheles (Unearthed Arcana: Revised Class Options)

**Prerequisite:** 5th level, the Fiend patron, ***eldritch blast*** cantrip

You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.

#### Lance of Lethargy (Xanathar's Guide to Everything)

**Prerequisite**: ***eldritch blast*** cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

#### Lifedrinker

**Prerequisite:** 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

#### Mace of Dispater (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Fiend patron, Pact of the Blade feature

When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.

#### Maddening Hex (Xanathar's Guide to Everything)

Prerequisite: 5th level, ***hex*** spell or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

#### Mask of Many Faces

You can cast ***disguise self*** at will, without expending a spell slot.

#### Master of Myriad Forms

**Prerequisite:** 15th level

You can cast ***alter self*** at will, without expending a spell slot.

#### Minions of Chaos

**Prerequisite:** 9th level

You can cast ***conjure elemental*** once using a warlock spell slot. You can't do so again until you finish a long rest.

#### Mire the Mind

**Prerequisite:** 5th level

You can cast ***slow*** once using a warlock spell slot. You can't do so again until you finish a long rest.

#### Misty Visions

You can cast ***silent image*** at will, without expending a spell slot or material components.

#### Moon Bow (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Archfey patron, Pact of the Blade feature

You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.

#### One with Shadows

**Prerequisite:** 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move, take an action or a reaction.

#### Otherworldly Leap

**Prerequisite:** 9th level

You can cast ***jump*** on yourself at will, without expending a spell slot or material components.

#### Path of the Seeker (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Seeker patron

The Seeker bids you to travel in search of knowledge, and little can prevent you from walking this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

#### Raven Queen’s Blessing (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** Raven Queen patron, ***eldritch blast*** cantrip

When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).

#### Relentless Hex (Xanathar's Guide to Everything)

**Prerequisite:** Prerequisite: 7th level, hex spell or a warlock feature that curses

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 spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

#### Repelling Blast

**Prerequisite:** ***eldritch blast*** cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

#### Sea Twins’ Gift (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Archfey patron

The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.

#### Sculptor of Flesh

**Prerequisite:** 7th level

You can cast ***polymorph*** once using a warlock spell slot. You can't do so again until you finish a long rest.

#### Seeker’s Speech (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** The Seeker patron

Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.

#### Shroud of Shadow (Xanathar's Guide to Everything)

**Prerequisite:** 15th level

You can cast ***invisibility*** at will, without expending a spell slot.

#### Shroud of Ulban (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** 18th level, the Great Old One patron

The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.

* **Note:** this functions like a limited ***Greater Invisibility***, allowing you to take actions and cast non-damaging spells that would otherwise make you visible for 1 min.

#### Sign of Ill Omen

**Prerequisite:** 5th level

You can cast ***bestow curse*** once using a warlock spell slot. You can't do so again until you finish a long rest.

#### Superior Pact Weapon (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** 9th level, Pact of the Blade feature

Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.

#### Thief of Five Fates

You can cast ***bane*** once using a warlock spell slot. You can't do so again until you finish a long rest.

#### Thirsting Blade

**Prerequisite:** 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

#### Tomb of Levistus (Xanathar's Guide to Everything)

**Prerequisite**: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

#### Trickster’s Escape (Xanathar's Guide to Everything)

**Prerequisite:** 7th level

You can cast ***freedom of movement*** once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

#### Ultimate Pact Weapon (Unearthed Arcana: Warlock and Wizard)

**Prerequisite:** 15th level, Pact of the Blade feature

Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.

#### Visions of Distant Realms

**Prerequisite:** 15thlevel

You can cast ***arcane eye*** at will, without expending a spell slot

#### Voice of the Chain Master

**Prerequisite:** Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

#### Whispers of the Grave

**Prerequisite:** 9th level

You can cast ***speak with dead*** at will, without expending a spell slot.

#### Witch Sight

**Prerequisite:** 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

## Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

### The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

#### Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock
spell list for you.

#### Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

#### Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

#### Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

#### Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.

### The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

#### Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

#### Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

#### Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

#### Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

#### Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, 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 10d10 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.

### The Great Old One

Your patron is 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 be one of the elder gods known only in legends. 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. The Great Old One 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.

#### Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

#### Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability 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.

☀(From Wizard of the Coast rules answers: july 2015) // *Does the warlock’s Awakened Mind feature allow two-way telepathic communication?* The feature is intended to provide one-way communication. The warlock can use the feature to speak telepathically to a creature, but the feature doesn’t give that creature the ability to telepathically reply. In contrast, the telepathy ability that some monsters have (MM, 9) does make two-way communication possible.

#### Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

#### Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

#### Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is charmed by you until a *remove curse* spell is cast on it, the charm condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

### The Hexblade (Xanathar's Guide to Everything)

You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

#### Expanded Spell List

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

#### Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

#### Hexblade’s Curse

Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:

* You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
* Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
* If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.

You can’t use this feature again until you finish a short or long rest.

#### Accursed Specter

Starting at 6th level, you can summon the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

#### Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

#### Master of Hexes

Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.

### The Raven Queen (UA 02/13/17)

Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the prescribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.

The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.

#### Expanded Spell List

The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

#### Sentinel Raven

Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier.

* While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
* You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
* In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
* The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
* The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

#### Soul of the Raven

At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.

