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Subclasses Revivified

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100% found this document useful (9 votes)
14K views109 pages

Subclasses Revivified

Uploaded by

zbb2k8ptxp
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Subclasses

Revivified

69 Subclasses Updated for 2024 Subclasses 1


Subclasses
Revivified
Barbarian Subclasses
- Table of Contents -
Fighter Subclasses Phantom 74
Path of Ancestral Guardian 4 Arcane Archer 38 Scout 75
Path of the Battlerager 5 Banneret 40 Swashbuckler 76
Path of the Beast 6 Cavalier 41 Sorcerer Subclasses
Path of the Giant 7 Rune Knight 42 Divine Sorcery 78
Path of the Storm Herald 8 Samurai 46 Lunar Sorcery 79
Path of Wild Magic 10 Spirit Caller 48 Shadow Sorcery 81
Bard Subclasses Monk Subclasses Storm Sorcery 82
College of Creation 12 Dragon Warrior 50 Warlock Subclasses
College of Eloquence 13 Drunken Warrior 51 Fathomless Patron 84
College of Spirits 15 Kensei Warrior 52 Genie Patron 85
College of Swords 17 Sun Soul Warrior 54 Hexblade Patron 87
College of Whispers 18 Warrior of the Astral Self 55 Undead Patron 89
Cleric Subclasses Warrior of the Long Death 57 Undying Patron 90
Arcana Domain 20 Paladin Subclasses Wizard Subclasses
Death Domain 21 Oathbreaker 58 Bladesinger 92
Forge Domain 22 Oath of Conquest 59 Chronomancer 93
Grave Domain 24 Oath of the Crown 60 Conjurer 94
Knowledge Domain 25 Oath of Redemption 61 Enchanter 95
Nature Domain 26 Oath of the Watchers 62 Gravitist 96
Order Domain 27 Ranger Subclasses Leximancer 97
Peace Domain 28 Drakewarden 64 Necromancer 99
Tempest Domain 29 Horizon Walker 66 Transmuter 100
Twilight Domain 30 Monster Slayer 68 War Mage 102
Druid Subclasses Swarmkeeper 70 Spells 104
Circle of Dreams 32 Rogue Subclasses
Circle of the Shepherd 33 Inquisitive 72
Circle of Spores 34 Mastermind 73
Circle of Wildfire 36

2 Subclasses
O
ver half of all 5th Edition subclasses
didn’t make the cut this year. When it was
announced that each of the classes in the
new 2024 Player’s Handbook would have
just four subclasses, we knew it was just a matter of
time before we found out which ones got the axe.
Though the cuts might be understandable—the
new Player’s Handbook is nearly four hundred
pages long already—we knew that many players
would keenly miss the subclasses left behind. They
would have to stick with the 2014 rules or rebuild
their characters with a subclasses that didn’t quite
fit. So we hatched a plan to resurrect, nay, revivify
the 69 fallen subclasses. Now, rather than give up
your Phantom Rogue, Fathomless Warlock, Arcane
Archer, etc., we offer you the opportunity to con-
tinue playing them!
Editor’s Note: Spells denoted with an asterisk (*) are not in
The most obvious challenge in this update was the 2024 Player’s Handbook, but can be found in the Spells
starting level. Clerics, Druids, Sorcerers, Warlocks, appendix of this book.
and Wizards used to choose a subclass at level 1
or 2. Since the update, all classes get their first
subclass features at level 3. In order to be com- Writers/Designers: Kayla Bayens, Beeba 17
patible with the 2024 classes, our corresponding (“Bee”), Stuart Broz, Ashton Duncan, Jeremy
subclasses had to all start at level 3, no matter the Forbing, V.J. Harris, Fil Kearney, Sarah Madsen,
class. And any level 3 subclass feature had to be J.D. Mills, Tomas Gimenez Rioja, David N. Ross,
stronger to fit in. Jonathan Connor Self, Eric W.A. Tkachuk, Sebas-
The next challenge was to breathe new life into tian Yūe
subclasses showing their age. Over a decade, Editing and Layout: Adam Hancock
hindsight reveals that not all subclasses delivered Cover Artist: Henrik Karppinen (Lore Wise
mechanically. And some subclasses fit their theme Games)
better than others. So we took the opportunity to Artists: A.E. Coggon, Gary Dupuis, Mohamed Has-
shore up any mechanical flaws, emphasize theme san, Vagelio Kaliva, John Latta, Alexander Lau-
where lacking, and bring power levels more in line. réus, Cristiana Leone, Frost Llamzon, Tithi Lu-
The final challenge was to update rules language adthong, Nito, Anna Perci, Dean Spencer, Laura
to the 2024 style. Emanation area of effects, In- Zi, DMs Guild Creator Resource Art
fluence actions, Bloodied states, D20 Tests, and Some artwork © 2015, 2020 Vagelio Kaliva, used
Heroic Inspiration were all new terms to us. But with permission. All rights reserved.
we quickly pored over the new wording and game
terms until they became second nature to us. So Some artwork © 2015, 2019 Dean Spencer, used
the subclasses we present to you today have the with permission. All rights reserved.
same language as those in the 2024 rulebook. Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten
Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
Sadly, the Artificer class has not been updated all other Wizards of the Coast product names, and their respective
yet. Since we don't know the form it’ll take when logos are trademarks of Wizards of the Coast in the USA and other
or if it is, we can’t update Artificer subclasses while countries. This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
ensuring lasting compatibility. But each and every permission under the Community Content Agreement for Dungeon
subclass of the other 12 classes are all there! Masters Guild. All other original material in this work is copyright
So, print out your preferred character sheet, 2024 by Kayla Bayens, Beeba 17 ("Bee"), Stuart Broz, Ashton
Duncan, Jeremy Forbing, Adam Hancock, V.J. Harris, Fil Kearney,
sharpen your pencil, put your feet up, and get to Sarah Madsen, J.D. Mills, Tomas Gimenez Rioja, David N. Ross,
character building! Because the gang is all here, Jonathan Connor Self, Eric W.A. Tkachuk, and Sebastian Yue and
less than a month after the 2024 Player’s Hand- published under the Community Content Agreement for Dungeon
Masters Guild.
book hit store shelves. What will you make?

Subclasses 3
Barbarian Subclasses Path of the Ancestral Guardian
Earn the Rage of Ancestors Past
A Barbarian subclass is a specialization that grants
you features at certain Barbarian levels, as speci- Those who follow the Path of the Ancestral Guard-
fied in the subclass. This section presents the Path ian learn from the guidance of those who came be-
of the Ancestral Guardian, Path of the Battlerager, fore them as the Rage of ages past courses through
Path of the Beast, Path of the Giant, Path of the their veins. These Barbarians are the accumulation
Storm Herald, and Path of Wild Magic subclasses. of the ancestors who walked the world long ago.
Through their guidance, these Barbarians learn to
tap into the undiluted anger needed to survive the
struggle ahead. With the ancestors by their side,
there is no chance of failure. They are never alone,
not even in the Rage.
Communing with ancestors ties these Barbarians
closely to their origins and to those they consider
family. It is through the Rage that they work to pro-
tect those dearest to them.
Level 3: Ancestral Defenders
As the Rage courses through your veins, the ghostly
warriors who lead you down your path appear to
assist you against your enemies. When you enter
your Rage, the first creature you hit with an at-
tack roll on each of your turns becomes the target
of these warriors who latch onto them, hindering
attacks. Until the start of your next turn, that target
has Disadvantage on any attack roll that isn’t target-
ing you and when the target hits a creature other
than you with an attack, that creature has Resis-
tance to all damage dealt by the attack. The effect
on the target ends early if your Rage ends.
Path of the Ancestral Guardian Subclass

Level 6: Guardian Shield


Your ancestors have gained the strength to pro-
tect you and those you defend. While your Rage is
active, if you or another creature you can see within
30 feet of you takes damage, you can use your Re-
action to reduce that damage by 2d6.
Level 10: Consult the Spirits
The relationship with your ancestors has deepened,
allowing you to consult with them when the path
forward is unclear. You gain the ability to cast the
Augury and Clairvoyance spells as a Magic action,
without expending a spell slot or Material compo-
nents. When casting Clairvoyance, instead of cre-
ating a spherical sensor, you summon an invisible
ancestor to the chosen location. Wisdom is your
spellcasting ability for this. Each spell can be cast
once and once you do so, you can’t use this feature
again until you finish a Short or Long Rest.

4 Barbarian Subclasses
In addition, the damage reduced by your Guard- Spiked Armor
ian Shield feature increases to 3d6. You can also Spiked Armor consists of a simple leather coat and
hinder two creatures with your Ancestral Defend- leggings covered with spikes usually made from sharp-
ers. ened stones or metal. This highly complex design uses
the body’s natural combat positions, turning protective
Level 14: Vengeful Protectors armor into an effective attack.
Your bond with your ancestors has grown and given Spiked Armor is Medium armor and a Simple
them the strength to not just defend but to retaliate. weapon. So proficiency with it allows you to add your
When you use your Guardian Shield to reduce the Proficiency Bonus to attack rolls you make with it, as
damage of an attack, the attacker takes your choice normal.
of Force or Psychic damage equal to the damage Cost: 85 GP
that your Guardian Shield prevents. AC: 18
Additionally, the damage reduced by your Guard- Stealth: Disadvantage
ian Shield feature increases to 4d6. Weight: 50 lbs.

Path of the Battlerager


Charge Forth into Battle and Blood
In battle, the minds of Barbarians who follow the
Path of the Battlerager become clear and hones in
on one thought: causing the most carnage possible
to allow those on their side to come home while
sending their enemies to their early graves. For
Battleragers, the fight is waged to worship the gods
of war, who teach overwhelm opposition and honor
through victory. To do this, they have cultivated a
culture around fighting in specialized armor that
can double as a weapon, ramming into targets like
a spiked tidal wave.
The art of the Battlerager is deeply tied to the
gods of war and specialized spiked armor. It fills a
particular role in their worship.
Level 3: Spiked Defense
You gain Spiked Armor, and you have training and
proficiency with it.

Path of the Battlerager Subclass


While your Rage is active and you’re wearing
Spiked Armor, you can take a Bonus Action to
make a melee weapon attack with your Spiked
Armor against a target within 5 feet of you. On a
hit, the spikes deal 1d4 Piercing damage plus your
Strength modifier. This damage increases by 1d4
when you reach levels 6 (2d4), 10 (3d4), and 14
(4d4).
In addition, a creature you are grappling takes
3 Piercing damage when it first has the Grappled
condition and at the start of each of its turns while
the condition lasts. When you reach Barbarian level
10, if the Grappled creature is one or more sizes
smaller than you, it must make a Dexterity saving
throw (DC 8 plus your Strength modifier and Pro-
ficiency Bonus) or take an extra 6 Piercing damage
as they are impaled on your Spike Armor and have
Disadvantage on attempts to break the grapple.

Barbarian Subclasses 5
Level 6: Raging Battle Tactics Level 10: Running Charge
When you use the Reckless Attack feature while If you move at least 10 feet straight toward the tar-
your Rage is active, you gain a number of Tempo- get immediately before attacking, you have Advan-
rary Hit Points equal to your Strength modifier tage on the attack roll. On a hit, the creature takes
(minimum of 1 Temporary Hit Point). If any of the extra damage of your Spiked Defense feature.
these Temporary Hit Points remain when your Additionally, if the creature is Large or smaller, it is
Rage ends, they vanish. pushed up to 10 feet directly away from you.
When you reach Barbarian level 14, while your
Rage is active, you can use this feature against any
number of targets as a single Attack action, as long
as they are at least 10 feet away from each other
and you still have movement to reach each one.
Level 14: Spiked Retribution
As a blessing from the gods of war, whenever an
attack hits you while your Rage is active, magical
spikes fly off you toward a creature within 20 feet
(no action required), dealing 5 Piercing damage to
it. If you aren’t wearing Spiked Armor, the range
is reduced to 10 feet and the Piercing damage is
reduced to 2.

Path of the Beast


Embrace the Change as It Comes
Some Barbarians walk the Path of the Beast be-
cause indulging every once in a while is the only
way to keep it at bay. They let glorious Rage burst
forth and relish in the throes of battle as they
physically transform to match the restless creature
inside. Such Barbarians have been forever changed
either by a curse, a bloodline secret, or a lycan-
thrope’s bite. The beast is always with them, even
when they don’t show it.
Level 3: Unleashed Beast
Whenever you enter your Rage, your body mani-
fests aspects of the beast locked within, revealing
Path of the Beast Subclass

your power. While the Rage is active, parts of your


body become natural weapons. When you use your
Unarmed Strike to deal damage with one of them,
it deals damage using one of the following options
of your choice.
Claws. Your fingers stretch and nails extend
sharp and thick. You deal 1d6 Slashing damage
on a hit with them. You can attack twice with your
Claws, instead of once, whenever you take the At-
tack action on your turn.
Teeth. Your teeth lengthen and sharpen as your
face protrudes into a muzzle, mandibles, or other
animalistic shape. You can take a Bonus Action to
attack with your Teeth, dealing 1d8 Piercing on a
hit, and the target must succeed on a Wisdom sav-

6 Barbarian Subclasses
ing throw (DC 8 plus your Charisma modifier and • The target takes 2d12 damage and has the
Proficiency Bonus) or have the Frightened condi- Stunned condition until the end of its next turn.
tion until the end of its next turn.
Tentacle. A long, spiny prehensile appendage Level 14: Call of the Hunt
grows from your body. Your Tentacle deals 1d8 Your beast within wants to hunt with a pack, and it
Bludgeoning damage on a hit and the reach of your puts others under its protection. Whenever you en-
Unarmed Strike is 5 feet farther than normal. Once ter your Rage, you can choose a number of willing
per round, you can make an Opportunity Attack creatures you can see within 30 feet of you equal to
with it without taking a Reaction. In addition, when your Constitution modifier (minimum of 1).
a creature you can see targets you with a ranged You and chosen creatures each gain 5 Tempo-
attack, you can take a Reaction to gain a 1d8 bonus rary Hit Points. While your Rage is active, a chosen
to your AC. If the attack would’ve hit you but misses creature deals 1d6 extra damage on a hit once per
because of this bonus to AC, your tentacle catches turn. If any of these Temporary Hit Points remain
it and returns the weapon or ammunition, making when your Rage ends, they vanish.
the attacker the new target. You can use this feature a number of times equal
to your Proficiency Bonus, and you regain all ex-
Level 6: Growing Wild pended uses when you finish a Long Rest.
Your feral power increases as the beast in you
grows in strength. Whenever you hit with an Path of the Giant
Unarmed Strike using a natural weapon of your Surge with Elemental Power
Unleashed Beast, you can deal your choice of Force
damage or its normal damage type. A mountain-sized giant bathed in elemental power,
In addition, bestial changes to your body persist the fury and strength of a blizzard, or a rapidly
even when your Rage isn’t active. When you finish growing figure with fire roiling over its skin. These
a Short or Long Rest, choose one of the following are all signs of Barbarians on the Path of the Giant.
benefits, which lasts until you finish another Short They gain their strength from primal forces that
or Long Rest. shaped the Giants, and become giants themselves
Climbing. Your body is adept at climbing. You as the rush of the Rage pulses through them, al-
gain a Climbing Speed equal to your Speed, and lowing them to push to new boundaries. Not only is
you can move up, down, and across vertical sur- the source of your power the Giants, but the primal
faces and along ceilings without needing to make giants whose Rage causes mountains to quake and
an ability check. lands to tear themselves asunder.
Seeing. Your senses change to fit your environ- Level 3: Giant’s Gift
ment. You gain one of the following benefits:
You learn Giant and Primordial. Additionally, you
• Darkvision with a range of 60 feet.
learn four cantrips of your choice from the fol-
• Blindsight with a range of 30 feet.
lowing list: Acid Splash, Chill Touch, Druidcraft,
• Tremorsense with a range of 30 feet.
Elementalism, Fire Bolt, Frostbite*, Gust*, Mold
Swimming. Your form shifts to resemble aspects Earth*, Ray of Frost, Shape Water*, and Shocking
of underwater creatures. You gain a Swim Speed Grasp. Whenever you gain a Barbarian level, you
equal to your Speed and can breathe air and water. can replace the chosen cantrips with four others
In addition, ranged attack rolls have no restrictions from the same list. Wisdom is your spellcasting
or penalties for being made underwater. ability for these spells.
Level 10: Furriosa Infection Level 3: Primal Havoc
Whenever you hit using a natural weapon of your Your Rage brings the primal power of Giants that
Unleashed Beast, you can curse the target with transform you into an unstoppable force of destruc-
rabid fury. The target must succeed on a Wisdom tion. While your Rage is active, you gain the follow-
saving throw (DC 8 plus your Constitution modifier ing benefits:
and Proficiency Bonus) or suffer one of the follow-
Giant Form. Your reach increases by 5 feet, and
ing effects of your choice:
you can change your size to Large. Anything you
• The target must take a Reaction to make an
are wearing grows proportionally. You have Advan-
attack against a creature of your choice that the
target can see.

Barbarian Subclasses 7
tage on Strength checks, and your Speed increases 20/60). Should you throw the infused weapon,
by 10. If you don’t have enough room to increase it instantly reappears in your hand after dealing
your size, this benefit has no effect. damage or missing a target. The infused weapon’s
Powerful Throw. When you hit with a ranged benefits end if another creature wields it.
attack roll with a weapon with the Thrown prop- As a Bonus Action, while the infused weapon is
erty, you can add your Rage Damage bonus to the on your person, you can change its damage type to
attack’s damage roll. another of the aforementioned types.
Level 6: Elemental Rage Level 10: Catapulting Might
Primordial energy infuses your Rage, granting Your connection to the primal giant’s gifts you their
elemental might during attacks. While your Rage is favorite attack, hurling both allies and enemies
active, you can choose one weapon on your per- across the battlefield. As a Bonus Action while
son and infuse it with one of the following dam- your Rage is active, you can choose one Medium or
age types: Acid, Cold, Fire, Lightning, or Thunder. smaller creature within your reach and throw it to
While you wield the infused weapon and your Rage an unoccupied space you can see within 30 feet of
is active, the weapon’s damage type changes to yourself. To avoid being thrown, an unwilling crea-
the chosen type, deals an extra 1d6 damage of the ture must succeed on a Strength saving throw (DC
chosen type, and gains the Thrown property (range 8 plus your proficiency bonus and your Strength
modifier).
If at the end of this forced movement, the thrown
creature isn’t on a surface that can support it, the
creature falls, taking damage as normal and it has
the Prone condition.
Level 14: Primal Colossus
Undiluted primordial elemental power courses
through your veins when you Rage. While your
Rage is active, you gain the following benefits:
• Your reach increases by 10 feet.
• Your size can increase to your choice of Large or
Huge. You have +2 on Strength checks or sav-
ing throws and your Speed increases by 20 feet
instead of 10.
• Your Catapulting Might now affects Large or
smaller creatures.
• The extra damage dealt by your Elemental Rage
is now 2d6.
Path of the Giant Subclass

Path of the Storm Herald


Release the Thunder of Rage
Storm Heralds’ fury is the hurricane making land,
the haboob obliterating all, the tornado laying
waste, and the never-ending thunderstorm. It
grants them the strength, durability, and speed of
nature itself and makes them as unwavering as the
weather. Those who choose to follow the Path of
the Storm Herald manifest their Rage as primal
magic wrapped around them like a cloak in battle.
Embodying an unforgiving aspect of nature,
storm heralds often train and live alongside those
who have sworn to protect nature—Druids, Rang-
ers, and nature worshipers. Others hone their Rage

8 Barbarian Subclasses
in the lands pummeled by storms that shape who the ground to create Difficult Terrain in a 15-foot
they are until they fully mirror them. Cone as ice coats the ground. If your chosen Storm
Hearted and Forming Storm environments are
Level 3: Forming Storm both tundra, you can take a Bonus Action to give a
Your Rage manifests as magical storms. When you number of Temporary Hit Points, as detailed in the
enter your Rage, you radiate an aura in a 10-foot Forming Storm feature, to each creature of your
Emanation. Choose from the following effects. The choice within your aura.
aura and its effect ends when your Rage does.
If your aura’s effect requires a saving throw, the Level 10: Battering Winds
DC equals 8 plus your Constitution modifier and Your fierce protectiveness is embodied by the storm
Proficiency Bonus. itself, battering your foes and defending your allies.
Desert. Whenever a creature enters your aura
or starts its turn there, it takes 2 Fire damage. The
damage increases by 1 when you reach levels 5 (3),
10 (4), 15 (5), and 20 (6).
Sea. When you activate your Rage and at the
start of each of your turns, you can choose one
creature you can see in your aura. The target must
make a Dexterity saving throw. On a failed save, the
target takes Lightning damage equal to 1d6 plus
your Proficiency Bonus, or half as much damage
on a successful one. The damage increases by 1d6
when you reach levels 10 (2d6 plus your Profi-
ciency Bonus), 15 (3d6 plus your Proficiency Bo-
nus), and 20 (4d6 plus your Proficiency Bonus).
Tundra. When you activate your Rage, each crea-
ture of your choice within your aura gains 2 Tem-
porary Hit Points as a chill slightly numbs them to
pain. The Temporary Hit Points increase by 1 when
you reach levels 5 (3), 10 (4), 15 (5), and 20 (6).
Level 6: Storm Hearted
The storm never calms. Your protection continues,
even when your Rage isn’t active. Choose from

Path of the Storm Herald Subclass


the following environment-based effects. You can
choose a new effect whenever you finish a Long
Rest.
Desert. As you embody the environment the
storm thrives in, you gain Resistance to Fire dam-
age. In addition, as a Magic action, you can touch
a flammable object that isn’t being worn or carried
to set it on fire. If your chosen Storm Hearted and
Forming Storm environments are both desert, your
aura’s Fire damage increases by 2.
Sea. As you embody the environment the storm
thrives in, you gain Resistance to Lightning dam-
age, can breathe air and water, and gain a Swim
Speed of 30 feet. If your chosen Storm Hearted
and Forming Storm environments are both sea, a
creature in your aura that fails its Dexterity saving
throw has the Prone condition.
Tundra. As you embody the environment the
storm thrives in, you gain Resistance to Cold dam-
age. Additionally, as a Magic action, you can touch
Barbarian Subclasses 9
If a creature deals damage to an ally within your or the chaos of the Upper Plans, something calls
aura, you can take a Reaction to send the storm to these Barbarians. These transformed, magic-in-
to their defense. Roll 1d8 and subtract it from fused people are eager to manifest otherworldly
the attack roll. If the attack roll would hit but fails magic. While raging, they tap into the magic,
because of your use of this feature, you push the though untrained to wield it, and become a conduit
target 5 feet away from your ally. In addition, if the for whatever rushes forth.
attacker scores a Critical Hit against an ally within
your aura, you can take a Reaction to force a reroll, Level 3: In the Magical Know
but you must use the new roll. This feature can be Magic has touched every fiber of your being, and
used a number of times equal to your Proficiency now you know it. As a Magic action, you open your
Bonus. You regain all expended uses after you fin- awareness to the presence of magic. You cast the
ish a Long Rest. Detect Magic spell with a duration of 1 minute and
Finally, your protection from the Storm Hearted no Concentration required. While your awareness
feature improves when you reach Barbarian level is open, you can also detect curses but not what a
10, like a storm engulfing new environments. While curse is. You can use this feature a number of times
your Rage is active, a number of creatures equal to equal to your Proficiency Bonus, and you regain all
your Proficiency Bonus of your choice also gain the expended uses when you finish a Long Rest.
same Resistance you gain from this feature. Level 3: Wild Surge
Level 14: Whirlwind of Rage It roils and boils in you as your Rage grows, some-
Your storm has found more depth, bringing forth times bursting from you in unexpected ways. When
additional magical benefits. Whenever you enter you enter your Rage, roll on the Wild Magic table to
your Rage, you gain one of the following options of determine the magical effect produced. Any ongo-
your choice to augment your storm. ing effect ends when your Rage ends.
Blazing Sun. You begin to flash as brightly as the If the effect requires a saving throw the DC
blazing sun in a desert storm. Immediately after a equals 8 plus your proficiency bonus and your Con-
creature within your aura hits you with an attack, stitution modifier (minimum of +1).
you can take a Reaction to cause the attacker to Wild Magic
make a Constitution saving throw. On a failed save,
d8 Effect
the creature has the Blinded condition until the end
of your next turn. 1 Burst from your form are magic tendrils that whip
angrily back and forth. Each creature of your choice
Torrential Rain. Rain swells, pounding the area
that you can see within 30 feet of you must succeed
around you and leaving only you in the eye of the on a Constitution saving throw or take 1d12 Necrot-
storm. Immediately after an ally you can see is hit ic damage. In addition, you gain 1d12 Temporary
with an attack, you can take a Reaction to cause the Hit Points.
attacker to have Disadvantage on attacks against 2 Something shifts inside you that allows you to
creatures other than you until the end of your next teleport up to 30 feet to an unoccupied space you
turn. can see. Until your Rage ends, you can take a Bonus
Freezing Conditions. Creeping ice travels from Action to trigger this effect again.
you to attack your enemies. When you enter your 3 An intangible spirit, which looks like a creature of
Rage, you can choose one creature you can see your choice that is Small or smaller, appears within
within your aura. The creature must succeed on a 5 feet of one creature of your choice that you can
Strength saving throw or its Speed is reduced to see within 30 feet of you. At the end of the current
0 until the end of your next turn as ice begins to turn, the spirit explodes and each creature within 5
cover its legs. feet of it must succeed on a Dexterity saving throw
or take 1d6 Force damage. You can take a Bonus
Path of Wild Magic Action to use this effect again.
4 Magic trickles down your arm and infuses one
Expel the Chaos Within weapon of your choice with the following effects
Barbarians are susceptible to the magic of lands until your Rage ends: the weapon’s damage type
they travel through, but those who choose to open is now Force, it gains the Light and Thrown (range
themselves up to those profound influences walk 20/60) weapon properties, and if it leaves your
the Path of Wild Magic. Whether it is the beauty of hand, it reappears in your hand at the end of your
current turn.
the Celestials, the intense emotions of the Feywild,

10 Barbarian Subclasses
d8 Effect
5 Whenever a creature hits you with an attack roll be-
fore your Rage ends, it takes 1d6 Force damage as
the magic flashes in anger at the creature’s hubris.
6 Dancing lights float out of you to gently swirl
around you in a 10-foot Emanation; you and allies in
the area gain a bonus to your AC equal to half your
Proficiency Bonus.
7 Vines and plants grow rapidly around you in a 15-
foot Emanation; the area is Difficult Terrain for your
enemies.
8 A bolt of light shoots from your mouth as you
scream in rage. A creature of your choice within 30
feet of you must succeed on a Constitution saving
throw or take 1d6 Radiant damage and have the
Blinded condition until the end of your next turn.
You can use this effect again as a Bonus Action on
each of your turns.

Level 6: Juiced Magics


Gaining a little bit of control, you can bend part of
your wild magic to bolster yourself and your allies.
As a Magic action, you can touch yourself or one
willing creature and confer to it one of the follow-
ing benefits of your choice:
• For the next 10 minutes, the creature is under
the effects of a Bless spell requiring no Concen-
tration.
• The creature regains one expended spell slot
whose spell level equals 1d4 or lower (creature’s
choice). Once a creature receives this benefit, it
can’t do so again until you finish a Long Rest.
You can use this feature a number of times equal
to your proficiency bonus, and you regain all ex-
pended uses when you finish a Long Rest.
Level 10: Magical Feedback

Path of Wild Magic Subclass


The magic knows when you are in danger and
reacts violently. While your Rage is active, immedi-
ately after taking damage or failing a saving throw,
you can take a Reaction to roll on the Wild Magic
table and immediately produce the effect rolled.
This effect replaces your current Wild Magic effect.
In addition, using this feature extends your Rage
for another round.
Level 14: Controlled Surge
You know the chaos within; it is an old friend that
has served you well in battle. Whenever you roll on
the Wild Magic table, you can roll the die twice and
choose which of the two effects to unleash. If you
roll two of the same number, you can ignore them
and choose any effect on the table.

Barbarian Subclasses 11
Bard Subclasses
A Bard subclass is a specialization that grants you
features at certain Bard levels, as specified in the
subclass. Bards form loose associations, which
they call colleges, to preserve their traditions. This
section presents the College of Creation, College of
Eloquence, College of Spirits, College of Swords,
and College of Whispers subclasses.

College of Creation
Harness the Song of Creation to Animate Wonders
Bards from the College of Creation are masters of
the Song of Creation, a magical resonance through-
out the multiverse created by the gods and things
older than them, such as the oldest dragon deities.
While every Bard taps into this song in some way,
this college’s members seek to add a new verse or
repeat a refrain in this primordial song. By honing
the resonant magic of the Song of Creation, they
can make what they create come to life.
Level 3: Chorus of Creation
As a Magic action, you can channel the magic of the
Song of Creation to create one nonmagical item
of your choice in an unoccupied space within 10
feet of you. The item must appear on a surface or
in a liquid that can support it. The GP value of the
item can’t be more than 20 times your Bard level,
and the item must be Medium or smaller. The item
glimmers softly, and a creature can faintly hear mu-
sic when touching it. The created item disappears
after a number of hours equal to your Proficiency
Bonus. For examples of items you can create, see
the equipment chapter of the Player’s Handbook.
College of Creation Subclass

Once you create an item with this feature, you


can’t do so again until you finish a Long Rest. You
can also regain uses by expending a level 2+ spell
slot for each use you want to restore (no action re-
quired). You can have only one item created by this
feature at a time; if you use this action and already
have an item from this feature, the first one imme-
diately vanishes.
The size of the item you can create with this fea-
ture increases by one size category when you reach
Bard levels 6 (Large) and 14 (Huge).
Level 3: Mote of Potential
Whenever you expend a use of your Bardic In-
spiration, you can utter a note from the Song of
Creation to create a Tiny mote of potential, which
orbits within 5 feet of the creature that has a Bardic

12 Bard Subclasses
Inspiration die from you. The mote is incorporeal
and has Immunity to all damage, and it lasts until
the Bardic Inspiration die is rolled. The mote looks
like any sort of symbol of your art that you choose,
such as a dancing figure, drawing of a flower, or a
depiction of the resonance of the Song of Creation
as sound waves.
When the creature rolls the Bardic Inspiration
die, the mote provides an additional effect corre-
sponding to the type of D20 Test:
Ability Check. When the creature rolls the Bar-
dic Inspiration die to add it to an ability check, the
creature can roll the Bardic Inspiration die again
and choose which roll to use, as the mote pops and
emits colorful, harmless sparks for a moment.
Attack Roll. Immediately after the creature rolls
the Bardic Inspiration die to add it to an attack roll
against a target, the mote thunderously shatters.
The target and each creature of your choice that
you can see within 5 feet of it must succeed on a
Constitution saving throw against your spell save
DC or take Thunder damage equal to the number
rolled on the Bardic Inspiration die.
Saving Throw. Immediately after the creature
rolls the Bardic Inspiration die and adds it to a
saving throw, the mote vanishes with the sound of
soft music, causing the creature to gain Temporary to restore (no action required). You can have only
Hit Points equal to the number rolled on the Bardic one item animated by this feature at a time; if you
Inspiration die plus your Charisma modifier (mini- use this feature and already have a Dancing Item in
mum of 1 Temporary Hit Point). this way, the first one immediately becomes inani-
mate.
Level 6: Animating Performance
As a Magic action, you can animate one Large or Level 14: Unbound Creation
smaller nonmagical item within 30 feet of you that When you use your Performance of Creation, you
isn’t being worn or carried. can create multiple items at once. The number of
The item is Friendly to you and your allies and items equals your Charisma modifier (minimum of
obeys your commands See the Dancing Item stat two items). If you create an item that would exceed
block below, which uses your Proficiency Bonus that number, you choose which of the previously
(PB). It’s animated for 1 hour, until it is reduced to created items disappears. Only one of these items
0 Hit Points, or until you die. can be of the maximum size you can create; the
In combat, the item shares your Initiative count, rest must be Small or Tiny.
but it takes its turn immediately after yours. It can You are no longer limited by GP value when cre-
move and use its Reaction on its own, but the only ating items with your Performance of Creation.
action it takes on its turn is the Dodge action, un-
less you take a Bonus Action on your turn to com- College of Eloquence
mand it to take another action from its stat block or Inspire Hearts with Empowered Words
some other action.
Bards who belong to the College of Eloquence are
When you take a Bonus Action to use your Bardic
empowered by magic found in the spoken word.
Inspiration, you can command the item as part of
They focus on persuading the people around them
the same bonus action. Once you animate an item
and using well reasoned arguments as weapons.
with this feature, you can’t do so again until you
Theatrics and facts merge together in the words of
finish a Long Rest. You can also regain uses by ex-
Eloquence Bards. They can speak to the heart of
pending a level 3+ spell slot for each use you want
people around them, but still with a focus on logic.

