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Published by dallas.benning3, 2018-09-18 16:38:14

Xanathar's Guide to Everything

Xanathar's Guide to Everything

....

XAtlATHA·R'S GUIDE
TO EVERYTHitIG™

CREDITS Jerry Behrendt, Teddy Benson, Deb Berlin, Stacy Bermes, Jim
Berrier, Lauren Bilanko, Jordan Brass, Ken J. Breese, Robert
Lead Designers: Jeremy Crawford, Mike Mearls "Bobby" Brown, Matthew Budde, Matt Burton, David Callander,
Designer: Robert J. Schwalb Mik Calow, Richard Chamberlain, Wayne Chang, Emre Cihangir,
Additional Design: Adam Lee, Christopher Perkins, Matt Sernett Bruno Cobbi, Garrett Col6n, Mark Craddock, Max Cushner, Brian
Development: Ben Petrisor Dahl, Derek DaSilva, Phil Davidson, Krupa! Desai, Scott Deschler,
Yorcho Diaz, Mario A. DiGirolamo, Adam Dowdy, Curt Duval, Jay
Managing Editor: Jeremy Crawford Elmore, Russell Engel, Andrew Epps, David M . Ewalt, Justin Faris,
Editor: Kim Mohan Jared Fegan, Frank Foulis, Max Frutig, Travis Fuller, Kyle Garms,
Additional Editing: Michele Carter, Scott Fitzgerald Gray Ben Garton, Louis Genti le, Genesis Emanuale Martinez Gonzalez,
Derek A. Gray, Richard Green, Kevin Grigsby, Christopher Hackler,
Art Director: Kate Irwin Bryan Harris, Gregory Harris, Randall Harris, Fred Harvey, Ian
Additional Art Direction: Shauna Narciso Hawthorne, Adam Hennebeck, Sterling Hershey, Justin Hicks, Will
Graphic Designer: Emi Tanji Hoffm an , Scott Holmgren, Paul Hughes, Daniel E. Chapman II,
Cover Illustrator: Jason Rainville Stanislav Ivanov, Matt Jarmak, James Jorstad, Evan Jorstad, Alex
Cover Illustrator (Alternative Cover): Hydro74 Kammer, Joshua Kaufman, Bill Grishnak Kerney, Jake Kiefer, Chet
Interior Illustrators: Rob Alexander, Mark Behm, Eric Belisle, King, Atis Kleinbergs, Steven Knight, David Krolnik, Yan Lacharite,
Zoltan Boros, Christopher Bradley, Noah Bradley, Sam Burley, Jedd Jon F. Lamkin, Marjorie Lamkin, Shane Leahy, Stephen Lindberg,
Chevrier, jD, O lga Drebas, Jesper Ejsing, Wayne England, Leesha Tom Lommel, Michael Long, Jonathan Longstaff, Ginny Loveday,
Hannigan, Jon Hodgson, Ralph Horsley, Lake H urwitz, Julian Kok, Kevin D. Luebke, Michael Lydon, Matthew Maranda, Joel Marsh,
Raphael Lubke, Warren Mahy, Mark Molnar, Scott Murphy, Adam Gleb Masaltsev, Chris McDaniel, Chris McGovern, Jim McKay,
Paquette, Claudio Pozas, Vincent Proce, A.M. Sartor, Chris Seaman, Mark Meredith, Mark Merida, Lou Michelli, David Middleton, M ike
David Sladek, Craig J Spearing, Cory Trego-Erdner, Beth Trott, Jose Mihalas, Mark A . Miller, Paige Miller, Ian Mills, Stacy Mills, David
Vega , Richard Whitters, Ben Wootten, Min Yum Milman, Daren Mitchell, TL Frasqueri-Molina, Scott Moore, David
Morris, Tim Mottishaw, JoDee Murch, Joshua Murdock, William
Project Management: Stan!, Heather Flem ing Myers, Walter Nau, Kevin Neff, Daniel "KBlin" Oliveira, Grigory
Production Services: Cynda Callaway, Jefferson Dunlap, David Parovichnikov, Alan Patrick, Russ Paulsen, Matt Petruzzell i, Zachary
Gershman, Kevin Yee Pickett, Chris Presnall , Nel Pulanco, Jack Reid, Joe Reilly, Renout
van Rij n, Sam Robertson, Carlos Robles, Evan Rodarte, Matthew
This book includes some subclasses and spells that originally Roderick, Zane Romine, Nathan Ross, Dave Rosser, David Russell,
Ruty Rutenberg, A.C. Ryder, Arthur Saucier, Benjamin Schindewolf,
appeared in Princes ofthe Apocalypse (2015) and Sword Coast Ken Schreu r, James Schweiss, the Seer, Jonathan Connor Self,
Adventurer's Guide (2015). Nicholas Sementelli, Arthur Severance, Ben Siekert, Jim my Spiva,
the Dead Squad, Francois P. Lefebvre Sr., Keaton Stamp s, Matthew
Other D&D Team Members: Bart Carroll, Trevor Kidd , Christopher Talley, Da n Taylor, Kirsten A. Thomas, Laura Thom pson, Jia Jian
Lindsay, Shelly Mazzanoble, Hilary Ross, Liz Schuh, Nathan Ti n, Kyle Turner, Justin Turner, Alex Vine, Yoerik de Voogd, Shane
Stewa r t, Greg Tito Walker, Matthew Warwick, Chris "Waffles" Wathen, Eric Weberg,
Werebear, Gary West, Andy Wieland, Keith Williams, David
Playtesters: Charles Benscoter, Dan Klinestiver, Dave Kovarik, Williamson, Travis Woodall, Arthur Wright, Keoki Young
Davena Oaks, Kevin Engling, Teos Abadia, Robert Alaniz, Phil
Allison, Robert Allison, Jay Anderson, Paul Aparicio, Paul Van
Arcken, Dee Ashe, Andrew Bahls, Chris Balboni, Jason Baxter,

ON THE COVER ON THE ALTERNATIVE COVER

Xanathar gazes lovingly upon its pet fish . Indeed, this cover, Hydro74 takes us for a swim in this stylized dreamscape ofXanathar
painted by Jason Rainville, features a great many ofXanathar's and its prized fish .
treasures and secrets. Can you find them all?

620C2215000001 EN CE Disclaimer: No goldji<h were harmed in the making ofrhi< book. Especially not Sy/gar.
ISBN: 978-0-7869-6612-7
First Pri nting: November 2017 Sy/gar definitely did nor die becou<e we forgot to ehange hi< water. Ifyou <ee Xanathar,

make <ur< it.know< ll1a1. Be perfectly clear Sy/gar 1vas not harmed. And we had nothing 10

do wiih it. Bttteryet, don 't bdng ii up, and don't mention us.

98765432 1

DUNGEONS & DRAGONS. D&D, Wizards ofthe Coast. Forgotten Realms, the dragon ampersand, Player'< Handbook, Mon<ler Manual, Dungeon Ma<ter'< Cuide, Xanathar'< Guide 10
Everything. all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards ofthe Coast in the USA and other countries. All characters and their
distinctive likenesses are property ofWizards of the Coast. This materlal ls protected under the copyright laws ofthe United States ofAmerica. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without th e express written permission ofWizards of the Coast.

Prin ted in the USA. ~2017 Wizards of the Coast LLC, PO Box 707. Renton, WA 98057-0707, USA. Manufactured by Hasbro SA. Rue Emile-Boechat 31, 2800 Dclemont, CH.
Represented by Hasbro Europe 4 The Square Stockley pa rk U xbridrc Middlesex UBJJ JET tJK

CONTENTS

l n t r o d u c t i o n.............................................. .. ... 4 This Is You r Life ......................................... 61 Award ing Magic Items ............................ 13S
Using This Book........................................4 Origins...................................................... 61 Sidebar: Behind the Design: Magic
The Core Ru les..........................................S Persona l Decisions................................ 64 Item Distribution .............................. 13S
Life Events ............................................... 69 Common Magic Items......................... 136
Ch. 1: Character Options ...........................7 Supplemental Tables............................. 72 S idebar: Are Magic Items
Barbarian ........................................................8 Necessary in a Campaign?............. 136
Racia l Feats ................................................. 73 Sidebar: Creating Additional
Primal Paths ..............................................9 Common ltems.................................. 140
Path of the Ancestra l Guardian ............9 Ch. 2: Dungeon Master 's Tools............. 77 Magic Item Tables................................ 140
Path of the Storm Herald ..................... 10 S imultaneous Effects ................................ 77 Sidebar: Recharging without
Path of the Zealot................................... 11 Fal ling ........................................................... 77 a Dawn ................................................ 144
Bard ............................................................... 12
Bard Colleges ..........................................14 Rate of Fa ll ing ........................................ 77 Ch. 3: Spells .............................................. 147
College of Glamour................................. 14 F lying Creatures and Fa ll ing.............. 77 Spell Lists................................................... 147
College of Swords .................................. lS Sleep .............................................................. 77 Spell Descriptions.................................... lSO
College of Whispers .............................. 16 Waking Someone................................... 77
Cleric ..............................................................17 S leeping in Armor ................................. 77 App. A: Shared Campaigns.................. 172
Divine Domains...................................... 18 Going without a Long Rest.................. 78
S idebar: Serving a Pantheon; Adamanti ne Weapons ............................... 78 App. B: Character Names ..................... l 7S
Tying Knots .................................................. 78 Nonhuman Names ................................... 17S
P h ilosophy, or Force.......................... 18 Tool Proficiencies ....................................... 78
Forge Domain ......................................... 18 Tools a nd Skills Together.................... 78 Dragonborn ........................................... l 7S
Grave Domain......................................... 19 Tool Descriptions................................... 78 Dwa rf...................................................... 176
Druid.............................................................. 21 Spellcasting ................................................. 8S Elf............................................................. 176
Druid Circles........................................... 22 Perceiving a Caster at Work................ 8S Gnome .................................................... 178
Circle of Dreams .................................... 22 Identifying a Spell.................................. 8S HalA ing................................................... 179
Circle of the Shepherd .......................... 23 Inva lid Spell Targets ............................. 8S Half·Orc.................................................. 179
Learn ing Beast Shapes........................ 24 Areas of Effect on a Grid ...................... 86 TieAing.................................................... 180
Fighter........................................................... 27 Encounter Build ing.................................... 88 Human Names .......................................... 181
Martia l Archetypes................................28 Quick Matchups...................................... 91 Arabic...................................................... 181
Arcane Archer ........................................ 28 Random Encounters: A World of Celtic ....................................................... 182
Cavalier .................................................... 30 Possibilities.............................................. 92 Chinese................................................... 182
Samurai.................................................... 31 Arctic Encounters .................................. 92 Egyptian ................................................. 183
Monk.............................................................. 32 Coasta l Encou nters ............................... 93 English.................................................... 184
Monastic Traditions .............................. 33 Desert Encou nters................................. 9S French..................................................... 18S
Way of the Drunken Master ................ 33 Forest Encounters ................................. 97 German .................................................. 18S
Way of the Kensei .................................. 34 Grassland Encounters........................ 100 G reek ...................................................... 186
Way of the Sun Soul.............................. 3S Hil l Encounters .................................... 101 Indian...................................................... 186
Paladin .......................................................... 36 Mou ntain Encounters ......................... 104 Japanese ................................................. 187
Sacred Oaths .......................................... 37 Swamp Encounters ............................. lOS Mesoamerican ...................................... 188
Oath of Conquest ................................... 37 Underdark Encounters ....................... 106 Niger- Congo......................................... 189
Oath of Redemption .............................. 38 Underwater Encounters ..................... 109 Norse....................................................... 189
Ranger........................................................... 40 Urban Encounters................................ 110 Polynesian ............................................. 190
Ranger Archetypes................................ 41 Traps Revisited ......................................... 113 Roman .................................................... 190
G loom Stalker ........................................ 41 Simple Traps......................................... 113 Slavic....................................................... 191
Horizon Walker ...................................... 42 Sidebar: Making Traps Spanish .................................................. 192
Monster Slayer ....................................... 43
Rogue ............................................................ 44 Meaningfu l......................................... 114
Roguish Archetypes .............................. 4S Designing Simple Traps .................... llS
Inqu isitive ................................................ 4S Complex Traps...................................... 118
Mastermind ............................................. 46 Designing Complex Traps ................. 121
Scout ......................................................... 47 Sidebar: Complex Traps and
Swashbuckle r ......................................... 47
Sorcerer ........................................................ 48 Legendary Monsters ........................ 123
Sorcerous Origins ................................. SO Downtime Revisited................................. 123
Divine Soul.............................................. SO
Shadow Magic ........................................ SO R ivals ...................................................... 123
Storm Sorcery ........................................ Sl Downtime Activities ............................ 12S
Warlock......................................................... S3
Otherworldly Patrons ........................... S4 Buying a Magic Item ........................ 126
The Celestial ........................................... S4 Carousi ng ........................................... 127
The Hexblade .......................................... SS Crafting an Item................................ 128
Eldritch Invocations .............................. S6 Crime................................................... 130
Wizard ........................................................... S8 Gambling............................................ 130
Arcane Trad ition .................................... S9 Pit Fighting ........................................ 131
War Magic................................................ S9 Relaxation .......................................... 131
Religious Service ............................. 131
Resea rch............................................. 132
Scribing a Spell Scroll.................... 133
Selling a Magic Item........................ 133
Training .............................................. 134
Work .................................................... 134

lb INTRODUCTION

ENEATHTHE BUSTLI NG CITY OF WATERDEEP,
a beho lder crime lord keeps tabs on everyone
and everything-or so the beholder thinks.
Known as Xanathar, this bizarre being be-
lieves it can gather information o n everything
in the DU NGEONS & DRAGONS multiverse.
The be holde r desires to know it a ll! But no
matter what the beholder learns and what treasures it
acquires, its most prized possession in a ll the multi-
verse re ma ins its goldfis h, Sylgar.
The firs t major ru les expans ion to the fifth edition of
D&D, Xanathar's Guide to Everything provides a wealth
of new optio ns for the game. Xanathar might not be able
to realize its dream to know everything, but th is book
does delve into every major part of the game: adventur-
ers, their adventures, a nd the magic they wield.

USING THIS BOOK

Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world,
whether you're adventuring in the Forgotten Realms,
anothe r official D&D setti ng, or a world of your own
creation. T he options here build on the officia l rules
contained within the Player's Handbook, the Monster
Manual, a nd the Dungeon Master's Guide. Think of this
book as the companion to those volumes. It builds on
their foundation , exploring pathways first laid in those
publications. Nothing herein is required for a D&D cam-
paig n-this is not a fourth core rulebook- but we hope it
will provide you new ways to enjoy the game.

Chapter 1 offers character options that expand on
those offered in the Player's Handbook . Chapter 2 is a
toolkit for the DM that provides new resources for run-
ning the game and designing adventures, a ll of it build-
ing on the Monster Manual and the Dungeon Master's
Guide. Chapter 3 presents new spells for player charac-
ters and spellcasting monsters to unleash.

Appendix A provides guidance on running a shared
campa ign, similar to the activities s taged by the D&D
Adventurers League, and appendix B conta ins a host of
tables that a llow you to quickly generate na mes fo r the
cha racters in your D&D stories.

As you pe ruse the m any options herein , you' ll come
across observatio ns from Xanathar itself. Like the
beholder's roving mind, your reading will take you to
places in the game fa miliar and new. May you enjoy
the journey!

U NEART H ED A RCA NA

Much of the material in this book originally appea red in
Unearthed Arcana, a series of online articles we publish
to explore rules that might officially become part of the
game. Some Unearthed Arcana offerings don't end up
resonating with fans and are set aside fo r the time being.
The Unearthed Arcana m aterial that inspired the options
in the following chapters was well received a nd , thanks to
feedba ck from thousands of you, has been refined into the
official forms presented here.

INTRODUCTION

THE C O RE RULES ADVANTAGE AND DISADVA NTA GE (
Even if more than one factor gives you adva ntage or
This book relies on the ru les in the three core ru le- d is advantage on a roll, yo u have it only once, a nd if you ~:
books . T he game especia lly ma kes freque nt use of have adva ntage and d is adva ntage on the same roll , they
the rules in chapters 7- 10 of the Player's Handbook: ca ncel each other.
"Using Ability S cores," "Adve ntur ing," "Combat," a nd
"Spellcasting." That book's a ppendix A is als o crucial; C OMBINI NG D I FFERE NT EFFECTS
it contains defini tions of conditio ns, like invisible a nd Diffe re nt gam e effects can affect a ta rge t at the same
prone . Yo u don't need to k now the ru les by heart, but it's time. For example, two di ffe re nt be nefits can give you
helpfuJ to know w he re to find them whe n you need the m . a bonus to your Armor Class. But w hen two or mo re
e ffects have the s ame proper name, o nly one of the m
If you'r e a DM, you s ho uld a lso k now where to look (the most powe rful one if their be ne fits a re n't identical)
things up in the Dungeon Mas ter's Guide , especia lly the applies while the d urations of the effects overlap. For ex-
ru les on how magic ite ms work (see chapte r 7 of th a t
book). T he introduction of the Mons ter Manual is your a mple, if bless is cast o n yo u w hen you're s till unde r the
guide on how to use a mons te r's stat block. e ffect of an earl ie r bless, yo u gain the benefit of o nly o ne
casti ng. S imila rly, if yo u're in the radius of m ore than
THE DM ADJUDICATES THE RULES one Aura of P rotectio n, yo u benefit only from the one
that grants the highest bonus.
One ruJe ove rr ides a ll othe rs : the DM is the fina l a uthor-
ity on bow the rules work in play. R EACTION TIMING
Certa in ga me fea tu res let you take a s pecial action,
Rules a re part of w ha t makes D&D a game , rathe r called a reaction, in respo nse to s ome event. Making
tha n j ust improvised s torytelling. The ga me's ru les are
meant to he lp orga ni ze, a nd even ins pire , the action of a opportunity attacks a nd casting the shield s pell ar e two
D&D campa ign. The rules a re a tool , a nd we wa nt our ty pical uses of reactio ns . If yo u're uns u re when a reac-
tools to be as effective as p ossible . No ma tte r how good tio n occurs in re la tio n to its trigger, here's the rule : the
those too ls m ight be , they need a group of playe rs to reaction ha ppens a fter its trigger completes, unless the
br ing the m to life a nd a DM to guide their use. descr iption of the reaction explicitly says otherwise.

The DM is key. Ma ny unexpected eve nts can occur in Once you ta ke a reaction, you can't ta ke a nothe r one
a D&D campaig n, a nd no set of ru les could reasona bly until the s ta rt of your next turn .
account for every contingency. If the ru les tried to do s o,
the ga me would become a s log. An alte rnat ive wo uld be RESISTANCE AND VULN ERABILITY
for the rules to sever ely lim it w ha t cha racte rs can do, He re's t he order that you apply m odifiers to damage: (1)
which would be contra ry to the open-endedness of D&D . a ny r elevant da m age immunity, (2) any add ition or s ub-
He re's the path th e ga me ta kes: it lays a fou ndatio n of traction to the damage, (3) o ne relevant damage resis -
ru les that a DM can build on, a nd it embraces the DM's tance, a nd (4) one releva nt damage vulne rability.
role as the bridge be tween the things the r ules address
and the things they don't. Even if multiple sources give you resis ta nce to a ty pe
of da mage you're taking, you can apply resis tance to it
TEN R ULES T O REMEMBER o nly o nce. T he same is true of vulne rability.

A few r ules in the core rulebooks some times trip up a PROFICIENCY BONUS
new player or DM. Here are te n of those ru les . Keep- If your proficie ncy bonus a pplies to a roll, you can add
ing them in mi nd will help you inter pre t the optio ns in the bonus o nly o nce to the ro ll, even if m ultiple th ings in
this book. the game s ay your bonus a pplies. Moreover, if mor e than
one th ing te lls you to doub le or ha lve yo ur bo n us, you
EXCEPTIONS SUPERSEDE GENERAL RULES double it only once or ha lve it only once before apply-
Gener al ru les govern each pa rt of the game . F or exam- ing it. Whethe r m ultiplie d, d ivided, or left at its normal
ple, the combat ru les tell you tha t melee weapon attacks value, the bonus can be used only once per roll.
use Streng th a nd ra nge d weapon attacks use Dex terity.
T ha t's a ge neral ru le, a nd a ge ne ra l ru le is in effect as BONUS ACTIQN SPELLS
long as somethi ng in the ga m e doesn't explicitly s ay If you wa nt to cast a s pell that ha s a cas ting time of 1
otherwise. bonus action, re membe r that you can't cas t any othe r
s pe lls before or a fte r it o n the same turn, except for can-
T he ga me also includes ele me nts - class features , trips with a casting time of 1 action .
s pells , magic item s , monster a bilities, a nd the li ke- that
sometimes contrad ic t a gene ra l rule. When a n exception CONC ENTRATIO N
a nd a genera l ru le d is agree, the exception wins . For ex- As soon as you s ta rt casting a s pell or us ing a s pecia l
ample, if a feature s ays you can m ake melee weapon at- ability that req ui res co ncentration, you r concentration
tacks us ing yo ur Charisma, you can do so, eve n though on a nother effect e nds instantly.
tha t s tateme nt disagrees with the general ru le.
'TEMPORARY H IT POI NTS
ROUND DOWN Tempora ry hit poi nts a ren't cumulative. If you have tem -
W he neve r you divide or multiply a n umbe r in the gam e, porary hit points a nd receive more of them , you don't
round down if you e nd up with a fraction, even if the add them toge ther, unle ss a gam e feature says you can.
fraction is one-half or greater. Ins te ad, yo u decide which te mporary hit points to keep.