#### Raven’s Shield

At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

#### Queen’s Right Hand

Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast *finger of death*. After you cast the spell with this feature, you can’t do so again until you finish a long rest.

### The Seeker (Unearthed Arcana: The Faithful)

Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. Your patron could be any deity or other powerful entity dedicated to
knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role.

#### Expanded Spell List

The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

#### Shielding Aurora

Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

#### Pact Boon: Pact of the Star Chain

At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the *augury* spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.

#### Astral Refuge

At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.

#### Far Wanderer

At 10th
level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.

#### Astral Sequestration

Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.

### The Celestial (Xanathar's Guide To Everything)

(previously published in Unearthed Arcana: Light, Dark, Underdark! as "The Undying Light")

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

#### Flaws from The Celestial (optional)

As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of The Celestial.

**1d6 Flaw**

1. You are afraid of the dark, and must always have a light source at hand.
2. You have a nervous compulsion to keep a bright light in even the barest shadow.
3. You have a compulsion to enter and illuminate dark areas.
4. You have an overwhelming hatred of undead creatures.
5. You fidget and are irritable when you can’t see the sun.
6. In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.

#### Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

#### Bonus Cantrips

At 1st level, you learn the *sacred flame* and *light* cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

#### Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

#### Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

#### Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

#### Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

Once you use this feature, you can’t use it again until you finish a long rest.

### **The Undying (Sword Coast Adventurer's Guide)**

Death holds no sway over your patron, who has unlocked
the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

#### Expanded Spell List

The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

#### Among the Dead

Starting at 1st level, you learn the *spare the dying* cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

#### Defy Death

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

Once you use this feature, you can't use it again until you finish a long rest.

#### Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

#### Indestructible Life

When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Once you use this feature, you can't use it again until
you finish a short or long rest.

### Ghost in the Machine (Unearthed Arcana: Modern Magic)

You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation.

#### Expanded Spell List

The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the on/off cantrip, and  the following new spells are added to the warlock spell list for you. See “New Spells” at the end of this article

Ghost in the Machine Expanded Spells

#### Bonus Proficiency

At 1st level, you gain proficiency with hacking tools.

#### Information Surge

At 1st level, you gain the ability to temporarily render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device cease to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage, at the DM’s determination. Once you use this feature, you can’t use it again until you finish a short or long rest

#### Wire Walk Starting

At 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can’t  use it again until you finish a short or long rest.

#### Personal Encryption

Beginning at 10th level, you have learned to apply your innate knowledge of encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying,  thought detection, or any other method of  magically learning your whereabouts or reading  your thoughts. For any such effect that does not  grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage.

#### Technovirus

At 14th level, you gain the ability to infect a humanoid’s body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one. Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected. Once you use this feature, you can’t use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell.

## Overview

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

## Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

## The Lure of Knowledge

Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts 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 Wizard

Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic? What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge yet unplundered by any other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.

## Wizard Leveling Table

#### Quick Build

You can make a wizard quickly by following these suggestions. First. Intelligence should be your highest ability score, followed by Constitution or Dexterity.

If you plan to join the School of Enchantment, make Charisma your next—best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st—level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

## Class Features

### Baseline

#### Hit Points

* *Hit Dice:* 1d6 per wizard level
* *Hit Points at 1st Level:* 6 + your Constitution modifier
* *Hit Points at Higher Levels:* 1d6 (or 4) + your Constitution modifier per Wizard level after 1st

#### Proficiencies

* **Armor:** None
* **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
* **Tools:** None
* **Saving Throws:** Intelligence, Wisdom
* **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

#### Equipment

You start with the following equipment. in addition to the 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. See chapter 10 for the general rules of spellcasting and chapter 11 for the Wizard spell list.

#### 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. Cantrips are not contained in the spellbook.

#### Spellbook

At 1st level. you have a spellbook containing six 1st—level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

**Copying a Spell into the Book.** When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material 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, you can prepare the spell just like your other spells.

**Replacing the Book.** You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

**The Book’s Appearance.** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift 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 previous spellbook in a mishap.

#### 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.

For example: If you’re a 3rd level wizard, you have four 1st 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 level, in any combination, chosen from your spellbook. If you 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 it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

#### Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

#### Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

#### Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.

#### Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Wizard table. On your adventures. you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

### Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

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.

### Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the many schools, or arcane studies. All of which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

* Abjuration
* Artificer
* Bladesinging
* Conjuration
* Divination
* Enchantment
* Evocation
* Invention
* Illusion
* Lore Mastery
* Necromancy
* Technomancy
* Theurgy
* Transmutation
* War Magic

### 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 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

### Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

### Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

## Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

### School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

#### 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 spellbook is halved.

#### Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the 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 its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.

#### Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points. the warded creature takes any remaining damage.

#### Improved Abjuration

Beginning at 10th level. when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

#### Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

### School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

#### Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

#### Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.

* This object can be no larger than 3 feet on a side and weigh no more than 10 pounds
* Its form must be that of a nonmagical object that you have seen.
* The object is visibly magical, radiating dim light out to 5 feet.
* The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

#### Benign Transposition

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

#### Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

#### Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

### School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

#### Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

#### Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

#### Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

#### The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

* **Darkvision.** You gain darkvision out to a range of 60 feet, as described in chapter 8.
* **Ethereal Sight.** You can see into the Ethereal Plane within 60 feet of you.
* **Greater Comprehension.** You can read any language.
* **See Invisibility.** You can see invisible creatures and objects within 10 feet of you that are within line of sight.

#### Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of What is to come. You roll three d20 for your Portent feature, rather than two.

### School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

#### Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

#### Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another 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 succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

#### Instinctive Charm

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 reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

#### Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

#### Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

### School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, While some seek their own gain as bandits, adventurers, or aspiring tyrants.

#### Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

#### Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation 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.

#### Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

#### Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

#### Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell.

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 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

### School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

#### Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

#### Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

#### Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

#### Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.

#### Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can Choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a 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 anyone.

### School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

#### Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

#### Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

#### Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature’s hit point maximum is increased by an amount equal to your wizard level.
* The creature adds your proficiency bonus to its weapon damage rolls.

#### Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

#### Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

### School of Transmutation

You are a student of spells that modify energy and matter, to you, the world is not a fixed thing. but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

#### Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

#### Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, 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, as described in chapter 8
* 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 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.

* **Major Transformation.** You can transmute one nonmagical object—no larger than a 5—foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
* **Panacea.** You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.
* **Restore Life.** You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.
* **Restore Youth.** You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.

### School of the Artificer (UA 02/02/15)

Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition. The artificer was a separate class in prior editions of the Eberron setting, a melee combatant who specialized in mystically enhanced arms and armor. The fifth edition rules treat the artificer as a new wizard tradition that focuses on mystical invention, which you can choose starting at 2nd level.

#### Infuse Potions

Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions.

**Spell Slot - Potion Created**

* 1st: Climbing, growth, or healing
* 2nd: Mind reading or greater healing
* 3rd: Invisibility, superior healing, or water breathing
* 4th: Resistance

#### Infuse Scrolls

At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots. You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.

#### Infuse Weapons and Armor

Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical. The spell slot you expend determines the type of weapon, armor, or shield you can create.

**Spell Slot Item - Created**

* 2nd: +1 ammunition (20 pieces)
* 3rd: +1 weapon or +1 shield
* 4th: +1 armor
* 5th: +2 weapon or +2 ammunition (20 pieces)
* 6th: +2 armor

#### Superior Artificer

Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.

#### Master Artificer

On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item

### School of Bladesinging (SCAG, p141)

Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

#### Restriction: Elves Only

Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging. Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.

#### Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.

#### Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:

* You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature twice. You regain these uses each time you complete a short or long rest.

#### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

#### Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

#### Bladesong Styles

From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.

Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.

* **Cat:** Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.
* **Bird:** Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a pick, and spells associated with it grant the bladesinger more agility in combat.
* **Snake:** Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style.

### School of Invention (UA 08/01/2017)

Unearthed Arcana: Three Subclasses

The School of Invention claims credit for inventing the other schools of magic—a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse. Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens. Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways. Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.

#### Tools of the Inventor

At 2nd level, you gain proficiency with two tools of your choice.

#### Arcanomechanical Armor

Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor.

Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage.

The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds. You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather.

#### Reckless Casting

Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options:

* Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
* Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.

If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.

```
d10 Cantrips
1 acid splash
2 chill touch
3 fire bolt
4 light
5 poison spray
6 ray of frost
7 shocking grasp
8 sacred flame
9 thorn whip
10 Roll twice and cast each cantrip,
but if you roll another 10 on either die, you cast nothing, wasting your action.

```

```
d10 1st-Level Spells
1 burning hands
2 chromatic orb
3 color spray
4 faerie fire
5 false life
6 fog cloud
7 jump
8 magic missile
9 thunderwave
10 Roll twice and cast each spell,
but if you roll another 10 on either die, you cast nothing,
wasting your action but not the spell slot.

```

```
d10 2nd-Level Spells
1 blur
2 darkness
3 enlarge/reduce
4 gust of wind
5 invisibility
6 levitate
7 Melf’s acid arrow
8 scorching ray
9 shatter
10 Roll twice and cast each spell,
but if you roll another 10 on either die, you cast nothing,
wasting your action but not the spell slot.

```

```
d10 3rd-Level Spells
1 blink
2 fear
3 feign death
4 fireball
5 fly
6 gaseous form
7 lightning bolt
8 sleet storm
9 stinking cloud
10 Roll twice and cast each spell,
but if you roll another 10 on either die,
you cast nothing, wasting your action but not the spell slot.

```

```
d10 4th-Level Spells
1 blight
2 confusion
3 Evard’s black tentacles
4 fire shield
5 greater invisibility
6 ice storm
7 phantasmal killer
8 stoneskin
9 wall of fire
10 Roll twice and cast each spell,
but if you roll another 10 on either die,
you cast nothing, wasting your action but not the spell slot.

```

```
d10 5th-Level Spells
1 cloudkill
2 cone of cold
3 destructive wave
4 flame strike
5 hold monster
6 insect plague
7 mass cure wounds
8 wall of force
9 wall of stone
10 Roll twice and cast each spell,
but if you roll another 10 on either die,
you cast nothing, wasting your action but not the spell slot.

```

#### Alchemical Casting

At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.

A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.

A 2nd-level slot increases the spell’s raw force.  If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn.