Bard Subclasses 13
Level 3: Silver Tongue
You always know exactly what to say to people
around you. When you make a Charisma (Decep-
tion or Persuasion) check, you can treat a roll of 9
or lower as a 10.
Level 3: Unsettling Words
You can make any who oppose you or your argu-
ments crumple under pressure. As a Bonus Action,
you can expend a use of your Bardic Inspiration,
rolling a Bardic Inspiration die. When you do so,
choose one creature you can see within 60 feet of
you. The creature must subtract the number rolled
on the d20 from the next saving throw it makes be-
fore the start of your next turn, potentially turning a
success into a failure.
Level 6: Unfailing Inspiration
Your persuasive rhetoric and words push others to
succeed. When a creature adds one of your Bar-
dic Inspiration dice to its D20 Test and still fails,
the creature can reroll the Bardic Inspiration die,
which is not expended until the reroll, and it must
use the new roll.
Level 6: Universal Understanding
You can spread your words to any creature. As a
Magic action, choose a number of other creatures
within 60 feet of yourself, up to a number equal to
your Charisma modifier (minimum of one crea-
ture). The chosen creatures can magically under-
stand you, regardless of the language you speak, for
1 hour.
Once you use this feature, you can’t use it again
until you finish a Long Rest. You can also restore
your use of it by expending one use of your Bardic
College of Eloquence Subclass

Inspiration (no action required).


Level 14: Infectious Inspiration
The magic found in your words has reached a
new zenith, allowing the inspiration you provide to
impact multiple people at once. When a creature
within 60 feet of you rolls one of your Bardic Inspi-
ration dice on a D20 Test and the roll succeeds, you
can take a Reaction to give a Bardic Inspiration die
to another creature that can hear you within 60 feet
of you without expending any of your Bardic Inspi-
ration uses.
You can use this feature a number of times equal
to your Charisma modifier (minimum of once), and
you regain all expended uses when you finish a
Long Rest.

14 Bard Subclasses
College of Spirits
Recite Ancient Tales to Gain Otherworldly Power
History, fable, and legend have a resonant power all
their own. The College of Spirits make it their mis-
sion to find and collect these stories of the ancients
and harness the power they hold. While some
of these Bards gain these powers by using dark
rituals or defiling places of ancient power, others
have their stories passed on by kind spirits, or by
oral tradition in their communities. These ancient
stories are fickle things however, and honing their
power takes power in return.
Level 3: Ancient Whispers
You always have the False Life and Guidance spells
prepared.
In addition, you can use the following objects as
a Spellcasting Focus for your Bard spells: a candle,
book of ancient tales, skull, tarokka deck, or other
item of historical and cultural significance.
When you reach Bard level 6, whenever you cast
a Bard spell that deals damage or restores Hit
Points using your Spellcasting Focus, you gain a
1d6 bonus to damage or the healing roll of the cast
spell.
Level 3: Tales from Beyond
You connect with the ancient stories you have col-
lected through the use of your Spellcasting Focus.
As a Bonus Action, you can expend one use of your
Bardic Inspiration, rolling a Bardic Inspiration die
on the Spirit Tales table. You keep this tale in mind
until you bestow the tale’s effect or you finish a
Short or Long Rest.
On your next turn or thereafter, you can take an-
other Bonus Action to choose one creature you can
see within 30 feet of you (this can be you) to be the

College of Spirits Subclass


target of the tale’s effect. Once you do so, you can’t
bestow the tale’s effect again until you roll it again.
You can keep only one of these tales in mind at
a time, and rolling on the Spirit Tales table again
immediately ends the effect of the previous tale. If
the tale requires a saving throw, the DC equals your
spell save DC. If the tale instructs you to roll one
or more Bardic Inspiration dice, doing so doesn’t
expend uses of Bardic Inspiration.

Bard Subclasses 15
Spirit Tales Bardic
Insp. Die Tale Told Through You
Bardic
Insp. Die Tale Told Through You 9 The Gladiator’s Tale. Each creature of the
target’s choice it can see within 30 feet of it
1 The Clever Animal’s Tale. For the next 10 must make a Strength saving throw. On a
minutes, whenever the target makes an Intel- failed save, the target takes Thunder damage
ligence, a Wisdom, or a Charisma check, the equal to three rolls of your Bardic Inspiration
target can gain a bonus equal to a roll of your die and it has the Prone condition. A creature
Bardic Inspiration die. that succeeds on its saving throw takes half as
2 The Renowned Duelist’s Tale. Make a melee much damage and isn’t Prone.
spell attack against the target. On a hit, the 10 The Dragon’s Tale. The target spews fire from
target takes Force damage equal to two rolls of its mouth in a 30-foot cone. Each creature in
your Bardic Inspiration die plus your Charisma that area must make a Dexterity saving throw.
modifier. On a failed save, a creature takes Fire damage
3 The Beloved One’s Tale. The target and another equal to four rolls of your Bardic Inspiration
creature of its choice it can see within 5 feet of die. On a successful save, a creature takes half
it each gain a number of Temporary Hit Points as much damage.
equal to a roll your Bardic Inspiration die plus 11 The Kind Spirit’s Tale. The target regains a
your Charisma modifier. number of Hit Points equal to two rolls of
4 The Runaway’s Tale. The target can immedi- your Bardic Inspiration die plus your Charis-
ately take a Reaction to teleport up to 30 feet ma modifier, and you end one condition on
in any direction to an unoccupied space it can it: Blinded, Deafened, Paralyzed, Petrified, or
see. When the target teleports, it can choose Poisoned.
a number of additional creatures up to your 12 The Forbidden One’s Tale. You evoke an incom-
Charisma modifier (minimum of 0 additional prehensible fable from an otherworldly being.
creatures) that it can see within 30 feet of it to The target must make an Intelligence saving
immediately use the same effect. throw. On a failed save, the target takes Psy-
5 The Avenger’s Tale. For 1 minute, whenever a chic damage equal to three rolls of your Bardic
creature hits the target with a melee attack roll, Inspiration die and the target has the Stunned
the attacker takes Force damage equal to a roll condition until the end of its next turn.
your Bardic Inspiration die.
6 The Traveler’s Tale. The target gains a number Level 6: Occult Discovery
of Temporary Hit Points equal to a roll of your
Bardic Inspiration die plus your Bard level. You learn two spells of your choice. These spells
While the target has these Temporary Hit can come from the Sorcerer, Warlock, and Wizard
Points, the target’s Speed increases by 10 feet spell lists. Hex and Summon Undead are recom-
and it gains a +1 bonus to its AC. mended. A spell you choose must be a cantrip or a
7 The Beguiler’s Tale. The target makes a Wis- level 1+ spell, as shown in the Bard Features table.
dom saving throw. On a failed save, the target You always have the chosen spells prepared, and
takes Psychic damage equal to two rolls of whenever you gain a Bard level, you can replace
your Bardic Inspiration die, and the target has one of the spells with another spell that meets the
the Incapacitated condition until the end of its same requirements.
next turn.
8 The Phantom’s Tale. The target has the Invis- Level 14: Mystical Connection
ible condition until the end of its next turn or Whenever you expend a Bardic Inspiration die
until it hits a creature with an attack. If the to roll an effect on the Spirit Tales table, you can
target hits a creature with an attack while it has choose which effect to bestow, so long as the num-
this condition, the target takes Necrotic dam- ber is a result on your Bardic Inspiration die. As a
age equal to a roll of your Bardic Inspiration Bonus Action, you can roll on the Spirit Tales table
die and has the Frightened condition until the
without expending a Bardic Inspiration die. When
end of its next turn.
you do so, you can roll the die twice and choose
which of the two effects to bestow. If you roll the
same number on both dice, you can ignore the
number and choose any effect on the table.

16 Bard Subclasses
College of Swords
Flourish Your Blade with Magical Panache
Bards of the College of Swords show their bardic
skill through fantastic displays of weapon prow-
ess. Unlike the College of Valor, which focuses on
the inspiring tales of battle, the College of Swords
seeks to entertain the masses with stunts and dar-
ing displays, though discounting their actual com-
bat prowess is a mistake few dare make.
While the entertaining aspect of the College of
Swords is strong, there are many places where a
more bombastic style of swordplay are appreciated,
such as in gladiatorial fights, on the high seas, or
even as a vigilante of some kind. These are places
where the eye for showmanship is just as vital as
skill with a weapon.
Level 3: Blade Flourish
Whenever you take the Attack action on your turn,
your Speed increases by 10 feet until the end of the
turn, and if a weapon attack roll that you make as
part of this action hits a creature, you can expend
a use of your Bardic Inspiration, rolling a Bardic
Inspiration die to use one of the following Blade
Flourish options of your choice. You can use only
one Blade Flourish option per turn.
Defensive Flourish. Your weapon attack roll
deals additional damage equal to the number you
roll on the Bardic Inspiration die. You also add the
number rolled as a bonus to your AC until the start
of your next turn.
Mobile Flourish. Your weapon attack deals addi-
tional damage equal to the number you roll on the
Bardic Inspiration die. You can also push the target
directly away from you a number of feet equal to 5
plus the number you roll on your Bardic Inspira-

College of Swords Subclass


tion die. You can then immediately take a Reaction
to move up to your Speed to an unoccupied space
within 5 feet of the target.
Slashing Flourish. Your weapon attack deals
additional damage equal to the number you roll on
the Bardic Inspiration die. You can also deal this
damage to one other creature of your choice that
you can see within 5 feet of you.
Level 3: Martial Training
You gain proficiency with Martial weapons and
training with Medium armor and Shields.
In addition, you can use a Simple or Martial
weapon as a Spellcasting Focus for your Bard
spells.

Bard Subclasses 17
Level 6: Extra Attack
You can attack twice, instead of once, whenever
you take the Attack action on your turn. In addition,
you can cast one of your cantrips that has a casting
time of Action in place of one of those attacks.
Level 14: Master’s Flourish
Whenever you use your Blade Flourish feature, you
can roll a d6 and use it instead of expending a use
of your Bardic Inspiration.

College of Whispers
Utter Dark Words to Shatter Psyches
At face value, Bards of the College of Whispers
tend to act like any other Bard most of the time.
This is part of their trained deception. The College
of Whispers focuses on magic and cunning to learn
secrets and other dark truths to use against other
people.
They are masters of infiltration and espionage,
entering even noble courts to gain information.
They wield some psionics in their magic, which
they use to better gain information or mentally ma-
nipulate the people around them.
Level 3: Chilling Magic
You always have the Detect Thoughts and Disso-
nant Whispers spells prepared.
In addition, immediately after you cast a Divina-
tion or Enchantment spell using a spell slot, you
can cause a creature you can see within 60 feet of
yourself to make a Wisdom saving throw against
your spell save DC. On a failed save, the target has
the Frightened or Poisoned condition (your choice)
for 1 minute. The target repeats the save at the end
College of Whispers Subclass

of each of its turns, ending the effect on itself on a


success.
Once you use this feature, you can’t use it again
until you finish Long Rest. You can also restore
your use of it by expending one use of your Bardic
Inspiration (no action required).
Level 3: Psychic Blades
You gain the ability to make your weapon attacks
magically toxic to others’ minds.
When you hit a creature with a weapon attack on
your turn, you can expend one use of your Bardic
Inspiration without rolling your Bardic Inspiration
die to deal an extra 2d6 Psychic damage to that tar-
get. You can do so once per round.
The Psychic damage increases when you reach
Bard levels 5 (3d6), 10 (5d6), and 15 (8d6).

18 Bard Subclasses
Level 6: Mantle of Shadows
When a creature fails a saving throw against an
Enchantment or Illusion spell you cast using a spell
slot, you can take a Reaction to magically capture
its shadow. You retain this shadow until you use it
or until you finish a Long Rest.
You can use the shadow as a Magic action. When
you do so, it vanishes, magically transforming into
a disguise that appears on you. You now look like
the creature. This disguise lasts for 1 hour or until
you end it as a Bonus Action.
While you’re in the disguise, you gain advantage
on all Charisma (Deception) checks to make people
believe you are the person. As long as you maintain
the deception, people who are allies of the creature
you are pretending to be are Friendly towards you.
Whenever you roll Initiative, Friendly creatures not
in on the ruse are surprised.
A creature can see through this disguise by
succeeding on a Wisdom (Insight) check. The DC
equals your spell save DC.
Once you use this feature, you can’t use it again
until you finish Long Rest. You can also restore
your use of it by expending one use of your Bardic
Inspiration (no action required).
Level 14: Whispered Lore

A Bard Steals the Shadow of an Unsuspecting Foe


As a Magic action, you 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 save, your whis-
per sounds like unintelligible mumbling and has no
effect.
On a failed save, the target has the Paralyzed
condition for 1 minute. The target repeats the save
at the end of each of its turns, ending the effect on
itself on a success. It interprets the whispers as a
description of its most mortifying secret. You gain
no knowledge of this secret, but the target is con-
vinced you know it.
When the effect ends, the creature has no under-
standing 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.

Bard Subclasses 19
Cleric Subclasses
A Cleric subclass is a specialization that grants
you features at certain Cleric levels, as specified in
the subclass. Each Cleric subclass is named after
a domain of existence that is favored by a god,
pantheon, or religious order. This section presents
the Arcana Domain, Death Domain, Forge Do-
main, Grave Domain, Knowledge Domain, Nature
Domain, Order Domain, Peace Domain, Tempest
Domain, and Twilight Domain subclasses.

Arcana Domain
Connect to the Pulse of the Universe
The Arcana Domain centers upon the perception,
magnification, and alteration of magic—the su-
pernatural essence of the world, connecting and
binding the physical world while often remaining
imperceptible except to those initiated into its
study. Clerics who utilize this domain demonstrate
Wizard-like control over arcane energies, some-
times leading others to believe the Cleric is an
arcane caster instead.
The universe couldn’t exist without magical
energies permeating existence. Many Clerics who
choose the Arcana domain come from faiths and
traditions that are associated with learning and
knowledge, ancient wisdom, and divine mysteries.
It is no coincidence many Clerics who select this
domain associate themselves with libraries and
other centers of learning.
Level 3: Arcana Domain Spells
Your connection to this divine domain ensures you
always have certain spells ready. When you reach a
Cleric level specified in the Arcana Domain Spells
table, you thereafter always have the listed spells
prepared.
Arcana Domain Subclass

Arcana Domain Spells


Cleric Level Spells
3 Detect Magic, Identify, Magic Missile, Magic
Weapon, Nystal's Magic Aura
5 Counterspell, Dispel Magic
7 Arcane Eye, Leomund's Secret Chest
9 Planar Binding, Teleportation Circle

Level 3: Arcane Abjuration


As a Magic action, you present your Holy Symbol to
a Celestial, Elemental, Fey, or Fiend of your choice
within 30 feet that can see or hear you and expend
a use of your Channel Divinity. That creature must

20 Cleric Subclasses
make a Wisdom saving throw. On a failed save,
the creature has the Frightened and Incapacitated
Death Domain
conditions for 1 minute. For the duration, it tries Pushing Through the End to a New Beginning
to move as far from you as it can on its turns. This The Death Domain focuses on the greatest mys-
effect ends early on the creature if it takes any dam- tery of a living creature’s existence—what awaits
age, if you have the Incapacitated condition, or if after death. Clerics who select this domain master
you die. the negative energy associated with death, which
When you reach Cleric level 5, creatures affected allows for effects both helpful and malign. While
by this feature can be banished instead (as per the Clerics who dabble in death magic can produce
Banishment spell, without requiring Concentra- a number of arguably evil effects, such as creat-
tion), if the creature is at or below a certain Chal- ing Undead, many others eschew such magic and
lenge Rating threshold. Consult the table below. instead focus on protecting others from the worst
Cleric Level Challenge Rating effects of negative energies.
5 ½ or lower As one of the fundamental areas of clerical prac-
8 1 or lower
tice, Clerics with access to this domain can come
from a wide range of faith and traditional practices.
11 2 or lower
In some areas with wider pantheons with specific
14 3 or lower portfolios, one or two gods may offer access to the
17 4 or lower Death Domain. However, as all faiths have prac-
titioners who die and survivors seeking comfort,
Level 3: Arcane Initiate Clerics with access to this domain can be found
among almost all faiths.
You gain proficiency in the Arcana skill. If you al-
ready have this proficiency, you instead gain profi- Level 3: Command Undead
ciency in another skill of your choice. In addition, You can expend a use of Channel Divinity to con-
you learn any two Wizard cantrips. Fire Bolt and trol the Undead. As a Magic action, you point your
Prestidigitation are recommended. Holy Symbol at an Undead creature and order it to
Finally, choose a number of level 1 Wizard spells succumb to your will. The Undead creature must
equal to your Proficiency Bonus with the Ritual succeed on a Wisdom saving throw or have the
tag. Alarm and Find Familiar are recommended. Charmed condition and follow your basic com-
You always have those spells prepared, and you can mands on its turn if it’s able to. This effect lasts for
cast them with any spell slots you have. Whenever 1 minute.
your Proficiency Bonus increases thereafter, you When you reach Cleric level 5, you can also re-
can add an additional level 1 Wizard spell with the store Hit Points to an Undead creature under your
Ritual tag to the spells always prepared with this control. As a Magic action, roll a number of d8s
subclass feature. equal to your Wisdom modifier. The Undead crea-
Level 6: Spell Alteration ture regains a number of Hit Points equal to the re-
sult. Hit Points in excess of the creature’s Hit Point
When you cast a level 1+ spell to restore Hit Points
maximum are Temporary Hit Points instead.
to a creature, you can choose to end an ongoing
spell on the target of your choice. The chosen spell Level 3: Death Domain Spells
must be of a spell level equal to or less than the Your connection to this divine domain ensures you
healing spell you cast. always have certain spells ready. When you reach
Level 17: Arcane Mastery a Cleric level specified in the Death Domain Spells
table, you thereafter always have the listed spells
Choose four Wizard spells, one each from levels 6,
prepared.
7, 8, and 9. Antimagic Field, Arcane Gate, Symbol,
and Wish are recommended. These spells count as
Cleric spells for you.

Cleric Subclasses 21
Death Domain Spells Level 3: Reaper
Cleric Level Spells You gain proficiency with Martial weapons. In
3 Blindness/Deafness, False Life, Ray of addition, you know one Necromancy cantrip from
Enfeeblement, Ray of Sickness any spell list. Chill Touch is recommended. If the
5 Spirit Guardians, Spirit Shroud chosen cantrip would normally target one creature
7 Blight, Death Ward whenever you cast it, you can choose to target a
second creature within 5 feet of the first.
9 Antilife Shell, Cloudkill
Level 6: Inescapable Destruction
Spells you cast and other effects you cause that
deal Necrotic damage ignore any Resistance to
Necrotic damage. Creatures with Immunity to Ne-
crotic damage you deal damage to are treated as
having Resistance instead.
In addition, you gain Resistance to Necrotic dam-
age.
Level 17: Fear the Reaper
When you cast a Necromancy spell of level 1 to 5
with one target, you can choose one of the follow-
ing effects:
• You can target a second creature within 5 feet of
the first without expending another spell slot or
additional Material components.
• You can cast a second Necromancy spell of a
lower spell level without expending a spell slot
or any components. This spell doesn’t require
Concentration. If you initially cast a level 1 Nec-
romancy spell, you can cast a cantrip. Only one
such spell can be in effect at a time, and selecting
this effect again ends the previously cast spell.

Forge Domain
Manifesting Holy Might Through Iron and Smoke
The Forge Domain is one of fiery creation, the gods
bequeathing its gifts acting as muses to their most
devout followers. Clerics of these gods pray with
every strike of their hammer, hear their god’s words
Death Domain Subclass

in the hiss of hot metal doused in water, and touch


the essence of the divine when they caress their
works. While not a hard and fast rule, Clerics who
find an affinity with this domain are often inspired
yet patient, hard-working yet aloof, and future-fac-
ing yet mindfully present.
The Forge Domain isn’t commonly granted by
the gods, with each pantheon harboring only one or
two deities who gift its mysteries. This isn’t true of
all pantheons however, as many gods for cultures
valuing craftsmanship reward their most faithful
followers with the divine mysteries of artifice.

22 Cleric Subclasses
Level 3: Artisan’s Blessing
Through prayerful artifice, you can create objects in
exchange for giving alms to your deity. As a 1-hour
ritual during which candles, incense, and precious
and mundane metals worth GP equal to 50 × your
Cleric level are consumed, you expend a use of your
Channel Divinity. At the ritual’s conclusion, an item
with the same GP worth is created from nothing
through the divine favor of your deity.
Level 3: Blessing of the Forge
As a Magic action, you can choose equipment that
must be two weapons, two suits of armor, or one of
each. These two items become +1 magic versions
of their type. This effect persists until you finish a
Long Rest.
Level 3: Forge Domain Spells
Your connection to this divine domain ensures you
always have certain spells ready. When you reach
a Cleric level specified in the Forge Domain Spells
table, you thereafter always have the listed spells
prepared.
Forge Domain Spells
Cleric Level Spells
3 Heat Metal, Identify, Magic Weapon, Sear-
ing Smite
5 Elemental Weapon, Protection from Energy
7 Fabricate, Wall of Fire
9 Animate Objects, Creation

Level 6: Soul of the Forge


You gain Resistance to Fire damage, and weapons
and armor imbued by your Blessing of the Forge
feature have a +2 bonus instead. Finally, whenever
you hit with an attack roll and deal damage with
a Melee weapon, you can deal your choice of Fire

Forge Domain Subclass


damage or the weapon’s normal damage type. This
effect does not change additional damage from
other spells and abilities, such as from Blessed
Strikes.
Level 17: Saint of Forge and Fire
You gain Immunity to Fire damage, as well as the
Prone condition. You cannot be moved along the
ground against your will. In addition, while wearing
Heavy armor, you have Resistance to Bludgeoning,
Piercing, and Slashing damage.

Cleric Subclasses 23
of the doors that keep the dead from coming back.
Grave Domain The sun-lit chasms with dark never-ending depths
Ensure the Dead Rest in Peace are often seen as the perfect places to install their
The Grave Domain walks the path between life and chapels or altars, symbolizing the line between
death—the thin line that can sometimes be broken these two worlds.
or traversed, and protects it by ending creatures Level 3: Eyes of the Grave
that disrupt the boundary. Clerics who wield this
You can sense the presence of Undead, blasphe-
power value life and look to extend it as much as
mies of the life cycle. As a Magic action, you know
possible for those who are destined to a greater
the location of any Undead within 60 feet of you
purpose or don’t deserve a short life. This is not to
that isn’t behind Total Cover and isn’t protected
cheat death, as the life cycle is invaluable to them,
from Divination magic. You don’t divine anything
but to offer another chance before the final slumber
more about the creatures.
comes to them. Those who break the rules of life,
however, are to be exorcized or desecrated. This feature can be used a number of times equal
to your Wisdom modifier (minimum of once). You
Gods from the Grave Domain are known as the
regain all expended uses when you finish a Long
protectors of the living. They act as the guardians
Rest.
Level 3: Grave Domain Spells
Your connection to this divine domain ensures you
always have certain spells ready. When you reach
a Cleric level specified in the Grave Domain Spells
table, you thereafter always have the listed spells
prepared.
Grave Domain Spells
Cleric Level Spells
3 Bane, False Life, Gentle Repose, Ray of
Enfeeblement
5 Aura of Life, Revivify
7 Blight, Death Ward
9 Antilife Shell, Raise Dead

In addition, you know the Spare the Dying cantrip.


For you, it has a range of 60 feet.
Level 3: Path to the Grave
As a Magic action, you present your Holy Symbol
and expend a use of your Channel Divinity to mark
the end of another creature’s life.
Grave Domain Subclass

Choose a creature you can see within 30 feet of


you, marking it with a curse until the end of your
next turn or until it’s hit. The next time the marked
creature takes damage from a spell or an attack roll
from you or an ally, it has Vulnerability to all the
damage dealt.
Level 6: Sentinel at Death’s Door
You can now stop death from taking its toll. As a
Reaction when you or a creature you can see within
30 feet is dealt a Critical Hit, you can turn it into a
normal hit. Any effects triggered by the Critical Hit
are canceled.

24 Cleric Subclasses
This feature can be used a number of times equal
to your Wisdom modifier (minimum of once). You
regain all expended uses when you finish a Long
Rest.
Level 17: Soulweaver
You can now redirect the life essence from parting
souls, redirecting it to the living. When an enemy
you can see dies within 60 feet of you, a creature of
your choice within 60 feet of you regains Hit Points
equal to the enemy’s number of Hit Dice. Once
used, this feature can’t be used again until the start
of your next turn. You can only use this feature if
you aren’t Incapacitated.

Knowledge Domain
Open Your Eyes to the Wisdom of Heaven
Many turn to religious pursuits because of an in-
satiable drive simply to know. While books hold
the knowledge and secrets discerned by people,
their knowledge pales to the near omniscience of
the gods of knowledge. By establishing a connec-
tion with the divine, these devout Clerics seek to
glimpse the vast comprehension of their deity.
Many gods grant this domain to their followers,
and often several gods inside of a pantheon are
considered guardians of one area of knowledge.
These areas of specialization are often venerated
by the Clerics who revere them and see pursuing
their god’s purview as a religious act.
Level 3: Blessing of Knowledge
You gain proficiency in two of the following skills of
your choice: Arcana, Nature, History, and Nature.
In addition, you gain Expertise in any two skills in
which you have proficiency.
Finally, you learn three additional languages.

Knowledge Domain Subclass


Level 3: Knowledge Domain Spells
Your connection to this divine domain ensures you
always have certain spells ready. When you reach
a Cleric level specified in the Knowledge Domain
Spells table, you thereafter always have the listed
spells prepared.
Knowledge Domain Spells
Cleric Level Spells
3 Augury, Command, Identify, Suggestion
5 Speak with Dead, Tongues
7 Arcane Eye, Confusion
9 Legend Lore, Scrying

Cleric Subclasses 25
Level 3: Knowledge of the Ages Level 6: Peruse the Mind’s Library
As a Magic action, expend a use of Channel Divin- As a Magic action, you can expend a use of Channel
ity and select one skill. If you don’t have proficiency Divinity to cast the Detect Thoughts spell.
in the chosen skill, you gain proficiency in it for a Once before this spell ends, you can cast the Sug-
number of hours equal to your Cleric level. If you gestion spell on one creature targeted by Detect
already have proficiency in that skill, you have Ex- Thoughts without expending a spell slot or requir-
pertise in it instead. You cannot stack uses of this ing Concentration. The Suggestion spell ends if
feature on the same skill. Concentration on Detect Thoughts is broken.
Level 17: Visions of Past and Future
As a Magic action, you can create one of the follow-
ing effects. Once you use this feature, you can’t use
it again until you finish a Long Rest. You can also
restore your use of it by expending 5 Hit Dice when
you finish a Short Rest (no action required).
Postcognition. You see visions of recent events
in an area you occupy, no larger than a 50-foot
Cube. These events must have been significant and
have occurred no more than a number of days ago
equal to your Cleric level. These events are often
emotionally charged, although other significant
events may be seen as well.
Precognition. You cast the Foresight spell on
yourself.
Psychometry. You can touch an object and re-
ceive a vision of the object’s past, as well as its most
recent owner. You know how the owner gained and
lost the object, as well as a significant event involv-
ing both. You also gain the same information about
prior owners, so long as they had possession of the
object no more than a number of days ago equal to
your Cleric level.

Nature Domain
Bond with Nature Through Spirituality
Some say all religion arose from a desire to under-
stand and protect oneself from an uncontrollable
natural world. For those Clerics who are gifted
Nature Domain Subclass

power from one of the myriad gods of nature, the


wild places are less frightening. While nature itself
can’t be controlled, it can be understood, guided,
and even harnessed by the faithful.
Clerics who follow deities of nature are as varied
as nature itself. Some throw themselves into pro-
tection of plant life, either biomes, such as forests,
or one particular type of plant, such as flowers.
Some instead find affinity with animals, draw
power from terrains like swamps or mountains,
seek unity with a primal force of nature like cold or
wind, or even commune with spirits of nature them-
selves like fey and elementals. No matter their god

26 Cleric Subclasses
or the nature of their sympathy, Clerics with this and Plants feature, you can take a Bonus Action to
domain find wonder and wisdom in the wild places verbally command the creature. The target does its
around them. best to obey on its turn.
Level 3: Acolyte of Nature Order Domain
You gain proficiency in one of the following skills of
The Order Domain is the path of discipline and
your choice: Animal Handling, Nature, or Survival.
strict obedience to laws. Clerics of this domain en-
If you already have proficiency in all three, you in-
force the law as written, whether or not they agree
stead gain proficiency in a skill of your choice.
with it. They pride themselves on being true enforc-
You also learn one Druid cantrip of your choice. ers of what should be done, with people being able
Druidcraft is recommended. In addition, Druid can- to come to them when needed. They might permit
trips count as Cleric spells for you. exploiting the law to your advantage or finding
Level 3: Charm Animals and Plants loopholes, but still frown upon it, unless they’re the
You can expend a use of Channel Divinity to control ones doing it.
animals and plants. As a Magic action, you point Gods from the Order Domain are known as enti-
your Holy Symbol at a Beast or Plant and expend a ties of absolute law and order. You can’t alter them
use of Channel Divinity. The creature must succeed and they work in clockwork manner, with a binary
on a Wisdom saving throw or have the Charmed mentality. They serve a greater purpose unknown
condition and be Friendly to you and any other to most and protect the universe from falling into
creatures you designate. This effect lasts for a num- unpredictable and cataclysmic chaos.
ber of hours equal to your Cleric level. Level 3: Order Domain Spells
Level 3: Nature Domain Spells Your connection to this divine domain ensures you
Your connection to this divine domain ensures you always have certain spells ready. When you reach
always have certain spells ready. When you reach a a Cleric level specified in the Order Domain Spells
Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells
table, you thereafter always have the listed spells prepared.
prepared. Order Domain Spells
Nature Domain Spells Cleric Level Spells
Cleric Level Spells 3 Command, Compelled Duel, Hold Person,
Zone of Truth
3 Animal Friendship, Barkskin, Speak with
Animals, Spike Growth 5 Mass Healing Word, Slow
5 Call Lightning, Speak with Plants 7 Compulsion, Locate Creature
7 Dominate Beast, Grasping Vine 9 Commune, Dominate Person
9 Insect Plague, Tree Stride
Level 3: Voice of Authority
Level 6: Manipulate Elements You can invoke the power of law and order to help
When you or a creature within 30 feet of you takes an ally. If you take a Magic action using a spell slot
Acid, Cold, Fire, Lightning, or Thunder damage, of 1+ and target an ally, that ally can take a Reac-
you can take a Reaction to halve the damage. tion to take an Attack action against a creature of
In addition, you can choose to inflict Cold, Fire, your choice that you can see.
or Lightning damage with a weapon you wield. If the spell targets more than one ally, you choose
Whenever it hits with an attack roll and deals dam- which one takes the Attack action.
age, it can deal your choice of the chosen damage Level 3: Order’s Demand
type or its normal damage type. This effect does not
As a Magic Action, you present your Holy Sym-
change additional damage types from other spells
bol and expend a use of your Channel Divinity to
and features, such as from Blessed Strikes.
exert an intimidating presence over others. Each
Level 17: Master of Nature creature of your choice that can see or hear you
While a creature that can hear you has the within 30 feet of you must succeed on a Wisdom
Charmed condition due to your Charm Animals saving throw against your spell save DC or have
the Charmed condition until the end of your next
Cleric Subclasses 27
turn or until the Charmed creature takes damage.
Charmed creatures can be commanded to drop
what they are holding when they fail the saving
throw.
Level 6: Embodiment of the Law
The energies of the law you channel to compel
others grows remarkably. When you take a Magic
action to cast a level 1+ Enchantment spell, you can
change its casting time to Bonus Action, provided
its casting time is normally Action.
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.
Level 17: Order’s Wrath
Your enemies wilt before you and your allies. When
you use Divine Strike on a creature, you can desig-
nate that creature to become cursed until the start
of your next turn. The next time you or an ally hits a
creature cursed this way, it takes 2d8 extra Psychic
damage, and the curse ends.

