As you gain Martyr levels, you can expend more dice each time you use this feature, adding your Constitution modifier to each Hit Point Die you roll. The number of Hit Point Dice you can expend equals half your Martyr level, round down.LEVEL 2: REPRISALWhen you take damage from a creature you can see within 5 feet of yourself, you can take a Reaction to halve the damage taken. The creature takes 1d6 Necrotic or Radiant damage (your choice).At Higher Levels. The damage increases by 1d6 when you reach Martyr levels 5 (2d6), 11 (3d6), and 17 (4d6).LEVEL 3: SACRIFICEThe gods demand that you undergo trials to curry their favor, granting you the following benefits.Sacrificial Strike. When you deal damage to a creature with a Melee weapon or Unarmed Strike, you can take a Bonus Action to enhance the strike. You take 5 Radiant damage and the target takes an extra 10 Radiant damage. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points. Sacrificial Skill. Once per turn when you fail a D20 Test, you can take 10 Radiant damage to gain a +5 bonus to that roll, potentially turning it into a success. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points. If the test still fails, you don’t take this Radiant damage. LEVEL 3: MARTYR SUBCLASSYou gain a Martyr subclass of your choice. A subclass is a specialization that grants you features at certain Martyr levels. For the rest of your career, you gain each of your subclass’s features that are of your Martyr level or lower.LEVEL 4: ABILITY SCORE IMPROVEMENTYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Martyr levels 8, 12, and 16.LEVEL 5: EXTRA ATTACKYou can attack twice instead of once whenever you take the Attack action on your turn.LEVEL 7: SACRIFICE FOEWhen you make an attack or damage roll that is improved by your Sacrifice feature, and the attack reduces an enemy to 0 Hit Points, you don’t take Radiant damage from using the feature.Spell Uses. When you cast one of your level 1+ Martyr spells, you expend one use of your spell uses in addition to taking Radiant damage. You can cast a total number of spells up to the number listed in the Spell Uses column of the Martyr Features table. You regain all spell uses when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Martyr spells. Command and Guiding Bolt are recommended.The number of spells on your list increases as you gain Martyr levels, as shown in the Prepared Spells column of the Martyr Features table. Whenever that number increases, choose additional Martyr spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Max Slot Level column for your level. If another Martyr feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Martyr spells for you.Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Martyr spell for which you have spell slots.Concentration. When a Martyr feature causes you to take Radiant damage, you don’t make Constitution saving throws to maintain Concentration as a result of taking this damage.Healing Magic. Because your power is derived from mortal suffering, you can’t regain Hit Points from any spell you cast.Spellcasting Ability. Wisdom is your spellcasting ability for your Martyr spells.Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Martyr spells.LEVEL 1: WEAPON MASTERYYour training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Javelins and Longswords.Whenever you finish a Long Rest, you can change the kinds of weapons you chose. LEVEL 2: MIRACULOUS HEALINGAs a Bonus Action, you can heal your own wounds. Roll one of your unexpended Hit Point Dice and regain a number of Hit Points equal to the roll’s total plus your Constitution modifier. This die is then expended.98 99Martyr
LEVEL 9: DIVINE RESPITEWhen you finish a Short Rest, you can choose to regain up to 3 expended Hit Point Dice. Once you use this feature, you can’t do so again until you finish a Long Rest.The number of expended Hit Point Dice you regain increases when you reach levels 13 (6 Hit Point Dice) and 17 (10 Hit Point Dice).LEVEL 10: UNDYINGWhen you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead and you can immediately use your Miraculous Healing (no action required).Once you use this feature, you can’t do so again until you finish a Long Rest.LEVEL 11: IMPROVED SACRIFICIAL STRIKEYour Sacrificial Strike improves. When you use this feature, you can choose to take 10 Radiant damage, and the target takes an extra 20 Radiant damage.At Martyr level 17, the first time you use your Sacrificial Strike on each of your turns, you can do so without taking a Bonus Action.LEVEL 15: MARCH UNTO DESTINYYou don’t need to eat or drink, and have Immunity to the Paralyzed, Petrified, and Stunned conditions.LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify.LEVEL 20: FINAL MARTYRDOMYou have at last reached your predestination: you will die in eternal glory. As a Magic action, you can gain the following benefits for 10 minutes. At the end of the duration, you die. No force can prevent your death and you can't be returned to life by any means, except by the intervention of a god, a god's divine servants, or a Cleric's Greater Divine Intervention.Advantage. You have Advantage on all D20 Tests.Immunities. You have Immunity to all damage and to all conditions except for the Grappled, Invisible, Prone, and Unconscious conditions.Wish. You can cast Wish once without a spell slot. You suffer no stress from using effects other than duplicating another spell.Martyr Spell ListThis section presents the Martyr spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. New spells are marked with an asterisk (*). In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.100 101 Classes
Level 1 Martyr SpellsSpell School SpecialBane Enchantment CBless Enchantment C, MCommand Enchantment —Cure Wounds Abjuration —Curse Ward* Abjuration —Detect Evil and Good Divination CDetect Magic Divination C, RDetect Poison and DiseaseDivination C, RDivine Favor Transmutation —Guiding Bolt Evocation —Heroism Enchantment CInflict Wounds Necromancy —Instant Replay* Transmutation —Perforating Shot* Evocation —Protection from Evil and GoodAbjuration C, MPurify Food and Drink Transmutation RSanction* Abjuration CSanctuary Abjuration —Shield of Faith Abjuration CThunderwave Evocation —Transient Bulwark* Abjuration R, MWord of Force* Evocation —Level 2 Martyr SpellsSpell School SpecialAid Abjuration —Augury Divination R, MEnhance Ability Transmutation CEthereal Jaunt* Conjuration —Gentle Repose Necromancy R, MHalo of Flame* Evocation CHold Person Enchantment CLesser Restoration Abjuration —Locate Object Divination CMagic Weapon Transmutation —Prayer of Healing Abjuration —Protection from Poison Abjuration —Stone Bones* Transmutation —Swift Flight* Transmutation —Warding Bond Abjuration MWord of Terror* Enchantment —Zone of Truth Enchantment —Level 3 Martyr SpellsSpell School SpecialCreate Food and Water Conjuration —Daylight Evocation —Dispel Magic Abjuration —Divine Wrath* Evocation —Magic Circle Abjuration MPolybrachia* Conjuration CProtection from Energy Abjuration CRemove Curse Abjuration —Revivify Necromancy MSpeak with Dead Necromancy —Tongues Divination —Water Walk Transmutation RWord of Frailty* Necromancy —Level 4 Martyr SpellsSpell School SpecialAura of Life Abjuration CBanishment Abjuration CDeath Ward Abjuration —Divination Divination MFreedom of Movement Abjuration —Locate Creature Divination CStoneskin Transmutation C, MLevel 5 Martyr SpellsSpell School SpecialCommune Divination RDispel Evil and Good Abjuration CFlame Strike Evocation —Geas Enchantment —Greater Restoration Abjuration MHallow Abjuration MHold Monster Enchantment CInsect Plague Conjuration CMass Cure Wounds Abjuration —Raise Dead Necromancy MSword of Judgement* Conjuration CWord of Control* Enchantment —100 101Martyr
MARTYR SUBCLASSESA Martyr subclass is a specialization that grants you features at certain levels, as specified in the subclass.Burden of AtonementSeek Redemption Through SacrificeFor all the wrong you have done in your life, the gods have graced you with an undeserved second chance. Your burden is to atone, to undo all the evils you have done in your life, and to seek redemption before the gods. How you accomplish this is your choice, so long as you remove any dark marks you leave behind. Ultimately, your final martyrdom might be a grand act, averting a great disaster or banishing a force of evil, or it might be as humble as redirecting the life of an evil person and causing them to seek redemption, passing the torch to a new Martyr of Atonement.LEVEL 3: BURDEN OF ATONEMENT SPELLSYour mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Atonement Spells table, you thereafter always have the listed spells prepared.Atonement SpellsMartyr Level Spells3 Cure Wounds, Sanctuary5 Calm Emotions, Lesser Restoration9 Remove Curse, Speak with Dead13 Death Ward, Stoneskin17 Greater Restoration, Mass Cure WoundsLEVEL 3: REDIRECTIONWhen a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to force the attack to hit you instead.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage. This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points. LEVEL 6: SIN EATER You can take a Magic action to transfer negative effects from any number of willing creatures within 60 feet of yourself to you. If a chosen effect forced the original target to make a saving throw to avoid or end it, you make that saving throw against it with Advantage. On a success, the effect ends; on a failure, the effect ends for the original target and affects you instead as if you were the original target. You can transfer multiple negative effects of the same type to yourself, affecting you only once each time you use this feature.You can transfer the following negative effects.• 1 Exhaustion level• A curse, including the target’s Attunement to a cursed magic item• Any reduction to one of the target’s ability scores• Any reduction to the target’s Hit Point maximum• The Blinded, Charmed, Deafened, Paralyzed, Petrified, Poisoned, or Stunned conditionsLEVEL 14: SELFLESS SACRIFICEYou gain the following benefits.Sacrificial Challenge. When you use your Sacrificial Strike, you can choose for the target to have Disadvantage on attack rolls it makes against creatures other than you until the start of your next turn.MARTYR SUBCLASSESNAME DESCRIPTIONBurden of Atonement Aims to correct all the evils of their life through divine martyrdomBurden of Discord Spreads havoc and upsets the status quoBurden of the End One mission: prevent the end of the worldBurden of Mercy Heals the sick and eases the suffering of allBurden of Rebirth Tasked with preserving the balance between civilization and the natural worldBurden of Revolution Sent by the gods to spread freedom and crush despotsBurden of Truth A prophet tasked with bringing a revolutionary truth to the worldBurden of Tyranny Fated to become a king and rule with an iron fist102 103 Classes
QUIET MARTYRDOMNot all stories of martyrdom end in dramatic confrontations with implacable foes. Occasionally a martyr’s sacrifice achieves a peaceful conclusion and satisfies the gods without costing their life. Nevertheless, the stories of these martyrs still come to a close—they do not continue adventuring once their ultimate goal has been fulfilled. Perhaps they might retire to a distant hermitage, wander into the desert, or simply disappear into a crowd, never to be seen again.Havoc!d10 Effect1 Your weapon momentarily becomes a plush toy. The attack deals only 1 Bludgeoning damage.2 You regain 5 Hit Points.3 Flammable objects that aren’t being worn or carried within 5 feet of you start burning.4 Immediately after dealing damage, an explosion of force pushes you and the target 20 feet apart.5 One object the target is holding magically teleports up to 15 feet away from it.6 The target comically trips and has the Prone condition.7 The target takes an extra 1d6 Cold, Fire, or Lightning damage (GM’s choice).8 Immediately after dealing damage, you teleport to an unoccupied space you can see within 30 feet of yourself.9 Until the start of your next turn, the target has one of the following conditions of your choice: Charmed, Frightened, or Poisoned.10 Your weapon doubles in size causing the triggering attack to become a Critical Hit.Sacrificial Luck. When you use your Sacrificial Skill to turn a failure into a success, each ally that can see you within 30 feet of yourself adds 1d6 to the next D20 Test it makes before the start of your next turn.LEVEL 18: EVER-VIGILANT You gain a special Reaction that you can only take to use Reprisal or Redirection. You can only take one Reaction per turn. Once you take this special Reaction, you can’t take it again until the start of your next turn.Burden of DiscordWreak Havoc and Disrupt the Status QuoMartyrs of Discord are chosen at random to sow chaos wherever they travel. They light things on fire, commit petty crimes, and even murder when the fancy strikes. Apt to follow their own predilections, Martyrs of Discord are unified only by their charge to disrupt the status quo as much as possible.No one is certain why the gods make Martyrs of Discord in the first place. Perhaps it is at the whim of one capricious or evil god, or perhaps the gods desire a balance between chaos and law, and must sometimes stoke the fire to restore this balance. LEVEL 3: BURDEN OF DISCORD SPELLSYour mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Discord Spells table, you thereafter always have the listed spells prepared.Atonement SpellsMartyr Level Spells3 Hideous Laughter, Inflict Wounds5 Knock, Shatter9 Lightning Bolt, Stinking Cloud13 Confusion, Polymorph17 Mislead, PasswallLEVEL 3: HAVOC!When you hit an enemy with a melee attack roll using a weapon, you can roll on the Havoc! table to trigger an additional effect.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage (no action required). This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points. 102 103Martyr