CHAPTER 1

CHARACTER OPTIONS

H E MAIN FIGURES I N ANY D &D CAMPAI GN each o f the s ubclasses in this book. In addition, the sec-
a re t he c ha racters c reate d by the players. tion for druids presents details on how the Wild Shape
The heroics, folly, righteous ness, and po- feat ure w orks, and th e warlock receives a collectio n of
tential villainy of your cha racters are at the new choices for the class's E ld ritch Invocations feature.
heart of the story. This c ha pte r provides a
variety of new options for t he m , foc using Each of the class presentations leads off with advice
on additiona l subclasses for each of the on how to add d epth a nd detail to your c haracte r's pe r-
son ality. You can use the tables in these sections as a
classes in the Player's Handbook. source of inspi ration, or roll a die to randomly deter-
Each class offers a cha racter-de fining choice at 1st, mine a result if desired.

2nd, or 3rd level that un locks a series of special fea- Following the subclasses, the section called "This Is
tures, n ot available to the class as a whole. That c h oice Your Life" presents a series o f tables for adding deta il to
is called a subclass. Each class has a collective term your character's backstory.
that describes its subclasses; in the fighter, for instance,
the s ubcl asses are called martial arch etypes, a nd in the The c h apter concludes with a selection of feats for the
palad in, they're sacred oaths. The table below ide ntifies races in the Player's Handbook, offering ways to delve
deeper into a c h a racter's racial ide ntity.

SUB C LASSES

Class Subclass Leve l Available Description
Barbaria n Path ofthe Ancestral Guardian 3rd Calls on the spi rits of honored ancestors to protect others
Barbarian Path of the Storm Herald 3rd Filled with a rage that channels the primal magic of th e st orm
Barbarian Path ofthe Zealot 3rd Fueled by a religious zeal that visits destruction on foes
Bard College of Gl amou r 3rd Wields the beguiling, glorious magic of the Feywild
Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess
Bard College of Whis pers 3rd Plants fea r and doubt in the minds of others
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or c reation
Cl eric Grave Domain 1st Opposes the blight of undeath
Druid Circle of Dreams 2nd Mends wounds , guards the weary, and strides through dreams
Druid Circle of the Shepherd 2nd Summons nature s pirits to bolster friends and harry foes
Fighter Arcane Archer 3rd Imbues arrows with spectacular magical effects
Fighter Cav alier 3rd Defend s allies and knocks down enemies, often on horseback
Fighter Samurai 3rd Combines resilience with courtly elegance and mighty strikes
Mon k Way of the Drunke n Master 3rd Co nfounds foes t hrough a martial arts tradition inspired by t he
swaying o f a drun kard
Mo nk Way of the Kensei 3rd Channels ki through a set of mastered weapons
Monk Way of the Sun Soul 3rd Tra nsforms ki into bursts of fire and searing bolts of light
Paladin Oath of Co nquest 3rd Strikes terro r in enemies and crushes the forces of chaos
Paladin O ath of Redemption 3rd Offe rs redemption to the wo rthy a nd destruction to those who
refuse mercy or righteousness
Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes
Ranger Ho rizo n Wal ker 3rd Finds po rtals to other worlds and channels planar magic
Ranger Monster Slayer 3rd Hunts down creatu res of the night a nd wielders of grim magic
Rogue Inquis itive 3rd Roots out secrets, akin to a masterful detec tive
Rogue Masterm ind 3rd A master tactician , man ipulates others
Rogue Scout 3rd Combines stealth with a knack for s urvival
Rogue Swashbuckler 3rd Delivers deadly strikes with speed and panache
Sorce re r Divine Soul 1st Harnesses magic bestowed by a god or other divine source
Sorce rer Shadow Magic 1st Wields the grim magic of the Shadowfell
Sorcerer Storm Sorcery 1st Crackles with th e power of the storm
Warlock The Celestial 1st Forges a pact with a being from celestial realms
Wa rlock The Hexblade 1st Serves a shadowy e ntity t hat bestows dread curses
Wizard War Magic 2nd Mixes evocation and abjuration magic to dominate the battlefield

I

;

BARBARIAN P ERSO N AL TOTEMS

I HAVE WITNESSED THE INDOMITABLE PERFORMANCE OF d6 Totem

barbarians on the.field of battle, and it makes me wonder A tuft of fur from a solitary wolf that you be-
friended during a hunt
whatforce lies at the hea rt of their rage. 2 Three eagle feathers given to you by a wise sha-
man, who told you they would play a role in deter-
-Seret, archwizard mining your fate
3 A necklace made from the claws of a young cave
The anger felt by a normal person resembles the rage of bear that you slew singlehandedly as a child
a barbarian in the same way that a gentle breeze is akin 4 A small leather pouch holding three stones that
to a furious thunders torm. The barbarian's driving force represent your ancestors
comes from a place that transcends mere e motion, mak- 5 A few small bones from the first beast you killed,
ing its manifestation a ll the mo re terrible. Whether the tied together with colored wool
impetus for the fury comes entirely from within or from 6 An egg-sized stone in the shape ofyour spirit ani -
forging a Link with a s pirit animal, a ragi ng barbarian mal that appeared one day in your belt pouch
becomes able to per form s upernatural feats of s treng th
a nd endurance. The outburst is tempora ry, but while it TATTOOS
lasts, it ta kes over body a nd mind, driving the barbarian
on despite peril and injury, unti l the last enemy falls. The members of ma ny barbarian clans decorate their
bodies with tattoos, each of which represents a s ignif-
It can be tempting to play a barbarian character that icant moment in the life of the bearer or the bearer 's
is a straightforward application of the classic arche- a ncestors , or w hich symbolizes a feeling or an attitude.
type- a brute, and us ually a dimwitted one at that, who As with personal tote ms, a ba rba ria n's ta ttoos might or
rus hes in where others fear to tread. But not all the mig ht not be re lated to an a nimal s pirit.
barbarians in the world are cut from that cloth, so you
can certainly put your own spin on things. Eithe r way, Each tattoo a barbaria n displays contributes to that in-
cons ide r adding som e f:lourishes to make your barbaria n dividual's identity. Ifyour character wears tattoos, what
s tand out from a ll others; see the following sections for do they look like, and what do they represent?
some ideas.
TATTOOS
PERSONAL TOTEMS
d6 Tattoo
Barbarians tend to travel light, carrying little in the way
of personal e ffects or other unnecessary gea r. The few The wings of an eagle are spread wide across your
possessions they do ca rry often include s ma ll items that upper back.
have s pecial s ignificance. A personal totem is s ignificant 2 Etched on the backs of your hands are the paws of
because it has a mys tical origin or is tied to an import- a cave bear.
ant moment in the character 's life- perhaps a remem- 3 The symbols of your clan are dis played in viny pat-
brance from the barbarian's past or a ha rbinge r of what terns along your arms.
lies ahead. 4 The a ntlers of an elk are inked across your back.
5 Images of your s pirit an imal are tattooed along
A personal totem of this sort might be associated with your weapon arm and hand.
a barbarian's spirit a nimal, or mig ht actually be the to- 6 The eyes of a wolf are ma rked on your back to help
tem object for the a nimal, but s uch a connection is not you see and ward off evil spirits .
essential. One who has a bear totem spi rit, for ins tance,
could still carry a n eagle's feather as a personal totem. SUPERSTITIONS

Cons ider creating one or more personal totems for Barba rians va ry widely in how they unders tand life.
your character- objects that hold a specia l link to your Some follow gods and look for guidance from those
character's pas t or future. Think about how a totem deities in the cycles of nature a nd the a nimals they en-
might affect your cha racter's actions. counter. These barbarians believe that s pirits inhabit
the plants and a nimals of the world, a nd the barbarians
Cli1\ PTER 1 1 CHARACTER OPTIONS look to them for ome ns a nd power.

Other barba rians trust only in the blood that runs in
thei r veins a nd the steel they hold in their ha nds. They
have no use for the invisible world, ins tead relying on
their senses to hunt and survive like the wild beasts
they emulate.

LEFT T O RI G HT : Z E AL OT, STORM 11E RA L O, ANO A N C.ESTRA L GUARD IAN

Both of these attitudes can give rise to supersti- So G"-'utors c,rt ftofl' t.11Ao J,i). tlA• fro'r•c,tio"' tlAi"'~ to .....c,kt
tions. These beliefs are often passed down within a
family or shared among the me mbers of a clan or a w-or• f'ofl' \ot{ort '10"'- t..1trt \oor"'? Uk• IAot.1 w-G"'1 ftofl/
hunting group.
011Ac.t'1 c. tot o{ tlA· rcr•c.tio"' tlA'"'Y~"'·
Ifyour barbarian character has a ny superstitions, 0 J,is~.,..sti"'Y
were they ingrained in you by your family, or are they
the result of personal experience? ti_o.,.. rt

SUPERSTITIO N S PATH OF THE ANCESTRAL GUARDIAN

d6 Superstition Some barbarians ha il from cultures that revere their an-
If you disturb the bones of the dead, you inherit all cestors. These tribes teach that the warriors of the past
the troubles that plagued them in life. linger in the world as mighty spirits, who can guide and
protect the living. When a barbarian who follows this
2 Never trust a wizard. They 're all devils in disgui se, path rages, the barbarian contacts the spirit world and
especially the friendly ones. calls on these guardian s pirits for aid.

3 Dwarves have lost t heir spirits, and are almost like Barbarians who draw on their ancestral guardians
the undead . That's why they live underground. can bette r fight to protect their tribes and their allies. In
order to ceme nt ties to their ancestral guardians, bar-
4 Magical things bring trouble. Never s lee p with a barians who follow this path cover themselves in elabo-
magic object within ten feet of you. rate tattoos that celebrate their ancestors' deeds. These
tattoos tell sagas of victories against terrible monsters
5 When you walk through a graveyard, be sure to and other fearsome rivals.
wear silver, or a ghost might jump into your body.
PATH OF THE A N CESTRAL GUA RDIAN FEATURES
6 If an elf looks you in the eyes , she's trying to read
your thoughts. Ba r ba r ia n Fe a tu re
Le ve l
PRIMAL PATHS
3rd Ancestral Protectors
At 3rd level, a barbarian gains the Primal Path feature.
The following options are available to a barbarian, in 6th Spirit Shield (2d8)
addition to those offe red in the Player's Handbook: the 10th Consult the Spirits, Spirit Shield (3d8)
Path of the Ancestral Guardian, the Path of the Storm 14th Vengeful Ancestors, Spirit Shield (4d8)
Herald, and the Path of the Zealot.

CHAPTER 1 I CHARACTER OPTIONS

ANCESTRAL PROTECTORS l{ov.. !.."'ow o"'' o{ t~• ~r«;t lo•"'-•{its
o{ li~i"'~ "'""'J..•rrv.."'J..? fVo w«.l~•r.
Starting when you choose this path at 3rd level, s pectral
warriors appear when you enter your rage. While you're t"{)o"' w-HS t~il "'-f {or w-t.
raging, the first creature you hit with an attack on your
turn becomes the target of the warriors, which hinder STORM AURA
its attacks. Until the s ta rt of your next turn, that target
has disadvantage on a ny attack roll that isn't against Starting at 3rd level, you ema nate a s tormy, m agical
you, and when the target hits a creature othe r than you aura while you rage. The aura extends 10 feet from you
with a n attack, that creature has resistance to the da m- in every direction , but not throug h tota l cover.
age dealt by the attack. The effect on the target e nds
early if your rage ends. Your aura has an effect that activates when you enter
your rage, and you can activate the effect again on each
SPIRIT SHIELD ofyour turns as a bonus action. Choose desert, sea, or
tundra. Your aura's effect depe nds on tha t chosen envi-
Beginn ing at 6th level, the guardia n spirits that a id you ronment, as d~ta iled below. You ca n cha nge your envi-
can provide s upernatural protection to those you de- ronment choice whenever you gain a level in this class.
fe nd. If you a re raging a nd a nother creature you can see
within 30 feet of you takes damage, you can use your Ifyour aura's effects require a saving throw, the DC
reaction to reduce that damage by 2d6. equa ls 8 + your proficiency bonus + your Constitu-
tion modifier.
Whe n you reach certa in levels in this class, you can
reduce the damage by more: by 3d6 at 10th level a nd by D esert. When this effect is activated, all other crea-
4d6 at 14th level. tures in your aura take 2 fire damage each. The damage
increases when you reach certa in levels in this class, in-
CONSULT THE SPIRITS creasi ng to 3 a t 5th level, 4 at 10th level, 5 at 15th level,
and 6 at 20th level.
At 10th level, you gain the a bility to cons ult with your
ancestral spirits. When you do so, you cast the augury or Sea. When this effect is activated , yo u can choose one
clairvoyance spell, without using a s pe ll s lot or materi al other creature you ca n see in your aura. The target must
components. Rather than creating a spherical sensor, ma ke a Dexte rity saving throw. The target takes l d6
this use of clairvoyance invisibly s ummons o ne of your lightning da mage on a failed save, or half as much dam-
a ncestra l spirits to the chosen location. Wisdom is your age on a s uccessful one. The da mage increases when
spellcasting ability for these spells. you reach certain levels in this class, increasing to 2d6
at 10th level, 3d6 at 15th level, a nd 4d6 a t 20th level.
After you cast e ither spell in thjs way, you can't use
this feature aga in until you finish a s hort or long rest. Tundra. When this effect is activated, each creature of
your choice in you r aura gains 2 temporary hit points, as
VENGEFUL ANCESTORS icy spirits inure it to s uffering. The temporary hit points
increase when you reach certa in levels in this class, in-
At 14th level, your ancestra l spirits g row powerful creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
enough to reta liate. When you use your Spirit Shield to and 6 at 20th level.
reduce the damage of a n attack, the attacker takes an
amount of force damage equa l to the damage that your STORM SOUL
Spirit Shield prevents.
At 6th level, the storm g ra nts you benefits even when
PATH OF THE STORM HERALD your aura isn't active. The bene fits are based on the en-
viro nment you chose for your Storm Aura.
All barba ri ans ha rbor a fury within. Their rage g ra nts
them s uperior stre ngth, durability, and speed. Ba rba r- Deser t. You gain resistance to fire da mage, a nd you
ia ns who follow the Path of the Storm Herald learn don't s uffer the effects of extrem e heat, as descr ibed in
to trans form tha t rage into a m antle of primal magic, the Dungeon Master's Guide. Moreover, as an action,
wh ich swirls around them. When in a fury, a barbar ia n you can touch a fla mmable object that isn't being worn
of this path taps into the forces of nature to create pow- or carried by a nyone else a nd set it on fire.
erful magical effects.
Sea. You gain resistance to lightning damage, and
Storm heralds a re typically elite champions who train you can breathe underwater. You a lso gain a swimming
alongside druids, rangers, and others sworn to protect s peed of 30 feet.
nature. Other storm heralds hone their cra ft in lodges in
regions wracked by storms, in the frozen reaches at the Tundra. You gain resistance to cold da mage, a nd you
world's end, or deep in the hottest deserts. don't s uffe r the effects of extreme cold, as described in
the Dungeon Master's Guide. Moreover, as an action,
PATH OF THE STORM HERALD FEAT URES you can touch water and turn a 5-foot cube of it into ice,
which melts after 1 minute. This action fai ls if a creature
Barbaria n is in the cube.

Le ve l Featu re SHIELDING STORM

3rd Storm Aura At 10th level, you learn to use your mastery of the storm
6th Storm Soul to protect others. Each creature of your choice has the
10th Shielding Storm damage resistance you gained from the Storm Soul fea-
ture while the creature is in your Storm Aura.
14th Raging Storm

CHAPTER 1 I CHARACTER OPTIONS

RAGING STORM DIVINE FURY

At 14th level, the power of the storm you c hanne l grows Starting when you c hoose this path at 3 rd level, you can
mightier, lashing out at your foes. T he effect is based on cha nnel divine fury into your weapon strikes . While
the environment you chose for your Storm Aura. you're raging, the first creature you hit on each of your
turns with a weapon attack takes extra damage equa l
Desert. Immed ia te ly after a c reatu re in your a ura nits to 1d6 + h alf your barbar ian level. The extra d amage is
you with a n a ttack, you can use you r reactio n to for ce necrotic or radiant; you choose the type of damage w hen
that creature to make a Dexterity saving throw. On a you gain this feature.
failed save, the creature takes fire d amage equal to half
your barbarian level. WARRIOR OF THE Goos

Sea. When you hi t a c reature in your a ura with an At 3rd level, your soul is marked for e ndless battle. If a
a ttack, you can use your reaction to fo rce that creature spell, s uc h as raise d ead , has the sole effect of restoring
to make a Strength saving throw. On a fa iled save, the you to life (but not undeath), the caster doesn't need ma-
creature is knocked prone, as if struck by a wave. te ri a l components to cast the spell on you.

Tundra. Wheneve r t he effect of your Storm Aura is ac- FANATICAL Focus
tivated, you can choose one c reature you can see in th e
aura. That creature must succeed on a Strength saving Starting at 6th level, t he divine power that fuels your
throw, or its speed is reduced to 0 until t he s tart of your rage can protect you. If you fa il a saving t hrow w hile
next turn, as magical frost covers it. you're raging, you can reroll it, and you must use the
new ro ll. You can use th is ability only once per rage.
PATH OF THE ZEALOT
ZEALOUS PRESENCE
Some deities inspire th eir followers to pitc h the m selves
into a fe rocious battle fury. T hese barbarians are zeal- At 10th level, you learn to channel divine power to in-
ots- warriors who channe l their rage into powerful dis- s pire zealotry in others . As a bonus action, you un leash
plays of divine power. a battle c ry infused with divine e ne rgy. Up to te n other
c reatures of your choice within 60 feet of you that can
A variety of gods across the worlds of D&D inspire hear you gain advantage on attack rolls and saving
their followers to embrace this path. Tempus from the throws until the start of your next turn.
Forgotte n Realms and Hextor and Erythnul of Grey-
hawk a re a ll prime examples. In gene ral, t he gods who Once you use this feature, you can 't use it again until
inspire zealots a re d eities o f combat, d estruction, and you finish a long rest.
violence. Not all are evil, but few are good.
RAGE BEYOND DEATH
PATH OF THE ZEALOT FEATURES
Beginning a t 14t h level, t he divine power t hat fuels your
Barbarian Feature rage a llows you to shrug off fatal blows.
Level Divine Fury, Warrior of the Gods
Fanatical Focus While you're raging, having 0 hit points doesn't knock
3rd Zealous Presence you unconscious. You still must make death saving
6th Rage beyond Death throws, and you s uffe r the normal effects of taking
10th damage while at 0 hit points. However, if you would die
14th due to failing death saving throws, you don't die until
your rage ends, and you die then only if you still have 0
hit points.

CHAPTER 1 I CHARACTER OPTIONS

BARD DEFINING WOR KS

MUSIC I S THE FRU IT OF THE DJVINE TREE THAT V IBRATES d 6 Defi ni ng Work
"The Three Flambinis," a ribald song concerning
with the Words of Creation. But the question I askyou is, mistaken identities and unfettered desire

can a bard go to the root of this tree? Can one tap into the 2 "Waltz of the Myconids," an upbeat tune that chil-
dren in particular enjoy
source of that power? Ah. then what manner of music they
3 "As modeus's Golden Arse," a dramatic poem
would bring to this world! you claim was inspired by your personal visit to
Avernus
- fletcher Danairia, master bard
4 "The Pirates of Luskan ," your firs thand account of
Bards bring levity dur i ng grave times; they impa rt wis- being kidnapped by sea reavers as a child
dom to offset ignorance; and they make the ridic ulous
seem subl ime. Bards are preser vers of ancient histo ry, 5 "A Hoop, Two Pigeons, and a Hell Hound," a s u b-
their songs and tal es perpetuati ng the memory of g reat tle parody of an incompetent noble
events down through time-knowledge so impo rtant
that it is memor ized and passed along as oral history, to 6 "A Fool in the Abyss," a comedic po em about a
survive even w hen no written record remains. jester's travels among demons

It is also the bard's role to chronicle smaller and more INSTRUMENT
contemporary events- the stories of today's heroes,
including their feats of valor as well as their less than In a bard's quest for the ultimate performance and the
impressive failures. highest acclaim, one's instrument is at least as import-
ant as one's voca l ability. The instrument's quality of
Of course, the world has many people who ca n carry m anufactu re is a critica l factor, of course; the best ones
a tune or tell a good story, and there's much more to any m ake the best music, and some bards are continually
adventuring bard than a glib tongue and a melodious on the lookout for an improvem ent. Perhaps just as im-
voice. Yet what truly sets bards apart from other s- and portant, though, is the instrument's own entertainment
from one another-are the style and substance o f their value; those that ar e bizarrely constructed or made of
p erform ances. exotic mater ials are likely to leave a l asting impression
on an audience.
To grab and hold the attention of an audience, bards
are typically fl amboyant a nd outgoing when they p er- You might have an "off th e rack" instrument, perhaps
form . The most fa mous of them are essentially the D & D because it's all you can afford right now. Or, if your
world's equ ivalent of pop stars. If you're play ing a bard, first instrument was gifted to you, it might be of a more
consider using one of you r favor ite musicians as a role elaborate sor t. Are you satisfied with the in strument you
model for your character. have, or do you aspire to replace it with something truly
distinctive?
You can add some unique aspects to your bard charac-
ter by considering the suggestions that follow. INSTRUMENTS

DEFINING WORK d6 Instrume nt
l A masterfully crafted halfling fiddle
Every successful bard is ren owned for at least one piece 2 A m ithral horn made by elves
of performance art, typically a song or a poem that 3 A zither made with drow s pider silk
is popular with everyone who hears it. These perfor- 4 An orcish drum
mances are spoken abou t for years by those w ho view 5 A wooden bullywug croak box
them, and some spectators have h ad their lives forever 6 A t in ker's harp of gnomish des ign
cha nged because of the experience.
EMBARRASSMENT
If your character is just star ting out, your ultimate de-
fining work is likely in the future. But in order to m ake A l most every bard has suffered at least one bad experi-
any sort of living at your professi on, chances are you ence in front of an audience, and chances are you're no
already have a piece or two in your r epertoire that have exception. No one becomes famous right away, after all;
proven to be aud ience pleasers. perhaps you had a few small difficulties early in your ca-
reer, or maybe it took you a while to restore your reputa-
CHAPTC'.R l I CHARACTER OPTIONS tion a fter one agonizing night when t he fates conspired
to bring about your theatrical ruin.