Peace Domain
The Peace Domain is the path to calm and union
above all else. Clerics of this domain seek to stop
people and places from being tainted by conflicts
that put an end to peace and kindness.
Gods of the Peace Domain seek unity and rest of
mind. Only in peace can one think with clarity and
find solutions to the problems at hand, offering the
right advice or help at the right time. Their altars
are usually placed at community centers, where
food is given to those who can’t afford it and people
gather to form a chosen family.
Level 3: Balm of Peace
As a Magic action, you present your Holy Symbol
Order Domain Subclass

and expend a use of your Channel Divinity to make


your very presence calm everyone around you.
When you do this, you can move up to your Speed
without provoking Opportunity Attacks. If you move
within 5 feet of another creature while doing so,
you can restore to it a number of Hit Points equal
to 2d6 + your Wisdom modifier (minimum of 1 Hit
Point). Each creature can receive this healing only
once per use of Balm of Peace.
Level 3: Bond of Union
You can cause peace to emanate all around you.
As a Magic action, you can choose a number of
creatures within 30 feet of you (including yourself)
equal to your Proficiency Bonus. You can estab-

28 Cleric Subclasses
lish a magical bond among them for 10 minutes
or until the feature is used again. While any one of
the bonded creatures is within 30 feet of another, it
can roll a d4 and add the result to a D20 Test. Each
creature can add the d4 no more than once per
turn. This feature can be used a number of times
equal to your Proficiency Bonus, and you regain all
expanded uses when you finish a Long Rest.
Level 3: Peace Domain Spells
Your connection to this divine domain ensures you
always have certain spells ready. When you reach
a Cleric level specified in the Peace Domain Spells
table, you thereafter always have the listed spells
prepared.
Peace Domain Spells
Cleric Level Spells
3 Aid, Heroism, Sanctuary, Warding Bond
5 Beacon of Hope, Leomund's Tiny Hut
7 Aura of Purity, Otiluke's Resilient Sphere
9 Greater Restoration, Rary's Telepathic Bond

Level 6: Protective Bond


There is strength in numbers. When a creature
affected by your Bond of Union feature would take
damage, another bonded creature within 30 feet of
it can take a Reaction to teleport to an unoccupied
space within 5 feet of the first. The teleported crea-
ture takes all the damage instead.
Level 17: Expansive Bond
Your Bond of Union and Protective Bond features
grow stronger, now working on creatures up to 60
feet from each other. Additionally, when a creature
is teleported using the Protective Bond feature, the
creature has Resistance to the taken damage type
until the end of its next turn.

Peace Domain Subclass


Tempest Domain
Tempest Clerics follow the gods of the storms, sea,
and sky. Clerics of this domain focus on might,
bravery, and the hunt, while also being known as
great leaders. They excel at inspiring fear among
common folk, either to keep them on the path of
righteousness, or to encourage them to make offers
to ward off divine wrath.
Those who seek the path of justice or look to sail
the seas while keeping the storms at bay usually
recruit Tempest Clerics. Their sense of guidance,
protection, and bravery is vital when intending to
traverse those paths that many would consider im-
passable.
Cleric Subclasses 29
The Tempest Domain draws power from the Tempest Domain Spells
storms, sea, and sky. While most see storms as Cleric Level Spells
chaotic, others see it as a life-giving constant in the
3 Fog Cloud, Gust of Wind, Shatter,
world. However, that does not mean that the sheer Thunderous Smite
brutality of the tempest has no impact.
5 Call Lightning, Sleet Storm
Level 3: Destructive Wrath 7 Control Water, Ice Storm
You can wield the power of the storm with un- 9 Cone of Cold, Destructive Wave
checked ferocity. When you cast a spell that causes
a creature or object to take Lightning or Thunder
damage, you can use a Bonus Action to present
Level 3: Wrath of the Storm
your Holy Symbol and expend a use of your Chan- You can invoke the power of the thunder with your
nel Divinity to deal maximum damage, instead of heavy blows. When a creature within 20 feet of you
rolling. that you can see hits you with an attack roll, you
can take a Reaction to cause a number of creatures
Level 3: Tempest Domain Spells up to your Wisdom modifier (minimum of 1 crea-
Your connection to this divine domain ensures you ture) to make a Dexterity saving throw. On a failed
always have certain spells ready. When you reach a save, roll a number of d6s equal to your Proficiency
Cleric level specified in the Tempest Domain Spells Bonus. A creature takes extra Thunder damage
table, you thereafter always have the listed spells equal to the number rolled. On a successful save,
prepared. the creature takes half as much damage.
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.
Level 6: Thunderbolt Strike
Your body now channels the energy from the
mighty thunder. When you deal Lightning damage
to a Large or smaller creature, you can also push it
up to 20 feet away from you.
Level 17: Stormborn
The power of the fiercest storms flows through you.
You have a Fly Speed equal to your Speed when-
ever you are not underground or indoors.

Twilight Domain
The Twilight Domain is a cradle of tranquility that
Tempest Domain Subclass

embraces the dark and the night. It is often associ-


ated with the calmness that comes after a long day
of work, giving place and time for rest. Clerics from
this domain act as protectors from the dangers of
the dark and the unknown.
Gods from the Twilight Domain are seen as pro-
tectors or dwellers of the night. Many are associ-
ated with the moons and starred skies, while others
see them as those who mediate between beasts
and monsters from the dark. Prayers and altars are
done in campsites to protect those spending the
night, seeking protection from these gods or their
Clerics.

30 Cleric Subclasses
Level 3: Eyes of Night self a Fly Speed equal to your Speed for 1 minute.
This feature can be used a number of times equal
Your senses sharpen, allowing you to see through
to your Proficiency Bonus, and you regain all ex-
the deepest gloom. You have Darkvision out to a
pended uses when you finish a Long Rest.
range of 300 feet.
As a Magic action, you can share this Darkvision Level 17: Entity of the Twilight
with a number of willing creatures you can see Shroud
within 10 feet equal to your Wisdom modifier (min-
imum of one creature). They share the Darkvision The twilight that you summon can offer protection
for 1 hour. Once you use this feature, you can’t use to your allies. When you use the Twilight Sanctuary
it again until you finish a Long Rest. You can also feature, you and your allies have Half Cover while
restore your use of it by expending a level 1+ spell in the Sphere.
slot (no action required).
Level 3: Twilight Domain Spells
Your connection to this divine domain ensures you
always have certain spells ready. When you reach a
Cleric level specified in the Twilight Domain Spells
table, you thereafter always have the listed spells
prepared.
Twilight Domain Spells
Cleric Level Spells
3 Alarm, Darkness, Faerie Fire, Moonbeam
5 Aura of Vitality, Leomund's Tiny Hut
7 Guardian of Faith, Greater Invisibility
9 Circle of Power, Mislead

Level 3: Twilight Sanctuary


As a Magic Action, you present your Holy Sym-
bol and expend a use of your Channel Divinity to
refresh your allies with soothing twilight. A 30-foot
Emanation of twilight originates from you and is
filled with Dim Light. The Emanation lasts for 1
minute, or until you have the Incapacitated con-
dition or die. Whenever a creature of your choice
(including you) ends its turn in the Emanation, you
can grant the creature one of these benefits:

Twilight Domain Subclass


• Temporary Hit Points equal to 1d6 plus your
Cleric level.
• The Charmed or Frightened condition on it ends.
Level 3: Vigilant Blessing
The darkness of the night has taught you to always
be vigilant. As a Magic action, you can touch a crea-
ture (including yourself) to cause it to have Advan-
tage on its next Initiative roll. This effect ends im-
mediately after the Initiative roll, or if this feature is
used on a different creature.
Level 6: One with the Shadows
You can draw the mystical power of the night sky
to elevate into the air. As a Bonus Action when you
are in Dim Light or Darkness, you can give your-
Cleric Subclasses 31
Druid Subclasses
A Druid subclass is a specialization that grants
you features at certain levels, as specified in the
subclass. Druids form loose associations, which
they call circles. This section presents the Circle of
Dreams, Circle of Spores, Circle of the Shepherd,
and Circle of Wildfire subclasses.

Circle of Dreams
Celebrate the Feywild as Nature's Masterpiece
Druids of the Circle of Dream recognize the Fey-
wild as a template for the wild places of the world.
Living between the mortal world and the world of
the fey, they guard sylvan havens that have powerful
connections to the Feywild and imbue natural loca-
tions with dreamlike magic.
Level 3: Balm of the Summer Court
As a Bonus Action, you can expend a use of your
Wild Shape to manifest a 10-foot Emanation that
surrounds you with the dreamlike splendor of the
Feywild for 10 minutes. Bright Light and lush vege-
tation fills the area. The manifestation ends early if
you dismiss it (no action required), have the Inca-
pacitated condition, or use this feature again.
While this effect is active and you expend a spell
slot to cast a spell, a creature of your choice within
the area regains 1d6 Hit Points for each level of the
spell slot expended.
Level 3: Fey Tongue
You know Sylvan, the language of the fey. In addi-
tion, you know the Friends spell.
Level 6: Hearth of Moonlight and
Shadows
Circle of Dreams Subclass

You can spend 1 minute to create a 30-foot-radius


Sphere of magic centered on a point of your choice
within 5 feet of you. The Sphere is Invisible and
light from sources within the area is not visible to
those outside of it. When you create the Sphere,
creatures and objects of your choice inside of it
become Invisible to creatures outside of the area.
This invisibility ends for a creature that makes an
attack or leaves the area. Any objects that leave the
area or are held by a creature that becomes visible
also become visible. The Sphere muffles sounds
coming from inside it and Wisdom (Perception)
checks made from outside the area to hear noises
inside it have Disadvantage.

32 Druid Subclasses
The Sphere lasts for 8 hours. The effect ends In addition, you can cast the Speak with Animals
early if you leave the Sphere or if you take the spell without expending a spell slot a number of
Magic action to dispel it. Once you use this feature, times equal to your Wisdom modifier (minimum of
you can’t do so again until you finish a Short or once), and you regain all expended uses when you
Long Rest. finish a Long Rest.
Level 10: Hidden Paths
You slip between worlds, accessing one of the
secret pathways that the fey use to instantly travel
short distances. You always have the Misty Step
spell prepared. You can cast it without expending
a spell slot a number of times equal to your Wis-
dom modifier (minimum of once), and you regain
all expended uses when you finish a Long Rest. In
addition, whenever you cast Misty Step, you can
choose to have the Invisible condition until the end
of your turn.
Level 14: Feywild Adaptation
The magic of the Feywild has changed you, grant-
ing you the following benefits.
Fey Mind. You have Advantage on saving throws
to avoid or end the Charmed or Frightened condi-
tion. In addition, whenever a creature you can see
targets you with an effect that forces you to make a
saving throw to avoid the Charmed or Frightened
condition and you succeed on that saving throw,
you can take a Reaction to force that creature to
make a Wisdom saving throw against your spell
save DC. On a failed save, the target has the condi-
tion that you avoided until the end of its next turn.
Traveling Companion. Whenever you cast Misty
Step, you can also transport one willing creature.
That creature must be within 10 feet of you, and
you teleport it to an unoccupied space you can see
within 10 feet of your destination space.

Circle of the Shepherd Subclass


Walker in Dreams. You always have the Dream
spell prepared. You can cast the spell once without
expending a spell slot or needing Material compo-
nents, designating yourself as the messenger.

Circle of the Shepherd


Guide the Spirits of the Natural World
The Circle of the Shepherd draws on the power of
nature, directing that power in defense of animals
and Fey incapable of defending themselves on their
own. When such creatures are faced with threats,
these Druids use their talents to shape primal spir-
its into forms that can provide the creatures of the
wilderness with the aid they need.
Level 3: Speech of the Woods
You know Sylvan, the language of the fey.

Druid Subclasses 33
Level 3: Spirit Guide Guide Sphere, it regains a number of Hit Points
equal to half your Druid level.
You can shape nature spirits into a form that pro-
vides your allies with aid. As a Bonus Action, you Level 14: Faithful Protectors
create a 30-foot-radius Sphere of influence cen- When an attack or effect causes you to have the
tered on a point of your choice within 60 feet of Incapacitated condition against your will, your
you. On later turns, you can take a Bonus Action nature spirit allies can fill a 20-foot Emanation
to move the Sphere up to 60 feet to a point you around you, offering you protection. This area is
can see. The Sphere persists for 1 minute or until Heavily Obscured by incorporeal spirits that appear
you’re Incapacitated. You can’t use this feature as animals of your choice. When the Emanation
again until you finish a Short or Long Rest. You appears, each enemy in it makes a Constitution
can also regain uses by expending a level 3+ spell saving throw. On a failed save, the creature takes
slot for each use you want to restore (no action 5d8 Force damage and is pushed 10 feet away from
required). you. On a successful save, the creature takes half as
The spirits that form the Sphere appear as an much damage only. An enemy also makes this save
enormous creature of the wild—your choice of a if it enters the area or ends its turn there, but only
bear, hawk, or unicorn. The form chosen deter- once per turn.
mines the Sphere’s effect. The Emanation lasts for 1 hour or until you dis-
Bear Spirit. When the Sphere appears in bear miss it (no action required). Once you use this fea-
form, each creature of your choice in it gains a ture, you can’t use it again until you finish a Long
number of Temporary Hit Points equal to 5 + your Rest.
Druid level. In addition, while in the sphere, you
and your allies have Advantage on Strength checks Circle of Spores
and Strength saving throws.
Hawk Spirit. When a creature makes an attack Maintain the Cycle of Life, Death, and Decay
roll against a target in the Sphere, you can take a The Druids of the Circle of Spores understand de-
Reaction to cause that attack roll to have Advan- cay as the process through which death gives rise
tage. In addition, while in the Sphere, you and your to new life. Some have made a deep study of the na-
allies have Advantage on Wisdom (Perception) ture of decay and have discovered its connections
checks. to Necromancy. These Druids have broadened their
Unicorn Spirit. You and your allies have Advan- view of nature to include the Undead, provided that
tage on ability checks made to detect creatures in they return to the cycle of life and death. Others fo-
the Sphere. In addition, if you expend a spell slot to cus on molds and other fungi—the strange new life
cast a spell that restores Hit Points to a creature, that results from decay.
each creature of your choice in the Sphere also
regains a number of Hit Points equal to your Druid Level 3: Circle of Spores Spells
level. Your connection to this circle ensures that you
always have certain spells ready. When you reach a
Level 6: Mighty Summoner Druid level specified in the Circle of Spores Spells
When you summon or create a Beast or Fey by table, you thereafter always have the listed spells
casting a spell, you infuse it with the power of na- prepared.
ture spirits, granting it the following benefits. Circle of Spores Spells
Primal Armor. The creature gains a number of
Druid Level Spells
Temporary Hit Points equal to twice your Druid
level. 3 Chill Touch, Detect Poison and Disease,
Primal Strength. Whenever the creature hits Gentle Repose, Protection from Poison, Ray
of Sickness
with an attack roll and deals damage, it can deal
your choice of Force damage or its normal damage 5 Animate Dead, Gaseous Form
type. 7 Aura of Life, Blight
9 Cloudkill, Contagion
Level 10: Guardian Spirit
Whenever a Beast or Fey that you created or
summoned with a spell ends its turn in your Spirit

34 Druid Subclasses
Level 3: Halo of Spores
A cloud of necrotic, unseeable spores surrounds
you in a 10-foot Emanation. When a creature
that you can see enters the Emanation or starts
its turn there, you can take a Reaction to unleash
your spores on it. The target must succeed on a
Constitution saving throw against your spell save
DC or take 1d4 Necrotic damage. The damage die
changes when you reach levels 6 (1d6), 10 (1d8),
and 14 (1d10).
Level 3: Symbiotic Entity
As a Magic action, you can expend a use of your
Wild Shape and channel magic into your spores,
granting you the following benefits.
Awakened Spores. When you deal your Halo of
Spores damage, roll the damage die twice and add
them together.
Channeled Decay. Whenever you hit a creature
with a melee attack roll, you can deal an extra 1d6
Necrotic damage to the target.
Temporary Hit Points. You gain a number of
Temporary Hit Points equal to four times your
Druid level.
These benefits last for 10 minutes, until you lose all
of your Temporary Hit Points, or until you expend
another use of your Wild Shape.
Level 6: Fungal Infestation
If a Medium or Small Beast or Humanoid dies
within your Halo of Spores, you can use your Re-
action to animate it. The target becomes a zombie
with 1 Hit Point. It remains animated and under
your control for 1 hour or until it is reduced to 0 Hit
Points.
The creature is an ally to you and your allies. In
combat, the creature shares your Initiative count,
but it takes its turn immediately after yours. It

Circle of Spores Subclass


obeys your mental commands (no action required
by you), but the only action it can take is the Attack
action, making one Slam attack. If you issue no
commands, the creature takes no action and moves
only to avoid harm.
You can use this feature a number of times equal
to your Wisdom modifier (minimum of once), and
you regain all expended uses when you finish a
Long Rest.
Level 6: Necrotic Adaptation
You have become inured to decay and have Resis-
tance to Necrotic damage.

Druid Subclasses 35
Level 10: Spreading Spores Circle of Wildfire Spells
While using your Symbiotic Entity feature, you can Druid Level Spells
take a Bonus Action to seed a 10-foot Cube up to 3 Burning Hands, Cure Wounds, Flaming
30 feet away with necrotic spores. This effect lasts Sphere, Produce Flame, Scorching Ray
for 1 minute. It ends early if you use this feature 5 Fireball, Revivify
again, if you dismiss the spores as a Bonus Action, 7 Fire Shield, Wall of Fire
or if you stop using your Symbiotic Entity.
9 Flame Strike, Reincarnate
Whenever a creature moves into the Cube or
starts its turn there, it must succeed on a Consti-
tution saving throw against your spell save DC Level 3: Summon Wildfire Spirit
or take your Halo of Spores damage. A creature As a Magic action, you can expend a use of your
makes this save only once per turn. Wild Shape to summon the elemental spirit that
you have bound to your soul. You determine the
Level 14: Fungal Body spirit’s appearance. It manifests in an unoccupied
Your spores have fundamentally altered you, grant- space within 30 feet that you can see and uses the
ing you the following benefits. Wildfire Spirit stat block. When it appears, each
Fungal Resiliency. If a creature scores a Critical creature within 10 feet of it other than you must
Hit against you, you can take a Reaction and treat it succeed on a Dexterity saving throw against your
as a normal hit. spell save DC or take 2d6 Fire damage.
Sensory Spores. You have Blindsight with a The spirit is Friendly to you and your allies and
range of 10 feet, and you have Immunity to the obeys your commands.
Blinded and Deafened conditions. The Wildfire Spirit in Combat. In combat, the
Strange Biology. You have Immunity to the Poi- spirit shares your Initiative count, but it takes its
soned condition. In addition, you have Advantage turn immediately after yours. It can move and use
on saving throws you make to avoid or end the Ex- its Reaction on its own, but the only action it takes
haustion condition. is the Dodge action unless you take a Bonus Action
to command it to take an action in its stat block or
Circle of Wildfire
Find Renewal in Flame
The Circle of Wildfire celebrates the uncontrolled
conflagrations that burn through woodlands and
prairies, enriching the soil and giving room to new
growth. These Druids learn to channel elemental
fire, giving them mastery over flame and a bond
to an elemental spirit. While some are fearsome
harbingers of elemental destruction who seek little
more than the joy found in watching things burn,
most of these Druids dedicate themselves to seek-
ing out dying forests and lands filled with evil in
order to provide them with a chance at rebirth.
Level 3: Circle of Wildfire Spells
Your connection to this circle ensures that you
always have certain spells ready. When you reach a
Druid level specified in the Circle of Wildfire Spells
table, you thereafter always have the listed spells
prepared.

36 Druid Subclasses
some other action. If you have the Incapacitated
condition, the spirit acts on its own and isn’t limited
to the Dodge action.
Disappearance of the Wildfire Spirit. The spirit
disappears after 1 hour, if it drops to 0 Hit Points,
if you expend a use of Wild Shape to summon it
again, or if you die.
Level 6: Enhanced Bond
Your bond to your wildlife spirit strengthens, grant-
ing you the following benefits.
Fiery Transposition. If your wildfire spirit is
within 60 feet of you, you can take a Magic action
to cause you and your wildfire spirit to teleport to
each other’s space, trading places. When it appears,
your wildfire spirit can use its Reaction to make a
Flame Seed attack on a creature within 5 feet.
Fire Resistance. You have Resistance to Fire
damage.
Primal Soulbond. When you cast a spell that
deals Fire damage, the spell can originate from you
or your Wildfire Spirit. If it originates from your
Wildfire Spirit, it deals extra Fire damage equal to
your Wisdom modifier.
Telepathic Connection. While your wildfire
spirit is within 120 feet of you, you can communi-
cate with it telepathically.
Level 10: Cauterizing Flames
When a creature you can see within 60 feet of you
or your wildfire spirit takes Fire damage, you can
take a Reaction to cause that creature to regain a
number of Hit Points equal to 1d10 + your Druid
level. You can use this feature a number of times
equal to your Wisdom modifier (minimum of once),
and you regain all expended uses when you finish a
Long Rest.

Circle of Wildfire Subclass


Level 14: Blazing Revival
If your wildfire spirit is within 120 feet of you when
you are reduced to 0 Hit Points and not killed out-
right, you can drop to 1 Hit Point instead and gain
a number of Temporary Hit Points equal to your
wildfire spirit’s current Hit Points. Your wildfire
spirit disappears and can’t be summoned again for
1 hour. Once you use this feature, you can’t do so
again until you finish a Long Rest.

Druid Subclasses 37
Fighter Subclasses
A Fighter subclass is a specialization that grants
you features at certain Fighter levels, as specified
in the subclass. This section presents the Arcane
Archer, Banneret, Cavalier, Rune Knight, Samurai,
and Spirit Caller subclasses.

Arcane Archer
Imbue Arrows with Ancient Magic
Arcane Archery is a culturally significant martial
tradition tracing back to ancient civilizations. It
allows the wielder to imbue their arrows with sor-
cerous enchantments to dominate the field at a safe
distance. Classically, an Arcane Archer might act
as a guard for nobility or command units of archers
in defense against a siege. Now, the art has been
passed down through the generations and prolifer-
ates among all warriors who specialize in a ranged
weapon.
Level 3: Augmented Arrows
After much study and training, you’ve made a
breakthrough. You can meld arcane energy with
your ammunition to influence enemies on the bat-
tlefield. You learn how to infuse your arrows, which
are fueled by special dice called Arcane Dice.
Augmentations. You learn three augmentations
of your choice from the “Augmentation Options”
section later in this subclass’s description. Each
augmentation enhances ranged weapon attacks by
dealing extra magical damage and applying unique
effects to your target. You can only use one aug-
mentation per turn.
You learn two additional augmentations of your
choice when you reach Fighter levels 7, 10, and 15.
Each time you learn new augmentations, you can
also replace one augmentation you know with a
Arcane Archer Subclass

different one.
Arcane Dice. You have four Arcane Dice, which
are d8s. An Arcane Die is expended when you use
it. You regain one expended Arcane Die when you
finish a Short Rest, and you regain all expended
Arcane Dice when you finish a Long Rest.
You gain an additional Arcane Die when you
reach Fighter levels 7 (five dice total) and 15 (six
dice total).
Saving Throws. If an augmentation requires a
saving throw, the save DC equals 8 plus your Intelli-
gence modifier and Proficiency Bonus.

38 Fighter Subclasses
Level 3: Student of the Arcane turn. While the target remains in this demiplane, its
Speed is 0 and it has the Incapacitated condition.
To reflect your magical training, you gain profi-
Bursting Arrow. You infuse your arrow with
ciency in the Arcana skill. If you are already profi-
Evocation magic. When you hit a creature or object
cient in the Arcana skill, you gain Expertise in-
with a ranged weapon attack roll, you can expend
stead.
one Arcane Die to detonate your arrow. Each crea-
In addition, you know the True Strike cantrip. In-
ture in a 10-foot-radius Sphere centered on the
telligence is your spellcasting ability for it.
target takes Force damage equal to a roll of your
Level 7: Conjured Arrows Arcane Die plus your Intelligence modifier.
You can warp the weave to create ammunition from Charming Arrow. You infuse your arrow with
pure energy. When you finish a Long Rest, you Enchantment magic. When you hit a creature with
can fill your quiver with 30 magic arrows, bolts, or a ranged weapon attack roll, you can expend one
other ammunition. When you use an augmentation, Arcane Die to temporarily charm the target. The
the damage type these arrows deal changes from attack deals extra Psychic damage equal to the
Piercing to the damage type dealt by the augmen- Arcane Die roll. The target must succeed on a Wis-
tation. These arrows dissipate after 24 hours or dom saving throw or have the Charmed condition
when they strike a target. for 1 minute. This condition ends early if you attack
In addition, when you make a ranged weapon the Charmed target, deal damage to it, or cause it
attack with magic ammunition and miss, you can to make a saving throw.
expend an Arcane Die to reroll the attack roll Entropic Arrow. You infuse your arrow with Ne-
against a different target within 60 feet of the origi- crotic magic.When you hit a creature with a ranged
nal target. weapon attack roll, you can expend one Arcane
Die to severely weaken the target. The attack deals
Level 10: Improved Augmentations extra Necrotic damage equal to the Arcane Die
Your Arcane Die becomes a d10. In addition, when roll. The target must make a Constitution saving
you make an Intelligence check, you can expend an throw. On a failed save, damage dealt by the target’s
Arcane Die and add the result to your roll. weapon attacks is reduced by half until the start of
your next turn.
Level 15: Wellspring Quiver Grasping Arrow. You infuse your arrow with pri-
You are always prepared for battle. Whenever you mal magic. When you hit a creature with a ranged
roll Initiative, you gain the following: weapon attack roll, you can expend one Arcane Die
• If you are out of conjured arrows, you conjure 15 to snare the target in brambles. The attack deals
more magic arrows in your quiver. extra Poison damage equal to the Arcane Die roll.
• If you have expended all your Arcane Dice, you The target must succeed on a Constitution saving
regain one Arcane Die. throw or its Speed is halved and it has the Poi-
soned condition for 1 minute. The reduced Speed
Level 18: Ultimate Augmentations ends early if the Poisoned condition ends.
Your Arcane Die becomes a d12. In addition, when Piercing Arrow. You infuse your arrow with di-
a target makes a saving throw against one of your vine magic to create an ethereal beam. You can ex-
augmentation effects, you can expend an Arcane pend an Arcane Die to transmute your arrow into a
Die to take a Reaction to cause the target to roll the 30-foot Line of radiant light that is 5 feet wide. The
saving throw with Disadvantage. arrow ignores cover and passes through objects.
Each creature in the Line must succeed on a Dex-
Augmentation Options terity saving throw or take Radiant damage equal
The augmentations are presented here in alphabet- to your weapon damage roll plus your Arcane Die
ical order. roll and have the Blinded condition until the start of
Banishing Arrow. You infuse your arrow with your next turn. On a successful save, the creature
Abjuration magic. When you hit a creature with takes half as much damage.
a ranged weapon attack roll, you can expend one Seeking Arrow. You use Divination magic to
Arcane Die to temporarily banish the target. The at- locate a target you’ve seen recently to guide your
tack deals extra Force damage equal to the Arcane arrow. Instead of making an attack roll, you can
Die roll. The target must make a Charisma saving expend an Arcane Die to target a creature or object
throw. On a failed save, the target is banished to you have seen in the past minute. The arrow flies
an isolated demiplane until the start of your next
Fighter Subclasses 39
toward the target, arcing around obstacles. If the
target is within your weapon’s normal range and
not behind Total Cover, the target must succeed on
a Dexterity saving throw or take damage as if hit by
the arrow plus extra Force damage equal to your
Arcane Die roll, and you learn the target’s location.
On a successful save, the target takes half as much
damage and you don’t learn the target’s location.
Thundering Arrow. You infuse your arrow with
elemental magic. When you hit a creature or object
with a ranged weapon attack roll, you can expend
one Arcane Die to blow the target off its feet with
thunder. The attack deals extra Thunder dam-
age equal to the Arcane Die roll. The target must
succeed on a Strength saving throw or be pushed
10 feet directly away from you and have the Prone
condition.
Transpositional Arrow. You infuse your arrow
with Conjuration magic. When you hit a creature
or object with a ranged weapon attack roll, you can
expend one Arcane Die to teleport to where the
arrow hit. If the attack hits a creature, it deals extra
Force damage equal to the Arcane Die roll and you
teleport to an unoccupied space within 5 feet of it.

Banneret
Rally Your Allies Under a Unified Cause
Bannerets are knights who serve the realm and its
people. They are selfless and devoted to a cause
they believe in. Unlike Paladins who find their con-
viction in faith, Bannerets find power within them-
selves. They are skilled in etiquette and conversa-
tion, standing by a strong code of ethics and have
unwavering loyalty toward their companions.
Level 3: Knightly Etiquette
To reflect your time mingling among courtly social
circles, you gain proficiency in the Persuasion skill
and know one additional language of your choice. If
you already have proficiency in the Persuasion skill,
you gain Expertise instead.
Banneret Subclass

In addition, when you use Second Wind, you gain


a bonus to your roll equal to your Charisma modi-
fier (minimum of +1).
Level 3: Rallying Cry
You are a master of inspiring your companions
while you fight alongside them. When you use Sec-
ond Wind, you can choose a number of creatures
equal to your Proficiency Bonus within 30 feet of
you. Each creature gains Temporary Hit Points
equal to your Fighter level, provided that creature
can see or hear you.

40 Fighter Subclasses
Level 7: Coordinated Strike are part of a unit and ride with hundreds of like-
minded individuals. However, cavalier adventurers
Your companions follow your lead as you charge
have left their units in search of glory.
into danger. When you use Action Surge, you can
choose a number of creatures equal to your Pro- Level 3: Bound to the Saddle
ficiency Bonus within 30 feet of you. A chosen You are a master rider and have formed a bind-
creature can take a Reaction to make one weapon ing connection to your steed that transcends even
attack or cast a cantrip, provided it can see or hear death. You always have the Find Steed spell pre-
you, dealing extra damage equal to your Charisma pared and can cast it as a Ritual once per day.
modifier on a hit. In addition, your skills as a rider are unmatched.
Level 10: Supportive Presence You have Advantage on saving throws against fall-
Your presence on the battlefield emboldens your ing off your mount. If you do fall off your mount, but
companions. Whenever a creature within 30 feet have not taken damage from falling and do not have
of you fails an ability check or attack roll, you can the Incapacitated condition, you can land on your
take a Reaction to expend one use of your Second feet. Lastly, mounting and dismounting a creature
Wind, and the creature gains a bonus to its ability only costs you 5 feet of movement, rather than half
check or attack roll equal to your Second Wind roll, your Speed.
provided the creature can see or hear you. Level 3: Rider’s Mark
In addition, you gain one more use of your Sec- When you hit a creature with a melee weapon
ond Wind, and you regain two uses of it instead of attack, you can mark the creature until the end of
one when you finish a Short Rest. your next turn. You can mark in this way a number
Level 15: Bulwark of Hope of creatures equal to your Proficiency Bonus. This
effect ends early if you have the Incapacitated con-
You are always there to pick up your companions
dition or you die.
when they fall. When you use your Indomitable
and you do not have the Incapacitated condition, While a marked creature is within 10 feet of you,
you can choose one creature within a 30-foot-ra- it has Disadvantage on any attack roll that doesn’t
dius Sphere centered on you that has also failed a target you. In addition, when a creature you have
saving throw. The creature rerolls its saving throw marked deals damage to anyone other than you,
with a bonus equal to your Fighter level, poten- you can take a Reaction to make an Opportunity At-
tially turning it into a success, and it must use the tack against that creature. If you are mounted, you
new roll. Once you use this feature, you can’t use it have Advantage on this attack roll and deal extra
again until you finish a Long Rest. damage equal to half your Fighter level.

Level 18: Critical Surge Level 7: Warding Formation


Bystanders watch in awe as your party takes on You excel at defending yourself, your mount, and
inconceivable forces in fair combat. When you or your allies. As a Bonus Action, you can position
an ally within 30 feet scores a Critical Hit against a yourself to fend off attackers, granting yourself or
Hostile creature, you can regain one expended use another creature you can see within 10 feet of you
of your Action Surge, your Second Wind, or your a bonus to AC equal to your Proficiency Bonus. If
Indomitable. you are defending your mount in this way, it gains
a bonus to its AC equal to twice your Proficiency
In addition, when you use Action Surge, allied
Bonus.
creatures’ attack rolls with weapons and Unarmed
Strikes within 30 feet of you can score a Critical You can use this feature a number of times equal
Hit on a roll of 19 or 20 on the d20 until the start of to your Proficiency Bonus. You regain one ex-
your next turn. pended use when you finish a Short Rest, and you
regain all expended uses when you finish a Long
Cavalier Rest.

Ride Into the Tide of Battle Level 10: Galloping Charger


Cavaliers are masters of mounted combat, leading You run down foes who dare to face you on foot.
charges and controlling the battlefield. They main- Once on your turn, if you are mounted and move at
tain strong bonds with their steeds and provide least 10 feet straight toward a creature immedi-
stalwart support to their allies. Typically, cavaliers

Fighter Subclasses 41
ately before hitting it with a melee weapon attack,
the target has the Prone condition. If your target
was marked, you can make another melee weapon
attack against it as a Bonus Action.
Level 15: Imposing Stature
When you make a melee weapon attack against a
creature you have marked while you are mounted,
you can cause them to make a Wisdom saving
throw (DC 8 plus your Strength or Dexterity modi-
fier and Proficiency Bonus). On a failed save, it has
the Frightened condition for 1 minute. In addition,
you have Advantage on melee weapon attack rolls
against creatures Frightened in this way.
You can use this feature a number of times equal
to your Proficiency Bonus. You regain one ex-
pended use when you finish a Short Rest, and you
regain all expended uses when you finish a Long
Rest.
Level 18: Vigilant Formation
With your view of the battlefield, no movement goes
unanswered. While you are mounted, you can take
a Reaction on each creature’s turn except your own
as long as it’s only to make an Opportunity Attack.
Taking a Reaction to do anything else forfeits mak-
ing Opportunity Attacks until the next round. If the
creature you hit is marked, you deal extra Force
damage equal to your Proficiency Bonus.