End SpellsMartyr Level Spells3 Chromatic Orb, Protection From Evil and Good, Sacred Flame5 Darkness, Shatter9 Counterspell, Lightning Bolt13 Banishment, Blight17 Cone of Cold, TelekinesisLEVEL 3: MYSTICAL WISDOMYou gain proficiency in the Arcana skill. Additionally, you gain a bonus to checks using this skill equal to your Wisdom modifier (minimum of +1).LEVEL 3: SPELL RECOVERYWhen you take a Short Rest, you can choose to regain a number expended spell uses equal to your Wisdom modifier (minimum of 1).Once you use this feature, you can’t do so again until you finish a Long Rest. LEVEL 6: ANOINTED ARCANAThe Radiant damage you take from casting spells listed on the End Spells table is reduced by 10, to a minimum of 5.LEVEL 14: SACRIFICIAL SPELLWhen you cast a level 1+ Martyr spell, you can take 10 Radiant damage to use one of the following benefits. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points. Heighten. Once on each of your turns, when you cast a spell that forces a creature to make a saving throw, you can give one target of the spell Disadvantage on saves against the spell.Quicken. When you cast a spell that has a casting time of an action, you can change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.LEVEL 18: VINDICTIVE SPELLWhen you take damage from an enemy you can see within 30 feet of yourself, you can take a Reaction to cast a level 1–3 Martyr spell. The spell must deal damage, have a casting time of an action or Bonus Action, and target that creature or include it in its area. The Radiant damage you take from casting the spell is decreased by the amount of triggering damage (minimum 0).LEVEL 6: COIN OF CHAOSYou have a coin infused with the tides of chaos. Whenever you or an ally makes a D20 Test, you can flip a coin to add a bonus to the roll. The bonus equals +4 on heads, or +1 on tails. Once you use the coin, the coin passes to the GM, who can use it to add a bonus to any D20 Test made by a creature under their control. Once the GM uses the coin, it passes back to you, and so on. When you finish a Short or Long Rest, you regain the coin, whether or not the GM has used it.LEVEL 14: PANDEMONIUMYou can use your Havoc! without taking Radiant damage and, whenever you roll on the Havoc! table, you can roll twice and use either number. LEVEL 18: SACRIFICIAL BURSTWhen you use your Sacrificial Strike, you can deal an extra 2d10 Radiant damage instead of 10 Radiant damage, or 4d10 damage instead of 20.Additionally, if you roll the highest number of any damage die for this attack, you can roll another of that die and add it to the damage. You can add a maximum of 10 dice to the attack’s damage roll in this way. Burden of the EndPrevent a Looming Disaster, or Die TryingThe gods have seen a great cataclysm on the horizon and tasked you with protecting the world from catastrophe. The coming end may entail the collapse of a kingdom, the arrival of an evil entity, or the quiet vanishing of a village, temple, or way of life. However destructive or temperate, the coming cataclysm disrupts the gods’ plans or threatens their hold on the mortal plane. To this end, the gods imbue you with ancient and powerful spells, tools once gifted only to prophets. The life of a Martyr is always forfeit, so long as the cataclysm can be forestalled or defeated. LEVEL 3: BURDEN OF THE END SPELLSYour mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the End Spells table, you thereafter always have the listed spells prepared.Don’t stress too much about that.Every few years, the gods send a martyr to stop the end of the world.104 105 Classes
Blessing of Eloquence. The creature can expend this blessing to gain Advantage on a D20 Test using Wisdom or Charisma (no action required). Blessing of Vigilance. The creature can expend this blessing to gain Advantage on an Initiative roll (no action required).LEVEL 14: CENSURING LIGHTAs a Magic action, you emanate a radiant light in a 30-foot Emanantion that lasts for 1 minute or until you have the Incapacitated condition. Choose Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. Whenever the Emanation enters the space of a creature of the chosen type and whenever such a creature enters the Emanation or ends its turn there, it takes 4d6 Radiant damage. A creature takes this damage only once per turn. Additionally, while in the Emanation, creatures of your choice have Advantage on saving throws against spells and other magical effects created by creatures of the chosen type.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 30 Radiant damage. This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points. LEVEL 18: ANOINTED HEALERWhenever you cast a spell that restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell equal to your Martyr level. If this healing exceeds the creature’s Hit Point maximum, it gains Temporary Hit Points equal to excess healing, up to a maximum of your Martyr level.Burden of MercyHeal the Sick and WoundedWhen the suffering of the world grows too heavy and the cries of the anguished grow too loud, the gods deliver a Martyr to ease the strife and bring peace to the masses. This burden, however, has no end. A Martyr may spend all their days healing the sick and driving demons out of the possessed, but they will scarcely impact the world at large. Indeed, the onus upon them is not to mend every wound or comfort every widow, but to provide hope in the darkest of times that the gods have not forsaken their people, that peace will soon reign, and that light will be victorious.LEVEL 3: BURDEN OF MERCY SPELLSYour mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Mercy Spells table, you thereafter always have the listed spells prepared.Mercy SpellsMartyr Level Spells3 Cure Wounds, Protection from Evil and Good5 Lesser Restoration, Prayer of Healing9 Remove Curse, Revivify13 Aura of Life, Death Ward17 Mass Cure Wounds, Raise DeadLEVEL 3: BALMWhen you use your Miraculous Healing, you can choose one creature you can see within 60 feet of yourself. The target regains 1d8 for each Hit Point Die you expend with Miraculous Healing and you can end one of the following conditions on the target: Blinded, Deafened, or Poisoned.LEVEL 3: MERCIFUL HEALINGYou don’t take Radiant damage from casting spells listed on the Mercy Spells table.LEVEL 6: VIRTUOUS BLESSINGS When you finish a Long Rest, choose a number of creatures you can see up to your Wisdom modifier (minimum of 1) to receive one of the following blessings of your choice. Each creature need not receive the same blessing. An unused blessing is expended when a blessed creature finishes a Long Rest.Blessing of Alacrity. The creature can expend this blessing to increase its Speed by 30 feet until the end of the current turn (no action required).104 105Martyr
LEVEL 3: NATURAL COMPANIONYou can cast Find Familiar and Speak with Animalswithout taking Radiant damage or expending a spell use. LEVEL 6: SUREFOOTEDDifficult Terrain doesn’t cost you or allies within 30 feet of yourself extra movement. Additionally, you and allies within 30 feet of you are immune to the Entangle, Spike Growth, and Plant Growth spells.LEVEL 14: VERDANT RESILIENCEAs a Bonus Action, you can enter a state of natural regeneration, granting your the following for 1 minute. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.Regeneration. At the start of each of your turns, you regain Hit Points equal to your Wisdom modifier (minimum of 1) if you have at least 1 Hit Point.Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. LEVEL 18: TURN OF THE WHEELDeath is only the beginning for you. You gain the following benefits. Reincarnation. You can cast Reincarnatewithout Material components or taking Radiant damage. When you cast this spell, you can choose the new body’s species instead of rolling for it randomly. Reincarnated Return. If you die without using your Final Martyrdom, you can return to life 24 hours after you die as if you were the target of the Reincarnate spell. You can choose your new body’s species instead of rolling for it randomly. Once you return to life in this way, you can’t do so again for 10 days.Burden of RevolutionLiberate Others and Slay TyrantsKings and leaders are bound by an unspoken covenant to the gods to govern their people justly and peacefully. When a monarch turns their back on the gods, embraces tyranny, or uses cruel measures against their own people, a Martyr is called to end their reign. Rarely does a Martyr of Revolution come with peaceful measures, for when a king must fall, only the sword can provide the necessary leverage.Burden of RebirthRegenerate and Regrow the Natural WorldWhen the natural world is threatened by the needs of growing industry, the ravages of war, or a catastrophic event, the gods may choose a Martyr to protect the wild places of the world. Martyrs with this burden don’t seek to prevent the destruction of the world; that would be impossible given the number of factors that threaten it. Instead, those tasked with the Burden of Rebirth give their lives to regenerate what has been razed, ushering in new life in places devastated by death.LEVEL 3: BURDEN OF REBIRTH SPELLSYour mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Rebirth Spells table, you thereafter always have the listed spells prepared.Rebirth SpellsMartyr Level Spells3 Entangle, Find Familiar, Goodberry, Shillelagh, Speak with Animals5 Pass Without Trace, Spike Growth9 Plant Growth, Speak with Plants13 Giant Insect, Hallucinatory Terrain17 Awaken, Reincarnate106 107 Classes
LEVEL 6: AURA OF TENACITYYou and your allies within a 30-foot Emanation centered on you gain a bonus to Initiative rolls equal to your Wisdom modifier (minimum bonus of +1). The aura is inactive while you have the Incapacitated condition.LEVEL 14: KINGSLAYEROnce per turn when you reduce an enemy to 0 Hit Points, choose one of the following benefits.Assault. As a Bonus Action, you can move up to 15 feet and make a melee attack.Break Spells. All of the creature’s spells and effects immediately end, including all spells with permanent effects. Additionally, Contingency, Clone, and other spells that occur in response to the target’s death don’t trigger.Shatter Morale. Each ally of the creature within 120 feet of it that has a Challenge Rating less than the target’s (or the target’s level if it doesn’t have a Challenge Rating) has the Frightened condition for 1 minute. At the end of each of its turns, the Frightened target makes a Wisdom saving throw against your spell save DC, ending the condition on itself on a success.LEVEL 18: RALLYING STRIKEWhen you use your Sacrificial Strike, choose one of your allies within 30 feet of yourself who can see or hear you. The ally can take a Reaction to make one attack using a weapon.Such Martyrs are not only called to battle kings; any person of influence that oppresses others and abuses their power might wrong the gods enough to earn the ire of a Martyr. In dark times, a Martyr might be tasked with clearing a continent of despots and oppressors, calling for a fullscale military campaign of liberation.LEVEL 3: BURDEN OF REVOLUTION SPELLSYour mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Revolution Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).Revolution SpellsMartyr Level Spells3 Command, Heroism5 Hold Person, Magic Weapon9 Divine Wrath,* Protection from Energy13 Stoneskin, Wall of Fire17 Hold Monster, Telepathic BondLEVEL 3: REVOLUTIONARY SPIRITYour zeal for freedom grants you the following benefits. Ranged Reprisal. You can use your Reprisal when you take damage from a creature you can see within 60 feet of you.Sacrificial Inspiration. As a Bonus Action, you can take 5 Radiant damage to give Heroic Inspiration to an ally within 60 feet of yourself who can see or hear you. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points. Men are SO eager to die for crowns. 106 107Martyr
Dying is lame. I declined.LEVEL 3: BURDEN OF TRUTH SPELLSYour mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Truth Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).Truth SpellsMartyr Level Spells3 Identify, Word of Force*5 Word of Terror,* Zone of Truth9 Sending, Word of Transience*13 Divination, Freedom of Movement17 Legend Lore, Word of Control*LEVEL 3: COMPELLING MESSAGEYou gain proficiency in the Persuasion skill. Additionally, you gain a bonus to checks using this skill equal to your Wisdom modifier (minimum of +1).LEVEL 3: FOREWARNINGAs a Magic action, you can glimpse some future peril and warn yourself or an ally within 60 feet of yourself who can hear you. This warning lasts until the creature finishes a Long Rest and ends early if you use this feature to warn a different creature. Burden of TruthBring a Prophet’s Message to the WorldTasked with unveiling the world’s deceptions and delivering to the people a profound truth, Martyrs carrying the Burden of Truth face an endless battle with disillusionment and lies. Such a Martyr must earn the people’s hearts and minds, turning their favors away from evil influences and toward divine ones. It is an uphill battle, but one that rarely requires grievous violence except in the most dire of circumstances.Martyrs of Truth are often deemed prophets, for their gods entrust them with knowledge of the future, insights into the past, and sagacious perspective on the present. Such information is proof of their messages’ divine origin and is a necessary balm, for the truths such Martyrs are called to preach are often a bitter pill for listeners to swallow.108 109 Classes