LEFT TO RIGHT. B11Ros OF THE COLLEGES OF G1.11MOUR, SwoRDS, 11ND WHISPERS

T he ways that a performance can go w rong are as a muse- a p ar t icular concept t hat inspires much o f wh at
varied as the fish in the sea. No m atter what sort of
disaster might occur, however, a ba rd has the courage those bards do in front o f an audience.
and t he confidence to rebound from it- either pressing A bard who follows a muse generally does so to gain a
on w ith the show (if possible) or promising to com e back
tomorrow w ith a new performance that's guaranteed deeper understanding of w h at that muse represents and
to please. how to best convey that understand ing to other s t h rough

EMBARRASSMENTS per for mance.
Ifyour bard character has a m use, it could be one of
d6 Embarrassment
The time when your comedic song, " Big Tom's the three d escribed here, or one o f your own devising.
Hijinks"-which, by the way, you thought was bril-
liant-did not go over well with Big Tom Nature. You feel a k inship w ith the natural world, and

2 The matinee performance when a circus's owlbear its beauty and mystery inspire you. For you, a tree is
got loose and terrorized the crowd deeply symbolic, its roots delving into t he da rk unknown
to draw forth t he power of the earth, wh ile its branches
3 When your opening song was your enthusiastic reach towa rd th e sun to nourish their flowers and
but universally hated rendition of "Song of the frui t. Nature is the ancient witness who has seen every
Froghemoth" k ingd om rise a nd fa ll , even those whose names have
been forgotten and wait to be rediscovered. The gods of
4 The first and last public perfo rmance of"M irt, Man nature share their secrets with druids and sages, open-
about Town" ing t heir hearts and minds to new ways of seeing, and
as with those individuals, you find that your creativity
5 The time on stage when your wig caught fire and blossoms while you wander in an open field of waving
you threw it down-which set fire to the stage grass or walk i~ si lent reverence through a g rove o f an-

6 When you sat o n your lute by mistake during the cient oaks.
final stanza of "Starlight Serenade"
Love. You ar e o n a quest to identify the essence o f
A BARD'S MUSE
true love. Though you do not disdain the superficial
Natura lly, every bard has a r epertoire o f songs and sto- love of flesh and form, the deeper form of love that ca n
ries. Some bards are generalists w ho can draw from inspire thousands o r bring joy to o ne's every moment
a wide range of topics for each performance, and w ho is what you are i nterested in. Love o f t his sort takes on
take pride in their versatility. Others adopt a more per- m any forms, and you can see its presence everyw here-
sonal approach to thei r a r t, driven by th eir attachment to from the sparkling o f a beautiful gem to t he song of a
simple fisher tha nking the sea for its bounty. You a re
on the trail of love, that most precious and mysterious
of emotion s, a nd your search fi lls your stories a nd your
son gs with vita l ity and passion.

CHAPTER I I CHARACTER OPTIONS

Confiict. Dra ma embodies conflict, a nd the best
s tories have conflict as a key elem ent. From the morn-
ing-after tale of a tave rn brawl to the saga of a n epic
battle, from a love r's s pat to a rift between powerful
dynasties, conflict is what ins pires ta le-te ller s like you to
create your best work. Conflict can bring out the best in
some people , caus ing their heroic na ture to s hine forth
a nd transform the world, but it can cause others to grav-
itate toward da rkness a nd fa ll unde r the sway of evil.
You strive to experience or witness a ll for ms of conflict,
great a nd s mall, s o as to s tudy this etern al aspect of life
and immorta lize it in your words a nd music.

BARD COLLEGES ENTHRALLING PERFORMANCE

At 3rd level, a ba rd gains the Ba rd College fea ture. The S tarting at 3r9 level, you can cha rge your performa nce
following optio ns are availa ble to a bard, in addition with seductive, fey magic.
to those offered in the Player's Handbook : the College
of G la mour, the College of Swords , and the College If you perform for at least 1 minute, you can attempt
of Whis pe rs. to ins pire wonder in your audience by s inging, reciting
a poem , o r dancing. At the end of the per fo rmance,
COLLEGE OF GLAMOUR choose a number of humanoids w ithin 6 0 feet of you
who watched and lis tened to a ll of it, up to a number
The College of Gla mour is the home of bards w ho mas- equa l to your Cha ris ma modifier (minimum of o ne).
te red the ir craft in the vibra nt realm of the Feywild or Each target mus t s ucceed on a Wis dom s aving throw
under the tutelage of someone who dwelled the re . Tu- agains t your s pell save DC o r be cha rmed by you. While
to red by s atyrs , eladrin, a nd other fey, these ba rds learn charmed in this way, the ta rget idolizes you, it s peaks
to use their magic to delight and captivate othe rs. glowingly of you to a nyone who ta lks to it, and it hinders
anyone w ho opposes you, a lthough it avoids vio lence
The ba rds of this college are regarded with a mixture unless it was already inclined to fight on your behalf.
of awe and fear. Their perform ances are the s tuff of leg- This effect ends on a target a fter 1 ho ur, if it ta kes any
end. Thes e ba rds a re so eloquent that a speech or song damage, if you attack it, or if it witnesses you attacking
that one of them performs can cause captors to release or dam aging a ny of its a llies.
the ba rd unharmed and can luU a furio us dragon into
complacency. T he same magic that allows them to quell If a ta rget s ucceeds on its saving throw, the ta rget has
beasts can a lso bend minds. Villainous bards of this no hint that you tried to cha rm it.
college can leech off a community fo r weeks, misusing
their magic to turn their hosts into thra lls. Heroic ba rds Once you use this feature, you can't use it again until
of this college ins tead use this power to gladde n the you finis h a s hort or long rest.
downtrodden a nd undermine oppressors.
M ANTL E OF MAJESTY
COLLEGE OF GLAMOUR FEATURES
At 6th leve l, you gain the ability to cloak yourself in a fey
Bard Level Feature magic that ma kes others wa nt to ser ve you. As a bonus
action , you cast command, without expending a s pell
3rd Mantle of Inspiratio n, Ent hralling Pe rformance slot, and yo u take on a n appeara nce of unearthly beauty
6th M antl e of M aj est y fo r 1 minute or until your concentration ends (as if you
14th Unbrea kable M ajesty were concentrating on a spell). During this time, you
ca n cast command as a bonus action on each of your
M ANTLE OF I NSPIRATION turns, without expending a spell s lot.

When you j oin the College of Gla mour at 3 rd level, you Any creature charmed by you automa tically fails
gain the ability to weave a song of fey magic that imbues its saving throw aga ins t the command you cast with
your allies with vigor and s peed. this feature.

As a bonus action, you can expend one use of your Once you use this feature , you can't use it again until
Ba rdic Inspiration to gra nt yourself a wondrous appear- you finis h a long rest.
ance. When you do so, choose a number of creatures
you can see a nd that can s ee you within 60 feet of you, UN BREAKA BLE M AJ ESTY
up to a number equa l to your Cha ris ma modifier (mini-
mum of one). Each of the m gains 5 tempora ry hit points. At 14 th level, your appeara nce permanently gains an
Whe n a creature gains these te mpora ry hit points , it otherwo rldly aspect th at makes you look more lovely
can immed iately use its reaction to move up to its speed, a nd fierce.
without provoking opportunity attacks.
In addition, as a bo nus action, you can assume a mag-
The number of temporary hit points increases when ically majestic presence for 1 minute or until you are
you r each certain levels in this class, increasing to 8 at incapacitated. For the duration, whenever any creature
5th level, 11 at 10th level, and 14 at 15th level. tr ies to attack you for the firs t time on a turn, the at-
tacker mus t make a Charis ma saving throw aga ins t your
spell save DC. On a failed save , it can't attack you on this
turn , and it must choose a new ta rget for its attack or the
attack is wasted. On a s uccessful s ave, it can attack you

CHAPTER 1 I CHARACTER OPTIONS

on this turn, but it h as disadva ntage on a ny saving throw
it makes aga ins t your spells on your next turn.

Once you assume this m ajestic presence, you can't do
so again until you finis h a s ho r t or lo ng rest.