Rune Knight
Etch Ancient Runes to Fight with Elder Magic
Rune Knights are adept linguists who enhance
their equipment with powerful, forgotten runes.
Having access to long lost magic, Rune Knights can
adapt to any situation with preparation. They can
use their magic to grow their own power or support
their allies.
Level 3: Might of the Ancients
Somewhere on your person is a sentimental arti-
fact, bearing a rune unique to you. You’ve learned to
Cavalier Subclass

tap into this power, making it a part of you. You can


take a Bonus Action to magically gain the following
effects, which last for 10 minutes or until you end
them (no action required).
• You know all languages.
• You have Advantage on Strength checks and
Strength saving throws.
• You deal an extra 1d6 Force damage to a target
you hit with a weapon bearing one of your runes.

42 Fighter Subclasses
You can use this feature a number of times equal to Level 7: Runic Barrier
your Proficiency Bonus. You regain one expended
You have memorized the magical patterns to a
use when you finish a Short Rest, and you regain
defensive rune. When another creature you can
all expended uses when you finish a Long Rest.
see within 60 feet of you is hit by an attack roll, you
Level 3: Rune Carver can take a Reaction to cause the attacker to reroll
You can etch runes to magically augment your it and use the new roll. If the attacker’s target holds
equipment. You learn a number of runes equal to or wears an object bearing one of your runes, the
your Proficiency Bonus of your choice from the attacker takes Force damage equal to 2d6 plus your
“Rune Magic Options” section later in this sub- Proficiency Bonus.
class’s description. When you finish a Long Rest, You can use this feature a number of times equal
you can replace one rune you know with a different to your Proficiency Bonus. You regain one ex-
one you fulfill the requirements for. If a rune has a pended use when you finish a Short Rest, and you
level requirement, your Fighter level must match or regain all expended uses when you finish a Long
exceed it to learn the rune. Rest.
Etching Runes. When you finish a Long Rest,
you can touch a number of objects equal to your
Proficiency Bonus, and you etch a different rune
onto each of the objects. You can etch runes into
weapons, armor, shields, pieces of jewelry, or some-
thing else that can be worn or held in a hand. Your
runes remain on an object until you finish a Long
Rest and can only bear one of your runes at a time.
Passive Effects. Runes etched onto an object
grant unique effects that apply to the wearer or
wielder of it.
Invoking Runes. You can use runes to confer
magical effects when they are invoked. These
effects originate from you, even if the rune is at-
tached to an object another creature is wearing or
holding. Each rune defines the conditions under
which it can be invoked. You can invoke each rune
you’ve etched with Rune Carver once, and regain
expended uses when you finish a Short or Long
Rest.
Saving Throws. If a rune requires a saving
throw, the save DC equals 8 plus your Constitution
modifier and Proficiency Bonus.
Spellcasting Ability. If a rune allows you to cast
a spell, Constitution is your spellcasting ability for
it. Rune Knight Subclass
Level 3: Studious Crafter
Your knowledge of historical cultures has yielded
several practical skills. You gain proficiency with
Artisan’s Tools of your choice and learn two lan-
guages of your choice.
In addition, you always have the Comprehend
Languages spell prepared and can cast it as a Rit-
ual a number of times equal to your Proficiency Bo-
nus. You regain all expended uses when you finish
a Long Rest.

Fighter Subclasses 43
Level 10: Font of Ancient Lore ferent creature within 30 feet of you, other than the
attacker. The chosen creature becomes the target
Your artifact grows in power, granting you new
of the attack, using the same attack roll. This can
magic to tap into. When you use Might of the An-
transfer the attack’s effect regardless of the attack’s
cients, you gain the following additional effects:
range.
• You have Advantage on Charisma checks when
speaking or writing any language that isn’t Com- Desert Rune. This rune represents the erosive
mon, provided the listener can understand you. nature of the desert and struggles of dehydration.
• Damage you take is reduced by a number equal An object bearing this rune is coarse to the touch.
to the number of your runes within 15 feet of you. When wearing or carrying an object etched with
• You deal an extra 1d8 Force damage to a target this rune, you have Advantage on Constitution sav-
you hit with a weapon bearing one of your runes, ing throws.
instead of 1d6. In addition, you can take a Magic action to invoke
this rune to conjure a sand storm in a 10-foot-ra-
Level 15: Rune Master dius Sphere centered on you for 1 minute. A
Your understanding of esoteric languages flour- Hostile creature that begins its turn in this Sphere
ishes, allowing you to derive greater use from your takes 2d6 Slashing damage and must succeed on
runes. You can invoke each rune you know from a Constitution saving throw. On a failed save, it
Rune Carver twice, rather than once, and when you makes attack rolls with Disadvantage until the start
finish a Long Rest, you can replace two runes you of its next turn.
know with two different runes you fulfill the re- Divine Rune (Level 15). This rune represents
quirements for. the glory of the gods. An object bearing this rune
hums harmoniously. While wearing or holding an
Level 18: Elder Knowledge object etched with this rune, you and allies within
Your runic powers are amplified beyond the bound- a 30-feet-radius Sphere centered on you gain a
aries of modern magic. When you use your Might bonus to saving throws equal to your Constitution
of the Ancients, you gain the following additional modifier (minimum of +1) and have Resistance to
effects: Necrotic damage.
• You can take a Magic action to regain all ex- You can take a Magic action to invoke this rune,
pended uses of runes you’ve invoked. Once you casting your choice between the Summon Celestial
use this effect, you can’t use it again until you or Sunbeam spells.
finish a Long Rest. Fire Rune. This rune represents the destructive
• You deal an extra 2d8 Force damage to a target wrath of fire, and the life it sustains. An object bear-
you hit with a weapon bearing one of your runes, ing this rune is warm to the touch and emits a faint
instead of 1d8. light. While wearing or carrying an object etched
with this rune, you and creatures within 15 feet of
Rune Magic Options you have Advantage on saving throws against ex-
Runes come from various historical and mytholog- treme cold and you have Resistance to Fire dam-
ical sources, and their meanings can be translated age.
into any language and take any shape. The runes In addition, when you hit a creature with an
are presented in alphabetical order. attack using a weapon, you can invoke the rune to
Cloud Rune. This rune represents the ev- set the target ablaze. The target takes an extra 2d8
er-changing nature of clouds. An object bearing this Fire damage, and it must succeed on a Strength
rune is surrounded with cool air. While wearing or saving throw or have the Frightened condition for
carrying an object etched with this rune, you have 1 minute. While it has the Frightened condition in
Advantage on Dexterity (Sleight of Hand) and Cha- this way, the target takes 2d8 Fire damage at the
risma (Deception) checks and you can take a Magic start of each of its turns. The target can repeat the
action to alter the bone structure of your face, mak- saving throw at the end of each of its turns, dousing
ing you resemble a different person of your species. the flames, ending this effect early on a success.
This effect lasts until you remove or drop the object Forest Rune. This rune represents the bounty
bearing this rune. of the forest and the caution one must use to travel
In addition, when you or a creature you can see safely. An object bearing this rune is always covered
within 30 feet of you is hit by an attack roll, you can by a thin layer of dirt. While wearing or carrying an
take a Reaction to invoke the rune and choose a dif-

44 Fighter Subclasses
object etched with this rune, you cannot become
lost, unless by magical means, and you have Advan-
tage on Wisdom (Perception) checks.
In addition, you can take a Magic action to invoke
this rune, casting the Summon Beast spell.
Frost Rune. This rune represents the indiffer-
ence of frigid cold, and the hardiness of those who
live in it. An object bearing this rune is cold to the
touch and has frost crystals clinging to it. While
wearing or carrying an object etched with this rune,
you have Advantage on Wisdom (Survival) checks
and Charisma (Intimidation) checks and you have
Resistance to Cold damage.
In addition, when a creature you can see within
30 feet of you hits a creature with an attack, you
can take a Reaction to invoke this rune. The at-
tacker takes 2d8 Cold damage, and it must suc-
ceed on a Constitution saving throw or have the
Restrained condition for 1 minute. While it has the
Restrained condition in this way, the target takes
2d8 Cold 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 this effect early on a
success.
Incomprehensible Rune (Level 18). This rune’s
definition has been lost to time. An object bearing
this rune becomes difficult to recall and can eas-
ily be misplaced if set down. Whenever a creature

A Fighter Interprets Runes Found in a Dungeon


within 30 feet of you makes a D20 Test while you’re
wearing or carrying an object bearing this rune, you
can take a Reaction to cause the creature to reroll
and take the new result. And you have Immunity to
Psychic damage.
In addition, you can spend 24 hours focusing on
the rune to invoke it, casting the Wish spell and per-
manently destroying the object bearing the rune.
Once invoked, this rune cannot be learned again.
Infernal Rune (Level 15). This rune represents
the horrors of the lower planes. An object bear-
ing this rune gives off an aura of palpable unease.
While wearing or carrying an object etched with
this rune, Hostile creatures within a 30-foot-radius
Sphere centered on you subtract a number equal to
your Proficiency Bonus and Constitution modifier
from their saving throws and you have Resistance
to Radiant damage. When a Hostile creature dies in
this Sphere, you can take a Reaction to trap its soul
within the Infernal Rune. You can store one soul
in the rune, and if you capture a second soul, it re-
leases the first. While a creature’s soul is captured
in your rune, it cannot be resurrected or return to
its body.

Fighter Subclasses 45
You can take a Magic action to invoke this rune, has the Petrified condition for 1 minute. The target
thereby permanently destroying the soul captured can repeat the saving throw at the end of each of its
in your rune, to cast the Plane Shift or Summon turns, ending this effect early on a success.
Fiend spells. Storm Rune (Level 10). This rune represents
Lore Rune (Level 10). This rune represents the the changes to the land caused by storms, and the
acquisition of knowledge and the value of learning. foresight it takes to predict their coming. An object
An object bearing this rune gives off the scent of old bearing this rune always generates static build up.
books. While wearing or carrying an object etched While wearing or carrying an object etched with
with this rune, you gain a bonus equal to half your this rune, you have Advantage on Intelligence (Ar-
Proficiency Bonus (rounded up) to skill checks with cana) checks and on Initiative rolls.
skills in which you do not have proficiency. In addition, you can take a Bonus Action to in-
In addition, you can take a Magic action to invoke voke this rune to conjure a storm around you for 1
this rune, casting your choice of the Legend Lore or minute, until you end it (no action required), or un-
Scrying spells. til you have the Incapacitated condition. While this
Mountain Rune (Level 7). This rune represents rune is invoked, your melee weapon attacks have a
the resilience of those living in harsh highlands. range of 30 feet and deal Lightning damage instead
An object bearing this rune becomes thicker and of their normal damage type.
heavier. While wearing or carrying an object etched
with this rune, you have Immunity to the Poisoned Samurai
condition, Resistance to Poison damage, and Ad- Use Inner Strength to Overcome Adversity
vantage on Strength (Athletics) checks.
Samurai are disciplined warriors who strive to
In addition, you can take a Bonus Action to in-
counteract violence with learning. They hone their
voke this rune, entering a state of primordial fury
minds through study of the arts, meditation, and
for 10 minutes, until you end it (no action required),
connection to their community. In combat, Samurai
or until you have the Incapacitated condition. You
scrutinize their foes, delivering deadly responses to
grow to Large size, have Resistance to Bludgeon-
simple missteps.
ing, Piercing, and Slashing damage, and your
weapon attacks deal extra damage equal to your Level 3: Warrior Spirit
Constitution modifier (minimum of +1). You cannot You take a breath and reflect upon your knowledge.
concentrate on spells or invoke other runes while Whenever you make a D20 Test, the roll has Advan-
in this state. tage, and you gain Temporary Hit Points equal to
Sea Rune. This rune represents the destructive your Wisdom modifier (minimum of +1) that vanish
powers of the sea. An object bearing this rune is at the start of your next turn.
always damp. While wearing or carrying an object Once you use this feature, you can’t do so again
etched with this rune, you make skill checks to sail until the start of your next turn. You can use this
a waterborne vehicle with Advantage and you have feature a number of times equal to your Proficiency
a Swim Speed equal to your Speed. Bonus. You regain one of its expended uses when
You can take a Magic action to invoke this rune, you finish a Short Rest, and you regain all ex-
casting the Water Breathing spell. pended uses when you finish a Long Rest.
Stone Rune (Level 7). This rune represents the
beauty lying beneath the surface of stone, awaiting Level 3: Elegant Calligraphy
an artisan’s masterful touch. An object bearing this Through the careful strokes of the pen, you learn to
rune takes on a glossy sheen and shimmers in the control the intention manifest in your thoughts. You
light. While wearing or carrying an object etched gain proficiency with Calligrapher's Supplies. Writ-
with this rune, you have Advantage on Wisdom (In- ten works you compose are finished with impecca-
sight) checks and on checks made with tools with ble penmanship.
which you have proficiency. In addition, you gain proficiency in one skill of
In addition, when a creature you can see ends its your choice from the following: History, Medicine,
turn within 30 feet of you, you can take a Reaction Performance, or Persuasion. If you already have
to invoke this rune and cause the creature to make proficiency in the chosen skill, you gain Expertise
a Wisdom saving throw. On a failure, the creature in it instead.

46 Fighter Subclasses
Level 7: Communal Orator
In small pockets of peace, you initiate stimulating
intellectual discussions and swap nostalgic sto-
ries with your companions. Whenever you finish a
Short Rest, you and allies within 30 feet of you gain
Temporary Hit Points equal to your Proficiency
Bonus plus your Wisdom modifier (minimum of 3
Temporary Hit Points) and you regain one ex-
pended use of your Warrior Spirit.
In addition, you gain proficiency in Wisdom sav-
ing throws. If you already have proficiency in Wis-
dom saving throws, you instead gain proficiency
in Intelligence or Charisma saving throws (your
choice).
Level 10: Critical Focus
Your focus enables you to see paths to victory you
would have otherwise missed. Whenever you have
Advantage on a D20 Test, you roll three d20s, in-
stead of two, and take the highest roll.
In addition, when you roll a 20 on a D20 Test, you
can choose one of the following effects. Once you
use an effect, you can’t do so again until the start of
your next turn.
Crane’s Flourish. Until the start of your next
turn, you gain a bonus to your AC equal to your
Wisdom modifier (minimum of +1).
Dragon’s Indictment. You can cause an Indiffer-
ent creature to become Friendly or Hostile, or you
can cause a Friendly or Hostile creature to become
Indifferent.
Tiger’s Paw. Until the start of your next turn,
your weapon attacks deal extra damage equal to
your Wisdom modifier (minimum of +1).
Level 15: Patient Retaliation
Your persistence in combat wears down your op-
ponents’ will. When you use your Warrior Spirit,
weapon attack rolls against you have Disadvantage
until the start of your next turn.
In addition, if an enemy within 5 feet of you
makes an attack roll against you with Disadvan-
Samurai Subclass

tage and misses, you can take a Reaction to make


a weapon attack roll against the attacker. On hit,
yYou deal extra damage equal to your Wisdom
modifier (minimum of +1).
Level 18: Closing Statement
Through the course of an extended skirmish, you
deliver a series of minor wounds, which quickly
prove fatal. You can take a Bonus Action to mark
one creature that you have dealt damage to this
turn. This mark remains on the target for 1 minute.

Fighter Subclasses 47
The effect ends early if you use this feature to mark
a different creature. When the effect ends, the mark
is rendered inert, becoming a scar. When you score
a Critical Hit against a marked creature, you can
mark that creature an additional time. A marked
creature can have up to three marks at one time.
You can take a Magic action to cause the marks
on a marked creature to rupture into serious
wounds. The marked creature takes 10d10 Force
damage for each mark it has. This damage cannot
be reduced in any way.
Once you use this feature, you can’t use it again
until you finish a Long Rest.

Spirit Caller
Summon the Spirits of Fallen Warriors
Spirit Callers are Fighters who danced with death
one too many times. Whether they barely survived a
close encounter, witnessed horrific atrocity, or suf-
fered a great loss, Spirit Callers are keenly familiar
with the realms of the dead. Lost spirits come to
them for direction, offering help in return. Those
who accept their connection can fight alongside
their fallen comrades.
Level 3: Invoke Spirit Guide
The soul of a passed on loved one returns to en-
sure your wellbeing. You can take a Bonus Action
to summon a Spirit Guide in an unoccupied space
you can see within 15 feet of you. This Spirit Guide
is incorporeal, translucent, and takes on a visage
of your choosing. It lasts until it is destroyed, until
you take a Bonus Action to dismiss it, until you
summon another Spirit Guide, or until you have the
Incapacitated condition. At the end of your turn, if
your Spirit Guide is more than 30 feet away from
you, it vanishes until summoned again.
Your Spirit Guide has an AC of 14 plus your
Proficiency Bonus, 1 Hit Point, and Immunity to all
Spirit Caller Subclass

conditions. If it has to make a saving throw, it uses


your saving throw bonus for the roll. It is the same
size as you, and it occupies its own space. On your
turn, you can mentally command the Spirit Guide
to move up to 30 feet in any direction (no action
required).
You can use the Spirit Guide in the following
ways:
Attack Signal. When you take the Attack action
on your turn, your attack roll can originate from
your space or the Spirit Guide’s space. You make
this choice for each attack.

48 Fighter Subclasses
Perfect Transposition. You can take a Bonus Guide is destroyed by taking damage, you gain
Action and use 15 feet of movement to teleport, Temporary Hit Points equal to 2d6 plus your Con-
magically swapping places with your Spirit Guide, stitution modifier (minimum of +1).
regardless of the distance between the two of you. You can use this feature a number of times equal
Unwavering Sentinel. When a creature you can to your Proficiency Bonus. You regain one ex-
see within 5 feet of your Spirit Guide moves at pended use when you finish a Short Rest, and you
least 5 feet away from it, you can take a Reaction to regain all expended uses when you finish a Long
make an Opportunity Attack against that creature Rest.
as if you were in the Spirit Guide’s space.
Level 18: Phantom Legion
Level 3: Undead Affinity Another Spirit Guide has devoted itself to your
Your understanding of death grants you greater cause. When you use your Invoke Spirit Guide,
command over your Spirit Guide and Undead. you can summon two Spirit Guides instead of one.
You make Charisma checks with Advantage when When you create a third Spirit Guide, the first two
interacting with Indifferent or Friendly Undead vanish. Anything you can do from one Spirit Guide’s
creatures. position can be done from the other’s instead.
In addition, whenever you take the Attack action, In addition, whenever you roll Initiative, you re-
you can take a Bonus Action to make one addi- gain all expended uses of Shadow Tactics.
tional melee weapon attack originating from your
Spirit Guide’s space.
Level 7: Mind Meld
You can transfer your mind into your Spirit Guide.
As a Magic action, you can see through your Spirit
Guide’s eyes and hear what it hears. While you are
doing this, you have the Blinded and Deafened con-
ditions with regard to your own senses. This effect
lasts for 10 minutes or until you end it (no action
required). While your Spirit Guide is being used
in this way, it can be up 1,000 feet away from you
without vanishing.

A Fighter Summons Their Phantom Legion


Level 10: Shadow Tactics
You and your Spirit Guide have devised several
tactical strategies to gain an edge in battle and in
your travels. While your Spirit Guide is summoned,
you can use each of the following effects once. You
regain expended uses when you finish a Long Rest.
Charisma is your spellcasting ability for any spells
you cast using this feature.
Army of the Dead. You can dismiss your Spirit
Guide to take a Magic action to cast the Spirit
Guardians spell.
Phantom Martyr. When a creature you can see
is attacked, you can take a Reaction to teleport your
Spirit Guide to an unoccupied space within 5 feet
of the targeted creature. The attack roll is made
against your Spirit Guide instead.
Spiritual Medium. You can take a Magic action
to cast the Speak with the Dead spell.
Level 15: Reclaim Energy
You've learned to absorb the essence of your Spirit
Guide when it falls in combat. When your Spirit

Fighter Subclasses 49
Monk Subclasses Dragon Warrior
Embody the Power of Dragons
A Monk subclass is a specialization that grants you
features at certain levels, as specified in the sub- The traditions of Dragon Warriors developed with
class. This section presents the Dragon Warrior, the aid of draconic tutors, channeling focus to emu-
Drunken Warrior, Kensei Warrior, Sun Soul War- late the ways of dragons and their might in combat.
rior, Warrior of the Astral Self, and Warrior of the Monks who follow these teachings infuse their at-
Long Death subclasses. tacks with draconic power, ward their allies, and fill
their enemies with dread.
Level 3: Breath of the Dragon
You can exhale gouts of destructive energy, like the
breath of a true dragon. As a Bonus Action, you can
release a burst of magical energy in either a 15-foot
cone or a 30-foot line that is 5 feet wide. Choose
the shape and damage type each time: Acid, Cold,
Fire, Lightning, or Poison. Each creature in that
area must make a Dexterity saving throw. On a
failed save, a creature takes 1d10 damage of the
chosen type. On a successful save, a creature takes
half as much damage.
The damage increases by 1d10 when you reach
levels 5 (2d10), 11 (3d10), and 17 (4d10).
Level 3: Draconic Discipline
You channel draconic power when you are influenc-
ing those around you and making attack rolls with
Unarmed Strikes. You gain the following benefits.
Draconic Presence. When you fail a Charisma
(Intimidation or Persuasion) check, you can take
a Reaction to reroll the check. Once this feature
turns a failure into a success, you can’t use it again
until you finish a Long Rest. You can also restore
your use of it by expending 1 Focus Point (no ac-
tion required).
Draconic Strike. When you deal damage to a
target with a Monk weapon or Unarmed Strike, you
can change the damage type to Acid, Cold, Fire,
Dragon Warrior Subclass

Lightning, or Poison.
Tongue of Dragons. You know Draconic. If you
already knew Draconic, you know one other lan-
guage of your choice.
Level 6: Wings Unfurled
When you use Step of the Wind, you can manifest
magical draconic wings that disappear at the end
of your turn. While the wings exist, you have a Fly
Speed equal to your Speed.
Level 11: Aspect of the Wyrm
The presence of your draconic power wards allies
and fills enemies with dread. As a Bonus Action,
you radiate an aura of draconic power in a 10-foot
Emanation that originates from you for 1 minute.

50 Monk Subclasses
For the duration, you gain one of the following ef-
fects of your choice.
Blindsight. You gain Blindsight with a range of
10 feet.
Frightful Presence. When you create this aura,
and as a Bonus Action on subsequent turns, you
can choose a creature within the aura. The target
must make a Wisdom saving throw. On a failed
save, it has the Frightened condition for 1 minute.
The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.
Resistance. You and your allies within the aura
have Resistance to your choice of Acid, Cold, Fire,
Lightning, or Poison damage.
Once you use this feature, you can’t use it again un-
til you finish a Long Rest. You can also restore your
use of it by expending 2 Focus Points (no action
required).
Level 17: Ascendant Aspect
Your draconic ascension is complete. You gain the
following benefits.
Augment Breath. When you use your Breath
of the Dragon, you can expend 1 Focus Point to
augment its shape and power. The exhalation of
draconic energy becomes either a 60-foot cone or
a 90-foot line that is 5 feet wide (choose the shape
each time). On a failed save, a creature takes 5d10
damage. On a successful save, a creature takes half
as much damage.
Draconic Wings. Your Wings Unfurled feature
lasts for however long you choose. While the wings
exist, you also can hover.
Explosive Fury. When you use Aspect of the
Wyrm, the aura’s Emanation extends to 30 feet,
and you can choose to envelope your enemies in a
wave of draconic fury. An enemy must succeed on a

Drunken Warrior Subclass


Dexterity saving throw or take your choice of Acid,
Cold, Fire, Lightning, or Poison damage equal to
four rolls of your Martial Arts die. On a successful
save, the creature takes half as much damage.

Drunken Warrior
Flow with the Chaos of Adventure
Others often disregard the drunken warrior as
being a clumsy fool, or even incompetent, but the
techniques learned by monks trained in this art dis-
connect cause and effect from your actions, making
it impossible for an opponent to read your move-
ment or anticipate your next actions. This serves
you well both in combat and conversation.

Monk Subclasses 51
Level 3: Bonus Proficiencies provoke Opportunity Attacks and your Speed in-
creases by 10 feet.
The techniques of your combat arts mix the flow of
dance with the unpredictability of a jester. You gain Level 6: Tipsy Sway
proficiency in the Performance skill and proficiency Your movement becomes so unpredictable against
with Brewer’s Supplies. your enemies that you gain the following benefits.
Level 3: Drunken Technique Redirect Attack. You can expend 1 Focus Point
The unpredictable nature of your movement in to use your Deflect Attack as a Reaction to target
combat leaves enemies unable to exploit opportuni- another creature if the initial attack roll misses.
ties against you. Whenever you use Flurry of Blows, Tumbling. While prone you gain the following
for the rest of your turn your movement doesn’t benefits:
• You can crawl while you have the Prone condition
or right yourself to end it without requiring addi-
tional movement.
• Any attack roll that would have Advantage be-
cause it’s made against you by an attacker within
5 feet while you’re Prone doesn’t have Advantage.
• Attack rolls you make while you’re Prone don’t
have Disadvantage.
• You have Advantage on Dexterity (Stealth) checks
while you’re Prone.
Level 11: Drunkard’s Luck
Your techniques have trained you to make bad sit-
uations favor your success. When you make a D20
Test and have Disadvantage on the roll, you can
expend 1 Focus Point to have Advantage instead.
Level 17: Intoxicating Frenzy
You gain the ability to make an overwhelming num-
ber of attacks against a group of enemies. When
you use your Flurry of Blows, you can expend 1
additional Focus Point to make one additional
attack with it (up to a total of four Flurry of Blows
attacks).

Kensei Warrior
Perfect the Bond Between Warrior and Weapon
Monks trained in the Art of the Kensei perfect
Kensei Warrior Subclass

the techniques of armed combat, becoming one


with the weapons, much like an artist wielding a
paintbrush. Combat for the Kensei is similarly an
expression of art and beauty.
Level 3: Art of the Kensei
Your combat techniques train grace in precision as
an art with both brush and weapons. You gain the
following benefits.
Kensei Weapons. Choose two 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
property, or it can be the Longbow. You gain profi-

52 Monk Subclasses
ciency with these weapons, and you can use each
weapon’s mastery property. Weapons of the chosen
types are Monk weapons for you, and many fea-
tures you gain work only with your kensei weapons.
When you reach Monk levels 6, 11, and 17, you
can change any number of current weapons for
new choices, and choose another weapon—either
Melee or Ranged—to be a kensei weapon for you,
following the criteria above.
Agile Parry. When you take an Attack action on
your turn while holding a kensei melee weapon,
you can use it to defend yourself. 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 Incapac-
itated.
Kensei’s Shot. You can take a Bonus Action on
your turn to make ranged attacks with your kensei
weapon more deadly. When you do so, any target
you hit with a Ranged attack using a kensei weapon
takes additional damage equal to one roll of your
Martial Arts die. You retain this benefit until the
end of the current turn.
Way of the Brush. You gain Calligrapher’s Sup-
plies and Painter’s Supplies, and you have profi-
ciency with them.
Level 6: One with the Blade
You extend your Focus into your kensei weapons,
granting you the following benefits.
Deft Strike. When you hit a target with a ken-
sei weapon, you can take a Bonus Action to deal
additional damage by expending Focus Points. Add
one roll of your Martial Arts die to the damage per
Focus Point expended in this way, to a maximum
equal to your Proficiency Bonus.
Empowered Kensei Weapons. Your attacks with
your kensei weapons can deal Force damage or the
weapon’s normal damage type (your choice).
Level 11: Sharpen the Blade
You can use your focus to further augment your
weapons. As a Bonus Action, you can expend 1
Focus Point to gain a +3 bonus to attack rolls
A Kensei Weapon

and damage rolls when you attack with a kensei


weapon. If you attack with a magic weapon, this
bonus replaces the magic weapon’s bonus.
Level 17: Unerring Accuracy
Your precision with weapon attacks is legendary. If
you miss with an attack roll using a Monk weapon
on your turn, you can reroll it. You can use this fea-
ture only once on each of your turns. You can also
restore your use of it by expending 1 Focus Point
(no action required).

Monk Subclasses 53
Sun Soul Warrior
Master the Art of Wielding Radiant Energy
Sun Soul Warriors are monks who channel their
life energy into visible light. These heroes become
radiant beacons to protect their allies against the
powers of darkness.
Level 3: Sun Bolt
You can harness and hurl bolts of magical sunlight
at your enemies.
As an Attack action, you can throw a Sun Bolt
up to 30 feet, dealing Radiant damage equal to one
roll of your Martial Arts die on a hit. You are profi-
cient with Sun Bolts, and you add your Dexterity
or Wisdom modifier to its attack rolls and damage
rolls (your choice). It has the Vex mastery property.
You can make Sun Bolt attacks when you use
Flurry of Blows and with the Extra Attack feature.
Level 6: Searing Sun Arc
You gain the ability to release flares of solar energy
that engulf nearby creatures. Immediately after you
take an Attack action on your turn, you can expend
1 Focus Point to cast the Burning Hands spell as a
Bonus Action.
You can expend additional Focus Points to cast
Burning Hands as a higher-level spell. Each addi-
tional Focus Point increases the spell’s level by 1.
The maximum number of Focus Points that you
can expend on the spell equals half your Monk
level.
Level 11: Searing Sunburst
Your mastery of focus becomes so intense that
you can create small stars that explode, releasing
waves of devastation upon those enveloped by its
Sun Soul Warrior Subclass

radiance. As a Magic action, you summon 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 Ra-
diant damage equal to two rolls of your Martial Arts
die. A creature is immune to the effect if the crea-
ture is behind Total Cover that is opaque.
You can increase the sphere’s damage by expend-
ing Focus Points. Each point you expend, to a max-
imum equal to half your Monk level, increases the
damage by one additional Martial Arts die.

54 Monk Subclasses
Level 17: Sun Shield
You become as radiant as the sun itself. 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 roll
while this light shines, you can take a Reaction to
deal Radiant damage to the creature. The Radiant
damage equals one roll of your Martial Arts die +
your Wisdom modifier.

Warrior of the Astral Self


Awaken Your True Self
An Astral Self Warrior knows their true self lies be-
yond this limited mortal plane. Through the devel-
opment of these techniques, they learn to manifest
their true self and the power they hold within to be
a force of order or chaos, furthering noble ideals or
selfish desires.
The Appearance of Your Astral Self. When you
gain this archetype, you learn to manifest aspects
of your astral self, which is a translucent embod-
iment of the monk’s soul. Your astral self has any
appearance you choose when you manifest its mul-
tiple aspects, as detailed below.
Level 3: Arms of the Astral Self
Your mastery of focus allows you to summon a por-
tion of your astral self. As a Bonus Action, you can
expend 1 Focus Point to summon the arms of your
astral self. When you do so, each enemy that you
can see within 10 feet of you must make a Dexter-
ity saving throw. On a failed save, the creature takes
Force damage equal to two rolls of your Martial

A Monk Greets the Morning Sun


Arts die.
For 10 minutes, spectral arms manifest around
your shoulders or arms (your choice). You deter-
mine the arms’ appearance, and they vanish early
if you are Incapacitated or die. While the spectral
arms are present, you gain the following benefits:
• You can use your Wisdom modifier instead of
your Strength modifier for your checks and sav-
ing throws using Strength.
• Your Unarmed Strikes increase their reach by 5
feet, they deal Force damage, and you use your
Wisdom modifier instead of your Strength or
Dexterity modifier for your attack rolls and dam-
age rolls with them.
• You can use Deflect Attacks on attacks that target
creatures within 10 feet of you.

Monk Subclasses 55
Level 6: Visage of the Astral Self
You can manifest your astral self as a spectral face.
As a Bonus Action, or as part of the Bonus Action
you take to summon Arms of the Astral Self, you
can expend 1 Focus Point to summon this visage. It
vanishes after 10 minutes or earlier if you are Inca-
pacitated or die.
The spectral visage covers your face like a helmet
or mask. While the spectral visage is present, you
gain the following benefits.
Astral Sight. You can see normally in Dim Light
and Darkness—both magical and nonmagical—
within 60 feet of yourself.
Wisdom of the Spirit. You have advantage on
Wisdom (Insight) and Charisma (Intimidation)
checks.
Word of the Spirit. When you speak, you can
direct your words to a creature of your choice that
you can see within 60 feet of you, making it so only
that creature can hear you. Alternatively, you can
amplify your voice so that all creatures within 600
feet can hear you.
Level 11: Body of the Astral Self
As a Bonus Action, or as part of the Bonus Action
you take to summon Arms of the Astral Self and
Astral Visage, you can expend 1 Focus Point and
cause the body of your astral self to appear. This
spectral body covers your physical form like a suit
of armor. While the spectral body is present, you
gain the following benefits.
Empowered Arms. When you hit a target with
the Arms of the Astral Self, you can deal extra dam-
Warrior of the Astral Self Subclass

age to the target equal to one roll of your Martial


Arts die.
Sight of the Spirit. You have Advantage on Intel-
ligence (Investigation) and Wisdom (Perception)
checks.
Level 17: Awakened Astral Self
You can now manifest your true astral self. As a
Bonus Action, or as part of the Bonus Action you
take to summon the arms, visage, and body of your
astral self, you can expend 1 Focus Point to awaken
it for 10 minutes. This awakening ends early if you
are Incapacitated or die.
While your astral self is awakened, you gain the
following benefits.
Armor of the Spirit. You gain a +2 bonus to
Armor Class.