#### Prodigious Inspiration

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest.

#### Controlled Chaos

At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.

### School of Lore Mastery (UA 02/13/17)

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it.

Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.

#### Lore Master

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

#### Spell Secrets

At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.

When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.

#### *Note on Altering Spells:*

*While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A charm person that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.*

#### Alchemical Casting

At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.

An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.

#### Prodigious Memory

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.

#### Master of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can’t use this feature again until you finish a long rest.

### School of Technomancy (UA 08/03/15)

Unlike the more common arcane traditions based around the schools of magic, the tradition of Technomancy does not focus on a singular type of spellcraft or magical energy. Rather, students of Technomancy concern themselves with how their spells interact with modern technology. Technomancers can make use of technology as both a conduit and a storage space for magic. In a campaign using the optional rules for magic item creation (see the Dungeon Master’s Guide), a technomancer might craft disposable electronic devices and smartphone apps in lieu of potions and scrolls.

#### Bonus Proficiencies

Beginning when you select this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking tools.

#### Technological Savant

Also at 2nd level, you trade out your spellbook for a specially attuned storage device of your choosing, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook.

#### Program Spell

At 6th level, you can insert a spell within an electronic device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone.

A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost. A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can’t use it again until you finish a long rest.

#### Online Casting

At 10th level, you can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature.

If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell’s range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to online casting. This feature can be used a number of times per day equal to your Intelligence modifier (minimum of once).

#### Chained Device

By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can’t use it again until you finish a long rest.

### School of Theurgy (UA 03/20/17)

A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.

#### Divine Inspiration

When you choose this tradition at 2nd level, choose a domain from your chosen deity’s list of eligible domains (see appendix B, “Gods of the Multiverse,” in the Player’s Handbook for examples or the Cleric wiki). The Knowledge and Light domains are especially appropriate choices for a theurgist.

#### Arcane Initiate

Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.

#### Channel Arcana

At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.

Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.

#### Channel Arcana: Divine Arcana

As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.

#### Arcane Acolyte

At 6th level, you gain your chosen domain’s 1st level benefits. However, you do not gain any weapon or armor proficiencies from the domain.

#### Arcane Priest

At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.

#### Arcane High Priest

At 14th level, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.

### School of War Magic (Xanathar's Guide To Everything)

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses. Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them. In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”

#### Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

#### Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

#### Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

#### Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

#### Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

(For the previous iteration, see Arcane Tradition: Artificer)

A gnome sits hunched over a workbench, carefully using needle and thread to weave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extra-dimensional space springs to being in the bag's interior. She beams with pride at her newly crafted *bag of holding*.

A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee.

An elf scrambles over the castle's wall, Baron von Hendriks' men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape.

Masters of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, usable items.

### Cunning Inventors

Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist.

All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

### Intense Rivalries

The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.

Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.

### Creating an Artificer

When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.

#### Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

## Class Features

As an artificer, you gain the following class features.

### Hit Points

* **Hit Dice:** 1d8 per artificer level

* **Hit Points at 1st Level:** 8 + your Constitution modifier

* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st

### Proficiencies

* **Armor:** Light and medium armor
* **Weapons:** Simple weapons
* **Tools:** Thieves’ tools, two other tools of your choice
* **Saving Throws:** Constitution, Intelligence
* **Skills:** Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a handaxe and a light hammer or (b) any two simple weapons

* A light crossbow and 20 bolts

* (a) scale mail or (b) studded leather armor

* Thieves’ tools and a dungeoneer’s pack

### Artificer Specialist

At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description.

Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.

### Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.

### Tool Expertise

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

### Wondrous Invention

At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.

Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.

You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level.

The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.

**2nd Level:** bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones

**5th Level:** alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets

**10th Level:** bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack

**15th Level:** boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing

**20th Level:** eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying

### Spellcasting

As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.

#### Spell Slots

The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

#### Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the artificer spell list.

The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.

Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.

#### Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

* **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier
* **Spell attack modifier** = your proficiency bonus + your Intelligence modifier

### Infuse Magic

Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.

When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

### Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

### Superior Attunement

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.

### Mechanical Servant

At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.

Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

* It is a construct instead of a beast.

* It can’t be charmed.

* It is immune to poison damage and the poisoned condition.

* It gains darkvision with a range of 60 feet if it doesn’t have it already.

* It understands the languages you can speak when you create it, but it can’t speak.

* If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.

### Soul of Artifice

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

## Artificer Specialists

Artificers pursue a variety of specializations. The two most common ones, alchemy and engineering, are presented here.

### Alchemist

An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.

#### Alchemist's Satchel

At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.

If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials

#### Alchemical Formula

At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.

To use any of these options, your Alchemist’s Satchel must be within reach.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier

**Alchemical Fi​re:**As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).

**Alchemical Acid:** As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

**Healing Draught:** As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).

**Smoke Stick:** As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.

**Swift Step Draught:** As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.

**Tanglefoot Bag:** As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute

**Thunderstone**: As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

### Gunsmith

A master of engineering, you forge a firearm powered by a combination of science and magic.

#### Master Smith

When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.

#### Thunder Cannon

At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.