COLLEGE OF SWORDS
~~~~~~~~~~~

Bards o f the College of Swords are called blad es, a nd
they e ntertain t hrough da ring feats of weapon prowess.
Blades perfor m s tunts s uch as sword swallowing, knife
t hrowing and juggling, a nd mock combats. Though they
use their weapons to e nte r tai n, t hey a re a ls o hig h ly
trained a nd s killed warriors in their own right.

Their tale nt w ith weapons inspires m a ny blades to
lead double lives. One blade might use a circ us troupe
as cover for nefar ious deeds s uc h as assassi na tion, ro b-
b e ry, a nd blackmai l. Othe r blades s trike at the wicked,
bringing justice to bea r against the c ruel a nd powerful.
Most troupes are happy to accept a blade's talent for the
exci teme nt it adds to a p e rformance, but few e ntertain-
ers fully trus t a blade in the ir ranks.

Blades who abandon their lives as e nte r tainers have
ofte n run into trouble that m akes maintainin g their
secret activities impossib le. A bla de ca ug ht stealing or
e ngaging in vigila nte jus tice is too great a liabili ty for
mos t troupes. Wit h their weapon skills a nd mag ic, these
b lades eithe r take up work as e n forcers for thie ves'
guilds or s trike ou t on the ir own as ad venturers.

COLLEGE OF SWORDS FEATURES

Bard Level Feature
3rd Bonus Proficiencies, Fighting Style,
Blade Flourish
6th Extra Att ack
14th Master's Flo urish

BONUS PROFICIENCIES ing Blade F lour ish options of your c hoice. You can use
When you join the College of S words a t 3rd level, you only o ne Blade Flouris h option pe r turn.
gain proficie ncy with medium armor and the sci mita r.
Defensive Flourish. You can expend one use of your
If you're proficient w ith a s imple or martia l me lee Bardic Inspiration to cause the weapo n to deal extra
weapon, you ca n use it as a spellcasting focus for yo ur damage to the ta rge t you hit. The da m age equ a ls the
ba rd s pells. numbe r you roll on the Ba rdic Inspiration die . You a lso
add t he number rolJed to your AC until the start of your
FIGHTING STYLE next turn.
At 3rd level, you adopt a s tyle of fighting as your spe-
cialty. C hoose o ne of the following options. You can't Slashing Flourish. You can expend o ne use of your
take a F ighting S ty le option mo re tha n once, even if Bardic Ins piration to cause the weapon to deal extra
some thing in the game le ts you choose again. damage to the target you hit and to any othe r creature
o f your choice tha t you can see w ithin 5 feet of you. The
Dueling. Whe n you a re wielding a melee weapon in damage equa ls. the numbe r you roll on the Bardic Inspi-
one hand and no other weapons, you gain a +2 bonus to r a tion die .
damage rolls with that weapon.
Mobile Flourish. You can expe nd one use of you r Bar-
Two-Weapon Fighting. When you engage in two- dic Inspiration to cause the weapon to deal extra dam-
weapon fighting, you can add your a bility modifier to the age to the target you bit. The damage equals th e number
damage of the second attack. you roll o n the Bardic Insp ira tion die. You ca n a lso push
the ta rget up to 5 feet away from you, plus a number of
BLADE FLOURISH feet equa l to the numbe r you roll on that di e. You ca n
At 3rd level, you learn to pe rform impressive displays of th e n immediately use your reaction to move up to your
martial prowess and sp eed. walking speed to an unoccupied space within 5 feet of
the target.
Whe never you take the Attack action on your turn,
your walking s peed inc reases by 10 feet until the e nd of EXTRA ATTACK
th e turn, and if a weapon a ttack th a t you make as part of Starting at 6th level, you can attack twice, instead of
this action hits a creature, you can use one of the follow- once, whenever you take the Attack action o n your turn.

CHAPTER l I CHARACTER OPTI ONS

MASTER'S FLOURISH If the target s ucceeds on its saving throw, the target
has no hint that you tried to frighten it.
Starting at 14th level, whenever you use a Blade Flour-
ish option, you can roll a d6 a nd use it instead of expend- Once you use this feat ure, you can't use it again until
ing a Bardic Inspiration die. you finish a s hort or long rest.

COLLEGE OF WHISPERS MANTLE OF WHISPERS

Most folk are happy to welcome a ba rd into their midst. At 6th level, you gain the ability to adopt a huma noid's
Bards of the College of Whispers use this to the ir ad- persona. When a huma noid dies within 30 feet ofyou,
vantage. They appear to be li ke other ba rds , s haring you can m agically capture its shadow using your reac-
news, singing songs, a nd telling tales to the audiences tion. You retain this s hadow until you use it or you finis h
they gather. In truth, the College of Whispers teaches its a long rest.
students that they are wolves among s heep. These ba rds
use their knowledge and magic to uncover secrets and You can use the s hadow as a n action. When you do so,
turn them against others through extortion and threats . it vanishes, magically transforming into a disguise that
appears on you. You now look like the dead person, but
Many other ba rds hate the College of Whispers, healthy a nd a'live. This disguise lasts for 1 hour or until
viewing it as a parasite that uses a bard's reputation to you end it as a bonus action.
acquire wealth a nd power. For this reason, members
of this college rarely reveal their true nature. They typ- While you're in the disguise, you gain access to a ll
icalJy claim to follow some other college, or they keep information that the humanoid would freely s hare with
their actual calling secret in order to infiltrate and ex- a casua l acquainta nce. Such information includes gen-
ploit royal courts a nd other settings of power. eral details on its background a nd personal life, but
doesn't include secrets. The information is enough that
COLLEGE OF WHISPERS FEATURES you can pass yourself off as the person by drawing on
its memories.
Bard Level Feature
3rd Psychic Blades, Words of Terror Another creature can see through this disguise by
6th Mantle ofWhispers s ucceeding on a Wisdom (Insight) check contested by
14th Shadow Lore your Cha risma (Deception) check. You gain a +5 bonus
to your check.
PSYCHIC BLADES
Once you capture a s hadow with this feature , you
When you join the College of Whispers at 3rd level, you can't capture a nother one with it until you finish a s hort
gain the ability to ma ke your weapon attacks magically or long rest.
toxic to a creature's mind.
SHADOW LORE
When you hit a creature with a weapon attack, you
can expend one use of your Bardic Ins piratio n to dea l a n At 14th level, you gai n the ability to weave dark magic
extra 2d6 psychic damage to that target. You can do so into your words a nd tap into a creature's deepest fears.
only once per round on your turn.
As an action, you magically whisper a phrase that
The psychic da mage increases when you reach cer- only one creature of your choice within 30 feet of you
tain levels in this class, increasing to 3d6 at 5th level, can hear. The target must make a Wisdom saving throw
5d6 at 10th level, a nd 8d6 at 15th level. against your s pell save DC. It automatically succeeds
if it doesn't s hare a lang uage with you or ii it can't hear
WORDS OF TERROR you. On a successful saving throw, your w hisper sounds
like unintelligible mumbling a nd has no effect.
At 3rd level, you learn to infuse innocent-seeming words
with a n ins idious magic that can inspire terror. On a fai led saving throw, the target is cha rmed by you
for the next 8 hours or until you or your a llies attack it,
Ifyou speak to a humanoid a lone for at least 1 minute, da mage it, or force it to make a saving throw. It inter-
you can attempt to seed paranoia in its mind. At the prets the whispers as a description of its mos t mortify-
end of the conversation, the ta rget must succeed on a ing secret. You gain no k nowledge of this secret, but the
Wis dom saving throw against your spell save DC or be target is convinced you know it.
frightened of you or another creature of your choice. The
target is frightened in this way for 1 hour, until it is at- The cha rm ed creature obeys your commands for fear
tacked or damaged, or unti l it witnesses its allies being that you will reveal its secret. It won't ris k its life for
attacked or damaged. you or fight for you, unless it was already inclined to
do so. It grants you favors and gifts it would offer to a
close friend.

When the effect ends, the creature has no understand-
ing of why it held you in such fear.

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

CHAPTER 1 J CHARACTER O PTIONS

CLERIC KEEPSAKE

TO BECOME A CLERJC IS TO BECOME A MESSENGER OF Many clerics have items a mong their personal gear that
symbo lize their fa ith, re mind the m of their vows, or oth -
the gods. The power the divine offers is great, but it always e rwise help to keep them on their chosen p a ths. Even
though s uc h a n item is not imbued w ith divine power,
comes with tremendous responsibility. it is vitally importa nt to its owner because of what it
re presents.
-Riggby the patriar ch
KEEPSAKES
Almost a ll the folk in the world who revere a deity live
their lives witho ut ever being directly touched by a di- d6 Keepsake
vine being. As s uch, they can never know what it feels 1 The finger bone of a saint
like to be a cleric- someone who is not only a devout 2 A metal-bound book that tells how to hunt and de-
wors hiper, but who has a lso been invested with a mea-
s ure of a de ity's power. stroy infernal creatures
3 A pig's whistle that reminds you of your humble
The question has lo ng been debated : Does a mo rtal
become a cleric as a consequence of deep devotion to and beloved mentor
one's deity, thereby attracting the god's favor? Or is it the 4 A braid of hair woven from the tail of a unicorn
de ity who sees the potential in a pe rson a nd calls that 5 A scroll that describes how best to rid the world of
individual into service? U ltimately, perhaps, the answer
does n't m atte r. However cle rics come into bein g, the necromance rs
world need s clerics as much as clerics a nd deities need 6 A runes tone sa id to be blessed by your god
each othe r.
SECRET
If you 're playing a cleric c haracter, the following sec-
tions offer ways to add some deta il to that ch a racte r 's No morta l soul is e ntirely free of second thoughts or
his tory and personality. doubt. Even a cleric must grapple with dark desires o r
the forbidden attr action of turning against the teachings
TEMPLE of one's deity.

Most clerics s tart their lives of service as priests in a n If you h aven't con s idered this asp ect of your cha rac-
ord er, then later realize that they have been blessed by ter yet, see the table e ntries for some possibilities, or
their god with the qualities needed to become a cleric. use t hem fo r inspiration. Your deep, dark secre t might
To prepare for th is new duty, candida tes typica lly re- involve something you did (or a re doing), or it could
ceive ins truction from a cleric of a te mple or another be rooted in the way you feel about the world and your
p lace of study devoted to their deity. role in it.

Some temples are cut off from the world so that their SECRETS
occupants can focus on devotio ns, while o ther temples
open their doors to minis ter to a nd heal the masses. d6 Secret
What is noteworthy a bout t he temple you studied a t? An imp offers you counsel. You try to ignore the
creattJre, but sometimes its advice is helpful.
TEMPLES
2 You be lieve that, in the final analysis, the gods are
d6 Temple nothin g more tha n ultrapowerful mortal creatures.
Your temple is said to be the o ldest su rviving struc-
ture built to honor your god. 3 You acknowledge the power of the gods, but you
think that most events are dictated by pure chance.
2 Acolytes of several like-mi nde d deities all received
instruction together in your temple. 4 Even though you ca n work divi ne magic, yo u have
never tru ly fe lt the presence of a divine essence
3 You come from a temple famed for the brewery it within yourself.
operates. Some say you smell like o ne of its ales.
5 You are plagued by nightmares that you believe are
4 Your temple is a fo rtress and a provi ng ground t hat sent by your god as punishment for some unknown
tra ins warrior-priests. transgression.

5 You r temple is a peaceful, humble place, filled with 6 In times of despair, you feel that you are but a play-
vegetable gardens and s imple priests. thing of the gods, and yo u resent their re moteness.

6 You served in a te mpl e in t he Ou ter Planes. CHAPTER I I CHARACTER OPTTONS

DIVINE DOMAINS

At 1st level, a cleric gai ns the Divine Domain featu re.
The following domain options are avai lable to a cleric,
in addition to those offered in the Player's Handbook:
Forge and Grave.

FORGE DOMAIN

The gods of the forge are patrons of a rtisans who work
with metal, from a humble blacksmith who keeps a
village in horseshoes and plow blades to the mighty elf
artisa n whose diamond-tipped arrows of mithral have
felled demon lords. The gods of the fo rge teach that,
with patience a nd hard work, eve n the most intractable
metal can be transformed from a lump of ore to a beau-
tifu lly wrought object. Clerics of these deities search
for objects lost to the forces of darkness, liberate mines
overrun by ores, and uncover rare and wondrous mate-
r ia ls necessary to create potent magic items. Followers
of these gods take great pride in their work, and they
are willing to craft and use heavy armor and power-
ful weapons to protect them. Deities of this domain
include Gond , Reorx, Ona tar, Moradin, Hephaestus,
and Goibhn iu.

FORGE DOMAIN FEATURES

Cleric Level Feature

1st Domain Spells, Bonus Proficiencies,
Blessing of the Forge

2nd Channel Divinity: Artisan's Blessing
6th Soul of the Forge

8th Divine Strike (1 d8)

14th Divine Strike (2d8)

17th Saint of Forge and Fire

CL.E R IC. OF THE F ORGE DOMAIN SPELLS

SERVING A PA NTHEON , PHILOSOPH Y, OR FORCE You gain domain spells at the cleric levels listed in the
The typical cleric is an ordained servant of a particular god Forge Domain Spells table. See the Divine Domain
and chooses a Divine Domain associated with that deity. class feature for how domain spells work.
The cleric's magic flows from the god or the god's sacred
realm , and often the cleric bears a holy symbol that rep- FORGE DOMAIN SPELLS
resents that divinity. Cleric Level Spells
1st identify, searing smite
Some clerics, especially in a world like Eberron, serve a 3rd heat metal, magic weapon
whole pantheon, rather than a single deity. In certain cam-
paigns, a cleric might instead serve a cosmic force, such 5th elemental weapon, protection from energy
as life or death, or a philosophy or concept, such as love,
peace, or one of the nine alignments. Chapter 1 of the 7th fabricate, wall offire
Dungeon Master's Guide explores options like these, in the 9th animate objects, creation
section "Gods ofYour World ."

Talk with your DM about the divine option s available in
your campaign, whether they're gods, pantheons, philos-
ophies, or cosmic forces. Whatever being or thing your
cleric ends up serving, choose a Divine Domain that is ap-
propriate for it, and if it doesn 't have a holy symbol, work
with your DM to design one.

The cleric's class features often refer to your deity. Ifyou
are devoted to a pantheon, cosmic force, or philosophy,
your cleric features still work for you as written. Thi nk of
the references to a god as references to the divine thing
you serve that gives you your magic.

CHAPTER 1 I CH ARACTER OPTIONS

BONUS PROFI CIENCI ES C LERIC. OF T HE GRl\VE

When you choose this doma in at 1s t level, you gain pro- SAI NT O F F ORGE AND FIRE
ficiency with heavy armor a nd s mith's tools .
At 17th level, your blessed affi nity with fire a nd metal
BLESSING O F THE F O RGE becomes more powerful:

At 1s t leve l, you gain the ability to imbue magic into • You gain immuni ty to fire damage.
a weapon o r a rmo r. At the e nd of a lo ng rest, you can • While wearing heavy a rmor, you have resistance to
touch one no nmagical object that is a s uit of a rmo r o r
a s im ple o r ma r tia l weapon. Unti l the e nd of your next bludgeoning, piercing, and s lashing damage from non-
long rest o r until you die, the o bject becom es a magic magical a ttacks.
item , g ra nting a +1 bo nus to AC if it's a rmo r or a +1 bo-
nus to attack a nd da mage ro lls if it's a weapon. GRAVE DOMAIN

O nce you use this fea ture, you can't use it again until Gods of the grave watch over the line between life and
you finis h a long rest. death. To these deities, death and the a fterlife a re a
fo undationa l pa rt of the multiverse. To desecrate the
C H ANNEL D IVINITY: A RTISAN'S BLESSI NG peace of the dead is a n abom ina tion. De ities of the g rave
include Ke lemvor, WeeJas, the a ncestra l s pirits of the
Starting at 2nd level, you can use your Cha nnel Divinity Undying Court, Hades, Anubis, and Os iris . Followe rs
to c reate s imple items. of these de ities seek to put wander ing s pirits to rest,
destroy the undead , a nd ease the s uffer ing of the dying.
You conduct a n ho ur-long ritua l tha t cra fts a nonmagi- The ir magic a lso a llows them to stave off death fo r a
ca l ite m that mus t include some meta l: a s imple o r mar- tim e, particula rly fo r a person w ho still has some great
tia l weapon, a s uit of a rmo r, ten pieces of a mmunition , work to accomplis h in the world. This is a delay of death,
a set of tools, or a nother metal object (see chapte r 5, not a denial of it, fo r death will eventua lly get its due.
"Equipment," in the Player's Handbook fo r exam ples of
these ite ms). The creation is com pleted at the e nd of the
hour, coalescing in a n unoccupied space of your choice
o n a s urface w ith in 5 fee t of you.

T he thing you c reate can be something tha t is worth
no mo re than 100 gp. As part of this ritua l, you must lay
o ut m etal, which can include coins, w ith a va lue equa l
to the creation . The metal irretrieva bly coa lesces and
tra ns forms into the creation at the ritu al's end, magi-
cally fo rming even no nme tal parts of the creatio n.

The ritual can create a duplicate of a nonmagical item
that contains me ta l, s uch as a key, if you possess the
origina l during the r itu al.

SOU L OF THE FORGE

Sta rting at 6th level, your maste ry of the forge g ra nts
you s pecial a bilities:

• Yo u gain resis ta nce to fi re da mage.
• While wearing heavy a rmo r, you gai n a +1

bonus to AC.

DIVI NE S T R IK E

At 8 th level, you gain the ability to infuse your weapon
s trikes with the fiery power of the forge. Once on each
of your turns whe n you hit a creature with a weapon
attack, you can cause the attack to deal a n extra 1d8 fire
dam age to the ta rget. Whe n you reach 14th level, the ex-
tra da mage increases to 2d8 .

CHAl"TER I I CHARACTER OPTIONS

G RAVE DOMA I N FE ATURES CIRCLE OF MORTALITY
Cleric Level Feature At 1st level, you gain the ability to manipulate the line
1st Domain Spells, Circle of Mortality, betw een life and death. When you would normally roll
Eyes of the Grave on e or more dice to r estore hit points with a spell to
2nd Channel Divinity: Path to the Grave a creature at 0 hit points, you instead use the highest
6th Sentinel at Death's Door number possible for each die.
8th Potent Spellcasting
17th Keeper of Souls In addition, you learn the spare the dying cantrip,

DOMAIN SPELLS which doesn't count against the number of cleric can-
You gain domain spells at the cleric levels listed in the trips you know. For you, it has a range of 30 feet, and
Grave D omain Spells table. See the Divine Domain you ca n cast it a~ a bonus action.
class feature for how domain spells work.
EYES OF THE GRAVE
GRAVE DO MA I N SPELLS At 1st level , you gain the ability to occasiona lly sense the
Cleric Level Spe lls presence of the undead , w hose existence is an insul t to
1st bane, false life the natural cycle of life. As an action, you can open your
3rd gentle repose, ray ofenfeeblement awareness to magically detect undead. Until the end
5th revivify, vampiric touch of your next turn, you know the location of any undead
7th blight, death ward within 60 feet of you that isn't behind total cover and
9th antilife shell, raise dead that isn't protected from divination magic. This sen se
doesn't tell you anything about a creatu re's capabilities
CHAPTER 1 I CHARACTER OPTIONS or identity.

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

CHANNEL DIVINITY: PATH TO THE GRAVE
Starting at 2nd level , you can use your C hannel D ivinity
to mark a nother creatu re's life force for termination.

As an action, you choose one creature you ca n see
within 30 feet of you, cursing it until the end of you r
next turn. The next time you or an ally ofyours hits
the cursed creature with an attack, the creature has
vulnerabi l ity to all of that attack's damage, a nd then the
curse ends.

SENTINEL AT DEATH 'S DOOR
At 6th level , you gain the abi lity to impede death's prog-
ress. As a reaction when you or a creature you can see
within 30 feet of you suffers a critical hit, you can turn
that hit into a normal hit. Any effects triggered by a criti-
ca l hit are canceled.

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

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

KEEPER OF SOULS
Starting at 17th level , you ca n seize a trace of vitality
from a parting soul and use it to heal the living. When
an enemy you can see dies within 60 feet of you, you or
one creature of your choice that is within 60 feet of you
regains hit points equa l to the enemy's number of H it
Dice. You can use this feature only ifyou aren't incapac-
i tated. Once you use it, you can't do so again unti l the
start ofyour next turn.

DRUID TREASURED ITEMS

EVEN IN DEATH, EACH CREATURE PLAYS ITS PART IN d6 Item
A twig from the meeting tree that stands in the
maintainingthe Great Balance. But now an imbalance center ofyour village

grows, aforce that seeks to hold sway over nature. This is 2 A vial of water from the source of a sacred river
3 Special herbs tied together in a bundle
the destructive behavior of the mortal races. The farther 4 A small bronze bowl engraved with animal images
5 A rattle made from a dried gourd and holly berries
away from nature their actions take them, the more cor- 6 A miniature golden sickle handed down to you by

rupting their influence becomes. As druids, we seek mainly you r mentor

to protect and educate, to preserve the Great Balance, but GUIDING ASPECT

there are times when we must rise up against danger and Many druids feel a strong link to a specific aspect of the
natural world, such as a body of water, an animal, a type
eradicate it. of tree, or some other sort of plant. You ide ntify with
your chosen aspect; by its behavior or its very nature, it
-Safhran, archdruid sets an example that you seek to e mulate.

Druids are the caretakers of the natural world, and it is GUIDING ASPECTS
said that in time a dru id becomes the voice of nature,
s peaking the truth that is too subtle for the general pop- d6 Guiding Aspect
ulace to hear. Many who become druids find that they Yew trees remind you of renewing your m ind and
natura lly gravitate toward nature; its forces, cycles, and spirit, letting the old die and the new spring forth.
movements fill their minds and spirits with wonder and
insight. Many sages and wise folk have stud ied nature, 2 Oak trees represent strength and vitality. Medi-
writing volumes about its mystery and power, but druids tating under an oak fills your body and mind with
are a special kind of being: at some point, they begin resolve and fortitude.
to embody these natural forces, producing magical
phenomena that lin k the m to the spirit of nature and 3 The river's endless flow remi nds you of the great
the flow of life. Because of their strange and mysterious span of the world. You seek to act with the long-
power, druids are often revered, s hunned, or considered term interests of nature in mind.
dange rous by the people a round them.
4 The sea is a constant, churning cauldron of power
Your d ruid character might be a true worsh iper of na- and chaos. It reminds you that accepting change is
ture, one who has a lways scorned civi lization and found necessary to sustain yourself in the world.
solace in the wild. Or your character could be a child of
the city who now strives to bring the civilized world into 5 The birds in the sky are evidence that even the
harmony with the wilderness. You can use the sections smallest creatures can survive if they remain above
that follow to flesh out your druid, regardless of how the fray.
your character came to the profession.
6 As demonstrated by the actions of the wolf, an
TREASURED ITEM individual's strength is nothing compared to the
powet of the pack.
Some druids carry one or more items that are sacred
to them or have deep personal s ignificance. S uch items MENTOR
are not necessarily magical, but every one is a n object
whose meaning connects the druid's mind and heart to It's not unusual for would-be druids to s eek out (or be
a profound concept or spiritual outlook. sought out by) instructors or elders who teach them the
basics of their magical arts. Most druids who learn from