56 Monk Subclasses
Astral Barrage. Whenever you use the Attack
action using your astral arms, you can attack three
times instead of twice.

Warrior of the Long Death


Harness the Energies of Death
Monks who study the techniques of the Long Death
train and meditate in the space between the living
and dead. As they gain power and awareness, these
monks sense when death is upon those around
them and can manipulate those energies to support
their allies or exploit their enemies.
Level 3: Touch of Death
The martial techniques you study have trained you
to harvest the life essence lost by your enemies.
When you reduce a creature within 5 feet of you to
0 Hit Points, you gain Temporary Hit Points equal
to one roll of your Martial Arts die + your Monk
level.
Level 6: Hour of Reaping
Your familiarity with death is unsettling to those
around you. As an Action, choose a number of
creatures you can see within 30 feet of you equal to
your Wisdom modifier (minimum of 1). Each target
must make a Wisdom saving throw. On a failed
save, a target has the Frightened condition for 1
minute. The target repeats the saving throw at the
end of each of its turns, ending the effect on itself
on a success.
Level 11: Mastery of Death

Warrior of the Long Death Subclass


Your deep exposure to the processes of death have
taught you to evade them altogether. When you are
reduced to 0 Hit Points, you can expend 1 Focus
Points to gain a number of Hit Points equal to one
roll of your Martial Arts die (no action required).
Level 17: Touch of the Long Death
Your bonds with death deepen to the point where a
mere touch can end a living creature. As an Action,
you can expend 1 to 10 Focus Points while touch-
ing one creature within 5 feet of you. The target
must make a Constitution saving throw. On a failed
save, the target takes 2d12 Necrotic damage per
Focus Point expended, or half as much damage on
a success.

Monk Subclasses 57
With the exception of the Oathbreaker, each of
Paladin Subclasses these subclasses represent a body of oaths that a
Paladin begins taking upon joining the class. The
A Paladin subclass is a specialization that grants final oath, taken at level 3, is the culmination of
you features at certain Paladin levels, as specified a Paladin's training. Some characters with this
in the subclass. This section presents the Oath- class don't consider themselves true Paladins until
breaker, Oath of Conquest, Oath of the Crown, they've reached level 3 and made this oath. For
Oath of Redemption, and Oath of the Watchers others, the swearing of the oath is a formality, an
subclasses. official stamp on what was already in their hearts.

Oathbreaker
Abandon Your Cause
Paladins who turn from their sacred oaths are
Oathbreakers. Some may fall from grace and pur-
sue a path of evil ambition, but others may seek
redemption from past deeds.
Oathbreakers share no tenets or creed. Their
paths are singular, whether they have found libera-
tion from a dark god or betrayed their order. Wher-
ever that path leads, the choice is now theirs alone.
An Oathbreaker paladin replaces all previous
oath spells and features with Oathbreaker spells
and features.

Becoming an Oathbreaker
A Paladin who has broken a vow typically seeks abso-
lution, but if your Paladin has intentionally or unrepen-
tantly violated their oath, your DM can suggest you take
a more appropriate subclass, including the Oathbreak-
er, or abandon the class and adopt another one.
Once you have become an Oathbreaker your DM may
offer you a quest or trial, enabling your Paladin to take
a different oath. You do not gain the features specific to
that oath until your DM allows it.
A Paladin who breaks their sacred oath a second time
can become an Oathbreaker once more, but cannot
take a new oath.

Level 3: Control Undead


Oathbreaker Subclass

As a Magic action, you can expend one use of your


Channel Divinity to target an Undead creature
within 30 feet. The target must succeed on a Wis-
dom saving throw or obey your commands for the
next 24 hours. An Undead with a Challenge Rating
higher than your Paladin level is immune to this
effect.
Level 3: Oathbreaker Spells
When you reach a Paladin level specified in the
Oathbreaker Spells table, you thereafter always
have the listed spells prepared.

58 Paladin Subclasses
Oathbreaker Spells
Oath of Conquest
Paladin Level Spells
Subjugate Your Enemies
3 Bane, Hunter's Mark
5 Darkness, Mind Spike
Paladins who take the Oath of Conquest yearn for
righteous glory and dominion over chaos. These
9 Animate Dead, Bestow Curse
Paladins are often tempted to tyranny where the
13 Confusion, Sickening Radiance* strong oppress the weak, crushing any opposition
17 Contagion, Destructive Wave to law and order. They hoard power, craving an ab-
solute victory of salted fields and scorched earth—a
Level 7: Aura of Hate victory so overwhelming their enemies’ will to fight
Your Aura of Protection sours, taking on a men- is shattered forever.
acing edge. You, as well as any Fiends or Undead Those who were once powerless might feel called
within the aura, gain a bonus to damage rolls equal to the Oath of Conquest, reclaiming strength from
to your Charisma modifier (minimum bonus of +1). the world that failed them.
These paladins share the following tenets:
Level 15: Shadow Awareness
As an Oathbreaker, you know others don’t abide by • Douse the flame of hope.
rules of engagement. You cannot be surprised. If an • Crush dissent or defiance.
ally within your Aura of Protection is surprised and • Amass might and power.
takes damage in the first round of combat, you can Level 3: Iron Fist
move up to 10 feet (you do not provoke Opportunity
When you take the Attack action, you can expend
Attacks) and make an attack with a Melee weapon
one use of your Channel Divinity to strike with
against a creature.
supernatural accuracy. For 10 minutes or until
You can use this feature a number of times equal
you use this feature again, you add your Charisma
to your Charisma modifier (minimum of once), and
modifier to attack rolls you make with that weapon
you regain all expended uses when you finish a
(minimum bonus of +1), and each time you hit with
Long Rest.
it you can choose to deal its normal damage type or
Level 20: Dread Lord Psychic damage.
As a Bonus Action, you cloak your Aura of Protec- You can end this effect early (no action required).
tion in gloom, granting the following benefits for 10 This effect also ends if you aren’t carrying the
minutes or until you end them (no action required). weapon.
Once you use this feature, you can’t use it again Level 3: Oath of Conquest Spells
until you finish a Long Rest. You can also regain
The magic of your oath ensures you always have
your use of it by expending a level 5+ spell slot (no
certain spells ready: when you reach a Paladin level
action required).
specified in the Oath of Conquest Spells table, you
Extinguishing Soul. Any Bright Light in the aura
thereafter always have the listed spells prepared.
is now Dim Light.
Shadow of Death. Whenever a Frightened en- Oath of Conquest Spells
emy starts its turn in your aura, that creature takes Paladin Level Spells
4d10 Psychic damage. If a creature takes this dam- 3 Cause Fear*, Wrathful Smite
age, enemies that rely on sight have Disadvantage
5 Crown of Madness, Hold Person
against you and your allies within the aura for the
aura’s duration. 9 Crusader's Mantle, Vampiric Touch
Shadow Retribution. Once on each of your 13 Compulsion, Mordenkainen's Faithful
turns when you make an attack roll and miss, you Hound
can tempt the shadows in the aura to attack one 17 Conjure Volley, Dominate Person
creature. Make a spell attack with a Melee weapon
against the target. If the attack hits, the target takes Level 7: Aura of Conquest
Necrotic damage equal to 3d10 + your Charisma
Once per round, if an enemy starts their turn within
modifier.
your Aura of Protection, you can choose to deal
Psychic damage equal to your Charisma modifier
(minimum of 1).

Paladin Subclasses 59
Level 15: Scornful Rebuke Level 20: Absolute Conqueror
Those who dare strike you are punished for their As a Bonus Action, you make yourself indomitable,
audacity. Immediately after a creature hits you with harnessing extraordinary martial prowess. You gain
an attack roll, you can take a Reaction to deal Psy- the following benefits for 1 minute. Once you use
chic damage to the attacker equal to your Paladin this feature, you can’t use it again until you finish a
level. Long Rest. You can also regain your use of it by ex-
You can use this feature a number of times equal pending a level 5+ spell slot (no action required).
to your Charisma modifier (minimum of once), and Relentless Onslaught. When you take the Attack
you regain all expended uses when you finish a action on your turn, you can make one additional
Long Rest. attack as part of that action.
Righteous Wrath. You are immune to the
Charmed condition. Your allies have Immunity to
the Charmed condition while in your Aura of Pro-
tection. If a Charmed ally enters the aura, that con-
dition has no effect on that ally while it is there.
Tactical Critical. Your attack rolls with Melee
weapons can score a Critical Hit on a roll of 19 or
20 on the d20.

Oath of the Crown


Uphold the Law and Civil Society
The Oath of the Crown swears paladins to serve
society and the just laws that hold civilizations
together. The Paladins who swear this oath guard
against the tides of chaos, often serving as knights
in service to a nation or a sovereign or in service to
a deity of law or the spirit of a nation itself.
These paladins share the following tenets:
• Confront and defend against chaos.
• Serve the law and honor your oaths.
• Preserve and protect society.
Level 3: Oath of the Crown Spells
The magic of your oath ensures you always have
certain spells ready; when you reach a Paladin level
specified in the Oath of the Crown Spells table, you
Oath of Conquest Subclass

thereafter always have the listed spells prepared.


Oath of the Crown Spells
Paladin Level Spells
3 Compelled Duel, Shield of Faith
5 Calm Emotions, Knock
9 Beacon of Hope, Dispel Magic
13 Guardian of Faith, Mordenkainen's Private
Sanctum
17 Circle of Power, Passwall

Level 3: Unyielding Smite


Your command is law, and you can redirect the flow
of energy on the battlefield with a word. Immediate-

60 Paladin Subclasses
ly after you cast Divine Smite, you can expend one • Extend your hand in peace.
use of your Channel Divinity to heal an ally of your • Offer and exemplify a better path.
choice within 30 feet by half the amount of Radiant • Balance redemption with the greater good.
damage dealt to your spell’s target.
Level 3: Emissary of Peace
Level 7: Aura of Vigilance As a Bonus Action, you can expend one use of your
Whenever an ally within your Aura of Protection Channel Divinity to augment your presence with
is forced to make an Intelligence, Wisdom, or divine power for 1 hour. For the duration, whenever
Charisma saving throw, you can take a Reaction you take the Influence action, you have Advantage
to shout a command or word of encouragement, on Charisma (Persuasion) checks targeting Hostile
granting them Advantage on the saving throw. or Indifferent creatures.
You can use this feature a number of times equal Level 3: Oath of Redemption Spells
to your Charisma modifier (minimum of once), and
you regain all expended uses when you finish a The magic of your oath ensures you always have
Long Rest. certain spells ready; when you reach a Paladin level

Level 15: Smite of Allegiance


Your magical smite rallies your allies to your com-
mand. Whenever you cast Divine Smite, you and
your allies can add your Charisma modifier (mini-
mum bonus of +1) to attack rolls while in your Aura
of Protection. The aura has this benefit until the
start of your next turn.
Level 20: Exalted Champion
As a Bonus Action, you can imbue your Aura of
Protection with the divine spark of justice, grant-
ing the following benefits for 10 minutes or until
you end them (no action required). Once you use
this feature, you can’t use it again until you finish a
Long Rest. You can also regain your use of it by ex-
pending a level 5+ spell slot (no action required).
Beacon of Civilization. Whenever an enemy
starts their turn in the aura, that creature takes Ra-
diant damage equal to your Charisma modifier plus
your Proficiency Bonus.
Indefatigable. You and your allies within the aura

Oath of the Crown Subclass


have Advantage on Death Saving Throws.
Righteous Cause. Your words ring with justice.
You have Advantage on all Charisma checks.

Oath of Redemption
Offer Forgiveness Before Violence
Paladins who take the Oath of Redemption devote
themselves to peacemaking and the belief that any-
one—bar some supernatural threats—can redeem
themselves and atone for past misdeeds. These
Paladins face evil in the hopes of helping them see
the light, slaying them only when others are threat-
ened.
These paladins share the following tenets:

Paladin Subclasses 61
specified in the Oath of Redemption Spells table, Level 3: Rebuke the Violent
you thereafter always have the listed spells pre-
pared. Whenever a creature within 30 feet of you deals
damage with a Melee weapon to a creature other
Oath of Redemption Spells than you, you can take a Reaction to expend a use
Paladin Level Spells of Channel Divinity, forcing the attacker to make a
3 Sanctuary, Sleep Wisdom saving throw. On a failed save, the attacker
5 Calm Emotions, Hold Person takes Radiant damage equal to the damage it just
dealt. On a successful save, it takes half as much
9 Beacon of Hope, Counterspell
damage.
13 Aura of Life, Otiluke's Resilient Sphere
17 Hold Monster, Wall of Force Level 7: Aura of the Guardian
You can shield others from harm at the cost of your
own health. When a creature within your Aura of
Protection would take damage from an attack, you
can take a Reaction to magically take that damage
instead. This feature doesn’t transfer any other
effects that might accompany the damage, and this
damage cannot be reduced in any way.
Level 15: Protective Spirit
A holy spirit mends your wounds in battle. You
regain Hit Points equal to your Paladin level if you
are Bloodied when you end your turn in combat.
Level 20: Emissary of Redemption
As a Bonus Action, you become an avatar of peace.
You gain the following benefits for 1 minute. Once
you use this feature, you can’t use it again until you
finish a Long Rest. You can also regain your use
of it by expending a level 5+ spell slot (no action
required).
Allies of Accord. All damage dealt to allies
within your Aura of Protection is reduced by your
Charisma modifier (minimum of 1).
Defender of the Peace. Whenever a creature
hits you with an attack, it takes Radiant damage
Oath of Redemption Subclass

equal to half the damage you take from the attack.


Unbroken. You and your allies within your Aura
of Protection have Advantage on Death Saving
Throws.

Oath of the Watchers


Safeguard the Realms from Otherworldly Threats
Paladins who take the Oath of the Watchers swear
themselves into service of the mortal realms,
protecting the defenseless from the predations of
extraplanar creatures. Each skill in these Paladins’
arsenals fortifies the shield that protects mortal
societies, from networks of spies that inform them
of potential extraplanar influence to martial prow-
ess pitted against foes that can annihilate ordinary
soldiers.

62 Paladin Subclasses
These paladins share the following tenets: you regain all expended uses when you finish a
• Maintain vigilance against corruption. Long Rest.
• Honor your order, your comrades, and your duty. Level 20: Mortal Bulwark
• Protect the mortal realms from extraplanar influ-
As a Bonus Action, you manifest a spark of divine
ence.
power in defense of the mortal realms. You gain
Level 3: Abjuring Smite the following benefits for 10 minutes. Once you use
Immediately after you cast Divine Smite, you can this feature, you can’t use it again until you finish a
expend one use of your Channel Divinity to pres- Long Rest. You can also regain your use of it by ex-
ent your holy symbol. Each Aberration, Celestial, pending a level 5+ spell slot (no action required).
Elemental, Fey, or Fiend of your choice within that And No Further. When you hit a creature with an
can hear you must make a Wisdom saving throw. attack roll and deal damage to it, you can choose to
If the creature fails its save, it has the Frightened force it to make a Charisma saving throw against
and Incapacitated conditions for 1 minute or until it your spell save DC. On a failed save, the creature
takes damage. is magically transported to a random location on
For that duration, it tries to move as far away a plane (DM’s choice) associated with its creature
from you as it can on its turns. This effect ends type. On a successful save, the creature is immune
early on the creature if it takes any damage, if you to this feature for 24 hours.
have the Incapacitated condition, or if you die. Shield of the Realms. You have Advantage on at-
tack rolls against Aberrations, Celestials, Elemen-
Level 3: Oath of the Watchers Spells tals, Fey, and Fiends.
The magic of your oath ensures you always have
certain spells ready; when you reach a Paladin level
specified in the Oath of the Watchers Spells table,
you thereafter always have the listed spells pre-
pared.
Oath of the Watchers Spells
Paladin Level Spells
3 Alarm, Detect Magic
5 Moonbeam, See Invisibility
9 Counterspell, Magic Circle
13 Aura of Purity, Banishment
17 Hold Monster, Planar Binding

Oath of the Watchers Subclass


Level 7: Aura of the Watcher
Your determination to resist extraplanar influence
rallies your allies. You and your allies have Advan-
tage on Intelligence, Wisdom, and Charisma saving
throws while in your Aura of Protection.
Level 15: Watcher’s Vigil
Those who wield beguilements against you and
your wards are chastised. Whenever you or an ally
you can see succeeds on an Intelligence, a Wis-
dom, or a Charisma saving throw, you can take a
Reaction to move up to 10 feet (you do not provoke
Opportunity Attacks) and make an attack with a
Melee weapon against the creature who forced the
saving throw.
You can use this feature a number of times equal
to your Charisma modifier (minimum of once), and

Paladin Subclasses 63
Ranger Subclasses Drakewarden
Wield the Primal Fury of Draconic Spirits
A Ranger subclass is a specialization that grants
you features at certain Ranger levels, as specified in Your bond with the natural world manifests through
the subclass. This section presents the Drakewar- a draconic spirit, which takes the physical form of a
den, Horizon Walker, Monster Slayer, and Swarm- drake. As you grow in strength, so does your drake,
keeper subclasses. evolving from a small, four-legged companion into a
majestic, winged creature, powerful enough to bear
you aloft. Alongside this transformation, you tap
into the ancient and formidable power of dragons,
drawing upon their might.
Level 3: Drake Companion
The magic of your bond allows you to summon
a drake to your aid. As a Magic action, you can
summon the drake in an unoccupied space of your
choice within 30 feet of you.
Your drake is friendly to you and your allies, and
it obeys your commands. See the Drake Compan-
ion stat block. When summoning your companion,
choose a damage type from among those listed in
its Draconic Essence trait.
In combat, your drake acts during your turn. It
can move and use its Reaction on its own. But it
only takes an action when you take a Bonus Action
on your turn to command it to take an action in its
stat block or some other action.
Your drake companion remains until any of the
following occurs. Otherwise, it vanishes.
• It is reduced to 0 Hit Points.
• It is summoned using this feature again.
• You die.
Anything your companion is wearing or carrying is
left behind as your drake vanishes into the spiritual
ether.
Once summoned, the Drake Companion cannot
be summoned again until you finish a Long Rest.
You can also summon it again by expending a level
1+ spell slot for each summoning (no action re-
Drakewarden Subclass

quired).
Level 3: Draconic Tempering
You can command your drake to imbue weapons or
armor with its own draconic essence. This process
takes 2 hours. This Draconic Tempering can be
done up to a number of times equal to your Profi-
ciency Bonus. The tempered equipment gains the
following traits:
• Armor that has been Draconic Tempered grants
its wearer Resistance to the damage type listed in
your drake’s Draconic Essence trait.

64 Ranger Subclasses
• A weapon that is Draconic Tempered deals an ex-
tra 1d8 damage of the same type as your drake’s
Draconic Essence trait.
An item with Draconic Tempering can only have
one extra damage type or Resistance. Once an item
has been tempered, it cannot go through the pro-
cess again, as the sheer magical energy would tear
it asunder.

A Drakewarden's Companion
Level 7: Bond of Fang and Scale
Your bond with your drake intensifies, further pro-
tecting you and empowering its primal fury. When
you summon your drake, it grows wings on its back
and gains a Fly Speed equal to its Speed.
Additionally, while the Drake Companion is
summoned, you and your drake gain the following
benefits.
Draconic Mount. The Drake Companion grows
to Medium size. Reflecting your special bond, your
drake can serve as a mount if your size is Medium
or smaller. While you are riding your companion, it
can still use the Fly Speed of this feature.

Ranger Subclasses 65
Resistance. You gain Resistance to the damage
type determined by the Drake Companion’s Dra-
Horizon Walker
conic Essence trait. Traverse the Planes to Confront Unearthly Threats
Spirit Fang. The Drake Companion’s Bite attack Horizon Walkers serve as vigilant protectors of
deals an extra 1d8 damage. It can be Force damage the mortal realms, safeguarding them from the
or the damage type determined by your drake’s Dra- dangers that arise from other planes or those who
conic Essence trait (choose the type each time). wield destructive, otherworldly powers. Horizon
Level 11: Breath of the Wild Walkers dedicate themselves to locating and mon-
itoring planar gateways, traveling to both the Inner
Empowered by the growing connection between
and Outer Planes to confront and neutralize these
yourself and your drake, the raw power of dragons
threats. These Rangers often form alliances with
made manifest is yours to command. As an Attack
beings across the multiverse, particularly those
action, you or your drake can exhale a 30-foot Cone
who share their mission to uphold life and maintain
of damaging breath. Choose Acid, Cold, Fire, Light-
the delicate balance between the planes.
ning, or Poison damage (choose the type each time;
this choice does not have to match your compan- Level 3: Planar Warrior
ion’s Draconic Essence trait). Each creature in the You have learned to draw on the raw energy of the
Cone must make a Dexterity saving throw against multiverse to augment your attacks. As a Bonus
your spell save DC. On a failed save, a creature Action, choose one creature that you can see within
takes 6d12 damage of the chosen type. On a suc- 80 feet of you. The next hit on that creature on the
cessful save, it takes half as much damage. same turn deals Force damage instead of its nor-
This damage increases to 8d12 when you reach mal damage type, and the creature takes an extra
Ranger level 15. 2d8 Force damage.
Once you use this feature, you can’t do so again When you reach Ranger level 11, the extra dam-
until you finish a Long Rest. You can also restore age increases to 4d8.
your use of it by expending a level 3+ spell slot (no
action required). Level 3: Planeswalker
As one who frequents different planes of existence
Level 15: Drake Seneschal you gain one of the following feature options of
Your bond with your Drake Companion reaches the your choice.
pinnacle of its power. While summoned, you and Detect Portal. As a Magic action, you know the
your companion gain the following benefits. distance and direction to the nearest planar portal
Empowered Bite. The Drake Companion’s Bite within 1 mile of you.
attack deals an extra 1d8 damage of the type deter- Extraplanar Maelstrom. As a Magic action,
mined by its Draconic Essence trait. you summon an extraplanar maelstrom. Choose a
Prime Specimen. Your companion grows to damage type: Acid, Cold, Fire, Lightning, Necrotic,
Large size. Whenever either you or your drake Radiant, or Thunder. You summon an extraplanar
takes damage while you’re riding it, you can take maelstrom in a 5-foot-radius, 20-foot-high Cylinder
a Reaction to halve the damage. You can use this centered on a point you can see within 50 feet. The
effect a number of times equal to your Proficiency maelstrom lasts up to 1 minute, and when a crea-
Bonus, and you regain all expended uses when you ture enters the maelstrom’s area for the first time
finish a Long Rest. or starts its turn there, it takes 3d8 damage of the
Spiritual Synergy. Your souls are almost as one chosen type.
and empower each other while the other is near. As
a Bonus Action taken while within 30 feet of each On each of your turns after you summon the ex-
other, you can transfer a number of Hit Points up to traplanar maelstrom, you can take a Bonus Action
20 plus your Proficiency Bonus from either yourself to move it up to 30 feet in any direction.
to your drake or from your drake to yourself. Once You can empower your Extraplanar Maelstrom
you use this effect, you can’t do so again until you by taking a Bonus Action to expend a spell slot to
finish a Long Rest. increase the damage by 1d8 for each slot above
level 1.
Once you use this feature, you can’t use it again
until you finish a Short or Long Rest.

66 Ranger Subclasses
Level 3: Horizon Walker Magic
The magical nature of the multiverse ensures you
always have certain spells ready; when you reach a
Ranger level specified in the Horizon Walker Spells
table, you thereafter always have the listed spells
prepared.
Horizon Walker Spells
Ranger Level Spells
3 Protection from Evil and Good
5 Misty Step
9 Haste
13 Banishment
17 Teleportation Circle

Level 7: Ethereal Step


You have learned to step through the space be-
tween realms. As a Bonus Action, you can cast the
Etherealness spell without expending a spell slot.
When the spell is cast in this way, it ends at the end
of your current turn.
You can use this feature up to a number of times
equal to your Proficiency Bonus. Once you do so,
you can’t use it again until you finish a Short or
Long Rest.
Level 11: Distant Strike
Your ability to pass between the planes in the blink
of an eye grows ever stronger. Whenever you take
the Attack action, you can teleport up to 15 feet
before each attack to an unoccupied space you can
see.
If you attack at least two different creatures with
this feature, you can make one additional attack
with it against a third creature.
Level 15: Protector of the Multiverse

Horizon Walker Subclass


Your masterful attunement to the planes grants you
the power to resist elemental and magical harm.
With a thought, you can extend that protection to
your allies, shielding them from the destructive
forces of the multiverse.
You gain Resistance to Acid, Cold, Fire, Necrotic,
Radiant, and Thunder damage.
When you take damage of one of those types, you
can take a Reaction to grant Immunity to that type
of damage to a number of Friendly creatures within
90 feet of you equal to your spell attack modifier for
1d4 rounds.
You can use this feature up to a number of times
equal to your Proficiency Bonus. Once you do so,
you can’t use it again until you finish a Long Rest.

Ranger Subclasses 67
Slayer’s Sigil. As a Bonus Action, you can mark
Monster Slayer a creature you can see within 90 feet of you with a
Hunt the Supernatural to Maintain the Balance mystical sigil, empowering your attacks against it.
The Monster Hunter Conclave is a group of Rang- For the next minute, you gain a +1 bonus to all at-
ers dedicated to hunting down the most dangerous tack and damage rolls against the marked creature.
and elusive creatures of the world. Armed with a Additionally, the marked target takes an extra 1d6
deep knowledge of their quarry and an arsenal of damage from your weapon attacks. If the target is
specialized tools and techniques, these Rangers a Fiend, Monstrosity, or Undead, the extra damage
excel in identifying and exploiting their enemies’ die changes to 1d8.
weaknesses. They are relentless, tactical warriors You can use this feature a number of times equal
who bring swift justice to any monster that threat- to your Proficiency Bonus, and you regain all ex-
ens the balance of the natural world. pended uses of this ability when you finish a Long
Rest.
Level 3: Monster’s Bane
As a Monster Slayer, you gain proficiency in the Level 3: Monster Slayer Magic
Arcana and Investigation skills. In addition, your Years of training and countless battles with the
experience in analyzing your foes grants you addi- supernatural have ensured you always have certain
tional insight into their strengths and weaknesses. spells ready to aid you; when you reach a Ranger
level specified in the Monster Slayer Spells table,
you thereafter always have the listed spells pre-
pared.
Monster Slayer Spells
Ranger Level Spells
3 Snare*
5 Pass without Trace, Silence
9 Dispel Magic
13 Freedom of Movement
17 Banishing Smite

Level 3: Slayer’s Specialized Kit


A Ghoul Terrorizes the Local Graveyard

Your extensive experience hunting various crea-


tures has led you to craft a versatile set of tools
known as the Slayer’s Specialized Kit. You gain pro-
ficiency with Alchemist’s Supplies and the Poison-
er’s Kit, and you know one language of your choice.
You can use your Slayer’s Specialized Kit to craft
special tools or items that can help you in your
hunt. Once you craft a number of items equal to
your Proficiency Bonus, you can’t do so again until
you finish a Long Rest. The item lasts for 1 hour
before losing its utility. Choose one of the following.
Climbing Caltrops. As a Bonus Action, you can
scatter a handful of small spiked devices to cover a
15-foot-radius square centered on a point within 20
feet. This turns it into Difficult Terrain for Medium
or larger creatures.
Healing Salve. As a Utilize action, you can apply
this salve to yourself or another creature. The crea-
ture regains Hit Points equal to 1d8 + your Wis-
dom modifier.

68 Ranger Subclasses
Silvered Weapon Oil. As a Utilize action, you when you use your Slayer’s Specialized Kit to craft
can coat a weapon in silver, dealing an extra 1d8 an item, you can craft a number of items equal to
Force Damage on your next hit with it. twice your Proficiency Bonus.
Toxic Powder. As a Bonus Action, you can blow Relentless Pursuit. When a creature marked
a cloud of dust that forces creatures in a 10-foot by your Slayer’s Sigil is reduced to 0 Hit Points,
Cone to make a Constitution saving throw against you can take a Reaction to immediately move up to
your spell save DC or have the Poisoned condition half your Speed and make one additional weapon
for 1 minute. attack against another creature within range.
Level 7: Supernatural Tactics
You’ve learned how to anticipate your foes and
exploit their weaknesses. You gain the following
benefits.
Exploit Weakness. When you hit a creature with
an attack and your target is currently under the
effect of your Slayer’s Sigil or has any condition be-
sides Invisible or Prone, your attack deals an extra
1d8 damage.
Predator’s Instinct. When a creature you can
see within 60 feet of you attacks a creature other
than you, you can take a Reaction to give that crea-
ture Disadvantage on the attack roll.
Level 11: Noctis Pacificus
You have become a feared hunter of the supernat-
ural. Your weapons and spells are infused with the
energy to pierce through most defenses.
Arcane Strike. Your weapon attacks can deal
Force damage or the weapon’s normal damage type
(your choice).
Supernatural Bane. When you hit a creature
that is an Aberration, Fey, Fiend, Monstrosity,
or Undead, you can channel your power into the
strike, causing the creature to make a Wisdom sav-
ing throw against your spell save DC. On a failed
save, the creature has the Frightened or Paralyzed
condition (your choice) until the end of your next
turn. You can use this feature a number of times
equal to your Wisdom modifier. You regain all ex-

Monster Slayer Subclass


pended uses when you finish a Long Rest.
Level 15: Apex Predator
As the apex predator in your supernatural hunting
ground, you embody relentless pursuit and lethal
precision.
Critical Insight. Your attack rolls can score a
Critical Hit on a roll of 19 or 20 on the d20 against
creatures that are marked by your Slayer’s Sigil or
have a condition besides Invisible or Prone.
Master Slayer. You have advantage on D20 Tests
against spells and abilities used by Aberrations,
Fey, Fiends, Monstrosities, or Undead. Additionally,

Ranger Subclasses 69
of human interaction. In contrast, others thrive
Swarmkeeper in community, using their unique bond to foster
Harness the Might of Nature’s Smallest Creatures harmonious environments that benefit all who are
Some Rangers are attuned to the natural world on considered part of them.
a profound level, channeling their mystical pow- You form a bond with a swarm of ethereal nature
ers to forge a bond with a swarm of nature spirits. spirits that aid you in combat. These spirits, intan-
These spirits become both a formidable presence gible yet present, occupy your space—crawling over
in combat and a constant, supportive companion. you or flitting around you. You have the freedom to
Swarmkeepers vary in how they interact with oth- decide their appearance, or you can let fate decide
ers—some prefer solitude, choosing the company of by rolling on the Swarm Appearance table below.
their ethereal swarm over the complexities Swarm Appearance
d4 Appearance
1 Swarming insects or rodents
2 Miniature twig blights
3 Fluttering birds or bats
4 Playful pixies or dastardly darklings

Level 3: Spiritual Swarm


Once on each of your turns, immediately after you
hit a creature with an attack roll, you can direct the
swarm to act in one of the following ways:
• The swarm deals an extra 1d6 Piercing damage
to the target.
• The target must make a Strength saving throw
against your spell save DC; on a failed save, the
swarm moves it up to 15 feet horizontally in a
direction of your choice.
• The swarm moves you 5 feet horizontally in a
direction of your choice.
This mystical connection not only enhances your
attacks but also adds a versatile layer of mobility
and control to your combat strategy.
When you reach Ranger level 11, your Spiritual
Swarm grows mightier in the following ways:
• The damage of the Spiritual Swarm increases to
2d6.
• If a creature fails its saving throw against be-
Swarmkeeper Subclass

ing moved by the Spiritual Swarm, the creature


also has the Prone or Restrained condition (your
choice).
• When you are moved by the Spiritual Swarm, you
have Half Cover until the start of your next turn.
Level 3: Swarmkeeper Magic
The magic of your swarm ensures you always
have certain spells at the ready; when you reach a
Ranger level specified in the Swarmkeeper Spells
table, you thereafter always have the listed spells
prepared.