You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

#### Arcane Magazine

At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

#### Thunder Monger

At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

#### Blast Wave

Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

#### Piercing Round

Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.

#### Explosive Round

Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.

## Overview

A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion’s slave pens. Their smiles turn to shrieks of terror as the traveler grows to giant size and leaps at them, his staff now a deadly cudgel.

The militia forms in ranks to prepare for the orcs’ charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, mindless fear clings to the orcs’ minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts.

Baron von Ludwig was always proud of his grand library. Little did he know that each evening, a gnome laden with blank scrolls slipped past his guards each night and dutifully copied his most heavily guarded archives. When the duke’s men arrived to arrest him for dealing with demons, he never guessed that the gnome scribe traveling with them had spent more time in his keep than he had over the past year.

These heroes are all mystics, followers of a strange and mysterious form of power. Mystics shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Mystics are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, and seize control of the physical world and bend it to their will.

### Hermits and Outcasts

Mystics are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power. In order to master their power, mystics must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A mystic who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight. When mystics finally master their power, they return to the world to broaden their horizons and practice their craft. Some mystics prefer to remain isolated, but those who become adventurers aren’t content to remain on the fringe of the world.

### Creating a Mystic

When creating a mystic, consider your character’s background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like? Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?

## Class Features

As a mystic, you gain the following class features.

### Hit Points

* **Hit Dice:** 1d8 per mystic level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per mystic level after 1st

### Proficiencies

* **Armor:** Light armor
* **Weapons:** Simple weapons
* **Tools:** None

### Saving Throws

* Intelligence
* Wisdom

### Skills

* Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a spear or (b) a mace
* (a) leather armor or (b) studded leather armor
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a scholar’s pack or (b) an explorer’s pack

## Psionics

As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.

### Psionic Talents

A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.

### Psionic Disciplines

A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

### Psi Points

You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

### Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.

### Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

### Psionic Ability

Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

* **Discipline save DC** = 8 + your proficiency bonus + your Intelligence modifier
* **Discipline attack modifier** = your proficiency bonus + your Intelligence modifier

### Mystic Order

At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.

### Mystical Recovery

Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.

### Telepathy

At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

### 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 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

### Strength of Mind

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

### Potent Psionics

At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.

### Consumptive Power

At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

Once you use this feature, you can’t use it again until you finish a long rest.

### Psionic Mastery

Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. At 15th level, the pool of psi points you gain from this feature increases to 11.

You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.

### Psionic Body

At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:

* You gain resistance to bludgeoning, piercing, and slashing damage.

* You no longer age.

* You are immune to disease, poison damage, and the poisoned condition.

* If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

## Mystic Orders

Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve. Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics

### Order of the Avatar

Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.

#### Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines.

#### Armor Training

At 1st level, you gain proficiency with medium armor and shields.

#### Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.

#### Avatar of Healing

Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.

#### Avatar of Speed

Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.

### Order of the Awakened

Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.

#### Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.

#### Awakened Talent

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

#### Psionic Investigation

Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

#### Psionic Surge

Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.

#### Spectral Form

At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.

### Order of the Immortal

The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.

#### Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines.

#### Immortal Durability

Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.

#### Psionic Resilience

Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns after rolling initiative, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point. These temporary hit points fade 10 minutes after you last made an attack.

#### Surge of Health

Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.

#### Immortal Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.

### Order of the Nomad

Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.

#### Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.

#### Breadth of Knowledge

At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

#### Memory of One Thousand Steps

At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest.

#### Superior Teleportation

At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.

#### Effortless Journey

Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.

### Order of the Soul Knife

The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.

#### Martial Training

At 1st level, you gain proficiency with medium armor and martial weapons.

#### Soul Knife

Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.

#### Hone the Blade

Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.

 7 | +4

#### Consumptive Knife

Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.

#### Phantom Knife

Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.

### Order of the Wu Jen

The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.

#### Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines.

#### Hermit’s Study

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.

#### Elemental Attunement

Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.

#### Arcane Dabbler

At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.

 5th | 7

The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.

#### Elemental Mastery

Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.

## Psionic Disciplines and Talents

Psionic talents and disciplines are the heart of a mystic’s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects. Psionic disciplines were each discovered by different orders and tend to reflect their creators’ specialties. However, a mystic can learn any discipline regardless of its associated order.

### Using a Discipline

Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.

### Psychic Focus

The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.

### Effect Options and Psi Points

A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option. Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline’s potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can’t decide to spend additional points once you see the discipline in action. Each option notes specific information about its effect, including any action required to use it and its range.

#### Components

Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.

#### Duration

An effect option in a discipline specifies how long its effect lasts.

**Instantaneous**. If no duration is specified, the effect of the option is instantaneous.

**Concentration**. Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s psi point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute.

Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.

#### Saving Throws and Attack Rolls

If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.

#### Combining Psionic Effects

The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect— applies while the durations of the effects overlap.

Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.

## Discipline Descriptions

### Avatar Disciplines

#### Crown of Despair

You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.

**Psychic Focus** While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

* **Crowned in Sorrow** (1–7 psi) As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.
* **Call to Inaction** (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
* **Visions of Despair** (3 psi) As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.
* **Dolorous Mind** (5 psi; conc., 1 min.) As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

#### Crown of Disgust

You cause a creature to be flooded with emotions of disgust.