Tyranny SpellsMartyr Level Spells3 Bane, Command5 Hold Person, Word of Terror*9 Bestow Curse, Fear13 Dominate Beast, Phantasmal Killer17 Dominate Person, Hold MonsterLEVEL 3: DIABOLIC PRESENCEYou gain proficiency in the Intimidation skill. Additionally, you gain a bonus to checks using this skill equal to your Wisdom modifier (minimum of +1).LEVEL 3: VENGEFUL REPRISALWhen you deal Radiant damage to a creature with your Reprisal, you have Advantage on attack rolls against the target until the end of your next turn.LEVEL 6: DEATH STAREWhen you roll Initiative, or as a Magic action on your turn, you can lay a chilling gaze upon a creature you can see within 60 feet of yourself. The target must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition until the end of its next turn.LEVEL 14: SACRIFICIAL RESILIENCEOnce on each of your turns, immediately after you use your Sacrificial Strike, you can gain a number of Temporary Hit Points equal to the amount of Radiant damage you take. LEVEL 18: TOTALITARIAN CONTROLYou can cast Dominate Beast, Dominate Monster, or Dominate Person once without taking Radiant damage or expending a spell use. When you cast one of these spells using this feature, you gain the following benefits. Once you cast one of these spells without taking Radiant damage, you must finish a Long Rest before you can cast the spell in that way again.Overpowering Command. The target has Disadvantage on its saving throw against the spell.Psychic Recoil. When the spell ends, you can choose to deal 6d8 Psychic damage to the target. Iron Grip. If you cast Dominate Beast or Dominate Person, you can numb the target to pain. The target doesn’t repeat its saving throw against the spell when it takes damage.When the warned creature is hit by an attack roll, it can use this warning to gain a +5 bonus to its AC against the attack, potentially causing it to miss. The warning then ends for it. Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage (no action required). This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.LEVEL 6: SEERYou have Blindsight with a range of 30 feet.LEVEL 14: WORD OF REVELATIONYou can cast Word of Force, Word of Terror, and Word of Transience once each without taking Radiant damage or expending a spell use.Once you cast one of these spells without taking Radiant damage, you must finish a Short or Long Rest before you can cast the spell in that way again.LEVEL 18: SACRIFICIAL FORESIGHTWhen you use your Sacrificial Skill, you gain a +5 bonus to all D20 Tests you make until the end of the current turn.Burden of TyrannyRule with an Iron FistWhen malevolent gods find the world pacified and defenseless, they send a Martyr of Tyranny to conquer its kingdoms, subjugate the weak, and spread misery with their blade. Once unleashed, this Martyr stops at nothing to establish an empire to rule over with an iron fist. They demand bloodshed from their foes and pledges of fealty from their allies, taking gleeful satisfaction with every power grab and malicious turn. It isn’t enough to rule: they must be feared, and any resistance must cower in their shadows. Only then will the gods let them die, likely stabbed in the back by someone crueler or more pitiless.LEVEL 3: BURDEN OF TYRANNY SPELLSYour mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Tyranny Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).108 109Martyr
110 111 Classes111NECROMANCER
Necromancers hold sway over the the forces of life and death, twisting them to serve their ambitions and commanding small armies of lifeless, animated thralls.Dark SoulsNecromancers aren’t gifted with the spark of magic. Rather, they turn to the most potent and dire source to fuel their powers: their souls. Each necromantic spell and enthralled Undead shaves away a miniscule part of their soul until only a spiritual husk remains, destined for no afterlife. This is a bargain they strike willingly—sometimes eagerly—in pursuit of an ambitious and terrible future.Grave AmbitionNecromancers must match their grand intellects with an equal lack of scruples—the willingness to turn to forbidden knowledge and unquestionably evil methods. They are almost always driven by a deeper, darker impulse, a goal that pushes them to the utter brink. This might be the distorted ideal of a “greater good” or a goal to fix morality itself; in every case, Necromancy is a grim implement for their life’s work.Masters of UndeathTrial and error teaches a Necromancer to puppet flesh, bone, and the spirits of the dead, binding them to their will. Unlike the Undead commanded by other spellcasters, a Necromancer’s thralls are bound by the Necromancer’s soul, leading to a small army of perfectly obedient minions that serve their master indefinitely.Becoming a Necromancer…AS A LEVEL 1 CHARACTER• Gain all of the traits in the Core Necromancer Traits table. • Gain the Necromancer’s level 1 features, which are listed in the Necromancer Features table.AS A MULTICLASS CHARACTER• Gain the Hit Point Die from the Core Necromancer Traits table. • Gain the Necromancer’s level 1 features, which are listed in the Necromancer Features table. See the multiclassing rules to determine your available spell slots.CORE NECROMANCER TRAITSPrimary Ability IntelligenceHit Point Die D6 per Necromancer levelSaving Throw ProficienciesConstitution and IntelligenceSkill Proficiencies Choose 2: Arcana, Deception, History, Intimidation, Investigation, Medicine, Persuasion, Religion, or StealthWeapon ProficienciesSimple weaponsArmor Training NoneStarting EquipmentChoose A or B: (A) 2 Daggers, Arcane Focus (Rod), Robe, Sack, Shovel, Scholar’s Pack, and 13 GP; or (B) 60 GP110 111Necromancer111
LEVELPROF. BONUS FEATURES THRALLSCR TOTAL CANTRIPS PREPARED SPELLS 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Charnel Touch — — 3 4 2 – – – – – – – – 2 +2 Thralls, Dead Space 1 1/4 3 5 3 – – – – – – – – 3 +2 Necromancer subclass, Dark Arcana2 1/2 3 6 4 2 – – – – – – – 4 +2 Ability Score Improvement 2 1/2 4 7 4 3 – – – – – – – 5 +3 Animate Dead, Critical Spellcasting2 1 4 9 4 3 2 – – – – – – 6 +3 Subclass feature 2 1 4 10 4 3 3 – – – – – – 7 +3 Improved Thralls 3 1 4 11 4 3 3 1 – – – – – 8 +3 Ability Score Improvement 3 1 4 12 4 3 3 2 – – – – – 9 +4 — 3 2 4 14 4 3 3 3 1 – – – – 10 +4 Subclass feature 3 2 5 15 4 3 3 3 2 – – – – 11 +4 — 4 2 5 16 4 3 3 3 2 1 – – – 12 +4 Ability Score Improvement 4 2 5 16 4 3 3 3 2 1 – – – 13 +5 — 4 3 5 17 4 3 3 3 2 1 1 – – 14 +5 Improved Critical Spellcasting 4 3 5 17 4 3 3 3 2 1 1 – – 15 +5 — 5 3 5 18 4 3 3 3 2 1 1 1 – 16 +5 Ability Score Improvement 5 3 5 18 4 3 3 3 2 1 1 1 – 17 +6 — 5 4 5 19 4 3 3 3 2 1 1 1 1 18 +6 Undying Servitude 5 4 5 20 4 3 3 3 3 1 1 1 1 19 +6 Epic Boon 6 4 5 21 4 3 3 3 3 2 1 1 1 20 +6 Lichdom 6 4 5 22 4 3 3 3 3 2 2 1 1NECROMANCER FEATURES —SPELL SLOTS PER SPELL LEVEL—Spell Slots. The Necromancer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 Necromancer spells. Exhume, Mage Armor, Ray of Sickness, and Silent Image are recommended.The number of spells on your list increases as you gain Necromancer levels, as shown in the Prepared Spells column of the Necromancer Features table. Whenever that number increases, choose additional Necromancer spells until the number of spells on your list matches the number in the Necromancer Features table. The chosen spells must be of a level for which you have spell slots. Necromancer FeaturesAs a Necromancer, you gain the following class features when you reach the specified Necromancer levels. These features are listed in the Necromancer Features table.LEVEL 1: SPELLCASTINGThough it steadily burns away your very soul, you can cast necromantic spells.Cantrips. You know three Necromancer cantrips of your choice. Dancing Lights, Mending, and Ray of Frost are recommended. Whenever you gain a Necromancer level, you can replace one of your cantrips from this feature with another Necromancer cantrip of your choice.When you reach Necromancer levels 4 and 10, you learn another Necromancer cantrip of your choice, as shown in the Cantrips column of the Necromancer Features table. Mortals after my own dead heart112 113 Classes113
Attacks and Save DCs. Thralls use your spell attack modifier for their attacks. If one of your thralls forces a creature to make a saving throw, it uses your spell save DC.Healing your Thralls. You can use your Charnel Touch on Undead under your control without making an attack roll. Instead of dealing Necrotic damage, the Undead regains Hit Points equal to the number of Charnel Touch points expended.Maximum Thralls. You can animate and control one thrall that has a Challenge Rating of 1/4. As you gain Necromancer levels, you can animate more thralls. The combined CR of all your thralls can’t exceed the number shown in the CR Total column of the Necromancer Features table, and the total number of thralls under your control can’t exceed the number shown in the Thralls column of the Necromancer Features table.At any time, you can take a Magic action to sever your connection to one or more thralls. Corporeal Undead crumple into a heap and incorporeal Undead flee to the Ethereal Plane.Other Undead. When you cast Animate Dead, Create Undead, or another spell that lets you create or control Undead, the Undead count as your thralls and can be commanded as such. If these thralls exceed your total Challenge Rating or number of thralls, you can immediately sever your connection to any of your existing thralls to stay within these limits. Your thralls can never command or create other Undead.As always, you can’t reanimate Undead that have been reduced to 0 Hit Points. Your Animate Thralls ritual, the Animate Dead spell, and similar magic only affects Humanoid corpses, whereas your thralls are Undead creatures.LEVEL 2: DEAD SPACE You gain an extradimensional space that can hold up to 12 Medium or smaller corpses, piles of bones, or Undead creatures. The extradimensional space is linked to an item of your choice, such as a bag, a cloak, or a backpack. As a Magic action, you can use the linked item to place a corpse, pile of bones, or willing Undead creature in the extradimensional space, or to dump out contents of your choice from the extradimensional space. Thralls stored in your Dead Space count toward the total number of thralls under your control. The contents land in spaces of your choice within 5 feet of you, or as near to you as possible if those spaces are occupied.If another Necromancer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Necromancer spells for you.Changing Your Prepared Spells. Whenever you gain a Necromancer level, you can replace one spell on your list with another Necromancer spell for which you have spell slots.Spellcasting Ability. Intelligence is your spellcasting ability for your Necromancer spells.Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Necromancer spells.LEVEL 1: CHARNEL TOUCHYou can draw upon an inner nexus of necromantic power. You have a pool of Charnel Touch points equal to 5 × your Necromancer level that replenishes when you finish a Long Rest. As a Magic action, you can channel this negative energy through your touch. Choose a number of Charnel Touch points to expend, up to a maximum of 5 × your Proficiency Bonus, and make a melee spell attack against one creature within reach. On a hit, the target takes Necrotic damage equal to the number of points expended. This damage is doubled without expending additional points if the attack roll scores a Critical Hit. If the spell attack misses, the Charnel Touch points aren’t expended.LEVEL 2: THRALLSUnlike other spellcasters, you animate Undead creatures with a portion of your own life force, ensuring obedience. Animate Thralls. You can animate Undead thralls by performing a ritual over the course of 10 minutes, which can be done during a Short Rest. The remains of one or more Medium or Small Humanoids within 30 feet of yourself rise as Undead creatures. These Undead become your thralls, and you maintain control over them indefinitely. Stat blocks for Skeletons, Zombies, and other thralls can be found in the Undead Thralls section at the end of the class description.Combat. You can mentally control all your thralls without an action. If you have the Incapacitated condition, your thralls will move to protect your body from harm, but won’t attack.In combat, your thralls take their turns immediately before or after your turn each round (your choice). All thralls collectively share one Reaction and Bonus Action, which a single thrall can use each round. Mortals after my own dead heart112 113Necromancer113
LEVEL 3: DARK ARCANAAs a Bonus Action, you can expend a spell slot to replenish your Charnel Touch pool. The pool regains points equal to your Intelligence modifier plus 1d8 for each level of the spell slot expended, up to a maximum of your pool’s total.LEVEL 4: ABILITY SCORE IMPROVEMENTYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Necromancer levels 8, 12, and 16.LEVEL 5: ANIMATE DEADYou always have the Animate Dead spell prepared. When you cast this spell, its casting time is an action instead of 1 minute. You can also create a Spirit using the spell.Additionally, when you cast Animate Dead, you can reanimate the corpse of any type of Medium or Small creature that isn’t Undead, instead of only Humanoids. The resulting Undead always uses the statistics of a Skeleton, Spirit, or Zombie.You can link any item you can carry to the extradimensional space by performing a ritual over the course of 1 hour which can be done during a Short Rest. The previous item linked to the space becomes disconnected when you link a new one.LEVEL 3: NECROMANCER SUBCLASSYou gain a Necromancer subclass of your choice. A subclass is a specialization that grants you features at certain Necromancer levels. For the rest of your career, you gain each of your subclass’s features that are of your Necromancer level or lower.114 115 Classes115NECROMANCER VARIANT RULESUse the following variant rules to tailor this class to your table and preferred playstyle. Necromancy Unleashed. In order to ensure timely, balanced play, this class imposes limitations on the number of Undead a player can command, including with spells such as Animate Dead. Use this variant rule if you want to throw caution to the wind and embrace the undead horde experience.Ignore the “Other Undead” section in the Thralls feature. Undead animated with spells are separate from your thralls for the purposes of your class features, and have no other classbased limitations.Alternate Necromancers. Necromancers may fuel their spellcasting through ambition or zeal, rather than intellect. When you become a Necromancer, you can choose Wisdom or Charisma for the Primary Ability in the Core Necromancer Traits table. The chosen ability becomes your spellcasting ability, and replaces any Necromancer feature which uses Intelligence. A Necromancer that uses Wisdom is called a “Resurrectionist” and one that uses Charisma is called a “Ghoul.”
LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify.LEVEL 20: LICHDOMYou unlock the pinnacle of necromantic prowess, through which you conquer death itself: The Rite of Lichdom.Becoming a Lich. The Rite of Lichdom is a ritual that you can perform over the course of 30 days in an isolated location. Once completed, your soul is bound to a spirit jar and you become a lich, an Undead of incredible power. You gain the following benefits, as well as those granted by your Necromancer subclass.Creature Type. You are Undead. You are immune to any effect that turns Undead.Spirit Jar. A spirit jar is an object that houses a lich’s soul, safeguarding its immortality. If you drop to 0 Hit Points, your body crumbles to dust and you reform after 1d4 + 1 days, reviving with all of your Hit Points. Your new body coalesces in an unoccupied space within 5 feet of your spirit jar. The new body is identical in every way to the one that was destroyed but has none of the original’s equipment.Truesight. You have Truesight with a range of 120 feet.Undead Immunities. You have Immunity to Necrotic and Poison damage and to the Exhaustion and Poisoned conditions.LEVEL 5: CRITICAL SPELLCASTINGYour potent Necromancy grants you the following benefits.Critical Failures. When a creature rolls a 1 on the d20 for a saving throw against one of your spells, it suffers a Critical Failure. It fails the save regardless of its modifiers or the spell save DC. If the spell deals damage, you roll all of the spell’s damage dice twice and add them together, then add any relevant modifiers. This additional damage applies only to the creature that rolled a 1.Improved Critical. Your spell attacks can score a Critical Hit on a roll of 19 or 20 on the d20.LEVEL 7: IMPROVED THRALLSYour thralls grow stronger under your control, granting the following benefits.Avoidance. If one of your thralls is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Necrotic Damage. Whenever one of your thralls deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic damage instead. Turn Immunity. Your thralls have Immunity to the Charmed and Frightened conditions, and are immune to effects that turn Undead.LEVEL 14: IMPROVED CRITICAL SPELLCASTINGYour Critical Spellcasting improves in the following ways.Critical Failures. A creature suffers a Critical Failure when it rolls a 1 or 2 on the d20 for a saving throw against one of your spells.Improved Critical. Your spell attacks can now score a critical hit on a roll of 18–20 on the d20.LEVEL 18: UNDYING SERVITUDEWhen one of your thralls is reduced to 0 Hit Points, you take a Reaction to cause it to drop to 1 Hit Point instead and regain Hit Points equal to twice your Necromancer level.Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).114 115Necromancer115SPIRIT JARA lich’s spirit jar, or “phylactery,” is as much a memento as it is their anchor to immortality, and as such, no two are alike. Spirit jars are often constructed from objects with sentimental value, such as family heirlooms or prized possessions, but can be fashioned from swords, pieces of armor, or even entire castles.Furthermore, every spirit jar has a weakness, a critical flaw by which it can be destroyed, allowing its lich to be slain permanently. These weaknesses, too, are unique to each jar. One might require a ritual to be performed around it for 24 hours, while another might call for the jar to be dipped in the lava of an active volcano. Discuss with your GM the form your spirit jar takes and the weakness it possesses.
Level 1 Necromancer SpellsSpell School SpecialAction* Transmutation —Alarm Abjuration RArcane Anomaly* Abjuration —Bane Enchantment CBlood Print* Necromancy RCommand Enchantment —Comprehend Languages Divination RDead Mist Lash* Necromancy —Delay* Transmutation —Detect Evil and Good Divination CDetect Magic Divination C, RDisguise Self Illusion —Exhume* Necromancy RExpeditious Retreat Transmutation CFalse Life Necromancy —Feather Fall Transmutation —Flawed Reconstruction* Transmutation —Fog Cloud Conjuration CGahoul’s Shrieking Skull* Necromancy —Grease Conjuration —Hideous Laughter Enchantment CHollowing Curse* Necromancy CIdentify Divination R, MIllusory Script Illusion R, MJump Transmutation —Lashing Tendrils* Transmutation CMage Armor Abjuration —Memorize* Enchantment R, MMight of the Abyss* Evocation CProtection from Evil and GoodAbjuration C, MRay of Sickness Necromancy —Silent Image Illusion CSleep Enchantment CThunderwave Evocation —Whispering Wind* Evocation RNecromancer Spell ListThis section presents the Necromancer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. New spells are marked with an asterisk (*). In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.Cantrips (Level 0 Necromancer Spells)Spell School SpecialAcid Splash Evocation —Blade Ward Abjuration CCheat* Divination —Chill Touch Necromancy —Concealed Shot* Illusion —Cryptogram* Conjuration —Dancing Lights Illusion CEldritch Orb* Evocation —Eye of Anubis* Necromancy —Hocuspocus* Conjuration —Light Evocation —Lightning Surge* Evocation —Mage Hand Conjuration —Mending Transmutation —Message Transmutation —Minor Illusion Illusion —Minor Lifesteal* Necromancy —Poison Spray Necromancy —Prestidigitation Transmutation —Ray of Frost Evocation —Shocking Grasp Evocation —Spare the Dying Necromancy —Spark of Life* Necromancy —Sulfuric Smoke* Conjuration —True Strike Divination —The dead rise, the dead walk,the dead reckon, the dead talk.116 117 Classes117
Fear Illusion CFly Transmutation CGaseous Form Transmutation CLightning Bolt Evocation —Major Image Illusion CNondetection Abjuration MProtection from Energy Abjuration CRemove Curse Abjuration —Revivify Necromancy MRusting Grasp* Transmutation —Séance* Necromancy MSending Divination —Speak with Dead Necromancy —Stinking Cloud Conjuration CTongues Divination —Vampiric Touch Necromancy CLevel 2 Necromancer SpellsSpell School SpecialAberrate* Transmutation —Acid Arrow Evocation —Arcane Lock Abjuration MBlindness/Deafness Transmutation —Curse of Blades* Enchantment CDarkness Evocation CDarkvision Transmutation —Detect Thoughts Divination CEnhance Ability Transmutation CEnlarge/Reduce Transmutation CGentle Repose Necromancy RHold Person Enchantment CInvisibility Illusion CKnock Transmutation —Locate Object Divination CMisty Step Conjuration —Nondescript* Enchantment —Pit Trap* Conjuration —Protect Threshold* Abjuration RRay of Enfeeblement Necromancy CSee Invisibility Divination —Shatter Evocation —Silence Illusion C, RSpider Climb Transmutation CStone Bones* Transmutation —Web Conjuration CWord of Terror* Enchantment —Level 3 Necromancer SpellsSpell School SpecialAnimate Dead Necromancy —Benign Dismemberment*Necromancy RBestow Curse Necromancy CClairvoyance Divination C, MCosmic Horror* Conjuration CCounterspell Abjuration —Dead Fog* Necromancy CDispel Magic Abjuration —116 117Necromancer117
Level 6 Necromancer SpellsSpell School SpecialAntiballistics Field* Abjuration CChain Lightning Evocation —Circle of Death Necromancy MContingency Abjuration MCreate Undead Necromancy MEyebite Necromancy CFlesh to Stone Transmutation CFrenzy* Enchantment CGahoul’s Spectral Scythe* Necromancy —Harm Necromancy —Magic Jar Necromancy MTrue Seeing Divination MLevel 7 Necromancer SpellsSpell School SpecialAbduct* Conjuration —Etherealness Conjuration —Finger of Death Necromancy —Plane Shift Conjuration MSequester Transmutation MTeleport Conjuration —Level 8 Necromancer SpellsSpell School SpecialAntimagic Field Abjuration CClone Necromancy MDominate Monster Enchantment CGahoul’s Glorious Gothic*Conjuration MMaze Conjuration CMind Blank Abjuration —Power Word Stun Enchantment —Rocks Fall* Conjuration —Level 9 Necromancer SpellsSpell School SpecialAstral Projection Necromancy MForesight Divination —Paradox* Transmutation —Power Word Kill Enchantment —Storm of Vengeance Conjuration CWeird Illusion CLevel 4 Necromancer SpellsSpell School SpecialArcane Eye Divination CBanishment Abjuration CBlight Necromancy —Death Ward Abjuration —Dimension Door Conjuration —Dire Warning* Divination —Dominate Beast Enchantment CGahoul’s Scapegoat* Abjuration —Grasp of the Grave* Necromancy CGreater Invisibility Illusion CHallucinatory Terrain Illusion —Hunger of the Earth* Transmutation CIntensify Gravity* Transmutation CLocate Creature Divination CPhantasmal Killer Illusion CSecret Chest Conjuration MSoul Effigy* Necromancy RZero Gravity* Transmutation CLevel 5 Necromancer SpellsSpell School SpecialAntilife Shell Abjuration CCloudkill Conjuration CContagion Necromancy —Dispel Evil and Good Abjuration CDominate Person Enchantment CDream Illusion —Flawed Resurrection Necromancy —Geas Enchantment —Hold Monster Enchantment CInsect Plague Conjuration CModify Memory Enchantment CPharaoh’s Curse* Necromancy —Scrying Divination C, MSeeming Illusion —Teleportation Circle Conjuration M118 119 Classes119
NECROMANCER SUBCLASSESA Necromancer subclass is a specialization that grants you features at certain Necromancer levels, as specified in the subclass.Blood AscendentCommand the Powers of VampirismNecromantic might comes in many forms, but a singular, ancient source is the blood curse of vampirism. Though it promises much—immortality, agility, charm—it comes paired with insidious drawbacks, from the stinging burn of sunlight to a perpetual thirst for blood. Necromancers that wish to capture a measure of this power without suffering its myriad weaknesses perform a special ritual with vampiric blood in order to become Blood Ascendants. In doing so, they fall deathly pale and lose their reflection within mirrors, but learn to slowly pry out vampiric powers without succumbing to the all-devouring curse.LEVEL 3: BLOOD ASCENDANT SPELLSYour necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Blood Ascendent Spells table, you thereafter always have the listed spells prepared.Blood Ascendent SpellsNecromancer LevelSpells3 Charm Person, Enthrall, Sleep, Suggestion5 Hypnotic Pattern, Vampiric Touch7 Phantasmal Killer, Private Sanctum9 Dominate Person, Modify MemoryLEVEL 3: CHARNEL DRAINWhen you reduce an enemy to 0 Hit Points with your Charnel Touch, you regain Hit Points equal to your Intelligence modifier + your Necromancer level (minimum of 1).LEVEL 6: VAMPIRIC TRANSFORMATIONYou can take a Magic action and expend 15 Charnel Touch points to shape-shift into a bat or a cloud of mist. This transformation lasts for 1 hour or until you have the Incapacitated condition or you dismiss it (no action required). Your gear melds into the new form, and you can’t use or otherwise benefit from your equipment while shape-shifted.Bat. You transform into a bat. Your game statistics are replaced by the Bat stat block, but you retain your creature type, Hit Points, Hit Point Dice, Intelligence, Wisdom, and Charisma scores, class features, languages, and feats.Mist. You transform into a Medium cloud of mist. While shape-shifted, you can’t speak, manipulate objects, or take any actions. You have a Fly Speed of 20 feet and can hover, and can enter and occupy the space of another creature. You have Resistance to Bludgeoning, Piercing, and Slashing damage, Immunity to the Prone condition, and Advantage on Strength, Dexterity, and Constitution saving throws. You can pass through narrow openings, but treat liquid as though they were solid surfaces.LEVEL 10: CHILDREN OF THE NIGHTWhen you perform your Animate Thralls ritual, you can summon one or more Wolves, Swarms of Bats, or Swarms of Rats. You command these creatures as your thralls and they count as Undead for the purpose of your Necromancer features. NECROMANCER SUBCLASSESNAME DESCRIPTIONBlood Ascendant Granted power from vampiric blood, without the myriad vampiric weaknessesDeath Knight Clad in armor, a terrible warrior brandishing dark energies and Martial weaponsOverlord A sinister manipulator backed by powerful alliesPale Master Emphasizes the purest form of Necromancy and brandishes devastating spellsPharaoh An echo of the ancient god-kings, a priest and necromancer in equal measurePlague Lord A necromantic disease carrier who commands vile, corpulent minionsReanimator A mad scientist that stitches together new and terrible Undead minionsReaper A furtive shadow of death, who foretells and beckons demise118 119Necromancer119