70 Ranger Subclasses
sion of your will, capable of incredible feats that
bolster your strength and safeguard your allies.
The Spiritual Swarm around you gains the fol-
lowing benefits.
Spirit Communion. As an Action, you can com-
mand your swarm to envelop a Friendly creature
that you can see within 30 feet of you. The swarm
grants that creature Temporary Hit Points equal to
3d8 + your Ranger level, and for 1 minute, the crea-
ture has Advantage on saving throws made to resist
or end the Charmed or Frightened conditions.
Once you use this feature, you can’t use it again un-
til you finish a Long Rest.
Swarm Resurgence. Whenever you use your
Spiritual Swarm feature, you can choose one ad-
ditional effect from the Spiritual Swarm list. Both
effects occur simultaneously.
Swarm Shield. When an attack would hit you or
a creature within 10 feet of you but before the DM
rolls for damage, you can take a Reaction to com-
mand the swarm to protect the creature, giving the
attacker Disadvantage on the attack. You can use
Swarmkeeper Spells this feature a number of times equal to your Wis-
Ranger Level Spells dom modifier. You regain all expended uses of this
3 Faerie Fire, Mage Hand effect when you finish a Long Rest.
5 Web
9 Hypnotic Pattern
13 Arcane Eye
17 Cloudkill

Level 7: Writhing Tide


Your improved bond with your nature spirits allows
you to condense part of your Spiritual Swarm into
a focused mass that is capable of lifting you up. As
a Bonus Action, you gain a Fly Speed of 30 feet and
can hover. This effect lasts for 1 minute or until you
have the Incapacitated condition.
Level 11: Smoke and Swarms
Becoming ever more attuned to your swarm, you A Water Skeeter Swarm
are able to better protect yourself. Whenever you
take damage, you can take a Reaction to reduce the
damage taken by half. In addition, you can vanish
into your Spiritual Swarm and then teleport to an
unoccupied space that you can see within 30 feet of
you, where you reappear with your swarm.
Level 15: For We Are Legion
Your bond with the swarm of nature spirits reaches
its pinnacle, transforming you both into a powerful
and versatile force. Your swarm becomes an exten-

Ranger Subclasses 71
Level 3: Ear for Deceit
Rogue Subclasses When you make a Wisdom (Insight) check to tell if
A Rogue subclass is a specialization that grants a creature is lying, treat a roll of 7 or lower on the
you features at certain Rogue levels, as specified in d20 as an 8.
the subclass. This section presents the Inquisitive,
Mastermind, Phantom, Scout, and Swashbuckler Level 3: Eye for Detail
subclasses. As a Bonus Action, you can take the Search action
or a Study action.
Inquisitive Level 3: Insightful Fighting
Hone Senses to a Knife’s Edge
You know how to study your opponent to gain the
Inquisitive Rogues are proficient in spotting details, upper hand. As a Bonus Action, you can make a
finding clues, and reading others for lies and decep- Wisdom (Insight) check against a creature you can
tion. They are skilled at unraveling mysteries and see that doesn’t have the Incapacitated condition
uncovering evil hiding in plain sight. (DC 10 plus the target’s Charisma modifier). On a
successful check, you can deal Sneak Attack dam-
age against the target, even if you don’t have Advan-
tage on the attack, but not if you have Disadvantage
on it.
This feature lasts for 1 minute or until you suc-
cessfully use it on another creature.
Level 9: Steady Eye
Whenever you take a Study action, you have Advan-
tage on any Intelligence (Investigation) or Wisdom
(Perception) checks when you move no more than
half your Speed on the same turn.
Level 13: Unerring Eye
You’ve honed your senses to a keen edge. You can
use the Search action to detect the presence of illu-
sions, creatures, or objects that have the Invisible
condition, shapechangers not in their original form,
and other magic intended to conceal or otherwise
trick the senses within 30 feet of you, as long as
you do not have the Blinded or Deafened condition.
You know that something is trying to deceive you,
but you do not know the nature of the effect or the
specific location.
You can use this feature a number of times equal
to your Wisdom modifier (minimum of once) and
Inquisitive Subclass

regain all expended uses when you finish a Long


Rest.
Level 17: Eye for Weakness
Your ability to spot your opponent’s weaknesses is
unrivaled. When your Insightful Fighting feature is
active against a creature, your Sneak Attack dam-
age against it increases by 3d6, and the creature
has Disadvantage on saving throws against your
Cunning Strike and Devious Strikes features.

72 Rogue Subclasses
Additionally, you gain proficiency in the Decep-
Mastermind tion skill. If you already have proficiency in this
Master the Art of Intrigue skill, you instead gain Expertise in it.
Mastermind Rogues use influence, trickery, and Level 13: Misdirection
subterfuge to gain the upper hand against their
You can attempt to cause an attack to hit a crea-
foes, whether in the throne room or on the battle-
ture other than yourself. If you are targeted with an
field. Masterminds truck in secrets and informa-
attack, you can take a Reaction to cause another
tion, and utilize forgery and disguise to manipulate
creature within 5 feet of you to make a Dexterity
others to their advantage.
saving throw (DC 8 plus your Dexterity modifier
Level 3: Master of Intrigue and Proficiency Bonus). On a failed save, the attack
You’ve learned the art of intrigue, granting you the targets that creature instead of you.
following benefits. Level 17: Soul of Deceit
Additional Proficiencies. You gain a Disguise
Your thoughts can’t be read by magic or other
Kit, Forgery Kit, and one Gaming Set of your
means, unless you permit it. If a creature attempts
choice, and you have proficiency with them. You
to read your thoughts, you can present false
also know two additional languages of your choice.
thoughts by succeeding on a Charisma (Deception)
Masterful Mimic. If you listen to a creature
check against it.
speak for at least 1 minute and you know their lan-
guage, you can mimic their accent and speech pat-
terns to pass as a native speaker of that language.
Level 3: Master of Tactics
You know how to manipulate the flow of battle to
your advantage, granting you the following benefits.
Deceptive Dodge. As a Bonus Action, you can
choose one creature you can see within 30 feet of
you and use an Influence action to make a Cha-
risma (Deception) against it. If you succeed on the
check, all attacks made against you by the target
have Disadvantage for 1 minute or until you use
this feature against another creature.
Speedy Aid. You can use the Help action as a
Bonus Action. In addition, when you use the Help
action to assist an attack roll, as long as the target
of the attack can see or hear you, the target can be
within 30 feet of you, rather than within 5 feet of
you.
Level 9: Insightful Manipulator
You know how to take the measure of a foe. If you Mastermind Subclass
spend at least 1 minute outside of combat inter-
acting with a creature, you can learn about its
strengths and weaknesses: you know which skills
and saving throws that creature is proficient in. In
addition, you know whether that creature has any
Immunities, Resistances, or Vulnerabilities, and if
the creature has any, you know what they are.
At the DM’s discretion, you can also gain insights
into its personality, motivations, or relationships
with others.

Rogue Subclasses 73
Additionally, if you choose, magic that would de- Level 3: Whispers of the Dead
termine whether you are telling the truth indicates
Those who have passed before you provide you
you are being truthful, no matter what you say, and
with knowledge, even after death. When you finish
you can’t be magically compelled to tell the truth.
a Short or Long Rest, you gain proficiency in one
skill or tool of your choice, or you know how to use
Phantom the mastery property of one additional weapon of
Channel the Power of Death your choice with which you have proficiency. This
Phantom Rogues have an innate connection to the proficiency or mastery remains until you use this
dead. They commune with spirits to gain knowl- feature again.
edge and abilities beyond their ken, and can ma- When you reach Rogue level 9, instead of one
nipulate the boundaries between life and death to proficiency or mastery, you can choose any com-
strike at their foes’ very souls. bination of two skills, tools, or weapons instead of
one.
Level 3: Wails from the Grave
When you harm an enemy, you channel that energy
to harm another creature as well. Immediately after
you deal your Sneak Attack damage to a creature
on your turn, you can target a second creature
you can see within 30 feet of the first creature and
surround them with harrowing wails of the dead
(no action required). The second creature takes
Necrotic damage equal to a roll of half your Sneak
Attack dice (round up).
You can use this feature a number of times equal
to your Proficiency Bonus, and you regain all ex-
pended uses when you finish a Long Rest.
Level 9: Tokens of the Departed
When a creature dies in your presence, you’re able
to seize a fragment of their soul, which manifests
as a physical memento. When a creature you can
see dies within 30 feet of you, you can take a Reac-
tion to open your free hand and cause a Tiny trinket
to appear there. The DM determines the trinket’s
form or has you roll on the Trinkets table in the
Player’s Handbook to determine it.
You can have a maximum number of these Soul
Trinkets equal to your Proficiency Bonus, and you
can’t create one while you’re at your maximum.
You can use Soul Trinkets in the following ways.
Phantom Subclass

Bolstered Vitality. While a Soul Trinket is on


your person, you have advantage on Death Saving
Throws and Constitution saving throws, as the life
essence within it bolsters your own vitality.
Knowledge from Beyond. As a Magic action, you
can destroy one of your Soul Trinkets, no matter
where it’s located. When you do so, you can ask the
spirit associated with the trinket one question. The
spirit appears to you and answers in a language it
knew in life. It’s under no obligation to be truthful,

74 Rogue Subclasses
and it answers as concisely as possible, eager to be Level 3: Survivalist
free. The spirit knows only what it knew in life, as
You gain proficiency in the Nature and Survival
determined by the DM.
skills. If you already have proficiency in either skill,
Soul Scream. When you deal Sneak Attack dam- you instead gain Expertise in it.
age on your turn, you can destroy one of your Soul
Trinkets that’s on your person and then immedi- Level 9: Superior Mobility
ately use Wails from the Grave, without expending Your Speed increases by 10 feet. If you have a
a use of that feature, as the released soul envelops Climb or Swim Speed, this increase applies to that
the target with unearthly screams. as well.
Level 13: Ghost Walk Level 13: Ambush Master
You can straddle the line between the living and the You’re skilled at ambushing a target, granting you
dead. As a Bonus Action, you can assume a spec- the following benefits.
tral form. While in this form, you have a Fly Speed Initiative. You have Advantage on Initiative rolls.
of 10 feet, you can hover, and attack rolls have Dis- Prime Target. If you hit a creature in the first
advantage against you. You can also move through round of a combat, you and your allies have Advan-
creatures and objects as if they were Difficult Ter- tage on attack rolls against it until the start of your
rain, but you take 1d10 Force damage if you end next turn.
your turn inside a creature or an object.
You stay in this form for 10 minutes or until you
end it as a Bonus Action. Once you use this feature,
you can’t use it again until you finish a Long Rest
or take a Bonus Action to destroy one of your Soul
Trinkets to activate Ghost Walk.
Level 17: Death’s Friend
You are so closely tied to death that you gain the
following benefits.
Empowered Wails. When you use your Wails
from the Grave, you can deal Necrotic damage to
both the first and the second creature.
Soul Beacon. Whenever you finish a Long Rest,
a Soul Trinket appears in your hand if you don’t
have any Soul Trinkets, as the spirits of the dead
are drawn to you.

Scout
Gain the Upper Hand with Speed and Mobility
Scouts are the first line for many adventuring
groups, exploring ahead of their companions for
dangers of all types. Speed and maneuverability
are the Scout’s best friends, allowing them to range
across the wilderness but also remain mobile on
Scout Subclass

the battlefield, striking hard and fast and staying


out of reach of their enemies’ weapons.
Level 3: Skirmisher
When an enemy ends its turn within 5 feet of you,
you can take a Reaction to move up to half your
Speed without provoking Opportunity Attacks.

Rogue Subclasses 75
Level 17: Sudden Strike combat, dancing in to strike at their enemies before
dancing out of reach again.
If you take an Attack action on your turn, you can
make one extra attack as a Bonus Action. The ex- Level 3: Fancy Footwork
tra attack can deal Sneak Attack damage, even if You know how to flow through the battlefield, strik-
you’ve already used it this turn, provided the second ing opponents without being hit in return. If you
attack hits a different enemy than the first. make a Melee attack against a creature during your
turn, that creature can’t make Opportunity Attacks
Swashbuckler against you for the rest of your turn.
Charm and Distract Foes
Level 3: Rakish Audacity
Swaggering scoundrels and elegant masters of the
Your boldness allows you to act quickly and deci-
blade, Swashbucklers combine charisma and pa-
sively in combat, granting you the following bene-
nache with precision swordwork to gain an advan-
fits.
tage over their opponents. A Swashbuckler doesn’t
fear rushing into a fight, and excels at single Daring Strikes. If you are within 5 feet of a tar-
get creature, no other creatures are within 5 feet of
you, and you don’t have Disadvantage on the attack
roll, you can use your Sneak Attack against the tar-
get even if you don’t have Advantage on the roll.
Initiative. You can add a bonus to your Initiative
rolls equal to your Charisma modifier.
Level 9: Panache
Your brio and swagger can distract and beguile
your enemies. As an Influence action, you can
make a Charisma (Performance) check against a
creature. The creature must be able to hear you,
and you must share a language.
Hostile Creatures. On a successful check, a
Hostile creature has Disadvantage on attack rolls
against targets other than you and can’t make Op-
portunity Attacks against targets other than you.
This effect lasts for 1 minute, until one of your
allies attacks the target or affects it with a spell,
or until you and the target are more than 60 feet
apart.
Nonhostile Creatures. On a successful check, a
Friendly or Indifferent creature has the Charmed
condition for 1 minute. While Charmed, it regards
you as a likable acquaintance. This effect ends
Swashbuckler Subclass

immediately if you or your companions do anything


harmful to the creature.
Level 13: Elegant Maneuver
You can take a Bonus Action to have Advantage on
the next Strength (Athletics) or Dexterity (Acrobat-
ics) check you make on the same turn.
Level 17: Master Duelist
If you make an attack roll and miss, you can reroll
it with Advantage. Once you use this feature, you
can’t use it again until you finish a Short or Long
Rest.

76 Rogue Subclasses
77
Rogues Fight in an Airborne Battle

Rogue Subclasses
Sorcerer Subclasses Divine Sorcery
Unleash Godlike Power Within
A Sorcerer subclass is a specialization that grants
you features at certain Sorcerer levels, as specified Your power comes from a divine being. One of your
in the subclass. This section presents the Divine parents might be an angel, a god incarnate is said
Sorcery, Lunar Sorcery, Shadow Sorcery, and to be one of your ancestors, or perhaps your birth
Storm Sorcery subclasses. was blessed or cursed as a personal act of divine in-
tervention. Something about you catches the atten-
tion of many you meet, and you might have features
rare for those of your species or origin.
Level 3: Deific Spells
Cleric spells count as Sorcerer spells for you.
Whenever the number of spells on your list of pre-
pared spells increases, you replace one spell on
your list for another, or you learn another cantrip,
you can choose from the Cleric and Sorcerer spell
lists.
In addition, if you have the Empowered Spell
Metamagic option, you can also use it to reroll dice
to regain Hit Points when casting healing spells.
Level 3: Divine Guidance
Fate twists to protect you, giving you another
chance to survive for whatever mysterious purpose
the deities have in store for you. Whenever you fail
a saving throw or ability check, you can take a Re-
action to add your Charisma modifier to the result,
potentially turning the failure into a success. Once
you use this feature, you can’t use it again until you
finish a Long Rest. You can also restore your use
of it by expending a level 1+ spell slot (no action
required) when you use this feature.
Level 3: Gifted Spells
Choose the moral alignment of the deity that
empowers you: Good, Neutral, or Evil. When you
reach a Sorcerer level specified in the Gifted Spells
table, you thereafter always have the listed spells
Divine Sorcery Subclass

for the chosen alignment prepared.


Gifted Spells
Sorcerer Level Good Spells Neutral Spells Evil Spells
3 Healing Detect Evil and Crown of
Word, Ward- Good, Hold Madness,
ing Bond Person Hellish
Rebuke
5 Revivify Magic Circle Hunger of
Hadar
7 Aura of Life Banishment Confusion
9 Mass Cure Dispel Evil and Contagion
Wounds Good

78 Sorcerer Subclasses
Level 6: Touched by Immortality eclipse marked your birth. Your spells often shower
When you are reduced to 0 Hit Points, you can you and their subjects with glinting lights or cling-
make a Charisma saving throw against DC 10. On ing shadows.
a successful save, you regain 1 Hit Point and can Level 3: Eclipse Spell
spend up to two of your unspent Hit Dice and add
You can use your spell to suppress another spell it
your Constitution modifier to each, regaining Hit
overlaps. When you cast a level 2+ spell that has
Points equal to the total rolled. (You still have the
a duration of Concentration on a creature or area
Prone condition.) The save DC increases by 5 with
that already has one or more spells on it, you can
each use of this feature until you finish a Long Rest.
spend 2 Sorcery Points to choose one ongoing
Level 14: Flash of Omnipotence spell. If the chosen spell is a cantrip or of a lower
The fire of godlike power grows stronger within level than your spell, you suppress the chosen spell
you. As a Bonus Action, you can spend 3 Sorcery on targets or areas where the two spells overlap.
Points to gain one of the following benefits for 10 The suppressed spell has no effect on those targets
minutes. or areas while you maintain Concentration.
Angelic Herald. You grow feathered wings and Level 3: Lunar Phase
have a Fly Speed of 40 feet for the duration.
Whenever you finish a Long Rest, you can choose
Glimpse of Omniscience. You expand your
one of the following moon phases to draw upon:
senses to glimpse the fabric of reality itself. You
full, waning, or waxing. When you reach a Sorcerer
gain Truesight with a range of 30 feet. Within the
level specified on the Lunar Phase Spells table, you
area, you can also always hear doubt behind others’
have the corresponding listed spells prepared until
words (or see doubt in the face of someone writing
you change your Lunar Phase.
or signing). You sense doubt in any statement if the
speaker lies or merely doubts your capabilities or Gifted Spells
intentions, though this effect doesn’t distinguish Sorcerer Full Moon Waning Moon Waxing Moon
between lies and other doubts. Level Spells Spells Spells
Omnipresent Name. Your name rings across the 3 Alter Self, Lesser Resto- Color Spray,
universe when spoken in a voice you have heard Tasha's Hid- ration, Ray of Prayer of
before, allowing you to hear and recognize the eous Laughter Enfeeblement Healing
speaker’s voice and exact location anywhere on the 5 Fly Remove Curse Hypnotic
same plane of existence for the duration. You like- Pattern
wise hear a creature that takes a Magic action that 7 Polymorph Control Water Hallucinatory
targets or includes you. You can take a Reaction Terrain
to teleport up to 120 feet directly toward such a
9 Synaptic Static Dispel Evil and Mass Cure
creature, arriving in the unoccupied space nearest Good Wounds
to that creature. For the duration, you can also take
a Bonus Action to teleport to an unoccupied space
you can see within 30 feet that is closer to such a Level 3: Moonfire Spells
creature. When you reach a Sorcerer level specified in the
Moonfire Spells table, you thereafter always have
Level 18: Godlike Whim the listed spells prepared.
Reality bends readily to your will. You always have
Moonfire Spells
the Wish spell prepared. You can cast it without
expending a spell slot, but when you do so the spell Sorcerer Level Spells
can only duplicate a spell of level 8 or lower and 3 Faerie Fire, Moonbeam, Starry Wisp
you can’t cast it again in this way until you finish a 5 Aura of Vitality
Long Rest. 7 Fount of Moonlight
9 Dream
Lunar Sorcery
Shine with the Moon’s Majesty In addition, when you cast the Starry Wisp spell,
you can target two creatures if they are within 5
You draw down the ever-changing magic of the
feet of each other.
moon. Perhaps you descend from a legendary ly-
canthrope, a lunar deity blessed you directly, or an

Sorcerer Subclasses 79
Level 6: New Moon Level 6: Zenith of Power
When you use Innate Sorcery, finish a Short Rest, The wellspring of magic within you makes differ-
or cast a Lunar Phase spell, you can spend 1 Sor- ent spells easier at different times. When you cast
cery Point to choose a different Lunar Phase. any level 1+ spell from one of the schools of magic
specified below corresponding to your current Lu-
nar Phase, you can spend 1 Sorcery Point per spell
slot level to cast it without expending a spell slot.
Full Moon. Enchantment, Transmutation
Waning Moon. Abjuration, Necromancy
Waxing Moon. Evocation, Illusion
Level 14: Lunar Aura
The power of the moon shines from you. As a Bo-
nus Action, you can activate the Lunar Aura below
corresponding to your Lunar Phase, deactivate it,
or spend 1 Sorcery Point to change your Lunar
Phase.
Full Moon. You shed Bright Light in a 20-foot
Emanation and Dim Light for another 20 feet. En-
emies in the Emanation have Disadvantage on In-
telligence and Wisdom saving throws. You and any
ally of yours in the Emanation can take the Search
action as a Bonus Action.
Waning Moon. You dampen illumination in a
20-foot Emanation originating from you: Bright
Light becomes Dim Light, and Dim Light becomes
Darkness. You can see as if the illumination were
not dampened. You and any ally of yours in the area
have Advantage on Constitution and Charisma sav-
ing throws and can take the Hide action as a Bonus
Action.
Waxing Moon. You brighten light in a 20-foot
Emanation: Darkness becomes Dim Light and Dim
Light becomes Bright Light. You and any ally of
yours in the aura have Advantage on Strength and
Dexterity saving throws and can take the Study ac-
tion as a Bonus Action.
Level 18: Lunar Phenomenon
Lunar Sorcery Subclass

Your current Lunar Phase gives you a special Bo-


nus Action.
Full Moon. You shine Bright Light in a 60-foot
Emanation and Dim Light for an additional 60 feet
until the start of your next turn. You and all crea-
tures of your choice within the Emanation grow
strong and gain animalistic features. Each crea-
ture gains 20 Temporary Hit Points that last for 1
minute and has Advantage on attack rolls while the
Temporary Hit Points remain.
Waning Moon. Darkness cloaks a 30-foot Ema-
nation originating from you until the start of your
next turn. Despite the darkness, you can see as if

80 Sorcerer Subclasses
in Bright Light. Each creature of your choice within Shadow Spells
the area must make a Constitution saving throw Sorcerer Level Spells
against your spell save DC. On a failed save, the
3 Darkness, Disguise Self, Inflict Wounds,
creature takes 3d10 Cold damage and has a Speed Phantasmal Force
of 0 until the start of your next turn.
5 Phantom Steed, Vampiric Touch
Waxing Moon. You teleport to an unoccupied
space you can see within 60 feet. Until the start of 7 Phantasmal Killer, Shadow of Moil*
your next turn, you have Resistance to all damage. 9 Creation, Seeming
You can also teleport one willing creature. The
creature must be within 5 feet of you when you Level 6: Hound of Ill Omen
teleport, and it teleports to a space you can see in a
You can spend 3 Sorcery Points as a Bonus Action
15-foot Line between your space and your destina-
to summon a terrible creature of shadow to harass
tion space. The creature also gains Resistance to
a target within 90 feet that you can see. The Hound
all damage until the start of your next turn.
of Ill Omen appears in an unoccupied space within
At the start of your next turn after you use one of 30 feet of the target. In combat, the hound shares
these effects, you can spend 1 Sorcery Point to your Initiative count and it takes its turn immedi-
change your Lunar Phase. Once you use one of ately after yours. It uses its movement to approach
these effects, you can’t use that one again until you
finish a Long Rest. You can also restore your use
of it by expending a level 3+ spell slot (no action
required) as part of using a Lunar Phenomenon
effect.

Shadow Sorcery
Become One with the Darkness
Your magic connects you inextricably to the deathly
power of the Shadowfell. Life and light seem muted
by your presence, making it harder to distinguish
imagined fears from reality. Your spells might make
it seem like your shadow erupts with grisly shapes
or give you a fleeting deathly pallor.
Level 3: Darkvision
You have Darkvision with a range of 60 feet. If you
already have Darkvision, its range increases by 60
feet.
Level 3: Deathless Endurance
When you are reduced to 0 Hit Points by anything
other than Radiant damage or a Critical Hit but not
killed outright, you can spend 1 Sorcery Point to
make a Charisma saving throw against DC 10. On
a successful save, you drop to 1 Hit Point instead
and this save DC increases by 5 until you finish a
Long Rest.
Level 3: Shadow Spells
When you reach a Sorcerer level specified in the
Shadow Spells table, you thereafter always have
the listed spells prepared.

Sorcerer Subclasses 81
the target as directly as possible. If the target isn’t Level 14: Shadow Step
within line of sight, it can use its Locate Target
While you are in Dim Light or Darkness, you can
trait on its own. The only actions it can take are
walk the shadowy border between planes of exis-
the Attack (target only), Dash (if it can’t reach its
tence to an unoccupied space that is also in Dim
target), or Hide (if it can’t locate the target) actions.
Light or Darkness. As a Bonus Action, you can
You can verbally command it (no action required),
spend 1 Sorcery Point and use all or some of your
but you can only choose from these actions. It can
movement to teleport a distance up to quadruple
make Opportunity Attacks only against the target.
the amount of movement you used. When you ar-
It disappears after 1 minute, when the target or the
rive, you can take the Hide action.
hound is reduced to 0 Hit Points, or when you dis-
miss it as a Bonus Action. Level 14: Shadow Walk
You always have the Plane Shift spell prepared. It is
easier for you to cast between the Shadowfell and
Material Plane. You can cast it without any Verbal
or Material components by spending 7 Sorcery
Points if you are in Darkness on the Material Plane
or in Bright Light on the Shadowfell in a place
that corresponds to a specific place in the opposite
plane. When you do so, you travel to the other plane
of existence and arrive in the corresponding spot.
Level 18: Shadow on the Wall
As a Bonus Action, you can spend 5 Sorcery Points
to vanish into your shadow. While inside your
shadow, you have the following benefits.
• You have Resistance to all damage types except
Force, Psychic, and Radiant.
• You have Immunity to the Grappled condition
• You don’t need to breathe.
• You have a Speed of 60 feet and a Climb Speed
equal to your Speed. You can move through other
creatures and objects as if they were Difficult Ter-
rain. If you end your turn in an occupied space,
you are shunted to the nearest unoccupied space
and take 1d10 Force damage for every 5 feet
shunted.
• You have Advantage on Dexterity (Stealth) checks
while in Dim Light and Darkness.
Shadow Sorcery Subclass

You remain in your shadow for 1 minute. You can


leave your shadow early by spending an amount of
movement equal to half your normal Speed.

Storm Sorcery
Release the Tempest’s Fury
Your magic might have come from your or an
ancestor’s close encounter with elemental magic,
from the blessing of a rain deity, or from being born
during a cataclysmic storm. Perhaps you were
simply struck by lightning one day and survived.
Whatever the means, now lightning, thunder, wind,
and rain roars through your veins and erupts when
you cast spells.

82 Sorcerer Subclasses
Level 3: Storm Spells a ranged spell attack to hit that creature. On a hit,
you deal Lightning damage equal to 4d6 plus your
When you reach a Sorcerer level specified in the
Charisma modifier.
Storm Spells table, you thereafter have always the
listed spells prepared. Level 14: Weatherproof
Storm Spells Weather is never Difficult Terrain for you, doesn’t
Sorcerer Level Spells cost you extra movement, and can’t force you to
move nor prevent you from moving. You also have
3 Fog Cloud, Shatter, Shocking Grasp, Thun-
derwave, Warding Wind*
Immunity to the Deafened and Prone conditions
from weather. Similarly, sleet, fog, and other pre-
5 Lightning Bolt, Protection from Energy
cipitation can’t make anything Lightly or Heavily
7 Ice Storm, Summon Elemental Obscured to you.
9 Conjure Elemental, Control Winds*
Level 18: Sky Mastery
You always have the Control Weather spell pre-
Level 3: Tempestuous Magic pared. You can cast it without expending a spell slot
Whenever you take a Magic action, you gain a Fly by spending 8 Sorcery Points. When you use the
Speed of 40 feet until the end of your turn, and you spell to change the weather, you can spend 1 Sor-
can take the Disengage action as a Bonus Action. cery Point to apply your choice at the start of your
If you already have a Fly Speed of at least 40 feet, next turn.
using a Magic action increases your Fly Speed by
10 feet until the end of your turn. Level 18: Storm Soul
You have a Fly Speed of 60 feet and can hover.
Level 3: Voice of Thunder Whenever you take the Magic action, up to three
Whenever you speak, you can always choose for creatures you choose within 60 feet can take a Re-
your words to be audible up to 300 feet away de- action to fly up to 30 feet. This movement doesn’t
spite any wind or obstructions, as long as the ob- provoke Opportunity Attacks. When you take the
struction is not airtight. Disengage action, you can link hands with up to
Level 6: Born of Three Thunders eight willing creatures and carry them along with
you when you fly this turn.
The storm within you protects you from similar
forces. You have Resistance to Lightning and Thun-
der damage. You also have Resistance to Bludgeon-
ing damage from spells and falls.
Level 6: Eye of the Storm
Whenever you deal Bludgeoning, Lightning, or
Thunder damage with a spell, wind and thunder-
claps erupt around you. Each creature of your
choice that is damaged by the spell or within 10

Storm Sorcery Subclass


feet of you is pushed 5 feet away from you and
takes damage equal to your Charisma bonus that
can be your choice of Bludgeoning, Lightning, or
Thunder.
Level 14: Cloud Cloak
When you cast a level 1+ spell with a duration of
Concentration, you can spend 1 Sorcery Point to
surround yourself in a narrow band of swirling
clouds and driving rain that makes your space
either Lightly Obscured or Heavily Obscured (your
choice). The clouds last for as long as you maintain
Concentration. When a creature within 150 feet
deals damage to you while you are in the cloud, you
can spend 2 Sorcery Points as a Reaction to make

Sorcerer Subclasses 83
Level 3: Fathomless Spells
Warlock Subclasses The magic of your patron ensures you always have
A Warlock subclass is a specialization that grants certain spells ready; when you reach a Warlock
you features at certain Warlock levels, as specified level specified in the Fathomless Spells Table, you
in the subclass. This section presents the Fathom- thereafter always have the listed spells prepared.
less Patron, Genie Patron, Hexblade Patron, Un-
Fathomless Spells
dead Patron, and Undying Patron subclasses.
Warlock Level Spells
Fathomless Patron 3 Create or Destroy Water, Gust of Wind,
Silence, Thunderwave
Become a Conduit of the Depths
5 Lightning Bolt, Sleet Storm
When you choose this subclass, you bind yourself
7 Evard's Black Tentacles, Summon Elemental
to some thalassic power of the waters, such as a
(Water Elemental only)
kraken, aboleth, or storm giant. Your patron’s mo-
tives are as mysterious as the depths of the ocean. 9 Bigby's Hand (appears as a tentacle), Cone
of Cold

Level 3: Blessings of the Sea


You gain a Swim Speed of 40 feet, can breathe un-
derwater, have Resistance to Cold damage, and can
understand and be understood by creatures with a
natural Swim Speed.
In addition, you can magically summon a spec-
tral tentacle that strikes at your foes. As a Bonus
Action, you create a 10-foot-long tentacle at a point
you can see within 60 feet of you. The tentacle lasts
for 1 minute or until you use this feature to create
another tentacle.
When you create the tentacle, you can make a
melee spell attack against one creature within 10
feet of it. On a hit, the target takes 1d8 Cold dam-
age, and its Speed is reduced by 10 feet until the
start of your next turn. As a Bonus Action, you can
move the tentacle up to 30 feet and repeat the at-
tack.
When you or a creature you can see takes dam-
age while within 10 feet of the tentacle, you can
Fathomless Patron Subclass

take a Reaction to reduce the damage to that crea-


ture by 1d8.
You can summon the tentacle a number of times
equal to your Proficiency Bonus, and you regain all
expended uses when you finish a Long Rest.
Level 6: Sapping Cold
Your tentacle’s damage and damage reduction in-
crease to 2d8.
In addition, when you hit a creature with your
tentacle, it must make a Constitution saving throw
against your spell save DC. On a failed save, the
target gains 1 Exhaustion level as the cold saps
energy from it. Once a creature has gained an Ex-
haustion level in this way, it cannot gain another
level in this way for 24 hours.

84 Warlock Subclasses
Level 10: Pummeling Tentacles
You can cast Evard’s Black Tentacles once without
using a spell slot and damage alone can’t break
your Concentration on this spell. Once you’ve cast
this spell in this way, you can’t do so again until you
finish a Long Rest.
As a Bonus Action, you cause the tentacles to
slam to the ground, dealing 2d6 Bludgeoning dam-
age to each creature restrained by it.
Level 14: Fathomless Plunge
Your mastery of the depths allows you to open wa-
tery conduits. As a Magic action, you create a num-
ber of 5-foot-radius watery portals equal to your
Proficiency Bonus within 30 feet of you. On your
turn when you enter a portal, you can take a Bonus
Action to teleport to another portal. Once you use
this feature, you can’t do so again until you finish a
Short or Long Rest.
In addition, as an Action, you can teleport your-
self and up to five other willing creatures that you
can see within 30 feet of you. Amid a writhing mass
of tentacles, you all vanish and then reappear up to
1 mile away in a pond-sized or larger body of water
you’ve seen or to an unoccupied space within 5
feet of it. Once you use this feature, you can’t do so
again until you finish a Long Rest.

Genie Patron
Awaken Reality-Warping Power
Your patron, the noble genie, rules vast fiefs on
the Elemental Planes. With arrogance, they wield
power that rivals lesser deities. They delight in
turning the tables on mortals and readily enter into
pacts to expand their reach.