**Psychic Focus** While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.

* **Eye of Horror** (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.
* **Wall of Repulsion** (3 psi; conc., 10 min.) As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.
* **Visions of Disgust** (5 psi; conc., 1 min.) You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.
* **World of Horror** (7 psi; conc., 1 min.) As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

#### Crown of Rage

You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.

**Psychic Focus** While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.

* **Primal Fury** (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.
* **Fighting Words** (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
* **Mindless Courage** (2 psi) You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.
* **Punishing Fury** (5 psi; conc., 1 min.) You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.

#### Mantle of Command

You exert an aura of trust and authority, enhancing the coordination among your allies.

**Psychic Focus** While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.

* **Coordinated Movement** (2 psi). As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.
* **Commander’s Sight** (2 psi; conc., 1 rnd.) As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.
* **Command to Strike** (3 psi) As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.
* **Strategic Mind** (5 psi; conc., 1 min.) As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.
* **Overwhelming Attack** (7 psi) As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.

#### Mantle of Courage

You focus your mind on courage, radiating confidence and bravado to your allies.

**Psychic Focus.** While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.

* **Incite Courage** (2 psi) As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.
* **Aura of Victory** (1–7 psi; conc., 10 min.) As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.
* **Pillar of Confidence** (6 psi; conc., 1 rnd.) As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.

#### Mantle of Fear

You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.

**Psychic Focus** While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

* **Incite Fear** (2 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.
* **Unsettling Aura** (3 psi; conc., 1 hr.) As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.
* **Incite Panic** (5 psi; conc., 1 min.) As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.

#### Mantle of Fury

You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.

**Psychic Focus** While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.

* **Incite Fury** (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.
* **Mindless Charge** (2 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.
* **Aura of Bloodletting** (3 psi; conc., 1 min.) As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.
* **Overwhelming Fury** (5 psi; conc., 1 min.) As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

#### Mantle of Joy

You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.

**Psychic Focus.** While focused on this discipline, you have advantage on Charisma (Persuasion) checks.

* **Soothing Presence** (1–7 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.
* **Comforting Aura** (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.
* **Aura of Jubilation** (3 psi; conc., 1 min.) As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.
* **Beacon of Recovery** (5 psi) As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.

### Awakened Disciplines

#### Aura Sight

You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.

**Psychic Focus** While focused on this discipline, you have advantage on Wisdom (Insight) checks.

* **Assess Foe** (2 psi) As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
* **Read Moods** (2 psi) As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
* **View Aura** (3 psi; conc., 1 hr.) As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.
* **Perceive the Unseen** (5 psi; conc., 1 min.) As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

#### Intellect Fortress

You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.

**Psychic Focus** While focused on this discipline, you gain resistance to psychic damage.

* **Psychic Backlash** (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
* **Psychic Parry** (1–7 psi) As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.
* **Psychic Redoubt** (5 psi; conc., 10 min.) As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

#### Mantle of Awe

You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

**Psychic Focus** While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

* **Charming Presence** (1–7 psi) As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.
* **Center of Attention** (2 psi; conc., 1 min.) As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.
* **Invoke Awe** (7 psi; conc., 10 min.) As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

#### Precognition

By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

**Psychic Focus** While focused on this discipline, you have advantage on initiative rolls.

* **Precognitive Hunch** (2 psi; conc., 1 min.) As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
* **All-Around Sight** (3 psi) In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
* **Danger Sense** (5 psi; conc., 8 hr.) As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
* **Victory Before Battle** (7 psi) When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.

#### Psychic Assault

You wield your mind like a weapon, unleashing salvos of psionic energy.

**Psychic Focus** While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.

* **Psionic Blast** (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.
* **Ego Whip** (3 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
* **Id Insinuation** (5 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.
* **Psychic Blast** (6 psi) As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.
* **Psychic Crush** (7 psi) As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

#### Psychic Disruption

You create psychic static that disrupts other creatures’ ability to think clearly.

**Psychic Focus** While focused on this discipline, you have advantage on Charisma (Deception) checks.

* **Distracting Haze** (1–7 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.
* **Daze** (3 psi) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.
* **Mind Storm** (5 psi) As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.

#### Psychic Inquisition

You reach into a creature’s mind to uncover information or plant ideas within it.

**Psychic Focus** While focused on this discipline, you know when a creature communicating with you via telepathy is lying.

* **Hammer of Inquisition** (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
* **Forceful Query** (2 psi) As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.
* **Ransack Mind** (5 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.
* **Phantom Idea** (6 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.

#### Psychic Phantoms

Your power reaches into a creature’s mind and causes it false perceptions.

**Psychic Focus** While focused on this discipline, you have advantage on Charisma (Deception) checks.

* **Distracting Figment** (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.
* **Phantom Foe** (3 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability
* **Phantom Betrayal** (5 psi; conc., 1 min.) As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
* **Phantom Riches** (7 psi; conc., 1 min.) As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

#### Telepathic Contact

By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

**Psychic Focus** While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.

* **Exacting Query** (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
* **Occluded Mind** (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
* **Broken Will** (5 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
* **Psychic Grip** (6 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.
* **Psychic Domination** (7 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

### Immortal Disciplines

#### Adaptive Body

You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.