LEVEL 20: NOSFERATU [LICHDOM]You have reached the pinnacle of Necromancy and transformed yourself into a lich. You have embraced the blood curse of vampirism to become a vampire lord in all but name: a nosferatu. You gain the following benefits in addition to those of your Lichdom feature.Coffin Jar. Your spirit jar is a coffin filled with grave dirt. When you drop to 0 Hit Points, you reform in your coffin after 1 hour. You are permanently weakened until you finish a Long Rest in the coffin. While weakened, your Hit Point maximum is reduced to 1, and you drop to 0 Hit Points if you begin your turn in sunlight.Regeneration. At the start of each of your turns, you regain 10 Hit Points. You don’t gain this benefit if you have 0 Hit Points or are in sunlight.Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you gain a Climb Speed equal to your speed.Vampiric Speed. Your Speed is doubled.Death KnightCrush Your Foes with Your Iron FistSome Necromancers are content to sit in dusty tombs with moldering tomes, occasionally picking apart a battlefield for fresh ingredients and new company. By contrast, Death Knights are predators among scavengers, seizing their goals through a melding of magic and traditional combat. Bolstered with dark energies and sturdy armor, the Death Knight wields weapons edged with death itself. They are simultaneously the vanguard and general of their Undead forces, unafraid of getting their hands dirty when necessary.LEVEL 3: COMBAT RESEARCHYour training in the art of war grants you the following benefits.Martial Training. You gain proficiency with Martial weapons and training with Light armor, Medium armor, and Shields.Charnel Strike. When you take the Attack action, you can use your Charnel Touch as a Bonus Action.Intelligent Armor. While you are wearing armor, you can add your Intelligence modifier, instead of your Dexterity modifier, to your Armor Class.Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.LEVEL 3: CHARNEL RESILIENCEWhen you deal Necrotic damage with your Charnel Touch, you gain Temporary Hit Points equal to the Necrotic damage dealt.LEVEL 6: EXTRA ATTACKYou can attack twice instead of once whenever you take the Attack action on your turn.In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.LEVEL 10: OVERCHARGED THRALLSWhen one of your thralls is reduced to 0 Hit Points or you release it, you regain a number of expended Charnel Touch points equal to your Necromancer level.LEVEL 20: IMPERATOR [LICHDOM]You have reached the pinnacle of Necromancy and transformed yourself into a lich. Due to your martial capabilities and inner nexus of necromantic power, you have transformed into an imperator lich—an Undead creature unmatched in both arcane and combat prowess. You gain the following benefits in addition to those of your Lichdom feature.Damage Resistance. You gain Resistance to Bludgeoning, Piercing, and Slashing damage.Two Extra Attacks. You can attack three times instead of once whenever you take the Attack action on your turn.Peerless Necrotic Damage. When you deal Necrotic damage with Charnel Touch or a Necromancer spell, it ignores Resistance and Immunity to Necrotic damage.OverlordCommand an Army of Obedient UndeadThere are few ambitions that capture the imagination more than the power to rule. From peasantry to nobility, many dream of a world in which they are in charge. Some Necromancers, known as Overlords, view their magic as a means to accomplish this pervasive dream. Seeking control both on and off the battlefield, Overlords leverage their dark magic to bolster their allies and manipulate their foes.LEVEL 3: OVERLORD SPELLSYour necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Overlord Spells table, you thereafter always have the listed spells prepared.120 121 Classes121
body, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain your own class features and feats. If the target has any class levels, you can’t use any of its class features.A possessed Humanoid can repeat its saving throw every 8 hours. On a success, the Possession ends and you are ejected from the body. The Possession also ends if the body drops to 0 Hit Points or you choose to end it as a Magic action. Domination Spells. You can expend Charnel Touch points to cast one of the spells from the following table without a spell slot.Spell Charnel Touch PointsCommand 15Dominate Beast 20Dominate Monster 60Dominate Person 30Geas 30Pale MasterAchieve the Archetypal Powers of LichdomWhen the need for superiority drives a Necromancer, there is no end to their ambition. Such Necromancers, known as Pale Masters, work feverishly to master every corner of necromantic magic, less out of the desire to improve themselves and more out of spite for their rivals.This perhaps speaks to a dirty secret of Necromancy: most Necromancers hate each other. Bitter rivalries, grudges, and insignificant slights motivate Pale Masters to embrace lichdom with unequaled fervor, for to master Necromancy means to accept no equals.LEVEL 3: PALE MASTER SPELLSYour necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Pale Master Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).Pale Master SpellsNecromancer Level Spells3 Exhume,* Invisibility, Might of the Abyss,* Ray of Enfeeblement5 Fear, Speak with Dead7 Black Tentacles, Blight9 Cloudkill, ScryingOverlord SpellsNecromancer Level Spells3 Bane, Command, Detect Thoughts, Hold Person5 Haste, Slow7 Compulsion, Confusion9 Dominate Person, GeasLEVEL 3: CHARNEL AURAAs a Bonus Action, you can expend 5 or more Charnel Touch points to create an empowering aura in a 30-foot Emanation originating from you until the start of your next turn. Undead you control within the Emanation gain a bonus to D20 Tests, damage rolls, and AC. This bonus equals +1 for every 5 Charnel Touch points expended, to a maximum of +3. LEVEL 6: DESPOTIC DISCOURSEYou gain a bonus to Charisma (Deception, Intimidation, and Persuasion) checks equal to your Intelligence modifier (minimum bonus of +1).LEVEL 10: SACRIFICIAL THRALLSWhen you’re hit by an attack roll, you can take a Reaction to force that attack to instead hit one of your thralls that is within 5 feet of you.Once you use this feature, you can’t do so until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).LEVEL 20: TYRANT [LICHDOM]You have reached the pinnacle of Necromancy and transformed yourself into a lich. Your desire for control has warped your transformation, transforming you into a tyrant lich. Your flesh and bone decay, reducing you to nothing more than two glowing dots beneath a hood. You gain the following benefits in addition to those of your Lichdom feature.Possession. If you drop to 0 Hit Points, you can choose to possess a nearby body instead of reforming at your spirit jar. When you do so, choose a Humanoid or one of your thralls within 120 feet of yourself. A Humanoid must succeed on a Charisma saving throw against your spell save DC or be possessed. A creature that succeeds its saving throw against your Possession is immune to your Possession for 24 hours.When you possess a body, you control it, but a Humanoid target retains awareness. Your game statistics are replaced by the statistics of the 120 121Necromancer121
PharaohEmbrace Pseudo-DivinityThe godlike monarchs of ancient kingdoms practiced a unique style of Necromancy, forgotten to time. Through the extraction of organs, the desiccation of flesh, and innumerable enchantments, those ancient pharaohs were able to rule their subjects as divine, Undead beings, long past their mortal deaths. While those kingdoms have been lost to the shifting sands and wild jungles of the world, their methods have been preserved in the carvings of colossal temples and revived by modern Necromancers, who take on the guise of the erstwhile pharaohs. Their magic is a hybrid of divine and arcane influences, the legacy of deific monarchs from a forgotten age.LEVEL 3: PHARAOH SPELLSYour necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Pharaoh Spells table, you thereafter always have the listed spells prepared. Pharaoh SpellsNecromancer Level Spells3 Bless, Darkness, Guiding Bolt, Lesser Restoration, Thaumaturgy5 Bestow Curse, Revivify7 Death Ward, Divination9 Insect Plague, Greater RestorationLEVEL 3: HOLY SYMBOLYou can use a Holy Symbol as a Spellcasting Focus for your Necromancer spells.LEVEL 3: CHANNEL DIVINITYYou can channel your pseudo-divinity to fuel magical effects. You start with one such effect: Ankh of Radiance, which is described below. You gain additional effect options at higher Necromancer levels. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You can also restore one use of it by expending 15 Charnel Touch points (no action required).Ankh of Radiance. As a Magic action, you can brandish your Holy Symbol and bless a number of allies up to your Intelligence modifier (minimum of one) that you can see within 60 feet of you for 1 LEVEL 3: CHARNEL EMPOWERWhen you deal damage with a level 1+ Necromancy spell, you can expend a number of Charnel Touch points up to a maximum of your Necromancer level plus your Intelligence modifier. One target of the spell takes extra Necrotic damage equal to the number of Charnel Touch points expended.LEVEL 6: CHILLING DISPOSITIONYou begin assuming the terrible aspect of a lich, granting you the following benefits. Intelligent Intimidation. You gain proficiency in the Intimidation skill, if you didn’t have it already. Additionally, you gain a bonus to checks using this skill equal to your Intelligence modifier (minimum bonus of +1).Frightening Gaze. As a Bonus Action, you can expend 10 Charnel Touch points to fix your horrific gaze on a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition for 1 minute. The target repeats the save at the end of each of its turns, ending the condition on itself on a success.LEVEL 10: THRALL RUSHWhenever you roll Initiative, you can empty the contents of your Dead Space and each of your thralls can move up to its Speed.LEVEL 20: ARCHLICH [LICHDOM]You have reached the pinnacle of Necromancy and transformed yourself into a lich. Your skin clings tightly to your bones, your muscles wither, and your eyes turn milky and dull. Yet, through the veil of weakness, your body exudes unbelievable arcane power. You gain the following benefits in addition to those of your Lichdom feature.Devour Soul. When you reduce an enemy to 0 Hit Points, you can immediately devour its soul (no action required). Roll a d8 and regain expended spell slots of your choice whose combined level is no greater than the number rolled. Once you use this benefit, you can’t do so again until you finish a Long Rest.A creature whose soul is devoured can’t be restored to life by any means short of a Wish spell.Magic Resistance. You have Advantage on saving throws against spells and other magical effects.Paralyzing Touch. When you deal 30 or more damage with Charnel Touch, the target has the Paralyzed condition until the start of your next turn.122 123 Classes123
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.Mummy Rot. When you deal 20 or more damage with Charnel Touch, the target is cursed. While cursed, the target can’t regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 3d6 every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.Whirlwind of Sand. As a Bonus Action, you can transform into a whirlwind of sand, move up to 60 feet, and revert to your normal form. While in whirlwind form, you are Immune to all damage and to the Grappled, Petrified, Prone, Restrained, and Stunned conditions. Equipment you are wearing or carrying remains in your possession.minute. The first time a blessed creature takes damage, it has Resistance to that damage. If it took damage from a melee attack, the attacker takes 1d6 Radiant damage. The blessing then ends for that creature.The Radiant damage increases by 1d6 when you reach Necromancer levels 5 (2d6), 11 (3d6), and 17 (4d6).LEVEL 6: MOCK DIVINITYYou can convincingly reflect the trappings of a demigod walking the earth. When you cast Thaumaturgy, you can use any number of its effects. Additionally, you can create the following effects.Avatar. At a point within range, you manifest a Huge illusory avatar for 1 minute. You determine the avatar’s appearance. It mimics your movements and projects your speech in a booming voice.Gathering Storm. Clouds gather and churn overhead for 1 minute. You determine the appearance of the clouds and whether they are accompanied by thunder, lightning, or a light rain.Sun and Moon. You can brighten or darken the sun or moon for 1 minute. Within range, you can change Darkness to Dim Light and Dim Light to Bright Light, or vice versa.LEVEL 10: SCARAB OF JUDGEMENTYou can expend a use of your Channel Divinity to transfer life from the Undead to the living. As a Magic action, you can touch one of your thralls and choose a willing Humanoid you can see within 60 feet of you. The Undead is destroyed and reduced to dust, and the Humanoid regains Hit Points equal to the Undead’s Hit Points. Once a creature regains Hit Points in this way, it can’t do so again until it finishes a Long Rest.LEVEL 20: MUMMY LORD [LICHDOM]You have reached the pinnacle of Necromancy and transformed yourself into a lich. This entails undergoing the ancient funeral rites of the pharaohs, removing your organs and entombing your body in a sarcophagus amongst your worldly possessions. You become the oldest and most exalted type of lich: a mummy lord. You gain the following benefits in addition to those of your Lichdom feature.Canopic Jars. Your spirit jar is a set of four canopic jars containing your stomach, lungs, intestines, and liver. Each one has a specific weakness, which you must discuss with your GM. Your rejuvenation is only stopped when all four canopic jars are destroyed. When you are destroyed, you reform at your sarcophagus.Pharaohs: the cat- people of liches.122 123Necromancer123