You choose your patron's kind or determine it ran-


domly, using the Genie Kind table.

Genie Patron Subclass


Genie Kind
d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water

Level 3: Genie Spells


The magic of your patron ensures you always have
certain spells ready; when you reach a Warlock
level specified in the Genie Spells table, you there-
after always have the listed spells prepared.

Warlock Subclasses 85
Genie Spells (Dao) Level 3: Genie’s Vessel
Warlock Level Spells Your patron gifts you a symbol of their power. The
3 Dust Devil*, Earth Tremor*, Sanctuary, vessel is a Tiny object, and you can use it as a Spell-
Spike Growth casting Focus for your Warlock spells. You decide
5 Erupting Earth*, Meld into Stone what the object is, or you can determine what it is
7 Stone Shape, Summon Elemental (Earth randomly by rolling on the Genie’s Vessel table.
Elemental only) Genie's Vessel
9 Passwall, Transmute Rock* d6 Vessel
1 Oil lamp
Genie Spells (Djinni)
2 Urn
Warlock Level Spells
3 Ring with a compartment
3 Blur, Catapult*, Gust of Wind, Thunderwave
4 Stoppered bottle
5 Conjure Barrage, Wind Wall
5 Hollow statuette
7 Greater Invisibility, Summon Elemental (Air
6 Ornate lantern
Elemental only)
9 Seeming, Steel Wind Strike While the vessel is in direct contact with you, you
can use it in the following ways.
Genie Spells (Efreeti) Bottle Respite. As a Magic action, you can
Warlock Level Spells vanish and enter your vessel, which remains in
3 Burning Hands, Disguise Self, Heat Metal,
the space you left. The interior of the vessel is an
Scorching Ray extradimensional space in the shape of a 20-foot-ra-
dius, 20-foot high Cylinder that resembles your
5 Flame Arrows*, Fireball
vessel. The interior is appointed with cushions and
7 Fire Shield, Summon Elemental (Fire Ele- low tables and maintains a comfortable tempera-
mental only)
ture. While inside, you can hear the area around
9 Flame Strike, Immolation* your vessel as if you were outside it. You can
remain inside the vessel up to a number of hours
Genie Spells (Marid) equal to twice your Proficiency Bonus. You exit the
Warlock Level Spells vessel early if you take a Bonus Action to leave, if
3 Create or Destroy Water, Fog Cloud, Ice you die, or if the vessel is destroyed. When you exit
Shield*, Rime's Binding Ice* the vessel, you appear in its space or an unoccu-
5 Sleet Storm, Water Walk
pied space within 5 feet of it. Any objects left in the
vessel remain there until removed, and if the vessel
7 Control Water, Summon Elemental (Water
is destroyed, every object stored there appears
Elemental only)
unharmed in the unoccupied spaces closest to the
9 Cone of Cold, Maelstrom* vessel’s former space. Once you enter the vessel,
In addition, when you reach Warlock level 17, the you can’t enter again until you finish a Long Rest.
Wish spell counts as a Warlock spell for you. Genie’s Healing. Whenever you enter your
vessel, you can spend a number of Hit Point Dice
Level 3: Genie’s Prowess equal to half your Proficiency Bonus to regain Hit
Your patron shares its martial and primordial Points.
knowledge. You gain proficiency with a Martial Genie’s Protection. You have Resistance to a
weapon determined by your patron’s kind: Maul damage type determined by your patron’s kind:
(dao), Scimitar (djinni and efreeti), or Trident Bludgeoning (dao), Cold (marid), Fire (efreeti), or
(marid). Thunder (djinni).
In addition, you know Primordial. If you already Genie’s Wrath. Once on each of your turns when
knew Primordial, you know one other language of you hit with an attack roll, you can deal extra dam-
your choice. age to the target equal to your Proficiency Bonus.
The damage type is determined by your patron:
Bludgeoning (dao), Cold (marid), Fire (efreeti), or
Thunder (djinni). The vessel’s AC equals your spell

86 Warlock Subclasses
save DC. Its Hit Point maximum equals your War- In addition, anyone (including you) who remains
lock level plus your Proficiency Bonus, and it has in the vessel for 1 hour gains the benefits of fin-
Immunity to Poison and Psychic damage. ishing a Long Rest. Once you use this feature, you
If the vessel is destroyed or you lose it, the only can’t use it again for 7 days.
way to replace it is to perform a 1-hour ceremony
as you take a Short or Long Rest, after which you Level 14: Limited Wish
receive a replacement from your patron, and the Your patron grants you the ability to alter reality. As
previous vessel is destroyed if it still exists. The a Magic action, you can speak your desire to your
vessel vanishes in a flare of elemental power when Genie's Vessel, requesting the effect of one spell of
you die. level 6 or lower that has a casting time of 1 action.
The spell can be from any class’s spell list, and you
Level 6: Elemental Gift don’t need to meet the requirements of that spell,
The essence of your patron harms your foes and including components—the spell simply takes effect
empowers you. Whenever you hit a creature with as part of this action.
an attack roll, you can apply an extra effect based Once you use this feature, you can’t use it again
on the damage type and your patron’s kind. until you finish a Long Rest.
Bludgeoning (Dao). The target’s Speed becomes
0, and it has the Prone condition until the end of Hexblade Patron
your next turn. Bind Yourself to a Powerful Weapon
Cold (Marid). The target gains 1 Exhaustion
level, which lasts until the end of your next turn. Your pact draws on the power of a mysterious en-
Fire (Efreeti). The target takes 1d6 Fire damage tity from the Shadowfell. This force manifests itself
at the start of its next turn. in sentient magic weapons carved from shadows.
Thunder (Djinni). The target is pushed straight However, your patron is often manipulative.
away from yourself a number of feet equal to half Level 3: Hexblade’s Curse
your Speed and takes extra Thunder damage equal Your patron grants you the ability to curse other
to half the number of feet it was pushed. creatures. You can cast Hex without expending a
Once you use this feature, you can’t use it again un- spell slot a number of times equal to your Charisma
til you finish a Short or Long Rest. modifier (minimum of once), and you regain all ex-
In addition, as a Bonus Action, you gain a Fly pended uses when you finish a Long Rest.
Speed of 30 feet that lasts for 10 minutes, during In addition, whenever you cast that spell you can
which you can hover. You can use this Bonus Action choose one of the following additional effects.
a number of times equal to your Proficiency Bonus, Damaging Hex. When you hit a cursed target,
and you regain all expended uses when you finish a you deal extra damage equal to your Proficiency
Long Rest. Bonus.
Healing Hex. If the cursed target is reduced to 0
Level 10: Sanctuary Vessel Hit Points, you regain Hit Points equal to your War-
The symbol of your patron grows in strength. When lock level plus your Charisma modifier (minimum
you enter your Genie’s Vessel using the Bottled Re- of 4 Hit Points).
spite effect, you can now choose up to five willing Striking Hex. Your attack rolls made against the
creatures that you can see within 30 feet of you, cursed target can score a Critical Hit on a roll of 19
and the chosen creatures are drawn into the vessel or 20 on a d20.
with you. As a Bonus Action, you can harmlessly
eject any number of creatures from the vessel, and Level 3: Hexblade Spells
everyone is ejected if you leave or die or if the ves- The magic of your patron ensures you always have
sel is destroyed. certain spells ready; when you reach a Warlock
Anyone (including you) who remains within the level specified in the Hexblade Spells Table, you
vessel for at least 10 minutes gains the benefit of thereafter always have the listed spells prepared.
finishing a Short Rest, and anyone can add your
Proficiency Bonus to the number of Hit Points they
regain if they spend any Hit Point Dice as part of a
Short Rest there.

Warlock Subclasses 87
Hexblade Spells
Warlock Level Spells
3 Blur, Shining Smite, Wrathful Smite
5 Blink, Haste
7 Phantasmal Killer, Staggering Smite
9 Banishing Smite, Steel Wind Strike

Level 3: Mystically Channel


You channel the power of warriors to arm yourself
for battle. You gain proficiency with Martial weap-
ons and training with Medium armor and Shields.
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 mod-
ifier, instead of Strength or Dexterity, for the attack
rolls and damage rolls. This benefit lasts until you
finish another Long Rest.
In addition, you gain the mastery property when
using a weapon you are mystically channeling.
Level 6: Hexed Weapon
Whenever you hit with your Mystically Channeled
weapon, you can reroll your lowest damage die
and take the higher of the two rolls. In addition,
whenever your Mystically Channeled weapon deals
damage, it can be Force damage or the weapon’s
normal damage type (your choice).
If you have the Thirsting Blade invocation, when
you reach level 11 you deal extra damage equal to
one additional roll of the damage die.
Finally, when you reduce a creature cursed by
your Hexblade’s Curse to 0 Hit Points using a
Mystically Channeled weapon, it empowers your
weapon. You gain a +1 bonus to attack rolls and
damage rolls a number of times equal to your Profi-
ciency Bonus until you finish a Short or Long Rest.
Hexblade Patron Subclass

This effect stacks with itself.


Level 10: Armor of Hexes
Your hex grows, encasing you in transparent armor.
You have Resistance to your choice of Bludgeoning,
Piercing, or Slashing damage.
In addition, if the target cursed by your Hex-
blade’s Curse hits you with an attack roll, you can
take a Reaction to roll a d6. On a 4 or higher, the at-
tack instead misses you, regardless of its roll. On a
2 or 3, the target takes the same damage you take.

88 Warlock Subclasses
Level 14: Master of Hexes
You can cast Hex without expending a spell slot an
unlimited number of times and inflict all of the Hex-
blade’s Curse effects on the target.
In addition, when you use your Armor of Hexes
feature, you can cause the target to make a Consti-
tution saving throw against your spell save DC. On
a failed save, the target takes 8d6 Necrotic damage.
On a successful save, the target takes half as much.
Once you use this feature, you can’t use it again
until you finish a Long Rest. You can also restore
your use of it by expending a Pact Magic spell slot
(no action required).

Undead Patron
Channel the Power of the Deathless
Your patron defies the cycle of life and death, pursu-
ing unfathomable ambitions. Time and morality are
fleeting concerns. Your patron eagerly shares their
profane knowledge with those who work their will.
Level 3: Form of Dread
The power of your patron allows you to transform
into a creature of nightmares. As a Bonus Action,
you transform for 1 minute. When you transform,
you gain the following benefits:
• You have Resistance to Necrotic damage.
• You gain Temporary Hit Points equal to 1d12 +
your Warlock level.
• You have Immunity to the Frightened condition.
• Once on each of your turns when you hit a crea-
ture with an attack roll, you can cause it to make
a Wisdom saving throw. On a failed save, the
target has the Frightened condition until the end
of your next turn.
You can transform a number of times equal to your
Proficiency Bonus, and you regain all expended
uses when you finish a Long Rest.
Level 3: Undead Spells Undead Patron Subclass
The magic of your patron ensures you always have
certain spells ready; when you reach a Warlock
level specified in the Undead Spells Table, you
thereafter always have the listed spells prepared.
Undead Spells
Warlock Level Spells
3 Bane, Blindness/Deafness, False Life, Phan-
tasmal Force
5 Phantom Steed, Speak with Dead
7 Death Ward, Greater Invisibility
9 Antilife Shell, Cloudkill

Warlock Subclasses 89
Level 6: Grave Touched • Once on each of your turns while you are using
your Form of Dread and you deal Necrotic dam-
The undead nature of your patron has changed
age to a creature, you regain Hit Points equal to
your body forever. You don’t need to eat, drink, or
half the Necrotic damage dealt.
breathe.
• When you frighten a creature while in your Form
If you hit a creature with an attack roll on your
of Dread, the creature has the Frightened condi-
turn, your attack deals Necrotic damage or the
tion for 1 minute or until it succeeds on a saving
attack’s normal damage type (your choice). In ad-
throw.
dition, once per turn while using Form of Dread,
• When a creature has the Frightened condition
you can deal extra Necrotic damage equal to one
and you are the source of its fear, it is also under
additional roll of the damage die.
the effects of the Bane spell.
Level 10: Necrotic Husk Once you use this feature, you can’t do so again un-
Your connection to undeath has saturated your til you finish a Long Rest.
body with necrotic energy. You have Resistance to
Necrotic damage and have Immunity to Necrotic Undying Patron
damage while in your Form of Dread. Unlock the Secrets of Immortality
In addition, when you are reduced to 0 Hit
Points, you can cause your body to erupt with Your patron has unlocked the secrets of everlast-
deathly energy as a Reaction. Each creature of your ing life. Having watched mortal lifetimes pass like
choice within 30 feet of you takes Necrotic dam- seasons, they have the secrets of the ages to share.
age equal to 2d10 + your Warlock level. You gain a They bind themselves to mortals collecting the se-
number of Hit Points equal to half the damage you crets they discover.
dealt, and you gain 1 Exhaustion level. Once you Level 3: Among the Dead
take this Reaction, you can’t do so again until you
Your patron’s essence infuses you with knowledge
finish a Long Rest.
and protection. You always have the Spare the
Level 14: Spirit Projection Dying spell prepared and can cast it as a Bonus
You transcend your mortal form, allowing your Action. You also have Advantage on saving throws
spirit to become untethered. As a Magic action, you against any disease.
can project your spirit outside your physical body. Undead have difficulty harming you. If an Un-
The body you leave behind has the Unconscious dead targets you with an attack or a harmful spell,
condition and is in a state of suspended animation; the creature must make a Wisdom saving throw
it doesn’t need food or air, and doesn’t age. against your spell save DC. It has Advantage on the
Your spirit resembles your living form, replicating save if you are fighting it. (An Undead needn’t make
your game statistics, but not your possessions. Any the save when it includes you in an area of effect,
damage or other effects that apply to your spirit or such as the explosion of Fireball.) On a failed save,
physical body have the same effect on the other. the creature must choose a new target or waste the
Your spirit can remain outside your body for up to 1 attack or spell. On a successful save, the creature
hour or until you lose Concentration (as if concen- is unaffected, and it is immune to this effect for 24
trating on a spell). When your projection ends, your hours.
spirit returns to your body, or your body magically In addition, when you’re subjected to an effect
teleports to your spirit (your choice). from Undead that allows you to make a saving
While projecting your spirit, you gain the follow- throw to take only half damage, you instead take no
ing benefits: damage if you succeed on the saving throw.
• Your spirit and body have Resistance to Blud- Level 3: Undying Spells
geoning, Piercing, and Slashing damage.
The magic of your patron ensures you always have
• You have a Fly Speed equal to your Speed, and
certain spells ready; when you reach a Warlock
you can hover. You can move through creatures
level specified in the Undying Spells Table, you
and objects as if they were Difficult Terrain, but
thereafter always have the listed spells prepared.
you take 1d10 Force damage if you end your turn
inside a creature or an object.

90 Warlock Subclasses
Undying Spells
Warlock Level Spells
3 Blindness/Deafness, False Life, Gentle Re-
pose, Ray of Sickness
5 Feign Death, Speak with Dead
7 Aura of Life, Death Ward
9 Contagion, Enervation*

Level 6: Defy Death


Your patron grants you power over life and death.
You regain Hit Points equal to 1d8 + your Constitu-
tion modifier (minimum of +1) when you stabilize a
creature with Spare the Dying.
In addition, when you succeed on a Death Saving
Throw, you regain a number of Hit Points equal
to 8 + your Constitution modifier. Once you use
this feature, you can’t use it again until you finish a
Long Rest.
Level 10: Undying Nature
Your patron’s everlasting life infuses you and keeps
you among the living. You don’t require air, food,
drink, or sleep, but still require rest to reduce Ex-
haustion and still benefit from finishing Short or
Long Rests. You also 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.
In addition, if damage reduces you to 0 Hit
Points, you make a Constitution saving throw (DC
5 plus the damage taken), unless the damage is Ra-
diant or from a Critical Hit. On a success, you drop
to 1 Hit Point instead. Once you use this effect, you
can’t do so again until you finish a Long Rest.
Level 14: Indestructible Life
Your link to your patron allows you to channel
healing energy. On your turn, you can take a Bo-

Undying Patron Subclass


nus Action to spend a number of Hit Dice equal to
your spellcasting ability modifier. You can use this
feature a number of times equal to your Proficiency
Bonus. You regain all expended uses when you fin-
ish a Long Rest.
In addition, as a Bonus Action, you regain Hit
Points equal to 1d8 + your Warlock level. If you put
a severed body part of yours back in place when
you use this feature, the part reattaches. Once you
use this effect, you can’t do so again until you finish
a Long Rest.

Warlock Subclasses 91
venturing parties seek Bladesingers for their front
Wizard Subclasses lines, desiring the duet of magic and martial skills.
A wizard subclass is a specialization that grants Level 3: Bonded Blade
you features at certain Wizard levels, as specified in
You gain a Dagger, a Rapier, or your choice of Me-
the subclass. This section presents the Bladesinger,
lee weapon that deals Slashing damage. You form a
Chronomancer, Conjurer, Enchanter, Gravitist,
bond with the chosen weapon. Until the bond ends,
Leximancer, Necromancer, Transmuter, and War
you have proficiency with the weapon, and you can
Mage subclasses.
use it as a Spellcasting Focus to cast spells from
your Wizard spell list. On a hit, the weapon deals
Bladesinger your choice of Force damage or the weapon’s nor-
Wield a Magic Musical Weapon mal damage type.
You pursue the wisdom of weaponry and have You can use your Intelligence modifier instead
bonded with a singing blade. These swords weave of Strength or Dexterity for the attack and damage
their secrets into melodies called Bladesongs— rolls using the bonded weapon. Your bond with the
records of soldier-scholars past—uncovered by weapon ends if it is more than 5 feet away from you
Bladesingers, masters of battle magic. Many ad- for 1 minute or more, or if you die. You can re-form
the bond by performing a 1-hour ritual, which can
be done during a Short Rest.
Level 3: Bladesong
As a Bonus Action, you can invoke the magic of
the Bladesong, which bolsters your defense and
improves your focus. The Bladesong lasts for 1
minute and ends early if you have the Incapacitated
condition. You can also dismiss the Bladesong
at any time (no action required). While your
Bladesong is active, you gain the following benefits:
• You gain a bonus to your AC equal to your Intelli-
gence modifier (minimum of +1).
• You gain a bonus to Constitution saving throws
you make to maintain Concentration on a spell.
The bonus equals your Intelligence modifier
(minimum of +1).
• Being within 5 feet of an enemy doesn’t cause you
to have Disadvantage on your ranged spell attack
rolls.
You can use this feature a number of times equal
to your Proficiency Bonus, and you regain all ex-
pended uses when you finish a Long Rest.
Bladesinger Subclass

Level 6: Encore
You can attack twice instead of once whenever you
take the Attack action with your bonded weapon on
your turn. You can cast a Wizard cantrip you know
in place of one of those attacks.
When you hit a creature within 5 feet of you with
a ranged spell attack from a Wizard cantrip, add
your bonded weapon’s damage die to the damage
dealt.

92 Wizard Subclasses
Level 10: Song of Steel extra 6 Necrotic damage. On subsequent turns, the
extra damage continues, decreasing by 1 each time
While the Bladesong is active, you gain a +1 bonus
you deal it. At level 14, the extra damage starts at
to attack rolls and damage rolls using your bonded
12.
weapon.
In addition, when a creature within 5 feet misses Level 6: Time Warp
you with an attack, you can take a Reaction to make You manipulate the flow of time with expert pre-
an attack against it with your bonded weapon. You cision and focus. Add the Haste and Slow spells
have Advantage on this attack. to your spellbook for free if you don’t already have
Level 14: Crescendo them. You always have these spells prepared, and
you have Advantage on Constitution saving throws
Your Bladesong emits a 30-foot Emanation. When
that you make to maintain Concentration on them.
you start the Bladesong, you can choose a song
from the following options. While the Bladesong
is active, you can target any number of creatures
within the Emanation that can hear you with the
chosen Bladesong’s effects.
Song of Defense. The target gains a +1 bonus to
AC.
Song of Terror. At the start of each of its turns,
the target must succeed on a Wisdom saving throw
against your spell save DC or have the Frightened
condition. At the end of each of its turns, the Fright-
ened target repeats the save, ending the condi-
tion on itself on a success. Once the creature has
succeeded on its save, it is immune to your Song of
Terror for the next 24 hours.
Song of Victory. Once per turn, the target can
deal an extra 1d10 damage on a hit with an attack
roll. If the attack deals more than one type of dam-
age, the creature can choose among them which
type the extra damage deals.

Chronomancer
Manipulate Time and Reach Between Realities
You gather eclectic knowledge from worlds, eras,
and existences beyond your own. Unconstrained by
a linear continuum, Chronomancers move at their
own pace, speeding time up or slowing it down. By

Chronomancer Subclass
peering through infinite incarnations of yourself,
you anticipate events before they happen, create
temporal anomalies, and turn possibilities into
realities.
Level 3: Arcane Alacrity
You can add a 1d12 bonus to your Initiative rolls.
Level 6: Overclock
You twist time, accelerating the decay of organic
matter. Once per turn, when you cast a Wizard spell
and deal damage to a creature with it, you deal an

Wizard Subclasses 93
Level 10: Multiversal Magic level of the chosen spell. If you choose a cantrip,
you can instead cast it as a Bonus Action on each
You reach through realities to grasp knowledge that
of your turns and gain 1 Exhaustion level when the
one of your alternate selves possesses. Whenever
effect ends. Once you use this feature, you can’t use
you finish a Long Rest, choose one spell from any
it again until you finish a Long Rest.
class’s spell list. The chosen spell must be of a level
for which you have spell slots. You have it prepared
until you replace it with another spell using this
Conjurer
feature. You might invoke a distant counterpart’s Summon or Teleport Objects and Creatures
Destructive Wave, or buy your allies some time Yours is the magic of transportation, bringing forth
with Mass Cure Wounds. objects and creatures out of thin air. Other ad-
venturers appreciate Conjurers for their endless
Level 14: Anomalous Loop resourcefulness, whether that means hiding in a
You create a temporal phenomenon, causing one conjured bank of fog or summoning otherworldly
event to repeat itself. On your turn, choose a spell creatures to fight at their side. Greater levels of
that you have prepared. For the next 6 rounds, you mastery allow you to transcend the very limitations
can cast that spell as a Magic action on each of of space itself, teleporting across vast distances and
your turns without expending spell slots. When the even traveling to other planes of existence.
effect ends, you gain 1 Exhaustion level for each
Level 3: Conjuration Savant
Choose two Wizard spells from the Conjuration
school, each of which must be no higher than level
2, and add them to your spellbook for free.
In addition, whenever you gain access to a new
level of spell slots in this class, you can add one
Wizard spell from the Conjuration school to your
spellbook for free. The chosen spell must be of a
level for which you have spell slots. Conjuration
spells that begin with the word summon or conjure
(such as Conjure Animals) count as Wizard spells
for this feature.
Level 3: Conjure Item
As a Magic action, you can conjure a single inani-
mate object of your choice that is worth 25 GP or
less. This must be a Small or smaller item you have
seen that is normally nonmagical and weighs 10
pounds or less. The conjured object is obviously
magical, casting Dim Light in a 10-foot radius. You
can choose to have the object appear in your hand
or on the ground in an unoccupied space that you
can see within 10 feet of you.
Conjurer Subclass

Once an object conjured with this feature deals


or takes damage, it immediately vanishes. It also
vanishes at once if you use this feature to conjure
another object, or if 1 hour has passed since the
object was conjured.
You can use the object as if it were a normal
object of that type, including using it to attack if it
is a weapon (or an object that can be used as an
improvised weapon). If you hit with an attack roll
using the object and deal damage, you can deal
your choice of Force damage or its normal dam-
age type. When you take a Magic action to conjure

94 Wizard Subclasses
an object you can use as a Melee weapon, you can This feature cannot help you teleport creatures be-
make a melee attack with it as a Bonus Action on sides yourself.
that same turn. Also, while you maintain Concentration on a
Conjuration spell of level 6 or higher, your Concen-
Level 6: Spatial Adept tration can’t be broken as a result of taking damage.
Choose one of the following spells: Conjure Ani-
mals, Summon Beast, or Summon Fey. You always Enchanter
have the chosen spell and the Misty Step spell
Influence Others with Beguiling Magic
prepared. When you gain a Wizard level, you can
replace the spell you chose for this feature with Your irresistible allure entrances people and mon-
another Wizard spell from the Conjuration school sters alike. Some Enchanters subtly reshape their
that is of a level for which you have spell slots. targets’ desires and thoughts, guiding them toward
When you cast Misty Step, instead of choosing to
teleport into an unoccupied space, you can choose
a space within range that is occupied by a willing
Small or Medium creature. When you do so, you
and that creature both teleport, swapping places.
Once you use this feature to swap places in this
way, you cannot do so again until you finish a Long
Rest or you cast a Conjuration spell of level 1+.
In addition, when you summon, create, or tele-
port one or more creatures by casting a Conjura-
tion spell, you can choose to grant one of those
creatures a number of Temporary Hit Points equal
to twice your Wizard level. Once you grant these
Temporary Hit Points, you cannot do so again for 1
minute.
Level 10: Summoner’s Focus
When you cast a Conjuration spell that normally
requires Concentration and allows you to main-
tain Concentration for 1 minute or longer, you can
choose to cast a version of the spell that doesn’t
require Concentration. Instead the spell lasts for 1
minute, but it ends early if you cast that spell again,
have the Incapacitated condition, or die. You cannot
cast spells of level 6+ in this way.
Once you cast a spell in this way, you can’t use
this feature again until you finish a Short or Long
Rest. If no spells you cast in this way are currently
active, you can also restore your use of it by ex- Enchanter Subclass
pending a level 2+ spell slot (no action required).
Level 14: Mastery of Space
You can attempt to teleport yourself even in loca-
tions where magic would normally prevent move-
ment or travel using teleportation (such as an area
bounded by the Extradimensional Interference
effect of the Hallow spell). To do so, you expend a
level 2+ spell slot (no action required) to make an
Intelligence (Arcana) check against a DC equal to
10 + the number of feet you wish to teleport. On
a success, you can teleport yourself the intended
distance, ignoring the effect that would prevent you.

Wizard Subclasses 95
kind actions, while others gleefully seize their vic- Level 10: Split Enchantment
tims’ autonomy, forcing them into obedience. You
Whenever you cast an Enchantment spell of level
wield magic that convinces others to follow you or
1+ that targets only one creature, you can target a
divert their attacks, and brings entire groups under
second creature within the spell’s range.
your spell.
Level 3: Enchantment Savant Level 14: Mass Enchantment
When you use your Split Enchantment, you can tar-
Choose two Wizard spells from the Enchantment
get a number of creatures equal to your Intelligence
school, each of which must be no higher than level
modifier (minimum of 2).
2, and add them to your spellbook for free.
In addition, whenever you gain access to a new Gravitist
level of spell slots in this class, you can add one
Wizard spell from the Enchantment school to your Harness Magic in Motion
spellbook for free. The chosen spell must be of a Gravitists study magical movement through space.
level for which you have spell slots. Gliding as easily through the air as they travel over
land, these Wizards can create cosmic phenomena,
Level 3: Hypnotism manipulate the laws of attraction, and change their
Your beguiling magic and captivating demeanor own density.
compels creatures to follow you. As a Magic ac-
tion, you invoke an enchanting aura around you in Level 3: Cosmic Tunnel
a 30-foot Emanation that influences any number of You’ve learned to open connective channels be-
creatures of your choice that can see you and lasts tween disparate points in space, allowing for the
for 1 hour. A creature that enters the aura for the transference of matter. As a Bonus action, you can
first time or starts its turn there must succeed on a target yourself and a creature within 30 feet of you
Wisdom saving throw against your spell save DC or and attempt to swap places. The target must make
have the Charmed condition. an Intelligence saving throw against your spell
While Charmed in this way, the creature must save DC. On a failure, or if the target is willing, you
use its movement on its turn to get as close as pos- simultaneously appear in each other’s previously
sible to you, moving by the safest route. A Charmed occupied spaces. On a success, you both remain
creature doesn’t follow you into obviously danger- where you are. You can use this feature a number
ous areas or take a path that would harm them. At of times equal to your Proficiency Bonus, and you
the end of each of its turns, the target repeats the regain all expended uses when you finish a Long
save, ending the Charmed condition on itself on a Rest.
success.
The effect ends for a Charmed creature if you
Level 3: Gentle Descent
start your turn more than 30 feet away from it, if it You have Immunity to damage from falling and you
can no longer see you, or it takes damage. Once the have Advantage on saving throws made to avoid or
effect ends, or if the creature succeeds on its initial end the Prone condition.
saving throw against this effect, it is immune to Level 3: Gravitist Spells
your Hypnotism for the next 24 hours.
When you reach certain levels in this class, you can
Level 6: Enchanting Influence add the spells in the Gravitist Spells table to your
When a creature you can see within 30 feet of you spellbook for free.
targets only you with an attack or spell, you can Gravitist Spells
take a Reaction to cause it to target a different
Wizard Level Spells
creature, provided there is one within the attacker’s
range. The attacker must make a Wisdom saving 3 Levitate, Misty Step
throw against your spell save DC. On a failed save, 5 Blink, Fly
you choose the target for its attack or spell. On a 7 Dimension Door, Telekinesis
successful save, the attacker is immune to your En- 9 Reverse Gravity, Teleport
chanting Influence for the next 24 hours.

96 Wizard Subclasses
Level 6: Manifest Gravitation Leximancer
As a Bonus Action, you can magically assume a
Command Language to Gain New Powers
weightless form, which lasts for 1 minute. While in
this form, you can use your equipment as normal You unleash your power through words, and magic
and you have the following benefits: is your mother tongue. Leximancers are versatile
• You have a Fly Speed equal to your Speed. where needed, vicious when provoked, and are
• You can hover. often the inventors of new spells. Reading, writing,
• You gain a +1 bonus to AC. and researching are your greatest weapons, and
• Whenever you cast a Wizard spell and deal dam- your voice is the key to your arsenal.
age, you deal extra damage equal to your Intelli-
gence modifier (minimum of 1).
If you touch the ground against your will, the effect
ends. Once you use this feature, you can’t use it
again until you finish a Long Rest. You can also
restore your use of it by expending a level 3+ spell
slot (no action required).
Level 10: Black Hole
As a Magic action, you can create a Black Hole in
a 20-foot-radius Sphere centered on a point you
choose up to 60 feet away from you. Each creature
in the Black Hole’s area must make an Intelligence
saving throw against your spell save DC. On a
failed save, a creature takes 2d10 Force damage
and its Speed is 0 until the start of your next turn.
On a successful save, the creature takes half as
much damage and its Speed is unaffected. A crea-
ture must also make this saving throw if it enters
the Black Hole’s area or starts its turn there or if
the Black Hole moves into its space.
You can maintain the Black Hole for up to 1 min-
ute by maintaining Concentration on it as if it were
a spell. While it exists, you can take a Magic action
on each of your turns to move the Black Hole up to
40 feet.
Level 14: Unstoppable Force
When you use Manifest Gravitation, the benefits
are replaced with the following:
• Your Fly Speed is equal to twice your Speed.
• You can hover. Gravitist Subclass
• You gain a +2 bonus to AC.
• Whenever you cast a Wizard spell and deal dam-
age, you deal extra damage equal to twice your
Intelligence modifier (minimum of 2).
• As part of your movement, each creature in your
path must succeed on a Strength saving throw
against your spell save DC or have the Stunned
condition until the start of your next turn.