**Psychic Focus** While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

* **Environmental Adaptation** (2 psi) As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.
* **Adaptive Shield** (3 psi) When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn.
* **Energy** **Adaptation** (5 psi; conc., 1 hr.) As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
* **Energy Immunity** (7 psi; conc., 1 hr.) As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

#### Bestial Form

You transform your body, gaining traits of different beasts.

**Psychic Focus** While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.

* **Bestial Claws** (1–7 psi) You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent.

* **Bestial Transformation** As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.
	+ **Amphibious** (2 psi) You gain gills; you can breathe air and water.
	+ **Climbing** (2 psi) You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
	+ **Flight** (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.
	+ **Keen Senses** (2 psi) Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
	+ **Perfect Senses** (3 psi) You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
	+ **Swimming** (2 psi) You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed

* **Tough Hide** (2 psi) Your skin becomes as tough as leather; you gain a +2 bonus to AC.

#### Brute Force

You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.

**Psychic Focus** While focused on this discipline, you have advantage on Strength (Athletics) checks.

* **Brute Strike** (1–7 psi) As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.
* **Knock Back** (1–7 psi) When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.
* **Mighty Leap** (1–7 psi) As part of your movement, you jump in any direction up to 20 feet per psi point spent.
* **Feat of Strength** (2 psi) As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.

#### Celerity

You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

**Psychic Focus** While focused on this discipline, your walking speed increases by 10 feet.

* **Rapid Step** (1–7 psi) As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
* **Agile Defense** (2 psi) As a bonus action, you take the Dodge action.
* **Blur of Motion** (2 psi) As an action, you cause yourself to be invisible during any of your movement during the current turn.
* **Surge of Speed** (2 psi) As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.
* **Surge of Action** (5 psi) As a bonus action, you can Dash or make one weapon attack.

#### Corrosive Metabolism

Your control over your body allows you to deliver acid or poison attacks.

**Psychic Focus** While focused on this discipline, you have resistance to acid and poison damage.

* **Corrosive Touch** (1–7 psi) As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.
* **Venom Strike** (1–7 psi) As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.
* **Acid Spray** (2 psi) As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.
* **Breath of the Black Dragon** (5 psi) You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it.
* **Breath of the Green Dragon** (7 psi) You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.

#### Diminution

You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.

**Psychic Focus** While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

* **Miniature Form** (2 psi; conc., 10 min.) As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing.
* **Toppling Shift** (2 psi) As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.
* **Sudden Shift** (5 psi) As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.
* **Microscopic Form** (7 psi; conc., 10 min.) As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks.

#### Giant Growth

You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.

**Psychic Focus** While focused on this discipline, your reach increases by 5 feet.

* **Ogre Form** (2 psi; conc., 1 min.) As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.
* **Giant Form** (7 psi; conc., 1 min.) As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.

#### Iron Durability

You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

**Psychic Focus** While focused on this discipline, you gain a +1 bonus to AC.

* **Iron Hide** (1–7 psi) As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
* **Steel Hide** (2 psi) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
* **Iron Resistance** (7 psi; conc., 1 hr.) As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.

#### Psionic Restoration

You wield psionic energy to cure wounds and restore health to yourself and others.

**Psychic Focus** While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

* **Mend Wounds** (1–7 psi) As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.
* **Restore Health** (3 psi) As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
* **Restore Life** (5 psi) As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
* **Restore Vigor** (7 psi) As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.

#### Psionic Weapon

You have learned how to channel psionic energy into your attacks, lending them devastating power.

**Psychic Focus** Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.

* **Ethereal Weapon** (1 psi) As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.
* **Lethal Strike** (1–7 psi) As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.
* **Augmented Weapon** (5 psi; conc., 10 min.) As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.

### Nomad Discipline

#### Nomadic Arrow

You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.

**Psychic Focus** While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage.

* **Speed Dart** (1–7 psi) As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.
* **Seeking Missile** (2 psi) As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.
* **Faithful Archer** (5 psi; conc., 1 min.) As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.

#### Nomadic Chameleon

You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.

**Psychic Focus** While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

* **Chameleon** (2 psi) As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
* **Step from Sight** (3 psi; conc., 1 min.) As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.
* **Enduring Invisibility** (7 psi; conc., 1 min.) As a bonus action, you turn invisible and remain so until your concentration ends.

#### Nomadic Mind

You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.

**Psychic Focus** Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.

* **Wandering Mind** (2–6 psi; conc., 10 min.) You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.
* **Find Creature** (2 psi; conc., 1 hr.) You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.
* **Item Lore** (3 psi; conc., 1 hr.) You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.
* **Psychic Speech** (5 psi) As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.
* **Wandering Eye** (6 psi; conc., 1 hr.) As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
* **Phasing Eye** (7 psi; conc., 1 hr.) As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.

#### Nomadic Step

You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.

**Psychic Focus** After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.

* **Step of a Dozen Paces** (1–7 psi) If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.
* **Nomadic Anchor** (1 psi) As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.
* **Defensive Step** (2 psi) When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.
* **There and Back Again** (2 psi) As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
* **Transposition** (3 psi) If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.
* **Baleful Transposition** (5 psi) As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.
* **Phantom Caravan** (6 psi) As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.
* **Nomad’s Gate** (7 psi; conc., 1 hr.) As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.