When you decide what your character's treasured a mentor begin their training at a young age, and the
item is, think about giving it an origin story: how did you mentor has a vital role in shaping a stude nt's attitudes
come by the ite m, and why is it important to you? a nd beliefs.

Ifyour character received training from someone
else, who or what was that individual, and what was the
nature ofyour relationship? Did your mentor imbue you
with a particular outlook or otherwise influence your
approach to achieving the goals of your chosen path?

CHAPTER I f CHARACTER OPTIONS

CIRCLE OF DREAMS

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

CIRCLE OF DREAMS FEATURES

Druid level Feature

2nd Balm ofthe Summer Court

6th Hearth of Moonlight and Shadow

DRU ID OF 10th Hidden Paths
THE CIRC:LE
OF 0REl\MS 14th Walker in Dreams

MENTORS BALM OF THE SUMMER COURT
d6 Mentor
Your mentor was a wise treant who taught you to At 2nd level, you become imbued with the blessings of
think in terms of years and decades rather than the Summer Court. You are a font of energy that offers
days or months. respite from injuries. You have a pool of fey energy rep-
2 You were tutored by a dryad who watched over resented by a number of d6s equal to your druid level.
a slumbering portal to the Abyss. During your
training, you were tasked with watching for hidden As a bonus action, you can choose one creature you
threats to the world. can see within 120 feet of you and spend a number of
3 Your tutor always interacted with you in the form of those dice equal to half your druid leve l or less. Roll the
a falcon. You never saw the tutor's humanoid form. spent dice and add them together. The target regains a
4 You were one of several youngsters who were number of hit points equal to the total. The target also
mentored by an old druid , until one of your fellow gains 1 temporary hit point per die spent.
pupils betrayed your group and killed your master.
5 Your mentor has appeared to you only in visions. You regain all expended dice when you finish a
You have yet to meet this person, and you are not Jong rest.
sure such a person exists in mortal form.
6 Your mentor was a werebear who taught you to HEARTH OF MOONLIGHT AND SHADOW
treat all living things with equal regard .
At 6th level, home can be w herever you are. During a
DRUID CIRCLES short or long rest, you can invoke the shadowy power of
the Gloaming Court to help guard your respite. At the
At 2nd level, a druid gains the Druid Circle feature. The start of the rest, you touch a point in space, and an invis-
following options are available to a druid, in addition ible, 30-foot-radius sphere of magic appears, centered
to those offered in the Player's Handbook: the Circle of on that point. Total cover blocks the sphere.
Dreams and the Circle of the Shepherd.
While within the sphere, you and your a llies gain a +5
CHAPTER l I CHARACTER OPTI ONS bonus to Dexterity (Stealth) and Wisdom (Perception)
checks, and any light from open Hames in the sphere (a
campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you
leave the sphere.

HIDDEN PATHS

Starting at 10th level, you can use the hidden, magical
pathways that some fey use to traverse space in the
blink of an eye. As a bonus action o n your turn, you can
teleport up to 60 feet to an unoccupied space you can
see. Alternatively, you can use your action to teleport

one willing creature you touch up to 30 feet to an unoc- DRUID OF THE CIRC.LE OF THE SHEPHERD
cupied s pace you can see.
combine this a bility with g ifts to c urry favor with them
You can use this feature a numbe r of times equal to as you wou ld with a ny nonplayer character.
your Wis dom modifie r (minimum of o nce), a nd you re-
gain a ll expe nded uses of it w hen you fi nis h a lon g r est. SPIRIT TOTEM
Starting at 2nd level, you can call fo rth nature spirits to
WALKER IN D REAMS influe nce the world around you. As a bonus action, you
At 14th level, the magic of the Feywild grants you can magica lly s ummon a n incorporeal spirit to a point
the a bility to travel me nta lly o r phys ically through you can see within 60 fee t of you. The spirit c reates a n
dreamlands. aura in a 30-foot radius a round that point. It counts as
neither a creature nor an object, though it has the spec-
W he n you finis h a s hort rest, you ca n cast one of the tra l a ppea rance of the c reature it re p resents.
following spells, without expending a spell s lot or re-
quiring mate ria l compo ne nts: dream (with you as the As a bonus actio n, you can move the s pirit up to 60
messenger), scrying, or te/eportation circle. feet to a point you can see.

T his use of teleportation circle is specia l. Ra ther tha n The s pirit pe rsists for 1 minute o r until you're incapac-
opening a portal to a pe rma ne nt tele porta tion circle, it itated. Once you use this fea ture , you can't use it again
opens a porta l to the last location whe re you finished until you finish a s hort or long rest.
a long rest o n your c urre nt plane of existence. If you
have n 't taken a long rest on your curren t plane, the The effect of.the s pirit's a ura depe nds on the type of
s pell fai ls but isn't was ted . spirit you summon from the options below.

Once you use this feature, you ca n't use it again Bear Spirit. T he bear s pirit grants you and your allies
until you finis h a long rest. its might a nd e ndura nce. Each creature of your choice
in the a ura when t he spirit appears gains temporary
CIRCLE O F THE SHEPHERD hit points equal to 5 +your druid level. In addition, you
a nd your allies gain advantage on Strength checks and
Druids of the Circle of the Shepherd commune Strength saving throws while in the a ura.
with the spirits of nature, especially the s pirits
of beasts a nd the fey, and call to those s p irits for Hawk Spirit. The hawk s pirit is a consummate
aid. These druids recognize tha t all living things hunter, aiding you and your allies with its keen sight.
play a role in the natura l world, yet t hey foc us o n Whe n a c reature makes a n attack r oll against a target
protecting a nimals and fey creatures that have in the spirit's aura, you cao use your reaction to grant
diffi c ulty d efe nding the mselves. S he phe rds, as they are advantage to that attack roll. In addition, you and your
known, see s uc h cr eatures as the ir c ha rges. They wa rd a !Ues have advantage on Wisdom (Perception) c hecks
off mons te r s that threaten them, re buke hunters w ho while in the aura.
kill more prey than necessary, a nd prevent civilization
from e nc roaching on rare animal ha bita ts a nd o n s ites CHAPTER l I CHARACTER OPTlONS
sacre d to the fey. Many of these druids a re h a ppiest far
from cities and towns, conte nt to s pe nd the ir d ays in the
company of a nima ls a nd the fey cr eatures of the wilds.

Members of this circle become adventurers to oppose
forces that threaten their c h a rges or to seek kn owledge
and power that will help them safegua rd th eir c h a rges
better. Wherever t hese druids go, the s pirits of the wil-
de rness a re w ith t he m.

CIRCLE OF THE SHEPHERD FEATURES

Druid Level Feature

2nd Speech of the Woods, Spirit Totem
6th Mighty Summoner
10th Guard ian Spirit
14th Faithful Summons

SPEECH OF THE WOODS

At 2nd level, you gain the a bility to converse wit h beasts
a od many fey.

You learn to s peak, read, a nd write Sylvan. In addi-
tion, beasts can understand your speech, and you gain
the a bility to deciphe r their noises a nd motions. Most
beasts lack the in telligence to convey or under stand
sophisticated concepts, but a friendly beas t could relay
what it has seen or heard in the rece nt pas t. This a bility
doesn 't grant you friends hip with beasts, though you can

Unicorn Spirit. The unicorn spirit lends its protection l{ l co...-(J. t...-r" i"to lOw<(t~i"~ (lH,
to those nearby. You and your a llies gain advantage on
all ability checks made to detect creatures in the spirit's l c.10...-()..._'l, B(cc,...-u (v(r;t~i"~
aura. In addition, if you cast a spell using a spell slot
that restores hjt points to any creature inside or outside '"f4u is (rior to w<(,
the aura, each creature of your choice in the aura also
regains hit points equal to your druid level. T he tables include all the individua l beasts that are
eligible for Wild Shape (up to a challenge rating of 1) or
MIGHTY SUMMONER the Circle Forms feat ure of the Circle of the Moon (up to
Starting at 6th level, beasts and fey that you conjure are a cha llenge rating of 6).
more resilient than normal. Any beast or fey summoned
or created by a spell that you cast gains the follow- A RCTIC Fly/Sw im
ing benefits: Fl y
CR Beast Fly
The creature appears with more hit points than nor- 0 Owl Fl y
mal: 2 extra hit points per Hit Die it has. 1/8 Blood hawk
• The damage from its natural weapons is considered 1/4 Giant owl Swim
magical for the purpose of overcoming immuruty a nd
resistance to nonmagical attacks and damage. Brown bear
2 Polar bear
GUARDIAN SPIRIT 2 Saber-toothed tiger
Beginning at 10th level, your Spirit Totem safeguards 6 Mammoth
the beasts and fey that you call forth with your magic.
When a beast or fey that you summoned or created with COA ST Fly/Swim
a spell ends its turn in your Spirit Totem aura, that crea- Swim
ture regains a numbe r of hit points equal to half your CR Beast Fly
druid level. 0 Crab Fly
0 Eagle Swim
FAITHFUL SUMMONS 1/8 Blood hawk Swim
Starting at 14th level, the nature spirits you commune 1/8 Giant crab Fly
with protect you when you are the most defenseless. 1/8 Poisonous snake
If you a re reduced to 0 hit points or are incapacitated 1/8 Stirge Fly
against you r will , you can immediately gain the benefits 1/4 Giant lizard Fly
1/4 Giant wolf spider Swim
of conjure animals as if it were cast using a 9th-level 1/4 Pteranodon Swim
spell s lot. It summons four beasts of your cho ice that are
challenge rating 2 or lower. The conjured beasts appear Giant eagle
within 20 feet ofyou. If they receive no commands from Giant toad
you, they protect you from harm a nd attack your foes. 2 Plesiosaurus
The spell lasts for 1 hour, requiring no concentration, or
until you dismiss it (no action required). DE SERT Fly/ Swim

Once you use this feature, you can't use it again until CR Beast Fly
you finish a long rest. Fl y
0 Cat Swim
LEARNING BEAST SHAPES 0 Hyena Fly
0 jackal Swim
The Wild Shape feature in the Player's Handbook lets 0 Scorpion Swim
you transform into a beast that you've seen. That rule 0 Vulture
gives you a tremendous amount of flexibility, making it 1/8 Camel Swim
easy to amass an array of beast form options for your- 1/8 Flying snake Fly
self, but you must abide by the limitations in the Beast 1/8 Mule Swim
Shapes table in that book. 1/8 Poisonou s snake
1/8 Stirge
When you gain Wild Shape as a 2nd-level druid, you 1/4 Constrictor snake
might wonder which beasts you've a lready seen. The 1/4 Giant lizard
following tables organize beasts from the Monster Man- 1/4 Giant poisonous snake
ual according to the beasts' most likely environments. 1/4 Giant wolf spider
Consider the environment your druid grew up in, then
consult the appropriate table for a list of an imals that Giant hyena
your druid has probably seen by 2nd level. Giant spider
Giant toad
These tables can also help you and your DM deter- Giant vulture
mine which animals you might see on your travels. Lion
In addition, the tables include each beast's challenge 2 Giant constrictor snake
rating and note whether a beast has a flyi ng or swim- 3 Giant scorpion
ming speed. This information will help you determine
whether you qualify to assume that beast's form.

CHAPTER I I CHARACTER OPTIONS

FOREST Fly/Swim GRASSLAND Fly/Swim

CR Beast Fly CR Beast Fly
Fly
0 Baboon Fly 0 Cat Fly
0 Badger Swim 0 Deer Fly
0 Cat Fly 0 Eagle Fly
0 Deer Swim 0 Goat Swim
0 Hyena Fly 0 Hyena Fly
0 Owl Swim 0 jackal
1/8 Blood hawk Fly 0 Vulture Swim
1/8 Flying snake Swim 1/8 Blood hawk
1/8 Giant rat 1/8 Flying snake Fly
1/8 Giant weasel Fly 1/8 Giant weasel
1/8 Poisonous snake 1/8 Po isonous snake Fly
1/8 Mastiff Swim 1/8 Stirge Fly
1/8 Stirge Swim 1/4 Axe beak Fly
1/4 Boar 1/4 Boar
1/4 Constrictor snake 1/4 Elk ,j
1/4 El k 1/4 Giant poisonous snake
1/4 Giant badger 1/ 4 Giant wolf spider
1/4 Giant bat 1/ 4 Panther (leopard)
1/4 Giant frog 1/4 Pteranodon
1/4 Giant lizard 1/ 4 Rid ing horse
1/4 Giant owl 1/4 Wolf
1/4 Giant po isonous s nake 1/2 Giant goat
1/4 Giant wolf spider 1/2 Giant wasp
1/ 4 Panthe r
1/4 Wolf Giant e~gle
1/ 2 Ape Giant hyena
1/ 2 Black bear Giant vulture
1/ 2 Giant wasp Lion
Tiger
Brown bear 2 Allosaurus
Dire wolf 2 Giant boar
Giant hyena 2 Giant elk
Giant spider 2 Rhinoceros
Giant toad 3 Ankylosaurus
l Tiger 4 Elephant
2 Giant boar
2 Giant constrictor snake s Triceratops
2 Giant elk

CHAPTER I I CH \RACTER OPTCONS

HILL Fly/Swim SWAMP Fly/Swim
Fly
CR Beast Fly CR Beast Fly
0 Baboon Fly 0 Rat
0 Eagle Fly 0 Raven Swim
0 Goat 1/8 Giant rat Fly
0 Hyena Swim 1/8 Poisonous snake Swim
0 Raven Fly 1/8 Stirge Swim
0 Vulture 1/4 Constrictor snake
1/8 Blood hawk Fly 1/4 Giant frog Swim
1/8 Giant weasel 1/4 Giant lizard Swim
1/8 Mastiff Fly 1/4 Gia nt poisonous snake
1/8 Mule 1/2 Crocodile Swim
1/8 Poisonous snake Fly/Swim Swim
1/8 Stirge Fly Giant spider Swim
1/4 Axe beak Fly Giant toad
1/4 Boar Fly 2 Giant constrictor s na ke
1/4 Elk Fly 5 Giant crocodile
1/4 Giant owl Fly
1/4 Giant wolf spider UNDERDAR K Fly/Swim
1/4 Panther (cougar)
1/4 Wolf CR Beast Fly
1/2 Giant goat 0 Giant fire beetle Fly
1/8 Giant rat
Brown bear 1/8 Stirge Swim
Dire wolf 1/4 Giant bat Swim
Giant eagle 1/4 Gia nt centipede Swim
Giant hyena 1/4 Giant lizard Swim
Lion 1/4 Giant poisonous s nake
2 Giant boar
2 Giant elk Giant s pider
Giant toad
MOUNTAIN 2 Giant constrictor snake
2 Pola r bear (cave bear)
CR Beast
0 Eagle UNDERWATER Fly/Swim
0 Goat Swim
1/8 Blood hawk CR Beast Swim
1/8 Stirge 0 Quipper Swim
1/4 Pteranodon 1/4 Constrictor snake Swim
1/2 Giant goat 1/2 Giant sea horse Swim
l Giant eagle 1/2 Reef shark Swim
l Lion Swim
2 Giant elk Giant octopus Swim
2 Saber-toothed tiger 2 Giant constrictor s nake Swim
2 Hunter shark Swim
2 Plesiosaurus
3 Ki ller whale
5 Giant shark

CHAPTER 1 I CHARACTER OPTIONS

FIGHTER HERALDIC SIGNS

LET ME KNOW WHEN YOU'RE ALL DONE TALKING. d6 Sign
A rampant golden dragon on a green field, repre-
-Tordek senting valor and a quest for wealth

Of all the adventurers in the worlds of D&D, the fighter 2 The fist of a storm giant clutching lightning before
is perhaps the greatest paradox. On the one ha nd, a sin- a storm cloud, symbolizing wrath and power
gular feature of the class is that no two fighters ply their
cr aft in quite the same way; their weapons, armor, and 3 Crossed greatswords in front of a castle gate, sign i-
tactics differ across a vast spectrum. On the other hand , fying the defense of a city or kingdom
regardless of the tools and methods one uses, at the
heart of every fighter's motivation lies the same basic 4 A skull with a dagger through it, representing the
truth: it is better to wound than to be wounded. doom you bring to your enemies

Although some adventuring fighters risk their lives s A phoenix in a ring of fire, an expression of an in-
fighting for glory or treasure, others are primarily con-
cerned with the welfare of others. They put more value domitable spirit
on the well-being of the society, the village, or the group 6 Three drops of blood beneath a horizontal sword
than on their own safety. Even if there's gold in the off-
ing, the true reward for most fighters comes from send- blade on a black background, symbolizing three
ing enemies to their doom. foes you have sworn to kill

The sections below offer ways to add a little depth a nd INSTRUCTOR
a few personal touches to your fighter character.
Some fighters a re natural-born combatants who have
HERALDIC SIGN- - - - - - - a talent for surviving in battle. Others learned the ba-
s ics of their combat prowess in their formative years
Fighters typically do battle for a cause. Some fight on from spending time in a military or some other martial
behalf of kingdoms besieged by monsters, while others organization, when they were taught by the leaders of
quest only for personal glory. In either case, a fighter the group.
often displays a heraldic s ign that represents that cause,
either adopting the symbol of a nation or a royal line, or A third type of fighter comes from the ranks of those
creating a crest to represent one's self-interest. who received one-on-one instruction from an accom-
plished veteran of the cra ft. That instructor was, or
Your character could be affiliated with a n organization perhaps still is, well versed in a certain aspect of combat
or a cause, and thus might already travel under a banner that relates to the student's background.
of some sort. If that's not the case, consider devising a
heraldic sign that symbolizes an aspect of your nature Ifyou decide that your character had an individual
or speaks to what you see as your purpose in the world. instructor, what is that person's specialty? Do you
emulate your instructor in how you fight, or did you
~ticlu G\f\A sto\f\tS .,.c;'1 br•c;k ""'1 bo\f\<11 take the instructor's teachings and adapt them to your
bl.At 1worA1 wil( \f\<v•r !iii.Art ....<-c;l (o\f\~ own purposes?
c;l \ 1tc;'1 r•c;l('1 \,i1~\,i c;"'A 11Aoot Aow"' c;t
INSTRUCTORS

d6 Instructor
Gladiator. Your instructor was a slave who fought
for freedom in the arena, or one who willingly
chose the gladiator's life to earn money and fame.

2 Milit~ry. Your trainer served with a group of sol-
diers and knows much about working as a team.

3 City Watch. Crowd control and peacekeeping are
your instructor's specialties.

4 Tribal Warrior. Your instructor grew up in a tribe,
where fighting for one's life was practically an
everyday occurrence.

s Street Fighter. You r trainer excels at urban combat,

combining close-quarters work with silence and
efficiency.
6 Weapon Master. Your mentor helped you to be-
come one with your chosen weapon, by imparting
highly specialized knowledge of how to wield it
most effectively.

CHAPTER I I CHARACTER OPTIONS

Arrows c;r< H11< worst; ~''1 ~o """'-'~ {c;rt~<r A RCANE ARCHER F EATURES
t~c;"' ''1' rc;;s. ~c;t s w~; t stc;; i"'~oors c;l( t~<
Fighter Level Feature
t i""<. Bui~u, t~< s4; is totc;l(; ov<rrc;tt~. 3rd Arcane Arche r Lore , Arcane Sho t (2 o ptions)
7th Cu rvi ng Sho t, Magic Arrow,
SIGNATURE STYLE Arcane Shot (3 options)
Many fighters dis tinguish themselves from their peers 10th Arcane Sho t (4 option s)
by ado pting and perfectin g a par ticula r style or method 15th Ever-Ready Shot, Arca ne Shot (5 opt io ns)
of wagi ng combat. Although th is style migh t be a natural 18th Arcane Shot (6 ? Ptions , improved shots)
outg rowth of a fighter's personality, that's not a lways the
case- someone's approach to the world in general does A RCANE A RCH ER LOR E
not necessarily dictate how that person operates w hen At 3 rd level, you learn magical theory o r some of the
lives a re on the li ne. secrets of nature-typical fo r practitioners of this e lven
martia l tradition. Yo u choose to gain proficie ncy in ei-
Do you have a com bat style that mirrors your outlook ther the Arcana or the Nature skill, and you choose to
on life, or is somethi ng else inside you unleashed whe n learn either the prestidigitation o r the druidcra ft cantrip.
weapons are drawn?
A RCANE SHOT
SIGNATURE STYLES At 3rd level, you learn to unleash s pecia l magical effects
d6 Style with some of your shots. W hen you gain this feature , you
Elegant. You move wit h precise g race an d total learn two Arcane S hot options of your choice (see "Ar-
control, never using mo re energy than you need. cane S hot Options" below).
2 Brutal. Your attacks rain down like ha m mer blows ,
m ea nt to splinter bone o r send blood fl ying. Once per turn when you fire a magic a rrow from a
3 Cunning. You dart in t o attack at just the right m o - shortbow or lo ngbow as pa rt of the Attack action, you
ment a nd us e small -scale t actics to tilt t he odds in can a pply o ne of your Arcane S hot options to that a r-
your favor. row. Yo u decide to use the optio n when the a rrow hits
4 Effo rtless. You ra re ly pers pi re or d isplay a nything a creatu re, unless the option doesn't involve a n attack
other than a stoic ex pre ssion in ba ttl e. roll. You have two uses of this ability, and you regain all
5 Energetic. You sing a nd la ugh d uring com bat as expended uses of it w hen you fi nish a s hort or lo ng rest.
your spi rit soars . You are happiest whe n you have a
foe in fro nt of you and a weapon in ha nd . You gain an additiona l Arcane Shot option of your
6 Sinis ter. Yo u scowl and s neer while fi g hti ng, and choice w hen you reach certain levels in this class: 7th,
you enjoy mocking your foes as you defeat them. 10th, 15th, a nd 18th level. Each option a lso improves
when you become an 18 th-level fig hter.
MARTIAL ARCHETYPES
M AGIC AR ROW
At 3rd level, a fighter gains the Ma rtia l Archetype fea- At 7th level, you gain the ability to infuse arrows with
ture. The following options a re available to a fighter, in magic. Whenever you fire a nonmagical a rrow fro m a
addition to those offered in the Player's Handbook : the s hortbow or longbow, you ca n ma ke it magical for the
Arcane Archer, the Cavalier, and the S a mura i. pur pose of overcoming r esistance and immunity to non-
magical attacks a nd da mage. T he magic fades from the
ARCANE ARCHER a r row immediately after it hits or m isses its target.
An Arcane Archer s tudies a unique elven method of
a rchery that weaves magic into attacks to produce s u- CU RVING SHOT
pern atural effects. Arcane Archers are some of the most At 7th level, you learn how to direct a n erra nt arrow
elite wa rrio rs a mong the elves. They stand watch over toward a new ta rget. When you ma ke a n attack roll with
the fringes of elven dom ains, keeping a keen eye out fo r a magic ar row a nd miss, you can use a bonus action to
trespassers and us ing m agic-infused a rrows to defeat r eroll the a ttack roll aga ins t a differe nt target within 6 0
monsters a nd invade rs before they can reach elven set- feet of the origina l ta rget.
tle ments . Over the centuries, the methods of these elf
a rchers have been learned by members of other races E V ER-RE A DY S H OT
w ho can a ls o ba lance arcane aptitude w ith a rche ry. S ta rting at 15th level, your magica l a rchery is ava ilable
w henever battle s ta rts. If you roll initiative a nd have no
uses of Arcane S hot rema in ing, you regain one use of it.

A RCANE S H OT 0PT10N S
The Arcane S hot feature lets you choose options for it at
cer ta in levels. T he options are presented here in alpha-
betical o rder. They ar e all magical effects, and each one
is associated with one of the schools of magic.

If a n option requires a saving th row, your Arca ne S ho t
save DC equa ls 8 + yo ur proficiency bonus + your Intell i-
gence mod ifie r.

CHAPTER 1 I CHARACTER OPTIONS

LEF T TO R 1GH T : Si\MURi\I, Ci\Vi\LIER, i\ND ARCANE ARCHER

Banishing Arrow. You use abjura tion m agic to try to o n a Cons titution saving throw, or the da m age dealt
temporarily b a nish your ta rget to a h armless location by its weapon attack s is ha lved until the start of your
in the Feywild. The c r eature hit by the arrow mus t a lso next turn.
succeed o n a Charism a saving throw or be banis hed.
W hile ba nis hed in this way, the ta rget's speed is 0 , and The necrotic da mage increases to 4d6 when you reach
it is incapacitated. At t he end of its next turn, the ta rget 18th level in this class.
reappears in the s pace it vacated or in the nearest unoc-
cupied s pace if that s pace is occupied. Grasping Arrow. Whe n this arrow s trikes its ta rge t,
conjuration magic creates grasping, poisonous bram -
After you reach 18th level in this class, a target also bles, which wrap a round the ta rget. T he creature hit by
ta k es 2d6 force d a mage when t he a rrow hits it. th e arrow takes an extra 2d6 po ison da mage, its s peed
is reduced by 10 feet, and it takes 2d6 s las hfog dam-
Beguiling Arrow. Your e n ch a nt me nt magic causes age the fi rst time on each turn it moves 1 foot or more
this a rrow to tempora rily beguile its target. The c reature without tele p orting. T he targe t or a ny c r eature tha t can
hit by the a rrow takes a n extra 2d6 psychic damage, a nd reach it ca n use its action to re move the brambles with
c hoose one of you r aJJies within 3 0 feet o f the target. a s uccessful S tre ngth (Athle tics) c heck against your Ar-
The targe t must s ucceed on a Wis dom saving throw, or cane Shot save D C. Othe rwise, the brambles last for 1
it is c ha rm ed by the c h osen ally until the start of your minute or until you use this option again.
next turn. This effect e nds early if the c hosen a lly at-
tacks the c h a rmed target, deals da mage to it, or forces it The poison damage and s las hing damage both in-
to m a k e a saving throw. c rease to 4d6 ~hen you reach 18th level in this class.

The psychic d amage inc reases to 4d6 w hen you reach Piercing Arrow. You use transmutation m agic to
18th level in this class. give your a rrow a n e the real qu a lity. Whe n you use this