creature takes 5d10 Poison damage and 5d10 Necrotic damage and has the Poisoned condition until the start of your next turn. On a successful save, a creature takes half as much damage. Master of Disease. When you deal 25 or more damage with Charnel Touch, the target has the Poisoned condition and is cursed for 1 minute. Choose two of the following effects which afflict the target while it is cursed. At the end of each of its turns, the target can make a Constitution saving throw against your spell save DC, ending the curse and the Poisoned condition on a success.Bleeding. Each time the target takes damage, it takes an extra 1d6 Necrotic damageDisadvantage. Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.Garbled. The target can’t speak coherently or cast spells with a Verbal component.Red-Eye. The target has the Blinded condition beyond 10 feet.Unsteady. The target has the Prone condition at the end of each of its turns.ReanimatorStitch Together Terrible MinionsThrough bubbling test tubes and sparking electrodes, you have discovered the true heart of Necromancy: mad science. You’ve experimented in far-reaching disciplines of surgery, alchemy, and physics, using your animated minions as gruesome test subjects and walking surgical dummies. Most crucially, you have discovered that lightning can imbue almost anything with a semblance of life, from the smallest severed muscle to the most towering golems.LEVEL 3: SKILLED SURGEONYou gain proficiency in the Medicine skill, if you didn’t already have it. Additionally, you gain a bonus to checks using this skill equal to your Intelligence modifier (minimum bonus of +1).LEVEL 3: SPELL-STITCHINGYou can inscribe magical effects into your thralls with gruesome Spell-Stitches. You can expend Charnel Touch Points to apply Spell-Stitches to your thralls over the course of 1 hour, which can be done during a Short or Long Rest. The number of Charnel Touch points required to apply each stitch is listed in parentheses. Each thrall can have a maximum of two stitches, which last until the thrall dies or you apply a new stitch to replace it.Plague LordHarness the Vile Power of Sickness and RotIf elemental Necromancy thrives anywhere on the Material Plane, it is perhaps at a miniscule size of a bacterium. There, the greatest of plagues are born to ravage entire kingdoms and continents with inexorable sickness. Necromancers that seeks to harness this form of Necromancy are known as Plague Lords, commanders of vermin and disease alike.LEVEL 3: CHARNEL TOXINWhen you deal 5 or more damage with Charnel Touch, the target has the Poisoned condition until the start of your next turn.LEVEL 3: NECROTOXINWhen you cast a Necromancer spell or use a Necromancer feature that deals Poison damage or gives the Poisoned condition, it ignores Resistance to Poison damage and Immunity to the Poisoned condition.LEVEL 3: VILE CONGREGATIONLeagues of vermin cling to your skin and swarm over others nearby. Whenever an enemy within 5 feet of you makes a D20 Test, you can subtract 1d4 from the roll.LEVEL 6: PROJECTILE SPEWYour reach with Charnel Touch and spells with a range of Touch is 10 feet greater than normal, as magically imbued projectile vomit delivers the effect.LEVEL 10: BLOATED THRALLSWhen one of your thralls is reduced to 0 Hit Points or you release it, you can cause it to explode in a shower of toxic gore. Each creature you choose within 5 feet of the thrall makes a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d6 Poison damage and has the Poisoned condition until the start of your next turn. On a successful save, a creature takes half as much Poison damage.LEVEL 20: CORPULENT LICH [LICHDOM]You have reached the pinnacle of Necromancy and transformed yourself into a lich. Your obsession with disease and rot has affected your transformation: you bloat like a waterlogged corpse and your skin turns a sickly green. You gain the following benefits in addition to those of your Lichdom feature.Gore Burst. When you drop to 0 Hit Points, your body explodes in a shower of necromantic energy. Each creature you choose within 20 feet of you makes a Dexterity saving throw against your Necromancer spell save DC. On a failed save, a QUOTE GOES HERE124 125 Classes125
Golem Body. Your spirit jar is your artificial golem body. It has a specific weakness, which you must discuss with your GM. Your rejuvenation is only stopped when your body is completely destroyed using its weakness. When you drop to 0 Hit Points, you temporarily die and reanimate with half of your Hit Points after 1 hour. Gruesome Physicality. Your Strength, Dexterity, and Constitution scores become 20 if they weren’t already higher.Damage Resistance. You gain Resistance to Bludgeoning, Piercing, and Slashing damage.Self-Stitches. You can apply any number of Spell-Stiches to yourself as a Magic action, expending Charnel Touch points as normal. Spell-Stitches applied in this way last until you finish a Long Rest.ReaperBecome One with the ShadowsThe oblivion of death is the wellspring Necromancy, a dark abyss into which all Necromancers stare. Those few Necromancers who forsake their souls outright might become Reapers, figures of shadow and demise that beckon others to the afterlife. For performing this deed, they strengthen their connection to that distant oblivion until they are but tenebrous shadows: harbingers of an inevitable end.LEVEL 3: REAPER SPELLSYour necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Reaper Spells table, you thereafter always have the listed spells prepared. Pharaoh SpellsNecromancer Level Spells3 False Life, Inflict Wounds, Invisibility, Silence5 Fear, Speak with Dead7 Greater Invisibility, Phantasmal Killer9 Mislead, PasswallLEVEL 3: CHARNEL VEILWhen you deal 5 or more damage with Charnel Touch, you gain the Invisible condition until the start of your next turn.Armored Stitch (15 Charnel Touch Points).The thrall’s AC becomes 18 if it were lower.Fleet Stitch (5 Charnel Touch Points). The thrall’s Speed is doubled.Skilled Stitch (5 Charnel Touch Points). The thrall has proficiency in all of your skills. Tough Stitch (10 Charnel Touch Points). The thrall’s Hit Point maximum and current Hit Points increase by twice your Necromancer level.Vicious Stitch (10 Charnel Touch Points).The thrall has Advantage on the first attack roll it makes on each of its turns. LEVEL 3: CHARNEL VOLTAGEWhen you deal 5 or more damage with Charnel Touch, you can deal Lightning damage instead of Necrotic damage and cause the energy to arc to a second creature within 5 feet of the target. The second creature must succeed on a Dexterity saving throw against your spell save DC or take Lightning damage equal to half of the number of Charnel Touch points expended. A creature that takes Lightning damage from this feature can’t make Opportunity Attacks until the start of its next turn.LEVEL 6: LAZARUS BOLTAs a Magic action, you can drive a bolt into the torso of a creature within 5 feet of you that has died within the last minute and shock it back to life. That creature revives with 1 Hit Point and gains Temporary Hit Points equal to twice your Necromancer level. This feature can’t return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs.Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending 20 Charnel Touch points (no action required).LEVEL 10: QUICK STITCHAs a Magic action, you can apply a Spell-Stitch to one of your thralls, expending Charnel Touch points as normal. This stitch lasts for 10 minutes and can exceed the thrall’s maximum of two stitches.LEVEL 20: PATCHWORK GOLEM [LICHDOM]You have reached the pinnacle of Necromancy and transformed yourself into a lich. Through abominable works of alchemy and surgery, you have constructed an artificial body to act as the vessel for your soul. You gain the following benefits in addition to those of your Lichdom feature.124 125Necromancer125
LEVEL 6: UMBRAL FORMAs a Magic action, you can flatten your body into a shadow upon the floor. You remain in Umbral Form until you end this effect as a Bonus Action. While in Umbral Form, the following rules apply.Inactive. You can’t take any action, Bonus Action, or Reaction, other than to leave the form.Immunities. You have Immunity to the Grappled and Prone conditions.Difficult Target. Attacks against you have Disadvantage. Invisible in Darkness. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness. Speed. Your Speed doubles and you gain a Climb Speed equal to your Speed. You can move across difficult surfaces, including ceilings, without needing to make an ability check. As a shadow, you can only move along surfaces; you can’t jump or fly. Gear. Your equipment merges with your Umbral Form and has no effect until you leave the form.LEVEL 10: WRAITH FLIGHTEach of your thralls gains a Fly Speed equal to its Speed. If it already has a Fly Speed, its Fly Speed is doubled. Additionally, your thralls don’t provoke Opportunity Attacks while flying.LEVEL 20: HARBINGER [LICHDOM]You have reached the pinnacle of Necromancy and transformed yourself into a lich. You have become an embodiment of death itself. Clad in shadows, you seem little more than a skeletal presence in a foreboding robe, a sight that all people fear to behold. You gain the following benefits in addition to those of your Lichdom feature.Death’s Touch. When you use your Charnel Touch and roll an 11 or higher on the d20 for the attack roll, you hit the target, regardless of its AC.Fell Flight. You gain a Fly Speed of 60 feet.Grim Harvest. When you kill a Medium or Small creature that isn’t Undead using Charnel Touch, you rip its soul from its body, which animates as a Specter under your control and counts as one of your thrall.UNDEAD THRALLSNecromancers use the following creatures as their thralls: Bloodlurks, Bone Beasts, Gorgers, Skeletons, Spirits, Deadnaughts, and Zombies. A Small or Medium Humanoid corpse can be animated into any of these Undead. Other than having a different size, your thralls’ statistics are unchanged. If you animate a deadnaught thrall, you can’t control other thralls.Unless otherwise stated, no other Undead creatures can be animated as thralls. Furthermore, your thralls only have proficiency in items listed in their Gear entries. The Undead Thralls table can be used as a quick reference for thrall statistics.SkeletonThe renanimated remains of humanoids long since dead, skeletons are puppets of bone held aloft by strings of magic.SKELETONMEDIUM UNDEAD, LAWFUL EVILAC 14 Initiative +3 (13)HP 13 (2d8 + 4)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 10 +0 +0 DEX 16 +3 +3 CON 15 +2 +2INT 6 –2 –2 WIS 8 –1 –1 CHA 5 –3 –3Vulnerabilities BludgeoningImmunities Poison; Exhaustion, PoisonedGear Shortbow, ShortswordSenses Darkvision 60 ft.; Passive Perception 9Languages Understands Common plus one other language but can’t speakCR 1/4 (XP 50; PB +2)ACTIONSShortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.126 127 Classes127
SpiritA spirit is the scarcely tangible echo of humanoid, a soul bound to the mortal realm by necromantic magic.UNDEAD THRALLSNAME CR AC HP MOVEMENT TRAITSBloodlurk 2 10 75 20 ft., Climb 20 ft. Amorphous, Spider ClimbBone Beast 1 14 27 40 ft. Pack TacticsDeadnaught 1 16 Varies 30 ft. Necromantic Bond, RegenerationGorger 1 8 36 30 ft. NoneSkeleton 1/4 14 13 30 ft. NoneSpirit 1/4 15 9 30 ft., Fly 30 ft. (hover) Incorporeal MovementZombie 1/4 8 15 20 ft. Undead FortitudeSPIRITMEDIUM UNDEAD, CHAOTIC EVILAC 15 Initiative −1 (9)HP 9 (2d8)Speed 30 ft., Fly 30 ft. (hover)MOD SAVE MOD SAVE MOD SAVESTR 1 –5 –5 DEX 14 +2 +2 CON 10 +0 +0INT 10 +0 +0 WIS 10 +0 +0 CHA 16 +3 +3Resistances Bludgeoning, Piercing, SlashingImmunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, RestrainedSenses Darkvision 60 ft.; Passive Perception 10Languages Understands Common plus one other language but can’t speakCR 1/4 (XP 50; PB +2)TRAITSIncorporeal Movement. The spirit can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.ACTIONSGrave Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Necrotic damage.ZombieA zombie is the rotting remains of the once living, held together and driven by dark magic.ZOMBIEMEDIUM UNDEAD, NEUTRAL EVILAC 8 Initiative −2 (8)HP 15 (2d8 + 6)Speed 20 ft.MOD SAVE MOD SAVE MOD SAVESTR 13 +1 +1 DEX 6 –2 –2 CON 16 +3 +3INT 3 –4 –4 WIS 6 –2 +0 CHA 5 –3 –3Immunities Poison; Exhaustion, PoisonedSenses Darkvision 60 ft.; Passive Perception 8Languages Understands Common plus one other language but can’t speakCR 1/4 (XP 50; PB +2)TRAITSUndead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.ACTIONSSlam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.Minions are like friendsBut without all the dumb questions126 127Necromancer127VARIANT THRALLSWith the GM’s permission, you can use the Animate Thralls ritual to animate creatures other than Humanoids that have Undead statblocks, such as animating a Warhorse into a Warhorse Skeleton. Such thralls may use different statistics or carry different gear.