Wizard Subclasses 97
Level 3: Leximancer Spells When you reach certain Wizard levels, you can
add extra spells to your spellbook for free in addi-
Your research skills allow you to easily find and
tion to the one you already get. When you reach
learn new spells. Choose two Wizard spells from
a Wizard level specified in the Leximancer Spells
any school, each of which must be no higher than
table, you thereafter always have the listed spells
level 2, and add them to your spellbook for free.
prepared.
In addition, whenever you gain access to a new
level of spell slots in this class, you can add one Leximancer Spells
Wizard spell from any school to your spellbook for Wizard Level Spells
free. The chosen spell must be of a level for which 3 Comprehend Languages, Illusory Script,
you have spell slots. Magic Mouth, Skywrite*
5 Sending, Tongues
7 Arcane Eye, Mordenkainen's Private
Sanctum
9 Programmed Illusion, Rary's Telepathic Bond

Level 3: Lending Library


Whenever you finish a Long Rest, you can gain
three proficiencies. These can be skill proficiencies,
tool proficiencies, or a mix of both. Alternatively,
you can substitute gaining a proficiency with learn-
ing a language of your choice. These proficiencies
last until you change them with this feature.
In addition, when you cast a Wizard spell and
deal damage, you can choose its damage type. You
can use this effect a number of times equal to your
Intelligence modifier, and you regain all expended
uses when you finish a Long Rest.
Level 6: Speed Reader
Whenever you finish a Short or Long Rest, you can
change your list of prepared spells, replacing any of
the spells there with spells from your spellbook.
Level 10: Sharp Tongue
You can lace your words with magical malice to
hurt your foes. Whenever you expend a spell slot to
cast a Wizard spell with a Verbal component, you
can choose one enemy that needn’t be the spell’s
target but must be within the spell’s range. The
Leximancer Subclass

enemy must make an Intelligence saving throw


against your spell save DC, taking extra Psychic
damage equal to your Intelligence modifier on a
failed save and half as much damage (rounded up)
on a success. If the spell already requires the target
to make a saving throw, use the result of that saving
throw instead.
Level 14: Arcane Edit
Your mastery of language has imbued your writing
with magic. Remove or replace one word of your
choice from the description of a spell you currently

98 Wizard Subclasses
have prepared. Until you finish a Long Rest, that In addition, when an Undead creature you con-
spell functions in accordance with your new word- trol hits a creature under the effect of your Hex
ing. When you remove or replace your word, you spell with an attack roll, it deals extra Necrotic
can also make minor adjustments for grammar, as damage equal to the bonus damage of that spell.
long as they don’t change the meaning beyond your
initial edit. You can’t use this feature to edit numer- Level 10: Undying Mastery
als. Once you have used this feature, you can’t use it You are adept at both channeling the energies
again until you finish 3 Long Rests. of death and fortifying your own life force. You
have Resistance to Necrotic damage and your Hit
Necromancer Point maximum cannot be reduced. In addition,
whenever a creature gains Temporary Hit Points
Awaken the Magic of Life, Death, and Undeath
from your Necrotic Affinity or Scholar of Undeath
Your magical studies are focused on both the vital features, you increase the Temporary Hit Points
energies that animate all living things and the ne- gained by a number equal to your Intelligence mod-
crotic energies that animate the dead. To you, these ifier (minimum of 1 Temporary Hit Point).
forces are two sides of the same coin, and you can
convert one into the other. As a Necromancer, you
learn to create and control the Undead, but since
most cultures consider undeath an abomination,
your abilities often inspire distrust or even horror.
Level 3: Necromancy Savant
Choose two Wizard spells from the Necromancy
school, each of which must be no higher than level
2, and add them to your spellbook for free.
In addition, whenever you gain access to a new
level of spell slots in this class, you can add one
Wizard spell from the Necromancy school to your
spellbook for free. The chosen spell must be of a
level for which you have spell slots.
Level 3: Necrotic Affinity
You always have the spells Find Steed and Hex pre-
pared. You can cast Find Steed as a Necromancy
spell instead of Conjuration. When you cast the
spell in this way, the steed is Undead. It has Immu-
nity to Poison damage and to the Exhaustion and
Poisoned conditions, but otherwise uses the Fiend
version of the Otherworldly Steed stat block, as
described in that spell.

Necromancer Subclass
In addition, whenever the cursed target of your
Hex spell is reduced to 0 Hit Points, you gain Tem-
porary Hit Points equal to your Wizard level.
Level 6: Scholar of Undeath
Choose either the Animate Dead spell or the Sum-
mon Undead spell. You always have the chosen
spell prepared. Whenever you gain a Wizard level,
you can replace the chosen spell with the other.
Whenever you cast a spell that animates, creates,
or summons one or more Undead creatures, each
of those Undead creatures gains Temporary Hit
Points equal to your Wizard level.

Wizard Subclasses 99
Level 14: Control Undead on its turn. If it completes an order and doesn’t re-
ceive further direction from you, it acts and moves
As a Magic action, you can choose one Undead
as it likes, focusing on protecting itself.
creature you can see within 60 feet and force it to
roll a Charisma saving throw against your spell When you successfully take control of an Undead
save DC. The target has Advantage on the save if creature in this way, you can also choose to grant
its Intelligence is 8 or higher. On a successful save, it the Temporary Hit Points from your Scholar of
you cannot use this feature on it again. On a failed Undeath feature.
save, it has the Charmed condition until the next
time you use this feature. If the Charmed target has
Transmuter
an Intelligence of 12 or higher, it repeats the save Transform Matter and Energy at Will
every hour, ending the effect on itself on a success. Your arcane studies delve into the magic of change,
You have a telepathic link with the Charmed discovering how physical forms, elemental en-
target while the two of you are on the same plane ergies, and even mental qualities can be trans-
of existence. On your turn, you can use this link to formed. Transmuters also master alchemy, seeing
issue commands to the target (no action required), it as one of many paths they must walk to deeper
such as “Attack that creature,” “Move over there,” or understanding, and use that knowledge to create
“Fetch that object.” The target does its best to obey a remarkable vessel called a Philosopher’s Stone
(also known by many other occult titles, including
Transmuter’s Stone, the Divine Quintessence, or
the Green Lion). Some are content to use Trans-
mutation for mere wealth or trickery, forging pre-
cious metals or turning foes into frogs. Yet those
who pursue the most esoteric secrets transcend
the boundaries between mortal understanding and
divine truth, molding the very stuff of creation with
their bare hands.
Level 3: Transmutation Savant
Choose two Wizard spells from the Transmutation
school, each of which must be no higher than level
2, and add them to your spellbook for free.
In addition, whenever you gain access to a new
level of spell slots in this class, you can add one
Wizard spell from the Transmutation school to your
spellbook for free. The chosen spell must be of a
level for which you have spell slots.
Level 3: Alchemical Affinity
Choose one of the following spells: Alter Self, Bark-
skin, Darkvision, Enhance Ability, Expeditious Re-
Transmuter Subclass

treat, Jump, Longstrider, Magic Weapon, or Spider


Climb. You always have the chosen spell prepared.
Whenever you gain a Wizard level, you can replace
the chosen spell with another from the same list.
You are also proficient with Alchemist’s Supplies,
and you can use Alchemist’s Supplies as an Arcane
Focus.
While you have an Arcane Focus, you can al-
chemically transform a nonmagical object of your
choice, transmuting its properties into another
substance and perhaps even imbuing it with magic.
This process only works on wood, stone (but not

100 Wizard Subclasses


gemstones), iron, copper, or silver, turning the • It is proficient in Constitution saving throws.
object into another one of the listed substances, • It has Resistance to one of the following damage
and it only works on an object completely made of types of your choice: Acid, Cold, Fire, Lightning,
that substance. When you reach Wizard level 18, Necrotic, Poison, or Thunder.
add the following substances to the list: glass, gold, • Whenever it hits with a melee attack roll and
lead, and tin. deals damage, it can deal your choice of Acid
If an object weighs 5 pounds or less and you can damage or its normal damage type.
hold it in one hand, you can take a Magic action to If you have your Philosopher’s Stone on your per-
transform it. Otherwise, the process takes at least 1 son when you cast a Transmutation spell of level 1
minute. For each minute you spend performing the or higher, you can immediately change the benefits
procedure, you transform 1 cubic foot of matter. granted by the stone.
When you transform an object, you can also in- If you create a new Philosopher’s Stone, any
fuse it with your magic, storing a spell in it. Doing previous Philosopher’s Stones you created cease to
so adds 1 minute to the time required to transform function.
the object. The spell must be one of the spell op-
tions listed for this feature, you must have it pre- Level 10: Advanced Polymorph
pared, and it must have a casting time of an Action You always have the Polymorph spell prepared. You
or a Bonus Action. You expend a spell slot, as if can also use this feature to cast a special version of
casting the spell, to store the spell in the object. Polymorph on yourself, doing so with the following
Once a spell has been stored in an object, any benefits:
creature touching it can take a Magic action to pro- • You don’t expend a spell slot.
duce the spell’s effect from it, using your spellcast- • You can cast Polymorph as a Bonus Action,
ing ability modifier. If the spell has a casting time changing the casting time to Bonus Action for
of a Bonus Action, a creature can take the required this casting.
Magic action to use the spell as a Bonus Action. • In the Beast form, you retain your ability to
If the spell requires Concentration, the creature speak, your languages, your feats, and your Intel-
must maintain it. If a creature touching the object ligence, Wisdom, and Charisma scores.
doesn’t know a spell is stored in it, it makes an • If you have your Philosopher’s Stone on your
Intelligence (Arcana) check against your spell save person when you transform, the stone melds into
DC whenever it touches the object or starts their your new form, and you retain all its benefits.
turn touching it. On a success, the creature knows
You can use this feature to cast Polymorph in this
there is magic in the object and it senses how to
way twice. You regain one expended use when you
use it; if the creature beats the DC by 5 or more, it
finish a Short Rest, and you regain all expended
also knows what the spell is. Once a creature uses
uses when you finish a Long Rest. You can also re-
the stored spell, the spell is no longer stored in the
gain one expended use by expending a 1+ spell slot
object.
(no action required).
Once you transform an object, both the transfor-
mation and any spell storing last until you finish a Level 14: Greater Philosopher’s Stone
Short or Long Rest. When the transformation ends, As a Magic action, you can consume the entire
the object reverts to its normal substance, and any reserve of Transmutation magic stored within your
stored spells are lost. Philosopher’s Stone at once. This destroys the Phi-
losopher’s Stone, turning it into powdery red dust,
Level 6: Philosopher’s Stone
but its magic flows into you, allowing you to use
When you finish a Long Rest, you can create a spe- your choice of one of the following magical effects:
cial stone that stores Transmutation magic, known
Abjure Outsiders. You cast the Dispel Evil and
as a Philosopher’s Stone. A creature carrying the
Good spell.
stone on its person gains your choice of two of the
Call Down Angels. You cast the Summon Celes-
following benefits (chosen when you create the
tial spell.
stone):
Enlighten Creature. You cast the Awaken spell.
• It gains Darkvision out to 60 feet (if the creature
Greater Alchemy. You can transmute one non-
already has Darkvision, its range increases by 30
magical object—no larger than a 5-foot cube —into
feet).
another nonmagical object of similar size and mass
• Its speed increases by 10 feet.
and of equal or lesser value. This transformation

Wizard Subclasses 101


lasts until you take a Magic action to touch the ob-
ject and reverse it, otherwise it works as per your
Alchemical Affinity feature.
Panacea. You remove all curses, diseases, and
poisons affecting a creature that you touch. You
also restore the creature to its Hit Point maximum.
Restore Life. You cast the Raise Dead spell.
Restore Youth. You touch a willing creature, and
that creature’s physical age is reduced by 3d10
years, to a minimum of 13 years. Each time that
creature subsequently benefits from this effect
again or drinks a Potion of Longevity, there is a 10
percent cumulative chance that the creature in-
stead physically ages by 1d6 + 6 years.
If an effect allows you to cast a spell, that spell still
has the same casting time, but if the casting time
is an Action, you can cast the spell as part of the
same Magic action you took to activate this feature.
When you cast a spell in this way, you don’t need to
expend a spell slot or have the spell prepared, and
you don’t need any Verbal or Somatic components.

War Mage
Command the Battlefield with Combat Magic
Through endless drilling and rigorous research,
you’ve learned to expertly read the geometry of
conflict and mix Abjuration and Evocation spells
to maximize your battlefield prowess. You think of
your magic as your arms and armor, and you use
physical weapons to channel your arcane might.
Veteran mentors or instructors at one of the rare
arcane war colleges might teach fundamentals of
War Magic, but once you master the basics, you
must evolve your arts through action rather than
study. War Mages are at their best when deployed
alongside loyal comrades, and most enlist with a
company of adventurers or serve larger military
forces.
Level 3: Tactical Focus
War Mage Subclass

You always have the Magic Missile and Shield


spells prepared, and the following spells count as
Wizard spells for you: Banishing Smite, Compelled
Duel, Conjure Barrage, Conjure Volley, Crusader’s
Mantle, Elemental Weapon, Hunter’s Mark, Shield
of Faith, Shillelagh, and Spiritual Weapon.
You can perform a 10-minute combat spellcasting
drill that prepares you for battle. Doing so grants
you the following benefits until you finish a Long
Rest or perform this drill again:
• When you roll Initiative, you can add your Intelli-
gence modifier to the roll.

102 Wizard Subclasses


• When you perform the drill, you can choose Level 10: War Mage’s Edge
one Melee weapon on your person that you are
When you channel magic through your mind and
proficient with and that does not have the Heavy
body, you marshal protective energies and gain a
or Two-Handed properties. This becomes your
preternatural combat focus. While you maintain
Focus Weapon. While you are wielding your Fo-
Concentration on a spell, you have the following
cus Weapon with one hand, you can use it as a
benefits:
Spellcasting Focus.
• You gain a +2 bonus to AC and all saving throws.
Level 3: Warding Aegis • Whenever you cast a level 1+ spell that is of a
When an attack hits you or you fail a saving throw, level lower than your Proficiency Bonus, you can
you can take a Reaction to protect yourself with add your Intelligence modifier to one damage roll
magical force, gaining a +2 bonus to AC against the of that spell.
triggering attack (possibly causing it to miss) or a • Once per turn, when you deal Force damage to
+4 bonus on the triggering save (possibly causing one or more Large or smaller creatures, you can
the save to succeed). After you use this effect, you select one of those creatures and move it up to 10
can’t cast spells other than cantrips until the end of feet in a direction of your choice.
your next turn. Level 14: Aegis Strike Mastery
When you take this Reaction, if you have your You have perfected the use of your Aegis Strike.
Focus Weapon in hand and the creature that made When you take an Action to cast a Wizard can-
the triggering attack or forced the triggering saving trip or a level 1 or level 2 spell, you can make your
throw is within 10 feet of you, you can extend the Aegis Strike attack as a Bonus Action later on the
magical force from your Warding Aegis around same turn, targeting a creature within 10 feet of
your Focus Weapon and immediately make a spe- you that you can see.
cial attack called an Aegis Strike. This is a melee
In addition, when you hit with your Aegis Strike
spell attack against that creature (no action re-
attack and deal damage, you can choose two other
quired). On a hit, the creature takes Force damage
creatures within 5 feet of your target. Each of the
equal to 2d4 + half your Wizard level.
chosen creatures that would be hit by your original
You can use your Aegis Strike a number of times Aegis Strike attack roll takes Force damage equal
equal to your Proficiency Bonus, regaining all ex- to your Proficiency Bonus plus half your Wizard
pended uses when you finish a Long Rest. You also level.
regain one expended use whenever you finish a
Finally, when you roll Initiative, you now regain
Short Rest or roll Initiative.
two expended uses of your Aegis Strike, instead of
Level 6: Battle Magic Adept one.
You always have the Counterspell and Dispel Magic
spells prepared. Whenever you successfully end a
spell with Counterspell or Dispel Magic, you can
steal magic from the spell you foiled, regaining one
expended use of your Aegis Strike.
In addition, when you roll damage for a spell, you
can expend one use of your Aegis Strike to reroll a A Wizard Casts Fireball
number of the damage dice up to your Intelligence
modifier (minimum of one die), and you must use
the new rolls.
Level 6: Extended Aegis
When a creature you can see within 10 feet of you
is hit by an attack or fails a saving throw, you can
take a Reaction to use your Warding Aegis feature,
granting that creature the same bonus to AC or
their saving throw that your Warding Aegis would
normally grant you.

Wizard Subclasses 103


Spells Control Winds
The spells are presented in alphabetical order. Level 5 Conjuration (Druid, Sorcerer, Wizard)

Casting Time: Action


Range: 300 feet
Catapult
Components: V, S
Level 1 Transmutation (Artificer, Sorcerer, Wizard) Duration: Concentration, up to 1 hour
Casting Time: Action You create one of the following effects in a 100-foot
Range: 60 feet Cube centered on a point you can see within range.
Components: S The effect you choose lasts for the duration or until
Duration: Instantaneous you take a Bonus Action to replace it, pause the
Choose one object weighing 1 to 5 pounds within current effect, or resume a paused effect.
range that isn’t being worn or carried. The ob- Gust. The wind gusts in a direction of your
ject flies in a Line up to 90 feet in a direction you choice. The gusts can be light, medium, or strong.
choose before falling to the ground, stopping early When a ranged weapon attack is made from within
if it strikes against a solid surface. If the object the area or is aimed at a target in the area and
would strike a creature, that creature must make a the wind is medium or strong, the attack roll has
Dexterity saving throw. On a failed save, the ob- Disadvantage. In a strong wind, any creature in the
ject strikes the target and stops moving. When the Cube must spend 2 feet of movement for every 1
object strikes something, the object and what it foot moved against the wind and any exposed lit
strikes each take 3d8 Bludgeoning damage. candles or similar flames go out. Strong winds also
Using a Higher-Level Spell Slot. The maximum disperse smoke, fog, and other gases.
weight of objects that you can target with this spell Downdraft. A strong wind blows downward from
increases by 5 pounds, and the damage increases above. A creature flying upward must spend 2 feet
by 1d8, for each spell slot level above 1. of movement for every 1 foot it ascends. When a
ranged weapon attack is made from within the area
or is aimed at a target in the area, the attack roll
Cause Fear has Disadvantage. A flying creature that flies in the
Cube for the first time in a turn or starts its turn fly-
Level 1 Necromancy (Warlock, Wizard)
ing there must succeed at a Strength saving throw
Casting Time: Action or it has the Prone condition.
Range: 60 feet Updraft. A moderate wind rises from the bottom
Components: V of the Cube. A creature that ends a fall in the area
Duration: Concentration, up to 1 minute takes only half damage from the fall. A creature
that jumps in the area can jump up to 5 feet higher,
You awaken the sense of mortality in one crea-
or 10 feet if it is a vertical jump.
ture you can see within range. A Construct or an
Undead has Immunity to this effect. The target
must succeed on a Wisdom saving throw or have
Dust Devil
the Frightened condition until the spell ends. The
Frightened target can repeat the saving throw at Level 2 Conjuration (Druid, Sorcerer, Wizard)
the end of each of its turns, ending the effect on Casting Time: Action
itself on a success. Range: 60 feet
Using a Higher-Level Spell Slot. You can target Components: V, S, M (a pinch of dust)
one additional creature for each slot level above 1. Duration: Concentration, up to 1 minute
The creatures must be within 30 feet of each other
when you target them. Choose an unoccupied 5-foot Cube of air that you
can see within range. An elemental force that re-
sembles a dust devil appears in the Cube and lasts
for the spell’s duration.
Any creature that ends its turn within 5 feet of the
dust devil must make a Strength saving throw. On

104 Spells
a failed save, the creature takes 1d8 Bludgeoning if you take an Action to do anything else, if the tar-
damage and is pushed 10 feet straight away from get is ever outside the spell’s range, or if the target
yourself. On a successful save, the creature takes has Total Cover from you. Whenever the spell deals
half as much damage and isn’t pushed. damage to a target, you regain Hit Points equal to
As a Bonus Action, you can move the dust devil half the Necrotic damage the target takes.
up to 30 feet in any direction. If the dust devil Using a Higher-Level Spell Slot. The damage
moves over sand, dust, loose dirt, or small gravel, increases by 1d8 for each spell slot level above 5.
it sucks up the material and forms a 10-foot-radius
Cylinder of debris around itself that lasts until the
start of your next turn. Its area is Heavily Obscured. Erupting Earth
Using a Higher-Level Spell Slot. The damage Level 3 Transmutation (Druid, Sorcerer, Wizard)
increases by 1d8 for each slot level above 2.
Casting Time: Action
Range: 120 feet
Earth Tremor Components: V, S, M (a piece of obsidian)
Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Duration: Instantaneous
Choose a point you can see on the ground within
Casting Time: Action range. A fountain of churned earth and stone
Range: Self erupts in a 20-foot Cube centered on that point.
Components: V, S Each creature in that area must make a Dexterity
Duration: Instantaneous saving throw. A creature takes 3d12 Bludgeoning
You cause a tremor in the ground around you in damage on a failed save, or half as much damage
a 10-foot-radius Emanation. Each creature other on a successful one. Additionally, the ground in that
than you in that area must make a Dexterity sav- area becomes Difficult Terrain until cleared away.
ing throw. On a failed save, a creature takes 1d6 Each 5-foot-square portion of the area requires at
Bludgeoning damage and has the Prone condition. least 1 minute to clear by hand.
If the ground in that area is loose earth or stone, Using a Higher-Level Spell Slot. The damage
it becomes Difficult Terrain until cleared. Each increases by 1d12 for each spell slot level above 3.
5-foot-square portion of the area requires at least 1
minute to clear by hand.
Using a Higher-Level Spell Slot. The damage Flame Arrows
increases by 1d6 for each spell slot level above 1. Level 3 Transmutation (Artificer, Druid, Ranger,
Sorcerer, Wizard)

Enervation Casting Time: Action


Level 5 Necromancy (Sorcerer, Warlock, Wizard) Range: Touch
Components: V, S
Casting Time: Action Duration: Concentration, up to 1 hour
Range: 60 feet You touch a quiver containing arrows or bolts.
Components: V, S When a target is hit by a ranged weapon attack
Duration: Concentration, up to 1 minute using a piece of ammunition drawn from the quiver,
A tendril of inky darkness reaches out from you, the target takes an extra 1d6 Fire damage. The
touching a creature you can see within range to spell’s magic ends on the piece of ammunition
drain life from it. The target must make a Dexter- when it hits or misses, and the spell ends when
ity saving throw. On a successful save, the target twelve pieces of ammunition have been drawn from
takes 2d8 Necrotic damage, and the spell ends. On the quiver.
a failed save, the target takes 4d8 Necrotic damage, Using a Higher-Level Spell Slot. The number of
and until the spell ends, you can take a Magic ac- pieces of ammunition you can affect with this spell
tion on each of your turns to automatically deal 4d8 increases by two for each spell slot level above 3.
Necrotic damage to the target. The spell ends

Spells 105
Frostbite Ice Shield
Evocation Cantrip (Artificer, Druid, Sorcerer, War- Level 2 Conjuration (Druid, Sorcerer, Warlock,
lock, Wizard) Wizard)
Casting Time: Action Casting Time: Reaction, which you take when you
Range: 60 feet are hit by an attack
Components: V, S Range: Self
Duration: Instantaneous Components: S
You cause numbing frost to form on one creature Duration: Instantaneous
that you can see within range. The target must You conjure a barrier of ice to block incoming at-
make a Constitution saving throw. On a failed save, tacks. You gain a +5 bonus to AC against the
the target takes 1d6 Cold damage, and it has Dis- triggering attack. If the attack still hits, the ice is
advantage on the next weapon attack roll it makes shattered but absorbs some of the impact, reducing
before the end of its next turn. the damage you take from the attack by 10.
Cantrip Upgrade. The damage increases by 1d6 If the triggering attack misses, then the Ice
when you reach levels 5 (2d6), 11 (3d6), and 17 Shield fuses to the ground to create a 4-foot by
(4d6). 4-foot barrier that’s 4 inches thick and can provide
cover. (If you are flying or otherwise not on a solid
surface, then the ice simply falls.) This ice wall has
Gust AC 10 and 20 Hit Points, and has Vulnerability to
Transmutation Cantrip (Druid, Sorcerer, Wizard) Fire damage. The ice is nonmagical after being
conjured, and will thus melt naturally.
Casting Time: Action Using a Higher-Level Spell Slot. For each spell
Range: 30 feet slot level above 2, the damage the Ice Shield can
Components: V, S absorb from the triggering attack increases by 5
Duration: Instantaneous and the Hit Points of a lingering shield increase by
You seize the air and compel it to create one of 10.
the following effects at a point you can see within
range:
• One Medium or smaller creature that you choose Immolation
must succeed on a Strength saving throw or be Level 5 Evocation (Sorcerer, Wizard)
pushed up to 5 feet directly away from you.
• You create a small blast of air capable of moving Casting Time: Action
one object that is neither held nor carried and Range: 90 feet
that weighs no more than 5 pounds. The object Components: V
is pushed up to 10 feet directly away from you. It Duration: Concentration, up to 1 minute
isn’t pushed with enough force to cause damage. Flames wreathe one creature you can see within
• You create a harmless sensory affect using air, range. The target must make a Dexterity saving
such as causing leaves to rustle, wind to slam throw. It takes 7d6 Fire damage on a failed save,
shutters shut, or your clothing to ripple in a or half as much damage on a successful one. On
breeze. a failed save, the target also burns for the spell’s
duration. The burning target sheds Bright Light
in a 30-foot radius and dim light for an additional
30 feet. At the end of each of its turns, the target
repeats the saving throw. It takes 3d6 Fire damage
on a failed save, and the spell ends on a successful
one. These magical flames can’t be extinguished
through nonmagical means.
If damage from this spell reduces a target to 0 Hit
Points, the target is turned to ash.

106 Spells
Maelstrom Rime’s Binding Ice
Level 5 Evocation (Druid) Level 2 Evocation (Sorcerer, Wizard)

Casting Time: Action Casting Time: Action


Range: 120 feet Range: Self
Components: V, S, M (paper or leaf in the shape of Components: S, M (a vial of meltwater)
a funnel) Duration: Instantaneous
Duration: Concentration, up to 1 minute A burst of cold energy surges from you in a 30-foot
A Cylinder of 5-foot-deep water appears and swirls Cone. Each creature in that area must make a Con-
in a 30-foot radius centered on a point you can see stitution saving throw. On a failed save, a creature
within range. The point must be on ground or in a takes 3d8 Cold damage and is hindered by ice for-
body of water. Until the spell ends, that area is Dif- mations for 1 minute, or until it or another creature
ficult Terrain, and any creature that starts its turn within reach of it uses an action to break away the
there must succeed on a Strength saving throw or ice. A creature hindered by ice has a Speed of 0.
take 6d6 Bludgeoning damage and be pulled 10 On a successful save, a creature takes half as much
feet toward the center. damage and its Speed is unaffected.
Using a Higher-Level Spell Slot. The damage
increases by 1d8 for each spell slot level above 2.
Mold Earth
Transmutation Cantrip (Druid, Sorcerer, Wizard)
Shadow of Moil
Casting Time: Action Level 4 Necromancy (Warlock)
Range: 30 feet
Components: S Casting Time: Action
Duration: Instantaneous or 1 hour Range: Self
You choose a 5-foot Cube filled with dirt or stone Components: V, S, M (an undead eyeball worth
that you can see within range. You manipulate it in 150+ GP)
one of the following ways: Duration: Concentration, up to 1 minute
• If you target an area of loose earth, you can Swirling shadows make you Heavily Obscured and
instantaneously excavate it, move it along the dampen light in a 10-foot Emanation around you.
ground, and deposit it up to 5 feet away. This In that area, Bright Light becomes Dim Light and
movement doesn’t have enough force to cause Dim Light becomes Darkness. A creature in the
damage. area that hits you with an attack takes 2d8 Necrotic
• You cause shapes, colors, or both to appear on damage.
the dirt or stone, spelling out words, creating In addition, you have Resistance to Radiant dam-
images, or shaping patterns. The changes last for age for the duration.
1 hour.
• If the dirt or stone you target is on the ground,
you cause it to become Difficult Terrain. Alterna- Shape Water
tively, you can cause the ground to become nor- Transmutation Cantrip (Druid, Sorcerer, Wizard)
mal terrain if it is already Difficult Terrain. This
change lasts for 1 hour. Casting Time: Action
Range: 30 feet
If you cast this spell multiple times, you can have
Components: S
no more than two of its non-instantaneous effects
Duration: Instantaneous or 1 hour
active at a time, and you can dismiss such an effect
as a Magic action. You choose a 5-foot Cube filled with water that you
can see within range. You manipulate it in one of
the following ways:

Spells 107
• You instantaneously move or otherwise change The words dissipate when the spell ends. A strong
the flow of the water as you direct, up to 5 feet wind can disperse the clouds and end the spell
in any direction. This movement doesn’t have early.
enough force to cause damage.
• You cause the water to form into simple shapes
and animate at your direction. This change lasts Snare
for 1 hour. Level 1 Abjuration (Artificer, Druid, Ranger, Wiz-
• You change the water’s color or opacity. The wa- ard)
ter must be changed in the same way throughout.
This change lasts for 1 hour. Casting Time: 1 minute
• You freeze the water, provided that there are no Range: Touch
creatures in it. The water unfreezes in 1 hour. Components: V, S, M (30 feet of cord or rope,
which is consumed by the spell)
If you cast this spell multiple times, you can have
Duration: Until dispelled or triggered
no more than two of its non-instantaneous effects
active at a time, and you can dismiss such an effect While you cast this spell, you use the cord or rope
as a Magic action. to create a circle with a 5-foot radius on a flat sur-
face within your reach. When you finish casting, the
cord or rope disappears to become a magical trap.
Sickening Radiance The trap is nearly invisible and requires a suc-
Level 4 Evocation (Sorcerer, Warlock, Wizard) cessful Intelligence (Investigation) check against
your spell save DC to be found.
Casting Time: Action The trap triggers when a Small or larger creature
Range: 120 feet moves into the spell's area. The triggering creature
Components: V, S must succeed on a Dexterity saving throw or be
Duration: Concentration, up to 10 minutes hoisted into the air until it hangs upside down 3
Dim, greenish light spreads within a 30-foot-ra- feet above the protected surface and has the Prone
dius Sphere centered on a point you choose within and Restrained conditions.
range. The light spreads around corners, and it The Restrained creature can make a Dexterity
lasts until the spell ends. saving throw with Disadvantage at the end of each
When a creature moves into the Sphere for the of its turns and ends the Restrained condition on
first time on a turn or starts its turn there, that a success. Alternatively, another creature that can
creature must succeed on a Constitution saving reach the Restrained creature can take a Study ac-
throw or take 4d10 Radiant damage, gain 1 Ex- tion to make an Intelligence (Arcana) check against
haustion level, and emit a dim, greenish light in a your spell save DC. On a success, the Restrained
5-foot radius. This light makes it impossible for the condition ends.
creature to benefit from the Invisible condition. The
light and any Exhaustion levels caused by this spell
vanish when the spell ends. Spirit Shroud
Level 3 Necromancy (Cleric, Paladin, Warlock,
Wizard)
Skywrite
Casting Time: Bonus Action
Level 2 Transmutation (Artificer, Bard, Druid, Wiz-
Range: Self
ard)
Components: V, S
Casting Time: Action Duration: Concentration, up to 1 minute
Range: Sight You call forth spirits of the dead, which flit around
Components: V, S you for the spell’s duration. The spirits are intangi-
Duration: Concentration, up to 1 hour ble and invulnerable.
You cause up to ten words to form in a part of the Until the spell ends, any attack you make deals
sky you can see. The words appear to be made of 1d8 extra damage when you hit a creature within
cloud and remain in place for the spell’s duration. 10 feet of you. This damage is Cold, Necrotic, or
Radiant (your choice each time you cast the spell).

108 Spells
Any creature that takes this damage can’t regain a creature is shunted safely to the surface to an
Hit Points until the start of your next turn. unoccupied space.
In addition, any creature of your choice that you
can see that starts its turn within 10 feet of you has
its Speed reduced by 10 feet until the start of your Warding Wind
next turn. Level 2 Evocation (Bard, Druid, Sorcerer, Wizard)
Using a Higher-Level Spell Slot. The damage in-
creases by 1d8 for every two spell slot levels above Casting Time: Action
3. Range: Self
Components: V
Duration: Concentration, up to 10 minutes
Transmute Rock For the duration, a strong wind whirls around you
Level 5 Transmutation (Artificer, Druid, Wizard) in a 10-foot Emanation.
The wind has the following effects:
Casting Time: Action • You and creatures in the area have the Deafened
Range: 120 feet condition.
Components: V, S, M (clay and water) • Lit candles and similar flames in the area are ex-
Duration: Until dispelled tinguished unless protected. Lanterns and other
You choose an area of stone or mud that you can protected flames dance wildly and have a 50 per-
see within range that can fill a 40-foot Cylinder cent chance of going out.
that’s 10 feet deep, and choose one of the following • The area is Difficult Terrain to all creatures other
effects. than you, even those that use a Fly Speed.
Transmute Rock to Mud. Nonmagical rock of • When a ranged weapon attack is made from
any sort in the area becomes an equal volume of within the area or is aimed at a target in the area,
thick and flowing mud that remains for the spell’s the attack roll has Disadvantage.
duration. • The wind keeps fog, smoke, and other gases at
• If you cast the spell on an area of ground, it be- bay.
comes muddy enough that creatures can sink
into it. Each foot that a creature moves through
the mud costs 4 feet of movement, and any crea-
ture on the ground when you cast the spell must
make a Strength saving throw. A creature must
also make this save the first time it enters the
area on a turn or ends its turn there. On a failed
save, a creature sinks into the mud and has the
Restrained condition, though it can take an Ac-
tion to end the Restrained condition on itself by
pulling itself free of the mud.
• If you cast the spell on a ceiling, the mud falls.
Any creature under the mud when it falls must
make a Dexterity saving throw. A creature takes
4d8 Bludgeoning damage on a failed save, or half
as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or
quicksand in the area transforms into soft stone for
the spell’s duration.
• Any creature in the mud when it transforms must
make a Dexterity saving throw. On a failed save,
a creature has the Restrained condition, embed-
ded in the rock. The Restrained creature can take
an Action to try to break free by succeeding on a
Strength check (DC 20) or by dealing 25 dam-
age to the rock around it. On a successful save,

Spells 109

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