option, you don't m ake an attack roll for the attack.
Bursting Arrow. You imbue your arrow with force Ins tead, the arrow s hoots forward in a line, which is 1
e n e rgy drawn from the school of evocation. The e ne r gy foot wide and 3 0 feet long, before disappearing. The
de ton a tes a fte r your attack. Immedi ately after the a r- arrow passes ha rmlessly through objects, ignoring
row hits the c reature, the targe t and all other c reatures cover. E ach creature in tha t line must make a D exte r ity
within 10 feet of it ta ke 2d6 force da mage each. saving throw. On a failed save, a c reature takes dam a ge
as if it were hit by the a rrow, plus a n extra ld6 pie rcing
The force damage inc reases to 4d6 when you reach d a mage. On a successful save, a target takes h a lf as
18th level in this class. muc h damage.

Enfeebling Arrow. You weave necromantic magic into The pie rcing da m age increases to 2d6 when you reach
your arrow. The c reature hit by the a rrow ta kes a n extra 18th level in this class.
2d6 necrotic damage. The target mus t a lso s ucceed

CHAPTE R l I CHARACTER OPTIONS

Seeking Arrow. Using divination magic, you grant CAVALIERS, SAMURAI , AND HISTORY
your arrow the ability to seek out a target. When you use
this option, you don't make an attack roll for the attack. While both cavaliers and samurai existed in the real world,
Instead, choose one creature you have seen in the past our inspirations for both fighter archetypes are taken from
minute. The arrow flies toward that creature, moving popular culture (folk tales, movies, and comic books), not
around corners if necessary and ignoring three-quarters from history. Our intent is to capture the cinematic, heroic
cover and half cover. If the target is within the weapon's element of both archetypes in the game, rather than create
range and there is a path large enough for the arrow to an accurate historica l represen tation of either one.
travel to the target, the target must make a Dexterity
saving throw. Otherwise, the arrow disappears after UNWAVERING MARK
traveling as far as it can. On a failed save, the target
takes damage as if it were hit by the arrow, plus an extra Starting at 3rd level, you can menace your foes, foiling
1d6 force damage, and you learn the target's current their attacks and punishing them for harming others .
location. On a successful save, the target takes half as When you hit a creature with a melee weapon attack,
much damage, and you don't learn its location. you can mark the creature until the end of your next
turn. This effect ends early if you are incapacitated or
The force damage increases to 2d6 when you reach you die, or if someone else marks the creature.
18th level in this class.
While it is within 5 feet of you, a creature marked by
Shadow Arrow. You weave illusion magic into your you has disadvantage on any attack roll that doesn't
arrow, causing it to occlude you r foe's vision with shad- target you.
ows. The creature hit by the arrow takes an extra 2d6
psychic damage, and it must succeed on a Wisdom In addition, if a creature marked by you deals damage
saving throw o r be unable to see anything farther than 5 to anyone other than you, you can make a special melee
feet away until the start of your next turn. weapon attack aga inst the marked creature as a bonus
action on your next turn. You have advantage on the
The psychic damage increases to 4d6 when you reach attack roll, and if it hits, the attack's weapon deals extra
18th level in this class. damage to the target equa l to half you r fighter level.

CAVALIER Regardless of the number of creatures you mark, you
can make this special attack a number of times equal to
The archetypal Cavalier excels at mounted combat. your Strength modifier (minimum of once), and you re-
Usua lly born among the nobility and raised at court, a gain all expended uses of it when you finish a long rest.
Cavalier is equally at home leading a cavalry charge or
exchanging repartee at a state dinner. Cavaliers also WARDING MANEUVER
learn how to guard those in their charge from harm,
often serving as the protectors of their superiors and of At 7th level, you learn to fend off strikes directed at
the weak. Compelled to right wrongs or earn prestige, you, your mount, or other creatures nearby. Ifyou or
many of these fighters leave their lives of comfort to em- a creature you can see within 5 feet of you is hit by an
bark on glorious adventure. attack, you can roll 1d8 as a reaction if you're wielding
a melee weapon or a shield. Roll the die, and add the
CAVALIER FEATURES number rolled to the target's AC against that attack. If
the attack still hits, the target has resistance against the
Fighter Level Featu re attack's damage.
3rd Bonus Proficiency, Born to the Saddle,
Unwavering Mark You can use this feature a number of times equal
7th Warding Maneuver to your Constitution modifier (m inimum of once), and
10th Hold the Line you regain a ll expended uses of it w hen you finish a
15th Ferocious Charger long rest.
18th Vigilant Defender
HOLD THE LINE
BONUS PROFICIENCY
At 10th level, you become a master of locking down
When you choose this archetype at 3rd level, you gain you r enemies. Creatures provoke an opportun ity attack
proficiency in one of the following skills of your choice: from you when they move 5 feet or more whi le within
Animal Handling, History, Insight, Performance, or your reach, and if you hit a creature with a n opportunity
Persuasion. Alternatively, you learn one language of attack, the target's speed is reduced to 0 until the end of
your choice. the current turn.

BORN TO THE SADDLE

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

Finally, mounting or d ismounting a creature costs you
only 5 feet of movement, rather than ha lf your speed.

CHAPTER l I CHAR.',CTER OPTIONS

FEROCIOUS CHARGER TIRE LESS SPIRIT

S ta r ti ng at 15th level, you can r un down your foes, Star ting a t 10th level, whe n you roll initiative and
w he ther you're mounted or no t. U you move at least 10 have no uses of Fighting S pir it re ma ining, you re-
feet in a stra ig ht line rig ht be fore attacking a creature gain one use.
a nd you hit it w ith the attack, that target must succeed
o n a S tre ngth saving throw (DC 8 +your proficie ncy bo- R APID STRIKE
nus+ your S tre ng th modifie r) or be knocked prone. You
can use this feature only o nce o n each of your turns. S ta r ting at 15th level, you learn to trade accuracy fo r
swift strikes. Tf you take the Attack action on your turn
V I GILANT D EFE NDE R a nd have adva ntage on a n attack roll aga ins t one of
the targets, you can forgo the adva ntage for tha t roll to
Starting a t 18 th level, you respond to danger with ma ke a n additio na l weapon attack aga ins t that target,
extraordina ry vigila nce. In combat, yo u get a s pecia l as part of the same action. Yo u can do so no mo re th an
reaction that yo u can ta ke o nce o n every creature's tu rn, once per turn.
except your turn. You can use this s pecia l reactio n only
to m a ke an o pportunity attack, a nd you can't use it o n STRENGTH BEFORE D EATH
the sa me turn that you ta ke your nor mal reaction.
Sta rting at 18 th leve l, your fi ghting spirit can delay the
SAMURAI g rasp of death. If you take da mage that reduces you to
0 hit points a nd doesn't kill you outright, you can use
T he Sam urai is a fi ghter who draws on a n im placable your reaction to delay fa lling unconscious, a nd you can
fig hting s pir it to overcome enem ies. A Samurai's resolve immed iately take a n extra turn, interrupting the current
is nea rly unbreakable, a nd the enemies in a Samura i's turn. While you have 0 hit points during that extra turn,
path have two cho ices: yield or die fig hting. taking da mage causes death saving th row failures as
norm a l, a nd three death saving th row failures can s till
SAMURAI F EATUR ES kill yo u. When the extra turn ends, yo u fa ll unconscious
if you s till have 0 hit points.
Fighter Level Feature
Once you use this feature, you can't use it aga in until
3rd Bonus Profi ciency, Fightin g Spirit (5 temp . hp) yo u finis h a long rest.
7th Elega nt Co urtier
CHAPTER I I C H ARACTER OPTI ONS
10th Tireless Spirit, Fighting Spirit (10 temp. hp)
15th Ra pid Stri ke, Fighting Spirit (1 5 te m p. hp)

18th Strength before Deat h

BONUS PROFI CIENCY

Whe n you choose this archetype at 3rd level, you gain
proficie ncy in one of the following skills of your choice:
History, Ins ig ht, P e r fo rma nce, o r P ers uas ion. Alterna-
tively, you lea rn o ne la ng uage of your choice.

FIGHTING SPIRIT

S ta rting at 3rd leve l, your intens ity in battle can s hield
you and help you s trike true. As a bonus action o n your
turn, you can give yourself adva ntage on weapo n a ttack
rolls until the end of the curre nt tum. Whe n you do so,
you a lso gain 5 te mpora ry hit points. The numbe r of
tempo ra ry hi t points increases when you reach certa in
leve ls in this class, increasing to 10 a t 10th level and 15
at 15th level.

Yo u can use this feature three times, and you regain
a ll expended uses of it when yo u finis h a long rest.

ELEGANT C O U RTIER

S ta rting at 7th level, your discipline a nd attentio n to de-
ta il a llow you to excel in socia l s ituations. Whe never you
ma ke a Cha ris ma (P ers uasion) check, you gain a bo nus
to the check equa l to your Wis dom modifier.

Your self-control a lso causes you to ga in proficiency
in Wis dom saving throws . Ifyou already have this pro-
ficiency, you ins tead gain proficie ncy in Inte lligence or
Charis m a saving throws (your choice).

MONK d6 Monastery
Your monastery is carved out of a mounta inside,
DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR where it looms over a treacherous pass.

villainy. While you blustered and threatened, I've planned 2 Your monastery is high in the branch es of a n im-
four different ways to snapyour neck with my bare hands. m ense tree in the Feywild.

-Ember, grand master of flowers 3 Your monastery was fou nded long ago by a clo ud
giant and is inside a cloud castle that ca n be
Monks walk a path of contradiction. They study their art reached only by fl ying.
as a wizard does, and like a wizard, they wear no armor
and typically eschew weapons. Yet they are dead ly com- 4 Your monastery is bui lt beside a volcanic system
batants, their abilities on a par with those of a raging of hot springs, geysers, and s ulfur pools. You regu-
ba rba rian or a superbly trained fighter. Monks embrace larly received visits from azer trade rs.
th is seeming contradiction , for it s peaks to the core of
all monastic study. By coming to know oneself com- 5 Your m onastery was founded by gnomes and is an
pletely, one learns much of the wider world. underground labyrinth of tunnels and rooms.

A monk's focus on inner mas tery leads many such 6 Your m onastery was carved from an iceberg in the
individua ls to become detached from society, more con- frozen reaches of the world .
cerned with their personal experience tha n with hap-
penings elsewhere. Adventuring monks are a rare breed MONASTIC ICON
of an a lready rare type of character, taking their quest
for perfection beyond the walls of the monastery into the Even in the monastic lifestyle , which eschews materi-
world at large. a lis m a nd personal possessions, symbolis m plays an
important part in defining the identity of a n order. Some
Playing a monk character offers many intriguing op- monastic orders treat certain creatures w ith s pecial
portunities to try something diffe rent. To distinguis h regard, either because the creature is tied to the order's
your monk cha racter even further, consider the o ptions histo ry or because it serves as an example of a quality
in the sections that follow. the monks seek to emulate.

MONASTERY Ifyour cha racter's monastery had a s pecial icon, you
might wear a crude image of the creature somewhere
A monk studies in a monastery in pre paration for a life inconspicuous on your clothing to serve as an identify-
of asceticism. Mos t of those w ho enter a m onastery ing mark. Or perhaps your order's icon does not have a
make it their home for the rest of their lives, wit h the physical fo rm but is expressed through a gesture or a
exception of adventurers and others who have reason to posture that you adopt, and which other monks might
leave. For those individuals, a monastery might serve as know how to interpret.
a refuge between excursions to the world or as a source
of s upport in times of need. MONASTIC ICONS

What sort of place was your monastery, a nd where is d6 Icon
it located? Did attending it contr ibute to your experience Mon key. Quick reflexes and the ability to travel
in an unus ual or distinctive way? through the treetops a re two of the reasons why
your order admires the mon key.
CHAPTER 1 I CHARACTER OPTIONS
2 Dragon Turtle. The monks ofyour seaside mon-
astery venerate the dragon turtle, reciting ancient
prayers and offering garlands of flowers to honor
this living spirit of the sea.

3 Ki-rin. Your monastery sees its main purpose as
watching over and protect ing the land in t he man -
ner ofthe ki-rin.

4 Owlbear. The m on ks of your m o nastery revere a
fami ly of owl bears and have coexisted with them
for generations.

5 Hydra. Your order singles out the hydra for its abil-
ity to unleash several attacks simultaneously.

6 Dragon. A dragon once laired with in your mon as-
te ry. Its influence remains lo ng after its departure.

LEFT TO R 1G ...T: DRUNKEN MAS T ER, K ENSEI , A N O SUN Sou1.

MASTER M ONASTIC T RA DITIONS

During your studies, you were likely under the tutelage At 3rd level, a monk gains the Monastic Tradition fea-
of a master who imparted to you the precepts of the ture. The following options are available to a monk, in
order. Your master was the one most responsible for addition to those offered in the Player's Handbook: the
shaping your understanding of the ma rtial arts and your Way of the Drunken Master, the Way of the Kensei, and
attitude toward the world. What sort of person was your the Way of the Sun Soul.
master, and how did your relationship with your master
affect you? WAY OF THE DRUNKEN MASTER

MASTERS The Way of the Drunken Master teaches its students
to move with the jerky, unpredictable movements of
d6 Master a drunka rd. A drunke n master sways, tottering on
Your master was a t yrant whom you had to defeat uns teady feet, to present what seems like an incompe-
in single combat to complete your ins truction . te nt combata nt who proves frus tra ting to engage. The
drunken mas te r's erratic s tumbles conceal a carefully
2 Your master was kindly and taught you to purs ue executed dance of blocks, parries, advances, attacks,
the cause of peace. a nd retreats.

3 Your master was merciless in pushing you to your A drunken master often enjoys playing the fool to
bring gladness to the despondent or to de monstrate
limits. You nearly Jost an eye during one especially humility to the a rrogant, but when battle is joined, the
drunken master can be a maddening, mas terful foe.
brutal practice session.
4 Your master seemed goodhea rted whi le tutoring WAY OF THE DRUN KEN MASTER FEAT URES

you , but betrayed yo ur m o nastery in the end. Monk Level Feature
S Your master was cold and distant. You suspect that 3rd Bonus Proficiencies, Drunken Technique
6th Tipsy Sway
the two of you might be related. 11th Drunkard's Luck
6 Your maste r was kind a nd generous, never critical 17th Intoxicated Frenzy

of your progress. Nevertheless , you feel you never
fully lived up to the expectations placed on you .

CHAPTER I I CHARACTER OPTlONS

BONUS PROFICIENCIES WAY OF THE KENSEI

When you choose this tradition at 3 rd level, you gain Monks of the Way of the Kensei tra in relentlessly with
proficiency in the Pe rformance s kill if you don't a lready the ir weapons, to the point where the weapon becomes
have it. Your martia l arts technique mixes combat train- an extens ion of the body. Founded on a mas tery of
ing with the precis ion of a dancer and the a ntics of a sword fighting, the tradition has expanded to include
jeste r. You a lso gain proficie ncy with brewe r's supplies if m any differe nt weapons.
you don't already have it.
A kensei sees a weapon in much the same way a cal-
DRUNKEN TECHNIQUE ligraphe r or painter rega rds a pen o r brush. Whatever
the weapon, the ke nsei views it as a tool used to express
At 3 rd level, you learn how to twis t a nd turn quickly as the beauty a nd precis ion of the martia l arts. That s uch
part of your F lurry of Blows. Whe never you use Flurry mastery makes a kensei a peerless warrior is but a side
of Blows , you gain the benefit of the Disengage action, effect of intense devotion , practice, a nd s tudy.
and your walking speed increases by 10 feet until the
end of the curre nt turn. WAY OF THE KENSEI FEATURES

TIPSY SWAY Monk Level Feature

S ta rting at 6th level, you can move in s udden, swaying 3rd Path of the Kensei (2 weapons}
ways. You gain the following benefits.
6th One with the Blade,
Leap to Your Feet. Whe n you're prone , you can sta nd
up by s pending 5 feet of movement, rather than half Path of the Kensei (3 weapons)
your s peed.
11th Sharpen the Blade,
R edirect Attack. W he n a creature misses you with
a melee attack roll, you can s pend 1 ki point as a re- Path of the Kensei (4 weapons)
action to cause that attack to hi t one creature of your
choice, other than the attacker, that you can see within 5 17th Unerring Accuracy,
feet of you.
Path of the Kensei (5 weapons}
DRU NKA RD'S L UCK
PATH OF THE KENSEI
Starting at 11th level, you a lways seem to get a lucky
bounce at the right moment. When you make an ability Whe n you choose this tradition at 3rd level, your s pe-
check, a n attack roll, or a saving throw and have dis ad- cia l martia l arts tra ining leads you to m aster the use of
vantage on the roll, you can s pend 2 ki points to cancel certain weapons. This path also includes ins truction in
the disadva ntage for that roll. the deft s trokes of calligraphy or painting. You gain the
following benefits.
INTOXICATED FRENZY
Kensei Weapons. Choose two types of weapons to
At 17th level, you gain the ability to m a ke a n overwhe lm- be your ke nsei weapons: o ne melee weapon a nd one
ing number of a ttacks against a group of enemies. Whe n ra nged weapon. Each of these weapons can be any s im-
you use your Flurry of Blows, you can ma ke up to three ple or martia l weapon that lacks the heavy a nd s pecia l
additional attacks with it (up to a total of five F lurry of properties. The longbow is a lso a valid choice. You gain
Blows a ttacks), provided that each Flurry of Blows at- proficiency with these wea pons if you don't a lready have
tack ta rgets a different creature this turn. it. Weapons of the chosen types are monk weapons for
you. Many of this traditio n's featu res work only with
CH APTER I I CH ARACTER OPTfONS your kensei weapons. When you reach 6th, 11th, and
17th level in this class, you can choose anothe r type of
weapon- e ither melee or ranged- to be a ke nsei weapon
for you, following the crite ria above.

Agile Parry. If you make an unarmed s trike as part of
the Attack actio n on your turn a nd a re holding a kensei
weapon, you can use it to defend yourself if it is a melee
weapon. You gain a +2 bonus to AC until the s ta rt of
your next turn, while the weapon is in your ha nd and
you a ren't incapacitated.

Kensei's Shot. You can use a bo nus action o n your
turn to ma ke your ra nged attacks with a kensei weapon
more dead ly. Whe n you do s o, a ny target you hit with a
ranged a ttack us ing a ke nsei weapon takes an extra ld4
da mage of the weapon's type. You re tain this benefit un-
til the e nd of the current turn.

Way ofthe Brush. You gain proficiency with your
choice of calligraphe r's s upplies or painter's s upplies.

ONE WITH THE BLADE

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

w~., J..iJ.. t~· sc;...<Arc;i 'ros~ t~· roc;J..? .. fVow '10"' le;.,

"w~.,?" Okc;i, ~•r•11 t~• ~okt fc;rl: \ kt"'ui. G<t it?

W~c;t? W~i c;r•"''t io"' lc;"'~~i"'~? ~' ~okt is soliJ..

~o(J.., c;"'J.. ""'i J..<liv<~i we;! f•r{<'l. Mc;i\o' io"' 1

J..iJ.."' t

~· t it lo•'<;<Al• io"' r< 1t"'fiJ...

Magic Ken sei Weap on s. Your attacks with your ken· When you gai n the Extra Attack feature, this specia l
sei weapo ns count as magical for the purpose of over· attack can be used for any of the attacks you make as
coming resistance and immunity to nonmagical a ttacks part of the Attack action.
and damage.
SEARING ARC STRIKE
De ft Strik e. When you hit a target with a ke nsei
weapon, you can spend 1 ki point to cause the weapon At 6th level, you gain the ability to channel your ki into
to deal extra damage to the ta rget equa l to your Martial searing waves of e nergy. Immediately after you take the
Arts die. You can use this feature only once on each of Attack action on your turn, you can spend 2 ki points to
your turns. cast the burning hands s pell as a bonus action.

SHARPEN THE BLADE You can spend additio na l ki points to cast burning
hands as a highe r-level s pell. Each additional ki point
At 11th level, you gai n the ability to augment your weap- you s pend increases the s pell's level by 1. The maximum
ons further with your ki. As a bonus action, you can number of ki points (2 plus a ny additiona l points) that
expend up to 3 ki points to grant one ke nsei weapon you ca n s pend on the spell equa ls half your monk level.
you touch a bonus to attack a nd da mage rolls w hen you
attack with it. The bonus equa ls the number of ki points SEARING SU NBU RST
you spent. T his bonus lasts for 1 minute or un til you
use this featu re again. This feat ure has no effect on a At 11th level, you gain the ability to create an orb of light
magic weapon that al ready has a bo nus to attack a nd that erupts into a devastating explosion. As an action,
da mage rolls. you magically create an orb and hurl it at a point you
choose w ithin 150 feet, where it erupts into a sphe re of
UNERRING ACCURACY radiant Lig ht for a brief but deadly instant.

At 17th level, your mastery of weapons grants you ex- Each creature in that 20-foot-radius sphere must s uc-
traordinary accuracy. Ifyou miss with an attack roll ceed on a Constitution saving throw or take 2d6 radiant
us ing a monk weapon on your turn, you can reroll it. You damage. A creature doesn't need to m ake the save if the
can use this feature only once on each of your turns. creature is behind total cover that is opaque.

WAY OF THE SUN SOUL You can increase the s phere's damage by spending
ki points. Each point you spend, to a maximum of 3, in-
Monks of the Way of the Sun Soul learn to chan nel their creases the damage by 2d6.
life e nergy into searing bolts of light. They teach that
meditation can unlock the ability to unleash the indomi- SUN SHIELD
table light shed by the soul of every living creature.
At 17th level, you become wreathed in a luminous, mag-
WAY OF THE SUN SOUL FEATURES ical aura. You shed bright light in a 30-foot rad ius a nd
dim light for an additional 3 0 feet. Yo u can extinguish or
Monk Leve l Feature restore the light as a bonus action.

3rd Radiant Sun Bolt If a creature hits you with a melee attack while this
light s hines, you can use your reaction to deal radiant
6th Sea ring Arc Strike damage to the creature. The radiant damage equals 5 +
your Wisdom modifier.
11th Searing Sunburst
S-o io"' ~c;vt t~il !O<A(, \o<At io"' '<;"''t ltl it or
17th Sun Shield to<AG~ il. f\"'J.. "'~'"' '10"' J..i<, t~i1 i"'visi\ol• t~i"'~

R ADIANT SUN BOLT 0l<c;v<l io"'r \ooJ.'1 c;"'J.. ~o,•I to c; tc;'• io"' '<;"' t l<l.

Starting when you choose this tradition at 3rd level, you (\"'). io"' f'ofl' t~i"'k \ "" Grc;'l.i·
can hurl searing bolts of magical radiance.
CHAPTER I I CHARACTER OPTIONS
You gain a new attack option that you can use with
the Attack action. T his special attack is a ranged spell
attack with a ra nge of 30 feet. You are proficient with
it, and you add your Dexterity modifier to its attack a nd
damage rolls. Its damage is radiant, and its damage die
is a d 4. This die cha nges as you gain monk levels, as
s hown in the Ma rtial Arts column of the Monk table.

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

Livi"-~ 1.Af to G"- oc;tQ ~c;t iov."-~l

ri~i'v..lov..l. W~; wov.l~ G"-'10"'( ( V(f

~o t~c;t? ~(((11 "'ol~i"'~ wro"'~ wit~

0....c;ki"'\ fro.,,.iiu, \ov.t o"-l; lv..'k'ri

k'cf l~'""·

PALADIN PERSONAL GOALS

THE TRUE WORTH OF A PALADIN IS MEASURED NOT IN d6 Goal
Peace. You fight so t hat future generations will not
foes defeated or dungeons plundered. It is measured in lives have to.
saved and hearts turned to the causes of mercy and justice.
2 Revenge. Your oath is the vehicle through which
- ls teval you will right an ancient wrong.

A paladin is a living e mbodiment of an oath-a promise 3 Duty. You will live up to what you have sworn to do,
or a vow made manifest in the person of a holy warrior or die trying.
who has the skill and the determination to see the cause
through to the end. Some paladins devote themselves 4 Leadership. You will win a great battle that bards
expressly to protecting the innocent and spreading jus- will sing about, and in so doing, you will become