Bone BeastConstructed of haphazardly assembled humanoid bones, a bone beast looks nothing like a man. Lumbering about on four legs with great boney fangs, the beast can run as fast as a bear and strike as viciously as a lion.BONE BEASTMEDIUM UNDEAD, NEUTRAL EVILAC 14 Initiative +5 (15)HP 27 (5d8 + 5)Speed 40 ft.MOD SAVE MOD SAVE MOD SAVESTR 12 +1 +1 DEX 16 +3 +3 CON 13 +1 +1INT 5 –3 –3 WIS 10 +0 +0 CHA 5 –3 –3Vulnerabilities BludgeoningImmunities Poison; Exhaustion, PoisonedSenses Darkvision 60 ft.; Passive Perception 10Languages Understands Common plus one other language but can’t speakCR 1 (XP 200; PB +2)TRAITSPack Tactics. The beast has Advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.ACTIONSBite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage, and the target has the Prone condition if it is Large or smaller.Who’s a good bone-dog-man? You are!GorgerAn unholy tangling of flesh, the gorger still vaguely resembles a humanoid in profile, except for the gaping, toothed maw in its chest. Its colossal teeth are little more than sharpened ribs, but its monstrous bite can easily decapitate.GORGERMEDIUM UNDEAD, NEUTRAL EVILAC 8 Initiative −2 (8)HP 36 (8d8)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 16 +3 +3 DEX 7 –2 –2 CON 10 +0 +0INT 7 –2 –2 WIS 10 +0 +0 CHA 6 –2 –2Immunities Poison; Exhaustion, PoisonedSenses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10Languages Understands Common plus one other language but can’t speakCR 1 (XP 200; PB +2)ACTIONSBite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13).128 129 Classes129
DeadnaughtAn Undead hulk clad in heavy armor, a deadnaught is a Necromancer’s most fearsome ally. Proficiencies. The Proficiencies entry in a stat block lists its weapon proficiencies and armor training. The monster can equip any gear for which it has proficiency or training.DEADNAUGHTMEDIUM UNDEAD, LAWFUL EVILAC 16 Initiative +2 (12)HP 10 plus five times your Necromancer level (the deadnaught has a number of Hit Dice [d8s] equal to your Necromancer level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 19 +4 +4 DEX 14 +2 +2 CON 16 +3 +3INT 7 –2 –2 WIS 10 +0 +0 CHA 6 –2 –2Immunities Poison; Charmed, Exhaustion, Frightened, PoisonedProficiencies Simple and Martial weapons; Light, Medium, and Heavy armor, ShieldsGear Warhammer and Chain MailSenses Darkvision 60 ft.; Passive Perception 10Languages Understands the languages you know but can’t speakCR 1 (XP 0; PB equals your Proficiency Bonus)TRAITSNecromantic Bond. You can only animate and control a deadnaught once you reach Necromancer level 7. While you control a deadnaught, you can’t control other thralls.Regeneration. The deadnaught regains 5 Hit Points at the start of each of its turns if it has at least 1 Hit Point.ACTIONSMultiattack. The deadnaught makes two attacks. It makes three attacks when you reach Necromancer level 13, and four attacks when you reach Necromancer level 17.Warhammer. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 Bludgeoning damage.BloodlurkAn awful hybrid of Undead and Ooze, a bloodlurk is animated from the coagulated blood of the dead and bubbles with necromantic malice. BLOODLURKMEDIUM UNDEAD, NEUTRAL EVILAC 10 Initiative −1 (9)HP 75 (10d8 + 30)Speed 20 ft., Climb 20 ft.MOD SAVE MOD SAVE MOD SAVESTR 16 +3 +3 DEX 8 –1 –1 CON 17 +3 +3INT 1 –5 –5 WIS 6 –2 –2 CHA 2 –4 –4Skills Stealth +3Immunities Necrotic, Poison; Blinded, Charmed, Exhaustion, Frightened, Grappled, Poisoned, Prone, RestrainedSenses Blindsight 60 ft.; Passive Perception 8Languages NoneCR 2 (XP 450; PB +2)TRAITSAmorphous. The bloodlurk can move through a space as narrow as 1 inch without expending extra movement to do so.Spider Climb. The bloodlurk can climb difficult surfaces, including along ceilings, without needing to make an ability check.ACTIONSBlood Splash. Constitution Saving Throw: DC 13, each creature of the bloodlurk’s choice in a 5-foot Emanation origination from the lurker. Failure: 17 (5d6) Necrotic damage. Success: Half damage.128 129Necromancer129STREAMLINING COMBATWhen you have two or more thralls under your command of the same type, you can roll a single attack on a particular target for all your thralls, instead of rolling attacks separately. If this attack hits, you treat all your thralls as having hit; if this misses, all your thralls’ attacks miss. Different thralls and those that attack separate targets must roll separately.
130 131 ClassesWARDEN
Armed with a shield and stubborn resolve, Wardens stand in defense of their allies and the innocent wherever they travel.Guardian’s CallEvery Warden hears a call to defend the helpless. Sometimes, they are directly called, such as when a village selects their mightiest member to defend them. Other times, they are compelled by more subtle means, such as witnessing uncontested injustice or feeling the weight of responsibility when tragedy occurs. The result is the same: Wardens who pick up their Shields and dedicate themselves to a charge.Strength of ChampionsA Warden’s source of strength is their bottomless tolerance for punishment. Once they have adopted a group of creatures as their charge, a Warden might also reflect those particular strengths: a Beastblood Guardian learns to hunt and roar with Beasts, and a Verdant Protector commands plants as a treant does.Becoming a Warden…AS A LEVEL 1 CHARACTER• Gain all of the traits in the Core Warden Traits table. • Gain the Warden’s level 1 features, which are listed in the Warden Features table.AS A MULTICLASS CHARACTER• Gain the following traits from the Core Warden Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.• Gain the Warden’s level 1 features, which are listed in the Warden Features table.CORE WARDEN TRAITSPrimary Ability Strength and ConstitutionHit Point Die D10 per Warden levelSaving Throw ProficienciesStrength and ConstitutionSkill Proficiencies Choose 2: Animal Handling, Athletics, Insight, Intimidation, Medicine, Perception, Persuasion, or SurvivalWeapon ProficienciesSimple and Martial weaponsArmor Training Light, Medium, and Heavy armor and ShieldsStarting EquipmentChoose A or B: (A) Chain Mail, Shield, Warhammer, 6 Javelins, Dungeoneer’s Pack, and 15 GP; or (B) 130 GP130 131Warden
LEVELPROFICIENCY BONUS FEATURES INTERRUPTWEAPON MASTERY 1st +2 Fighting Style, Sentinel’s Stand, Weapon Mastery — 2 2nd +2 Guardian Tactics, Unyielding Resolve — 2 3rd +2 Warden Subclass — 2 4th +2 Ability Score Improvement — 3 5th +3 Extra Attack, Interrupt 3 3 6th +3 Subclass feature 3 3 7th +3 Mettle 3 3 8th +3 Ability Score Improvement 3 3 9th +4 Survive 4 3 10th +4 Subclass feature 4 4 11th +4 Sentinel’s Strike 4 4 12th +4 Ability Score Improvement 4 4 13th +5 Font of Life 5 4 14th +5 Extended Tactics 5 4 15th +5 Improved Resolve 5 4 16th +5 Ability Score Improvement 5 4 17th +6 Subclass feature 6 4 18th +6 Sentinel’s Soul 6 4 19th +6 Epic Boon 6 4 20th +6 Legendary Resistance 6 4WARDEN FEATURESStalwart Spirit. You gain proficiency in one saving throw of your choice.Steadfast Toughness. Your Hit Point maximum is increased by your Constitution modifier plus your Warden level. If you later replace this choice, your Hit Point maximum no longer receives this increase.Tower Shield. While you are holding a Shield, you have a +3 bonus to your AC instead of +2. At Warden level 10, this bonus increases to +4.LEVEL 1: WEAPON MASTERYYour training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Halberds and Longswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.When you reach certain Warden levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Warden Features table.Warden Class FeaturesAs a Warden, you gain the following class features when you reach the specified Warden levels. These features are listed in the Warden Features table.LEVEL 1: FIGHTING STYLEYou gain a Fighting Style feat of your choice. Defense is recommended.Whenever you gain a Warden level, you can replace the feat you chose with a different Fighting Style feat.LEVEL 1: SENTINEL’S STANDYou gain one of the following benefits of your choice. Whenever you gain a Warden level, you can replace the chosen benefit with another one.Wardens: Professional punching bags132 133 Classes
LEVEL 3: WARDEN SUBCLASSYou gain a Warden subclass of your choice. A subclass is a specialization that grants you features at certain Warden levels. For the rest of your career, you gain each of your subclass’s features that are of your Warden level or lower.LEVEL 4: ABILITY SCORE IMPROVEMENTYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warden levels 8, 12, and 16.LEVEL 5: EXTRA ATTACKYou can attack twice instead of once whenever you take the Attack action on your turn.LEVEL 5: INTERRUPTWhen an enemy within 5 feet of you takes an action—such as Multiattack—that allows it to make multiple attacks or use additional abilities as a part of the same action, you can take a Reaction to prevent one of its attacks or abilities. You take this Reaction before any D20 Test is rolled for the action. The enemy makes one fewer attack or uses one fewer ability than normal. You learn what attacks and abilities the enemy uses and choose which one to interrupt. LEVEL 2: GUARDIAN TACTICSYour resolute fortitude allows you to hinder your foes and protect your allies using the following tactics.Block. As a Bonus Action, you can choose one ally you can see. Until the start of your next turn, the ally’s AC equals your AC if it is lower than that while the ally is within 5 feet of you. This effect ends early if you or the ally have the Incapacitated condition.Challenge. As a Bonus Action, you can goad an enemy that can see or hear you into attacking you. Until the start of your next turn, the enemy has Disadvantage on attack rolls against creatures other than you while it is within 5 feet of you. This effect ends early if you have the Incapacitated condition.Grasp. As a Bonus Action, you can block the retreat of foes within a 5-foot Emanation originating from you until the start of your next turn. A creature within the Emanation can’t willingly move further away from you unless it first takes the Disengage action. The Emanation ends early if you have the Incapacitated condition.LEVEL 2: UNYIELDING RESOLVEWhile you are Bloodied, you have Resistance to Bludgeoning, Piercing, and Slashing damage.132 133Warden