#### Third Eye

You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.

**Psychic Focus** While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.

* **Tremorsense** (2 psi; conc., 1 min.) As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
* **Unwavering Eye** (2 psi) As a bonus action, you gain advantage on Wisdom checks for 1 minute.
* **Piercing Sight** (3 psi; conc., 1 min.) As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends
* **Truesight** (5 psi; conc., 1 min.) As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.

### Wu Jen Disciplines

#### Mastery of Air

You become one with the power of elemental air.

**Psychic Focus** While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.

* **Wind Step** (1–7 psi) As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.
* **Wind Stream** (1–7 psi) As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.
* **Cloak of Air** (3 psi; conc., 10 min.) As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.
* **Wind Form** (5 psi; conc., 10 min.) As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.
* **Misty Form** (6 psi; conc., 1 min.) As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.
* **Animate Air** (7 psi; conc., 1 hr.) As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

#### Mastery of Fire

You align your mind with the energy of elemental fire.

**Psychic Focus** While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.

* **Combustion** (1–7 psi; conc., 1 min.) As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.
* **Rolling Flame** (3 psi; conc., 1 min.) As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.
* **Detonation** (5 psi) As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.
* **Fire Form** (5 psi; conc., 1 min.) As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage.
* **Animate Fire** (7 psi; conc., 1 hr.) As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

#### Mastery of Force

As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.

**Psychic Focus** While focused on this discipline, you have advantage on Strength checks.

* **Push** (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
* **Move** (2–7 psi) Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as **listed on the table below**.

 7 | 1000 lbs. | 8d6

* **Inertial Armor** (2 psi) As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
* **Telekinetic Barrier** (3 psi; conc., 10 min.) As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
* **Grasp** (3 psi; conc., 1 min.) You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. While a target is grappled in this manner, you create one of the following effects as an action:
* **Crush** (1–7 psi) The target takes 1d6 bludgeoning damage per psi point spent.
* **Move** (1–7 psi) You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.

#### Mastery of Ice

You master the power of ice, shaping it to meet you demands.

**Psychic Focus** While focused on this discipline, you have resistance to cold damage.

* **Ice Spike** (1–7 psi) As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.
* **Ice Sheet** (2 psi) As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.
* **Frozen Sanctuary** (3 psi) As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points.
* **Frozen Rain** (5 psi; conc., 1 min.) As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.
* **Ice Barrier** (6 psi; conc., 10 min.) As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.

#### Mastery of Light and Darkness

You claim dominion over light and darkness with your mind.

**Psychic Focus** While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.

* **Darkness** (1–7 psi) As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area.
* **Light** (2 psi; conc., 1 min.) As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.
* **Shadow Beasts** (3 psi; conc., 1 min.) As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.
* **Radiant Beam** (5 psi; conc., 1 min.) As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.

#### Mastery of Water

Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow.

**Psychic Focus** While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.

* **Desiccate** (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.

* **Watery Grasp** (2 psi) As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
* **Water Whip** (3 psi) As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
* **Water Breathing** (5 psi) As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours.
* **Water Sphere** (6 psi; conc., 1 min.) As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.
* **Animate Water** (7 psi; conc., 1 hr.) As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

#### Mastery of Weather

Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

**Psychic Focus** While focused on this discipline, you have resistance to lightning and thunder damage.

* **Cloud Steps** (1–7 psi; conc., 10 min.) As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.
* **Hungry Lightning** (1–7 psi) As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.
* **Wall of Clouds** (2 psi; conc., 10 min.) As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision.
* **Whirlwind** (2 psi) As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.
* **Lightning Leap** (5 psi) As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
* **Wall of Thunder** (6 psi; conc., 10 min.) As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.
* **Thunder Clap** (7 psi) As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

#### Mastery of Wood and Earth

You attune your mind to seize control of wood and earth.

**Psychic Focus** While focused on this discipline, you have a +1 bonus to AC.

* **Animate Weapon** (1–7 psi) As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its magical damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.
* **Warp Weapon** (2 psi) As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.
* **Warp Armor** (3 psi) As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn.
* **Wall of Wood** (3 psi; conc., 1 hr.) As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.
* **Armored Form** (6 psi; conc., 1 min.) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.
* **Animate Earth** (7 psi; conc., 1 hr.) As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

## Psionic Talents

Psionic talents are minor abilities that require psionic aptitude but don’t drain a mystic’s reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions:

* You can never use your psychic focus on a talent.

* Talents don’t require you to spend psi points to use them.

* Talents aren’t linked to Mystic Orders. The talents are presented below in alphabetical order.

#### Beacon

As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.

#### Blade Meld

As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp.

#### Blind Spot

As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

#### Delusion

As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

#### Energy Beam

As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

#### Light Step

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

#### Mind Meld

As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.

#### Mind Slam

As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

#### Mind Thrust

As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

#### Mystic Charm

As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.

#### Mystic Hand

You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.

#### Psychic Hammer

As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).