tice in the world, while others resolve to attain that goal an example to inspire others.
by conquering those who stand de fiant and bringing
them under the ru le of law. 5 Faith. You know your path is righteous, or else the
gods would not have set you upon it.
Although no paladin in the world could be described
as typical, a number of them are narrow-minded 6 Glory. You will lead the world into a grand new era,
do-gooders who refuse to tolerate even the smallest one that will be branded with your name.
deviation from their own outlook. Paladins who take
up the adventuring life, however, rarely remain so rigid SYMBOL
in their attitudes-if only to keep from alienating their
companions. Paladins are mindful of the influence of symbols, and
many of them adopt or design an artistic device that
You can flesh out your paladin character by using the bears a distinctive image. Your symbol exemplifies the
suggestions below. It's important to keep in mind that oath you have taken and com municates that message to
most paladins aren't robots. They have doubts and prej- those around you, friend and foe al ike.
udices and harbor contradictory thoughts just as any
other character does. Some are compelled by an inter- Your symbol might be displayed on a banner, a flag, or
nal motivation that might sometimes be at odds with the your cloth ing for a ll to see. Or it could be less obvious,
principles of their oaths. s uch as a trinket or a token that you carry concealed on
your person.
PERSONAL GOAL
SYMBOLS
The precepts of a paladin's oath provide purpose to the
character and dictate an ultimate goal or an overall in- d6 Symbol
tent that the paladin abides by and advances. Aside from A dragon, emblematic of your nobility in peace and
that, some paladins are driven by a personal goal that your ferocity in combat
either complements or transcends the dictates of their
oaths. Paladins who swear different oaths m ight have 2 A clenched fist, because you are always ready to
the same personal goal, differing only in how they apply fight for your beliefs
that goal to their actions when upholding their oaths.
3 An upraised open hand, indicating your preference
If your paladin character has a personal goal, it might for diplomacy over combat
be drawn from some life event and thus not directly tied
to the oath. 4 A red heart, showing the world your commitment
to justice
CHAPTER l I CHARACTER OPTTONS
5 A black heart, signifying that emotions such as pity
do not sway your dedication to your oath

6 An unblin king eye, meaning that you are ever alert
to all threats against your cause

NEMESIS

Their adherence to a sacred oath demands that paladins
take an active stance in carrying their beliefs into the
world. This activity naturally leads to conflict with crea-
tures or entities that oppose those beliefs. Among those
opponents, one often stands out as a paladin's most per-
sistent or most form idable foe- a nemesis whose pres-
ence or influence is a constant factor in a paladin's life.

Your paladin character might have an enemy that PALl\OIN OF CoNQ.uE s T
dates from the days before you took up your path. Or you
could be a target because when you became a paladin, OATH OF CONQU_E_S_T_ _ __
you immediately attracted the attention of those that
wou ld do you in. If you have a nemesis, who or what is The Oath of Conquest calls to paladins who seek glory
it? Whom among your enemies do you consider to be the in battle and the subjugation of their enemies. It isn't
biggest threat to ach ieving your goals? enough for these paladins to establish order. They must
crush the forces of chaos. Sometimes called knight ty-
NEMESES rants or iron mongers, those who swear this oath gather
into grim orders that serve gods or philosophies ofwar
d6 Nemesis and well-ordered might.
A mighty ore war chief who threatens to overrun
and destroy everything you hold sacred Some of these paladins go so far as to consort with
the powers of the Nine Hells, valuing the rule of law
2 A fiend or a celestial, the agent of a power of the over the balm of mercy. The arcbdevil Bel, warlord of
Outer Planes, who has been charged with corrupt- Avernus, counts many of these paladins- called hell
ing or redeeming you, as appropriate knights- as his most ardent supporters. Hell knights
cover their armor with trophies taken from fallen en-
3 A dragon whose servants dog your steps emies, a grim-warning to any who dare oppose them
4 A high priest who sees you as a misguided fool and and the decrees of their lords. These knights are often
most fiercely resisted by other paladins of this oath,
wants you to abandon your religion who believe that the hell knights have wandered too far
5 A rival paladin who trained with you but became an into darkness.

oath-breaker and holds you responsible TENETS OF CONQUEST
6 A vampire who has sworn revenge against all pala- A paladin who takes this oath has the tenets of conquest
seared on the upper arm.
dins after being defeated by one
Douse the Flame ofHope. It is not enough to merely
TEMPTATION defeat an enemy in battle. Your victory must be so over-
whelming that your enemies' will to fight is shattered
Although paladins are dedicated to their oaths, they are forever. A blade can end a life. Fear can end an empire.
mortals, and thus they are flawed. Many of them exhibit
a type of behavior or hold to an attitude that is not in Rule with an Iron Fist. Once you have conquered,
keeping with the highest ideals of their calling. tolerate no dissent. Your word is law. Those who obey it

What is the temptation that your character succumbs CHAPTER I I CHARACTER OPTIONS
to or finds it difficult to resist?

TEMPTATIONS

d6 Temptation
Fury. When your anger is roused, you have trouble
thinking straight, and you fear you might do some-
thing you'll regret.

2 Pride. Your deeds are noteworthy, and no one takes
note ofthem more often than you.

3 Lust. You can't resist an attractive face and a pleas-
ant smile.

4 Envy. You are mindful of what some famous folk
have accomplished, and you feel inadequate when
your deeds don't compare to theirs.

5 Despair. You consider the great stre ngth of the
enemies you must defeat, and at times you see no
way to achieve final victory.

6 Greed . Regardless of how much glory and treasure
you amass, it's never enough for you.

SACRED OATHS

At 3rd level, a paladin gains the Sacred Oath feature.
The following options are available to a paladin, in addi-
tion to those offered in the Player's Handbook: the Oath
of Conquest a nd the Oath of Redemption.

s hall be favored. Those who defy it s ha ll be punished as AURA OF CONQUEST
an example to all who might follow.
Starting at 7th level, you constantly em anate a menacing
Strength Above All. You shall rule until a stronger aura while you're not incapacitated. The aura extends
one arises. Then you must grow mightier and meet the 10 feet from you in every direction, but not through
challenge, or fall to you r own ruin. total cover.

OATH OF C ONQU EST F EAT U RES If a creature is frightened of you, its speed is reduced
to 0 while in the aura, and that creature takes psychic
Paladin Feature damage equa l to ha lf your paladin level if it starts its
Level turn there.

3rd Oath Spells, Channel Divinity At 18th level, the ra nge of this aura increases
7th Aura of Conquest (10 ft.) to 30 feet.
15th Scornful Rebuke
18th Aura of Conquest (30 ft.) SCORNFUL REBUKE
20th Invincible Conqueror
Starting at 15th level, those w ho dare to strike you a re
OATH SPELLS psychically punished for their aud acity. Whenever a
creature hits you with an attack, that creature takes
You gain oath spells at the paladin levels listed in the psychic damage equa l to your Charisma modifier (mini-
Oath of Conquest Spells table. See the Sacred Oath mum of 1) if you're not incapacitated.
class feature for how oath spells work.
INVINCIBLE CONQUEROR
O AT H O F CON Q UEST SPE LLS
At 20th level, you gain the ability to harness extraordi-
Paladin Spells nary martial prowess. As an action, you can magically
Level armor ofAgathys, command become a n avatar of conquest, gaining the following
3rd hold person, spiritual weapon benefits for 1 minute:
5th bestow curse.fear
9th dominate beast, stoneskin You have resistance to a ll damage.
13th cloudkill, dominate person • When you take the Attack action on your turn, you can
17th
make one additiona l attack as part of that action.
CHANNEL DIVINITY • Your melee weapon attacks score a critical hit on a

When you take this oath at 3rd level, you gain the follow- roll of 19 or 20 on the d20.
ing two Cha nnel Divinity options. See the Sacred Oath
class feature for how Channel Divinity works. O nce you use this fea ture, you can't use it again until
you finis h a long rest.
Conquering Presence. You can use your Cha nnel
Divinity to exude a terrifying presence. As an action, OATH OF R EDEMPTION
you force each creature of your choice that you can see
with.in 3 0 feet of you to make a Wisdom saving throw. The Oath of Redemption sets a paladin on a difficult
On a failed save, a creature becomes frightened of you path, one that requires a holy wa rrior to use violence
for 1 minute. The frightened creature can repeat this only as a last resort. P aladins who dedicate themselves
saving throw at the end of each of its turns, ending the to this oath believe that any person can be redeemed
effect on itself on a s uccess. and that the path of benevolence a nd justice is one that
anyone can walk. These pa ladins face evil creatures in
Guided Strike. You can use your Cha nnel Divinity to the hope of turning their foes to the light, and they s lay
s trike with s upernatura l accuracy. When you make an their enemies only w hen s uch a deed will clearly save
attack roll, you can use your Channel Divinity to gain a other lives. Paladins w ho follow this path are known as
+10 bonus to the roll. You make this choice a fter you see re de e m e r s.
the roll, but before the DM says whether the attack hits
or misses. While redeemers are idealists, they a re no fools. Re-
deemers know that undead, demons, devils , and other
supernatural threats can be inherently evil. Against
s uch foes, paladins w ho swear this oath bring the full
w rath of their weapons a nd s pells to bear. Yet the re-
deemers s till pray that, one day, even cr eatures of wick-
ed ness will invite their own redemption.

TENETS OF REDEMPTION

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

Peace. Violence is a weapon of last resort. Diplomacy
and unders tanding ar e the path s to long-lasting peace.

Innocen ce. All people begin life in a n innocent state,
and it is their environment or the influence of dark
forces that drives them to evil. By setting the proper
example, a nd working to heal the wounds of a deeply
flawed world, you can set anyone o n a righteous path.

CHAPTER l I CHARACTER OPTIONS

,.

rz,;.,...,fbo"'. $0 '10\A f<tl \oc,). c,\oo\Al ~c,vi"'~
).o"'' 10...,<t~i"'~• c,"'). t~<"' '10\A ~C,v< to ).o

!~...,.,l~,"'~ lo t"t 1,,,u,r? w~., J.o"''l '10""

0~\Alt l..il( c,"'). <c,t 10...,to"'/ -ft,,c,t c,lwc,'1l

w-c,L..o w-< {ttl lo<H<r.

Patience. Change takes time. Those who have walked
the path of the wicked must be given reminders to keep
them honest and true. Once you have planted the seed of
righteousness in a creature, you must work day after day
to a llow that seed to survive and flouris h.

Wisdom. Your heart a nd mind must stay clear, for
eventua lly you will be forced to admit defeat. While ev-
ery creature can be redeemed, some are so far along the
path of evil that you have no choice but to end their lives
for the greater good. Any s uch action must be carefully
weighed and the conseque nces fully understood, but
once you have made the decision, follow through w ith it

knowing your path is just.

OATH OF REDEMPTION FEATURES

Paladin Feature PALADIN OF
Level Oath Spells, Channel Divinity REDEMPTION
3rd Aura of the Guardian {10 ft.)
7th Protective Spirit AURA OF THE GUARDIAN
15th Aura of the Guardian {30 ft.)
18th Emissary of Redemption Starting at 7th level, you can shield others from harm at
20th the cost ofyour own health. When a creature within 10
feet of you takes damage, you can use your reaction to
OATH SPELLS magically take that damage, instead of that creature tak-
ing it. This feature doesn't tr ansfer any other effects that
You gain oath spells at the paladin levels listed in the might accompa ny the da mage, a nd this damage can't be
Oath of Redemption Spells table. See the Sacred Oath reduced in any way.
class feature for how oath spells work.
At 18th level, the range of this aura increases
OATH OF REDEMPTION SPELLS to 30 feet.

Paladin Spells PROTECTIVE SPIRIT
Level
Starting at 15th level, a holy presence mends your
3rd sanctuary, sleep wounds in battle. You regain hit points equal to ld6 +
5th calm emotions, hold person half your paladin level if you end your turn in combat
9th counterspell, hypnotic pattern w ith fewer than half of your hit points remaining and
13th Otiluke's resilient sphere, stoneskin you aren't incapacitated.
17th hold monster, wall offorce
EMISSARY OF REDEMPTION
CHANNEL DIVINITY
At 20th level, you become an avatar of peace, which
When you take this oath at 3rd level, you gain the follow- gives you two benefits:
ing two Channel Divinity options.
• You have resistance to a ll damage dealt by othe r crea-
Emissary ofPeace. You can use your Channel Divin- tures (their attacks, spells , and other effects).
ity to augment your presence with divine power. As a
bonus action, you grant yourself a +5 bonus to Charisma • Whenever a creature hits you with an attack, it takes
radia nt damage equal to half the damage you take
(Persuasion) checks for the next 10 minutes. from the attack.
Rebuke the Violent. You can use your Channel Divin-
If you attack a creatu re, cast a spell on it, or dea l dam-
ity to rebuke those who use violence. Immediately after age to it by any means but this feature, neither benefit
an attacker within 30 feet of you deals damage with an works against that creature until you finish a long rest.
attack against a creature other than you, you can use
your reaction to force the attacker to make a Wisdom CHAPTER I I CHARACTER OPTIONS
saving throw. On a failed save, the attacker takes radiant
damage equal to the damage it just dealt. On a success-
ful save, it takes half as much damage.

1 c, .,.,.o~sl<r. Ar< "\o"'° ~oi"'~ lo lr"\ lo kil(

\.,.,.

.,.,.,? '()i),"' l t~t...k so. Go kil( so.,.,., ~ololi"'s or

so.,.,.,l~i"'Y O"' uco"'), l~o"'-~~t, ~olo(i"'s c,r<"''l

0.,.,.o...1tm-l~<"\1r< t'otl•. ~o ""'c,"\Io< "\o"'° s~o"'-lJ.

cc,[( "\o"'°rs•l{ c, t'otl• kil(<r.

RANGER VIEWS OF THE WORLD

I SPEND A LOT OF MY LIFE AWAY FROM CfVl LIZATION, d6 View
Towns and cities are the best places for those who
keeping to itsfringes to protect it. Don't assume that be- can't survive on their own.

cause I don't bend the knee toyour king that I haven't done 2 The advancement of civilization is the best way to
thwart chaos, but its reach must be monitored.
more to protect him than all his knights put together.
3 Towns and cities are a necessary evil, but once the
-Soveliss wilderness is purged of supernatural threats, we
will need them no more.
Rangers are free-minded wanderers and seekers who
patrol the edges of civilized territory, turning back the 4 Walls are fo r cowards, who huddle behind them
denizens of the wild lands beyond. It is a thankless job, while others do the work of making the world safe.
since their efforts are rarely understood and almost
never rewarded. Yet rangers persist in their duties, S Visiting a town is not unpleasant, but after a few
never doubting that their work makes the world a days I fee l the irresistible call to return to the wild.
safer place.
6 Cities breed weakn ess by isolating folk from the
A relationship with civilization informs every ra nger's harsh lessons of the wild.
persona lity and his tory. Some rangers see themselves
as enforcers of the law and bringers ofjustice on civili- HOMELAND
zation's frontier, a ns wering to no sovereign power. Oth-
ers are s urvivalists who eschew civilization a ltogether. All rangers, regardless of how they came to take up
They vanquis h monsters to keep themselves safe while the profession, have a strong connection to the natural
they live in and travel through the perilous wild areas of world and its various terrains. For some rangers, the
the world. If their efforts also benefit the kingdoms a nd wilderness is where they g rew up, either as a result of
other civilized realms that they avoid, so be it. being born there or moving there at a young age. For
other ra ngers, civilization was originally hom e, but the
If you're creating or playing a ranger character, the wilderness became a second homeland.
following sections offer ideas for embellis hing the char-
acter and enhancing your roleplaying experience. Think of your character's backstory a nd decide what
terrain feels most like home, whether or not you were
VIEW OF THE WORLD born there. What does that terrain say about your per-
sona lity? Does it influence which spells you choose to
A ranger's view of the world begins (and s ometimes learn? Have your experie nces there s haped who you r
ends) with that character's outlook toward civilized folk favored enemies a re?
and the places they occupy. Some range rs have a n atti-
tude toward civilization that's deeply rooted in disda in, HOMELANDS
while others pity the people they have sworn to pro-
tect- though on the battlefield, it's impossible to tell the d6 Homeland
difference between one ranger and another. Indeed, to You patrolled an ancient forest, darkened and cor-
those who have seen them operate and been the be nefi- rupted by several crossings to the Shadowfe ll.
ciaries of their prowess, it scarcely matters why rangers
do what they do. That said, no two rangers are likely to 2 As part of a group of nomads, you acquired the
express their opinio ns on any m atter in the same way. skills for surviving in the desert.

If you haven't yet thought about the details of your 3 You r early life in the Underdark prepared you for
character 's worldview, consider putting a finer point on the challenges ofcombating its denizens.
things by s ummarizing that viewpoint in a s ho rt s tate-
me nt (s uch as the entries on the following table). How 4 You dwelled on the edge of a swamp, in an area im-
might that feeling affect the way you conduct yourself? periled by land creatures as well as aquatic ones.

CHAPTER 1 I C HARACTER OPTTONS S Because yo u grew up among the peaks, finding the
best path through the mountains is second nature
to you.

6 You wandered the far north , learning how to pro-
tect yourself and prosper in a realm overrun by ice.

LE F T TO RI G H T : 110R l l.ON W A L K E R , M O N S T E R S LAVE R, A NO GLOOM S TALKE R

SWORN ENEMY RANGER ARCHETYPES

Every ranger begins with a favored enemy (or two). The At 3rd level, a ra nger gains th e Ranger Archetype fea-
determination of a favored enemy mig ht be tied to a ture. T he following options are available to a ranger,
specific event in the character's early life, or it mig ht be in addition to those offered in the Player's Handbook:
entirely a matte r of choice. the Gloom Stalker, the Horizon Walker, and the Mon-
ster S layer.
What spurred your character to select a particular
enemy? Was the choice made because of tradition o r cu- GLOOM STALKER
riosity, or do you have a grudge to settle?
Gloom S ta lkers a re at borne in the darkest places:
SWORN ENEMI ES deep under the earth, in gloomy a lleyways, in primeval
forests, and wherever else the light dims . Most folk
d 6 Ene my enter s uch places with trepidation, but a Gloom Stalke r
You seek revenge on nature's behalf for the great ventures bold ly into the darkness, seeking to a mbus h
transgressions your foe has committed. threats before they can reach the broader world. Such
ra ngers a re often found in the Underdark, but they will
2 Your forebears or predecessors fought these c rea- go a ny place where evil lurks in the shadows.
tures, and so shall you.
GLOOM STAL K ER FEATURES
3 You bear no enmity toward your foe. You stalk such
creatures as a hunter tracks down a wild animal. Ranger Le ve l Featu re
3rd Gloom Stalker Magic, Dread Ambusher,
4 You find your foe fascinating, and you collect books Umbral Sight
of tales and history concerning it. 7th Iron Mind
11th Stalker's Flurry
5 You col lect token s of your fallen enemies to re mind 15th Shadowy Dodge
you of each kill.

6 You respect you r chosen enemy, and you see your
battles as a test of res pective skills.

CHAPTER l J CHARACTER OPTIONS

~o "\ov. s"'u,k c,rov.."'J. i"' HI\< /.c,rk? ttov. S HADOWY D ODGE

kMw .,,.ost <v<r"\t~i"'~ \ov.t ~\A""'G"'l 'G"' Starting at 15th level, you can d od ge in unforeseen
ways, with wisps of s upernatural s hadow arou nd you.
S<( i"' t~< J.c,rk, ri~~F W< c,l( W ;ov.. Whenever a creature makes an attack roll agains t you
--hfto<i"'~ /.0<1"''l lv.r"' ;ov. i"'visi\o(<. and doesn't have adva ntage on the roll, you can use your
reaction to impose disadva nta ge on it. Yo u must use this
0 fea ture before you k now the o utcom e of the attack roll.

GLOOM STALKER MAGIC HORIZON WALKER

S ta rting at 3rd level, you learn a n add itiona l s pell when Ho r izon Wa lkers gua rd the world agains t threats that
you reach certa in levels in this class, as s hown in the originate from other pla nes or th at seek to ravage the
Gloom S ta lker S pells table. T he spell counts as a ranger mo rta l realm with o th erworldly magic. They seek out
spell fo r you, but it doesn't count aga inst the number of pla na r portals and keep watch over them, venturing to
ra nger s pells you know. the Inner Pla nes and the Outer Pla nes as needed to
pu rsue the ir foes. T hes e ra ngers ar e a lso friends to any
fo rces in the multiverse-especially benevolent d ragons,
fey, a nd elementa ls-th at work to preserve life and the
order of the pla nes.

GLOO M S TAL K ER SPELLS HORIZON WALKER FEATURES

Ra nge r Level Spell Ranger Level Feature
3rd disguise self 3rd Horizon Wa lker Magic, Detect Portal,
5t h rope trick Planar Wa rrio r (1d8)
9th f ear 7th Ethereal Ste p
13th greater invisibility 11th Dist ant Strike, Planar Warrior (2d8)
17th seeming 15th Sp ectral Defen se

DREAD AM BUSH ER H OR I ZON W A LKER MAGI C

At 3rd level, you master the a rt of the a mbus h. You can S tarting at 3 rd level, you learn a o add itiona l spell w hen
give yourself a bonus to your initiative rolls eq ua l to your you reach cer tain levels in this class, as s hown in the
Wisd om mod ifier. Hor izon Wa lker S pe lls table. T he spell counts as a
ra nger spell fo r you, but it doesn't count against the
At the s ta r t of your fi rs t turn of each combat, your nu mber of ranger s pells yo u know.
wal king s peed increases by 10 feet, which lasts until

the end of that turn. If you take the Attack action o n that HORIZON WAL KER SPELLS
turn, you can m a ke one additional weapon attack as
part of that action. If that attack hits, the ta rget ta kes a n Ranger Level Spell
extra ld8 dam age of the weapon's dam age type. 3rd protection from evil and good

5th misty step

UM BRA L SIGHT 9th haste
13t h banishment
At 3rd level, you gain darkvis ion out to a ra nge of 60 17th teleportation circle
feet. Ifyou a lready have darkvis ion from your race, its
range increases by 30 feet.

You a re a lso ade pt at evading creatures that rely D E T ECT PORTAL
on da rkvis ion. While in darkness, you a re invisible
to a ny creature that relies on darkvision to see you in At 3rd level, you gain the ability to magically sense the
tha t darkness. presence of a pla na r porta l. As an action, you detect
the distance a nd direction to the closest planar porta l

! RON MIN D within 1 mile of you.

By 7th level, you have honed your a bility to resist the Once you use this feat ure, you can't use it again until

mind-altering powers of your prey. You gain pro ficiency you fin ish a s hor t o r long rest.

in Wis dom saving throws. If you a lready have th is pro- See the "P la nar Travel" section in chapter 2 of the

ficiency, you ins tead gain pro ficiency in In te!Jigence or Dungeon Master's Guide for examples of pla na r portals.

Charis ma saving throws (your cho ice).

P LANAR W A RRIOR

S TALKER'S FLURRY At 3 rd level, you learn to draw on the energy of the m ul-

At 11th level, you learn to attack with s uch unexpected tiverse to a ugme nt your attacks .

1 speed that you can turn a miss into a nother strike. Once As a bonus actio n, choose o ne creature you can see

on each of your turns w hen you miss with a weapon at- within 30 feet of you. T he next time you hit that creature

ack, you .can m ake a nother weapon attack as pa rt of the on this turn with a weapon attack, a ll da mage dea lt

a me action. by the attack becomes force da mage, and the creature

HAPTER 1 I CHARACTER OPTIONS /

takes an extra 1d8 force da mage from the a ttack. When Y_ov.. cc:;"''t wc:;lk t o t~t ~ori-..o"'• \otcc:;v..Jt
you reach 11th level in thfa class, the extra damage in-
creases to 2d8. it kttfJ o"' ~tHi "'~ fc:;rt~tr c:;wc:;;. Boo""'!

ETHEREAL STEP 0\)i), \ ~v..Jt \o[ow ;ov..r ""'i"'J.?

At 7th level, you learn to step through the Ethereal \ ),i),, J,iJ,.....'l \?
Plane. As a bonus action, you can cast the etherealness
spell with this feature, without expending a spell s lot, HUNTER'S SENSE
but the spell ends at the end of the current tu rn.
At 3 rd level, you gain the abi lity to peer at a creature
Once you use this feat ure , you can't use it again until a nd magically discern how best to hurt it. As an action,
you finish a short or long rest. choose one creature you can see with in 60 feet of you.
You immediately learn whether the creature has any
DISTANT STRIKE da mage immunities, resistances, or vulnerabilities and
what they a re. If the creature is hidden from divination
At 11th level, you gain the a bility to pass between the magic, you sense that it has no damage immunities, re-
planes in the blink of a n eye. When you take the Attack sistances, or vulnerabilities.
action, you can teleport up to 10 feet before each a ttack
to an unoccupied space you can see. You can use this feature a nu mber of times equa l to
your Wisdom modifier (m inimum of once). You regain all
Ifyou attack a t least two different creatures with expended uses of it when you finish a long rest.
the action, you can m a ke one additional attack with it
against a third creature. SLAYER'S P REY

SPECTRAL D EFENSE Starting at 3 rd level, you can focus your ire on one foe,
increasing the harm you inflict on it. As a bonus action,
At 15th level, your ability to move between planes you designate one creature you can see within 60 feet of
enables you to s lip through the planar boundaries to you as the ta rget of this feature. The first time each turn
lessen the ha rm done to you during battle. When you that you hit that target with a weapon attack, it takes an
take damage from an attack, you can use your reaction extra 1d6 damage from the weapon.
to give yourself resis tance to a ll of that attack's damage
on this turn. This benefit lasts until you finis h a short or long rest. It
ends early if you designate a di ffe rent creature.
MONSTER SLAYER
SUPERNATURAL DEFENSE
You have dedicated yourself to hunting down creatures
of the night and wielders of g rim magic. A Mons ter At 7th level, you gain extra resilience against your prey's
S layer seeks out va mpires, dragons, evil fey, fiends, and assau lts on your mind a nd body. Whenever the target
other magical threats. Trained in supernatural tech- of your S layer's Prey forces you to make a saving throw
niques to overcome such mons te rs, s layers a re experts a nd whenever you make an abi lity check to escape that
at unearthing and defeating mighty, mystical foes. ta rget's grapple, add 1d6 to your roll.

MONSTER SLAYER FEATURES MAGIC-USER'S NEMESIS

Ra nger Level Feature At 11th level, you gain the abil ity to thwart someone
else's magic. ~hen you see a creature casting a spell or
3rd Monster Slayer Magic, Hunter's Sense, teleporting within 60 feet of you, you can use your reac-
Slayer's Prey tion to try to magica lly foil it. The creature must succeed
on a Wisdom saving throw against your spell save DC,
7th Supernatural Defe nse or its s pe ll or teleport fails and is wasted.
11th Magic- User's Nemesis
15th Slayer's Counter Once you use this feature, you can't use it again until
you finish a short or long rest.
MONSTER SLAYER MAGIC
SLAYER'S COUNTER
Starting at 3rd level, you learn a n additional spell
when you r each certain levels in this class, as s how n At 15th level, you gain the ability to counterattack when
in the Monster Slayer Spells table. The spell counts as your prey tries to sabotage you. If the target of your Slay-
a ranger s pell for you, but it doesn't cou nt agai ns t the er's Prey fo rces you to make a saving throw, you can use
number of ranger s pells you k now. your reaction to make one weapon attack against the
quarry. You make this attack immediately before making
MONSTER SLAY ER SPELLS the saving throw. If your attack hits, your save automati-
cally s ucceeds, in add ition to the attack's normal effects.
Ra nger Leve l Spe ll
3rd protection from evil and good CHAPTER l I CHARACTER OPTIONS
5th zone oftruth
9th magic circle
13th banishment
17th hold monster

R OGUE What's the one fo rm of temptation that your rogue
cha racte r can't resist w hen the opportu nity presents it-
P EO PLE FORGET THAT T H E ENTIRE POI NT OF VENTU RI NG self, even if giving into it m ig ht mean trouble for you and
your companions?
down into a dusty tomb is to bring back the prizes hidden
GUI LTY PLE A SU RES
away there. Fighting isforfools. Dead men can't spend
d6 Pleasure
theirf ortunes.
Large gem s
- Barnabas Bladecutter 2 A smile from a p retty face
3 A new ring for you r finger
When brute force won't get the job done, o r when magic 4 The cha nce to deflate someone's ego
is n't ava ilable or appropriate, the rogue rises to the 5 The fin est food and d rink
fore. With s kills tied to stealth, subterfuge, and trickery, 6 Ad d ing to your collection o f exotic coins
rogues can get into a nd o ut of trou ble in ways that few
othe r cha racters can emulate . ADVERSARY

Some rogues who turn to adventuring a re former Natura lly, those who enfo rce the law a re bound to come
crimina ls w ho have decided that dodgi ng mons ters up against those who break it, and it's the ra re rogue
is preferable to remai nin g one s te p a head of the law. who is n't feat ured on at least o ne wa nted poster. Beyond
Others a re professional killers in search of a profitable that, it's in the nature of their profession that rogues
application of their ta lents between contracts. Some often come into contact with criminal elements, whether
s imply love the thrill of overcoming a ny challe nge that out of choice or necessity. Some of those people can be
s tands in their way. adversaries too, a nd they're li kely to be ha rder to deaJ
with tha n the average member of the city watch.
On adventures, a rogue is likely to mix a n outwa rdly
cautious approach- few rogues enjoy combat- with a If yo ur cha racter 's backstory doesn't a lready include a
ravenous hunger fo r loot. Most of the time, in a rogue's personage of this sort, you could work with your DM to
mind, taking up a rms aga inst a creature is not about come up with a reason why an adversary has appeared
killing the creature but about becoming the new owner in your life. Perhaps you've been the s ubject of scrutiny
of its treasure. for a while from someone who wa nts to use you fo r
ne farious purposes a nd has j ust now become k nown to
T he following sections explore certain facets of w hat it you. S uch a n incident could be the basis for a n upcom-
means to be a rogue, which you can use to add depth to ing adventure.
your cha racter.
Does your rogue character have an adversary who
GUILTY PLEASURE a lso happe ns to be a criminal? If so, how is th is relation-
s hip affecting your life?
Most of w hat rogues do revolves a ro und obta in ing trea-
s ure and preventing others from do ing the same. Little ADVERSARI ES
gets in the way of atta ining those goals , except that
ma ny rogues are enticed away from that path by a com- d6 Adversary
puls ion that clouds their thinking-an irresistible need The pirate ca pta in on whose shi p you once se rved;
that must be satisfied, even if do ing so is ris ky. wh at yo u call moving o n, t he captain calls m uti ny

A rogue's guilty pleasure could be the acquis ition 2 A master spy to whom you u nwitt ingly fed bad
of a physical item, something to be experienced, or a informat ion, which led to the assassination of the
way of conducting oneself at certa in times. One rogue
mig ht not be a ble to pass up a ny loot made of s ilver, fo r wrong target
instance, even if said loot is ha nging around the neck 3 Th e master of the local thieves' guild , who wants
of a castle guar d. Another o ne can't go through a day
in the city without lifting a purse o r two, jus t to keep yo u to join the o rganizatio n o r leave town
in practice. 4 An art collector who uses ill ega l mea ns to acqu ire

CHAPTER 1 I CHARACTER OPTIONS masterpieces
5 A fence who uses you as a messenger to set up

illicit meet in gs
6 The proprietor o f an ill egal pit fi g hting arena whe re

you once took bets

LEFT TO R1G><T: SwAS,..BUCKLER, MASTERMINO, INQ.UISITIVE, ANO SCOUT

BENEFACTOR ROGUISH ARCHETYPES

Few rogues make it far in life before needing someone's At 3rd level, a rogue gains the Roguish Archetype fea-
help, which means thereafter owing that benefactor a ture. The following options are available to a rogue,
significa nt debt.
in addition to those offered in the Player's Handbook:
Ifyour character's backstory doesn't already include a
personage of this sort, you could work with your OM to the Inquisitive, the Mastermind, the Scout, and the
determine why a benefactor has appeared in your life. Swashbuckler.
Perhaps you benefited from something your benefactor
did for you without realizing who was responsibl e, and INQUISITIVE
that person has now just become known to you. Who
helped you in the past, whether or not you knew it at the As an archetypal Inquisitive, you excel at rooting out se-
time, and what do you owe that person as recompense? crets a nd unraveling mysteries. You rely on your sharp
eye for detail, but also on your finely honed ability to
BENEFACTORS read the words and deeds of other cr eatures to deter-
mine their true intent. You excel at defeating creatures
d6 Benefacto r that hide among and prey upon ordina ry folk, and your
A smuggler kept you from getting caught but lost a mastery of lore and you r keen deductions make you well
valuable shipment in doing so. Now you owe that equipped to expose and end hidden evils.
person an equally valuable favor.
INQU I SI T IVE F EATU RE S
2 The Beggar King has hidden you from your pursu-
ers many times, in return for future consideration s. Rogue Level Feature
3rd Ear for Deceit, Eye for Detail,
3 A magistrate once kept you out of jail in return for Insightful Fighting
information on a powerful crime lord.
9th Steady Eye
4 Your parents used their savings to bail you out of 13th Unerring Eye
trouble in your younger days and are now destitute.
17th Eye for Weakness
S A dragon didn't eat you when it had a chance, and
in return you promised to set aside choice pieces EAR FOR D ECEIT
of treasure for it. When you choose this archetype at 3rd level, you de-
velop a talent for picking out lies. Whenever you make a
6 A druid once helped you out of a tight spot; now Wisdom (Insight) check to determine whether a creature
any random animal you see could be that benefac- is lyi ng, treat a roll of 7 or lower on the d20 as an 8.
tor, perhaps come to claim a return favor.

CH.'\PTER I I CH.\RACTER OPTIONS

\

EYE FOR DETAIL MASTER OF INT RIGUE

Starting at 3 rd level, you can use a bonus action to make When you choose this archetype at 3rd level, you gai n
a Wis dom (Perception) check to spot a hidden c reature proficiency with the d isguise kit, the forgery kit, a nd one
or object or to make an Intelligence (Investigation) gaming set of your choice. You a lso learn two languages
check to uncover or decipher clues. of your choice.

INSIGHTFUL FIGHTING Additionally, you can unerringly mimic the s peech
patterns and accent of a creature that you hear speak
At 3rd level, you gain the ability to decipher an oppo- for at least 1 minute, enabling you to pass yourself off as
nent's tactics and develop a counter to them. As a bonus a native speaker of a particular land, provided that you
action, you can make a Wisdom (Insight) check aga inst know the language.
a creature you can see that isn't incapacitated, contested
by the target's Charisma (Deception) check. Ifyou s uc- M ASTER OF TACTICS
ceed, you can use your Sneak Attack against that ta rget
even if you don't have advantage on the attack roll, but Starting at 3rd level, you can use the Help action as a
not if you have disadva ntage on it. bo nus action. Additionally, when you use the Help action
to aid an ally in attacking a creature, the target of that
This benefit lasts for 1 minute or until you s uccess- attack can be w ithin 30 feet of you, rather than w ithin 5
fu lly use this feature against a different target. feet of you, if the ta rget can see or hear you.

STEADY EYE INSIGHTFUL MANIPULATOR

Starting at 9th level, you have advantage on any Wisdom Starting at 9th level, if you s pend at least 1 minute
(Perception) or Intelligence (Investigation) check if you observi ng or inte racting with another creature outs ide
move no more tha n half your speed on the same turn. combat, you can learn certain information about its ca-
pabilities compared to your own. T he DM tells you if the
UNERRING EYE creature is your equal, super io r, or inferior in regard to
two of the following characteristics of you r choice:
Beginning at 13th level, your senses are almos t im-
poss ible to foi l. As an action, you sense the presence • Intelligence score
of illusions, s hapechanger s not in their original form, • Wisdom score
and other magic designed to deceive the senses within
30 feet of you, provided you aren't bli nded or deafened. Cha ris ma score
You sense that an effect is attempting to trick you , • Class levels (if a ny)
but you gain no ins ight into what is h idden or into its
true nature. At the DM's option, you might a lso realize you know a
piece of the creature's history o r o ne of its personality
You can use this feature a number of times equa l to tra its , if it has any.
your Wisdom modifie r (minimum of once), and you re-
gain all expended uses of it when you finish a lo ng rest. MISDIRECTION

EYE FOR WEAK NESS Beginning at 13th level, you can som etimes cause a n-
other creature to s uffer an attack meant for you. When
At 17th level, you learn to exploit a creature's weak- you a re targeted by an attack while a creature within 5
nesses by carefully s tudying its tactics and movement. feet of you is granting you cover against that attack, you
W hile your Ins ightful Fighting feat ure applies to a crea- can use your react ion to have the attack target that crea-
ture, your Sneak Attack damage aga ins t that creature ture ins tead ofyou.
increases by 3d6.
SOUL O F DECEIT
MASTERMIND
Starting at 17th level, you r thoughts can't be read by
Your focus is on people and on the influence and secrets telepathy or other means, unless you a llow it. You can
they have. Ma ny spies, courtiers, and schemers follow present fa lse thoughts by s ucceeding on a Charis ma
this archetype, leading lives of intrigue. Words are your (Deception) check contested by the mind reader's Wis-
weapons as often as knives or poison, and secrets and dom (Ins ight) check.
favors a re some of your favorite treasures.
Additionally, no matte r what you say, magic that would
MASTERMIND F EATURES determine if you are telling the truth indicates you a re
being truthfu l if you so choose, and you can't be com-
Rogue Level Feature pelled to tell the truth by magic.

3 rd Master of Intrigue, Master ofTactics
9th Insightful Manipu lator
13th Misdirection
17th Sou l of Deceit

CHAPTER I I CHARACTER OPTIONS

SCOUT SWASHBUCKLER FEATURES

You are skilled i n stealth and survivi ng far from the Rogue Level Feature
streets of a city, allowing you to scout ahead of your
companions during expeditions. Rogues who embrace 3rd Fancy Footwork, Rakish A udacity
this archetype are at home in the wilderness and among
barbarians and rangers, and many Scouts ser ve as t he 9th Panache
eyes and ears of war bands. A mbusher, spy, bounty 13th Elegant Maneuver
h unter- these ar e j ust a few of the roles that Scouts as-
sume as they range the world. 17th Master Duelist

SCOUT FEATURES FA NCY FOOTWORK
When you choose t his archetype at 3rd level, you learn
Rogue Level Feature how to land a strike and then slip away w ithout rep r isal.
3rd Skirmisher, Survivali st During your turn, i f you m ake a mel ee attack against a
9th Superior M obility cr eature, that cr eature ca n't make oppor t unity attacks
13th Ambush Master against you for t he r est of your turn.
17t h Sudden Strike
R AKISH AU DACITY
S KIR MISHER S tar ting at 3rd level , you r con fidence propels you into
S tarting at 3rd level , you are difficult to pin down during batt le. You ca n give yourself a bonus to you r i niti ative
a fi ght. You can m ove up to half your sp eed as a reaction rolls equal to your C harisma modi fier.
when an enemy ends its turn w ithin 5 feet o f you. This
movement d oesn't provoke opportunity attacks. You al so gai n an ad ditional way to use your S neak At-
tack ; you don't need adva ntage on the attack roll to use
S U RV I VALI ST your S neak Attack against a creature if you are within 5
W hen you choose t h is archetype at 3rd level. you gain feet of it, no other cr eatu res are w ithin 5 feet of you, and
pro ficiency in the Nature and S urvival skill s if you don't you don't have disadvantage on t he attack roll. A ll the
already have it. Your proficiency bonus is doubled for other rules for S neak Attack still apply to you.
any ability check you m ake that uses either of those pr o-
ficienc ies. PANACHE
At 9th level, you r charm becomes extraordinarily be-
SUPE R I O R M OBILITY guiling. A s an action, you can make a Char ism a (Per-
At 9th level. your w alking speed incr eases by 10 feet. If suasion) check contested by a creature's Wisdom (I n-
you have a climbing or swimming speed, this i ncrease sight) check. T he creature must be able to hear you, and
applies to that speed as well. the two of you m ust share a l anguage.

A MBUS H M ASTER If you succeed on the check and the creature is hostile
Startin g at 13th level, you excel at leading ambushes to you, it has disadva ntage on attack rolls against tar-
and acting first in a fight. gets o ther than you and can't make opportunity attacks
against targets other t han you. This effect lasts for 1
You have adva ntage on init iative rolls. In addition, the minute, until one of your companions attacks the ta rget
first cr eature you hit during t he fi rst round o f a combat or affects it w i th a spell , or un ti l you and the target are
becomes easier for you and others to strike; attack r olls mor e t han 60 feet apar t.
against that target have advantage until the start of your
next turn. If you succeed on the check and the creature isn't
hostile to you, it is charmed by you for 1 minute. W hile
S U DDEN STRIKE charmed, it regards you as a friendly acquaintance. T h is
S tarting at 17t h level , you can str ike w i th d eadly speed. effect ends i mmediately i f you or your compa nions do
any thing harmful to it.
Jf you take the Attack action on your turn, y ou ca n m ake
on e additional attack as a bonus action. T his attack can ELEGANT MAN EU VER
benefit from you r S neak A t tack even if you have already Starting at 13th level, you can use a bonus action on
used it this turn, but you can't use your S neak Attack your t urn to gain advantage on the next D exterity (Ac-
against th e same target mor e than once in a t urn. rob atics) or S treng th (Athletics) check you make during
the same turn.
SWASHBUCKLER
M A STE R D UE LI ST
You focus your training on the art of the blad e, r elying B eginning at 17th level, your mastery o f t he blade lets
on speed, elegance, and charm in equal parts. While you turn failure into success in combat. If you m iss with
som e war r iors ar e br utes clad in heavy armor, your an attack roll, you can roll it again w ith advantage. Once
m ethod of fighti ng look s al most like a per formance. Du- you do so, you can't use t his feature again until you fin-
elists and pirates typically belong to this archetype. ish a shor t or long rest.

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fight w ith tw o w eapons while safely darting away from
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tl,,c;t wor). ii f"'-"'V''1.

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(oc,J..s o{ t~( st.....{~.

SORCERER ARCANE ORIG I NS

PRACTICE AND STUDY ARE FOR AMATEURS. TRUE POWER d6 Origi n
Your power arises from your family's bloodline.
is a birthright. You are related to some powerful creature, or you
inherited a blessing or a curse.
- Hennet, scion ofTiamat
2 You are the reincarnation of a being from another
When it comes to drawing forth their abilities in times plane of existence.
of need, sorcerers have it easy compared to other char-
acters. Their power not only rests within them, but it 3 A powerfu l entity entered the world . Its magic
likely takes some effort to keep it at bay. Every sorcerer changed you.
is born to the role, or stumbles into it through cosmic
chance. Unlike other characters, who must actively 4 Your birth was prophesied in an ancient text, and
learn, embrace, and pursue their talents, sorcerers have you are foretold to use your power for terrible ends.
their power thrust upon them.
5 You are the product of generations of careful, se-
Because the idea of an innately magical being trav- lective breeding.
eling among them does not sit well with many folk,
sorcerers tend to breed mistrust and s uspicion in others 6 You were made in a vat by an alchemist.
they come across. Nonetheless, many sorcerers succeed
in overcoming that prejudice through deeds that benefit REACTIO N
their Jess magically gifted contemporaries.
When a new sorcerer enters the world, either at birth
Sorcerers are often defined by the events s urroundjng or later when one's power becomes evident, the con-
the manifestation of their power. For those who receive sequences of that event depend greatly on how its wit-
it as an expected birthright, its appearance is a cause nesses react to what they have seen.
for celebration. Other sorcerers are treated as outcasts,
banished from their homes after the sudden, terrifying When your sorcerer's powers appeared, how did the
arrival of their abilities. world around you respond? Were other people support-
ive, fearful, or somewhere in between?
Playing a sorcerer character can be as rewarrung as it
is challenging. The sections below offer suggestions on REACTIONS
how to flesh out and personalize your persona.
d6 Reaction
ARCANE ORIGIN Your powers are seen as a great blessing by those
around you, and you are expected to use them in
Some sorcerers understand where their power came service to your community.
from, based on how their abilities manifested. Others
can only speculate, since their powers came to them in a 2 Your powers caused destruction and even a death
way that suggests no particular cause. when they became evident, and you were treated
as a criminal.
Does your character know the source of your magi-
cal power? Does it tie back to some distant relative, a 3 Your neighbors hate and fear your power, causing
cosmic event, or blind chance? Ifyour sorcerer doesn't them to shun you.
know where their power arose from, your DM can use
this table (or select an origin) and reveal it to you when 4 You came to the attention of a sinister cult that
the information plays a role in the campaign. plans on exploiting your abi lities.

5 People around you believe that your powers are a
curse levied on your family for a past transgression.

6 Your powers are believed to be tied to an ancient
line of mad kings that s upposedly ended in a
bloody revolt over a century ago.

SUPER NATURAL MARK

A sorcerer at rest is almost indistinguishable from a
normal person; it's only when their magic flies forth that
sorcerers reveal their true nature. Even so, many sorcer-
ers have a subtle but telling physical trait that sets them
apa rt from other folk.

CHAPTER l I CHARACTER OPTIONS

LEFT TO R1GHT : 01v1NE SouL, STORM SORCERER, ANO SH AOow SORCERER

Ifyour sorcerer has a supernatural mark, it might be by a telltale s ign that makes it clear w he re that magical
one that's easily concealed, or it could be a source of energy came from.
pride that you keep on constant display.
When your sorcerer character casts a spell, does the
SUPERNATURAL MARKS effort reveal itself in a sign of sorcery? Is this sign tied to
your origin or some o ther aspect of who you are, or is it
d6 Mark a seemingly random phenomenon?
Your eyes are an unusual color, such as red.
SIGNS OF SORCERY
2 You have an extra toe on one foot.
3 One of your ears is noticeably larger than the other. d6 Sign
4 Your hair grows at a prodigious rate. You ~eliver the verbal components of your spells in
5 You wrinkle your nose repeated ly while you are the booming voice of a titan.

chewing. 2 For a moment after you cast a spell, the area
6 A red splotch appears on your neck once a day, around you grows dark and gloomy.

then vanishes after an hour. 3 You sweat profusely while casting a spell and for a
few seconds thereafte r.
As the world well knows , some sorcerers are better than
others at controlling their s pellcasting. Sometimes a 4 Your hair and garments are briefly buffeted about,
wild display of m agic gone awry emanates from a sor- as if by a breeze, whenever you call fo rth a spell.
cerer who casts a spell. But even when o ne's magic goes
off as planned, the act of casting is often accompanied 5 If you are standing when you cast a spell, you rise
six inc hes into the air and gently float back down.

6 Illusory blue flames wreathe your head as you be-
gin your cas ting, then abru ptly disappear.


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