Sweep. When you take the Attack action on your turn using a Melee weapon, you can make an attack against each creature you choose within 5 feet of you, with a separate attack roll for each target, instead of attacking twice. LEVEL 13: FONT OF LIFEAt the start of your turn, you can end one of the following conditions on yourself (no action required): Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, or Restrained.You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.LEVEL 14: EXTENDED TACTICSThe range of your Guardian Tactics increases to 10 feet: your Block affects an ally within 10 feet of yourself, your Challenge affects an enemy within 10 feet of yourself, and your Grasp is a 10-foot Emanation.LEVEL 15: IMPROVED RESOLVEWhile you are Bloodied, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.LEVEL 18: SENTINEL’S SOULYou gain one of the following benefits of your choice. Whenever you finish a Long Rest, you can replace the chosen benefit with another one.All-Seeing. You have Blindsight with a range of 30 feet. If you already have Blindsight, its range increases by 30 feet.Fortified. No attack roll can have Advantage against you unless you have the Incapacitated condition.Unstoppable. You can move through the space of any creature. Moving through its space doesn’t cost you extra movement, but you can’t stop in the same space. If the creature is your size or smaller, it has the Prone condition when you enter its space.LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify.LEVEL 20: LEGENDARY RESISTANCEIf you fail a saving throw, you can choose to succeed instead.You can use this feature three times, and regain all expended uses when you finish a Long Rest.Number of Uses. You can use this Reaction three times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.At Higher Levels. When you reach certain Warden levels, you gain more uses of this Reaction, as shown in the Interrupt column of the Warden Features table.LEVEL 7: METTLEYour determination allows you to shrug off effects that would otherwise harm you. When you’re subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.LEVEL 9: SURVIVEWhen you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to twice your Warden level.Once you use this feature, you can’t use it again until you finish a Long Rest.LEVEL 11: SENTINEL’S STRIKEYou gain one of the following benefits of your choice. Whenever you finish a Long Rest, you can replace the chosen benefit with another one.Interdict. When you use Interrupt, you can make a melee attack against the enemy as a part of the same Reaction. Additionally, you regain a use of Interrupt when you roll Initiative.Shield Slam. Once per turn when you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped. The target takes Bludgeoning damage equal to 1d8 plus the Shield’s AC bonus.Normally just I, dragons, and a few other beasties get Legendary Resistance. 134 135 Classes
WARDEN SUBCLASSESNAME DESCRIPTIONBeastblood Guardian Protects Beasts through a primal ferocityDrake-Blooded Empowered with magic by the blood of DragonsGodsworn Divinely-appointed to defend holy sites and vulnerable priestsGrey Watchman A maneuver-trained guard that repels invadersNightgaunt An ally of Undead, suffused with necromantic powerStoneheart Defender An unyielding protector of mountain strongholdsStorm Sentinel Channels the fury of thunderstorms to protect the weakVerdant Protector Imbued with the power of the forests and pledged to defend themLEVEL 6: HUNTING GROUNDSYou can move through the wilds as a Beast does, granting you the following benefits.Ignore Difficult Terrain. Difficult Terrain doesn’t cost you extra movement.Climb and Swim Speed. You have a Climb Speed and a Swim Speed equal to your Speed.LEVEL 10: WILD POUNCEOnce per turn when you hit a Large or smaller creature with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Slashing damage and has the Prone condition.LEVEL 17: ASPECT OF THE BEASTYou can assume the bloodthirsty visage of the Primal Beast. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest. Bloodied Frenzy. While you are Bloodied, you have Advantage on attack rolls.Bleeding Wounds. When you hit a creature with an attack using a weapon or Unarmed Strike, you can deal the target a bleeding wound. A creature with a bleeding wound can’t regain Hit Points and takes 1d10 Necrotic damage for each of its wounds at the start of each of its turns. This damage ignores Resistance and Immunity. A creature can take an action to staunch all of its bleeding wounds. A creature can have a maximum of six bleeding wounds at once.Furious Speed. Your Speed doubles.WARDEN SUBCLASSESA Warden subclass is a specialization that grants you features at certain Warden levels, as specified in the subclass.Beastblood GuardianCommand the Fury of BeastsYou have formed a bond with Beasts and have taken up the task of defending them. Your time among them has taught you their ferocity, tenacity, and animal instincts, allowing you to become a primal predator of the wilds.LEVEL 3: PRIMAL WARRIORYour connection with Beasts of the wilds grants you the following benefits.Animal Instincts. You gain proficiency in the Animal Handling, Nature, or Survival skill. Additionally, you gain a bonus to checks using the chosen skill equal to your Constitution modifier (minimum bonus of +1).Bloodied Fury. At the start of your turn while you’re Bloodied, you can gain Advantage on attack rolls you make until the end of your turn. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.LEVEL 3: ROARAs a Bonus Action, you release a bellowing roar in a 5-foot Emanation originating from you. Each Large or smaller creature you choose within the Emanation is pushed 5 feet away from you and it can’t make Opportunity Attacks until the start of its next turn.134 135Warden
When you reach Warden level 10, you learn another Sorcerer cantrip of your choice.Spell Slots. The Drake-Blooded Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Sorcerer spell list. Burning Hands, Detect Magic, and Shield are recommended.The number of spells on your list increases as you gain Warden levels, as shown in the Prepared Spells column of the Drake-Blooded Spellcasting table. Whenever that number increases, choose additional spells from the Sorcerer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Warden, your list of prepared spells can include five Sorcerer spells of levels 1 and 2 in any combination.Drake-BloodedChannel Draconic Magic with Your BloodYour call was the booming roar of dragons. As such, you have struck a pact with an ancient wyrm to protect its hoard from enemies that might despoil it. In turn, the wyrm granted you a few drops of its blood to drink, which surged through your veins like fire and granted you a measure of draconic power. Fire alights at your fingertips and your eyes bear reptilian slits. As a Drake-Blooded Warden, you are a champion among half-dragons and a titan among kobolds.LEVEL 3: SPELLCASTINGYou have learned to cast spells. The information below details how you use those rules as a DrakeBlooded Warden.Cantrips. You know two cantrips of your choice from the Sorcerer spell list (see that class’s section for its list). Sorcerous Burst and True Strike are recommended. Whenever you gain a Warden level, you can replace one of these cantrips with another cantrip of your choice from the Sorcerer spell list.136 137 Classes
You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.Quickened Spell (Costs 2 Hit Point Dice).When you cast a spell that has a casting time of an action, you can expend 2 Hit Point Dice to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.LEVEL 6: ARCANE STRIKEWhen you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Sorcerer cantrips that has a casting time of an action.LEVEL 10: DRACONIC VENGEANCEWhen you take damage from a creature that is within 10 feet of you, you can take a Reaction and expend a Hit Point Die to unleash draconic energy in a 10-foot Emanation originating from you. Each creature you choose in the Emanation makes a Dexterity saving throw against your spell save DC. On a failed save, a creature takes damage equal to two rolls of your Hit Point Die plus your Constitution modifier, or half as much damage on a successful one. The damage is your choice of Acid, Cold, Fire, Lightning, or Poison.LEVEL 17: ASPECT OF THE GREATWYRMYou can wreathe yourself in a dragon’s elemental might. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot Cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save or half as much damage on a successful one. The damage is your choice of Acid, Cold, FIre, Lightning, or Poison.Elemental Fury. When you deal damage with a Melee weapon or an Unarmed Strike, the target takes an extra 1d6 damage. The damage is your choice of Acid, Cold, FIre, Lightning, or Poison.Fly Speed. You gain a Fly Speed of 60 feet.Changing your Prepared Spells. Whenever you gain a Warden level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.Spellcasting Ability. Charisma is your spellcasting ability for your Wizard spells.Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.LEVEL 3: MORTAL METAMAGICYou use the following Metamagic options to temporarily modify spells you cast. To use an option, you must expend the number of Hit Point Dice that it costs. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.Empowered Spell (Costs 1 Hit Point Die).When you roll damage for a spell, you can spend 1 Hit Point Die to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.DRAKE-BLOODED SPELLCASTINGWARDEN LEVELPREPARED SPELLS 1 2 3 43 3 2 — — —4 4 3 — — —5 4 3 — — —6 4 3 — — —7 5 4 2 — —8 6 4 2 — —9 6 4 2 — —10 7 4 3 — —11 8 4 3 — —12 8 4 3 — —13 9 4 3 2 —14 10 4 3 2 —15 10 4 3 2 —16 11 4 3 3 —17 11 4 3 3 —18 11 4 3 3 —19 12 4 3 3 120 13 4 3 3 1—SPELL SLOTS—136 137Warden
LEVEL 17: SAINTED MANTLEYou can wreathe yourself in divine protection. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.Radiant Regeneration. At the start of each of your turns, you regain Hit Points equal to half your Warden level plus your Constitution modifier.Spirit Guardians. As a part of the Bonus Action you take to use this feature, you cast Spirit Guardians without a spell slot. When you cast it in this way, its duration is 1 minute and doesn’t require Concentration.Grey WatchmanPerform Lethal Maneuvers in CombatEver-vigilant and unceasing in your duties, you are a watcher of the realms of Humanoids, called to keep guard over a fortress or wall. As a Grey Watchman, trained in the arts of combat, you have honed your skills to a razor’s edge to repel any invaders that might challenge your land. You needn’t keep watch over the same castle your entire life, but, wherever you travel, you are dedicated to keeping your land safe from invading armies, marauding monsters, and other external threats.LEVEL 3: BATTLE TACTICSYou can perform incredible feats of daring fueled by special dice called Battle Dice.Battle Dice. You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available as shown on the following Battle Dice table.Maneuvers. You can expend Battle Dice to perform maneuvers. Your maneuver options are detailed later in the subclass description. Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier and Proficiency Bonus.Battle DiceWarden Level Battle Dice3 2d67 3d613 3d819 4d8GodswornWield Divine Power to Protect the WeakThe whispers of gods, the ringing of bells, and the meter of hymns called you, compelling you to swear an oath of protection. With your blade, you defend temples, holy sites, and other sacred ground, and with your shield, you protect pilgrims as they make their grand journeys. Your purpose is grander than just one life, and you look forward to seeing what designs the gods have set on your travels.LEVEL 3: ANOINTED BLOCKWhen you use the Block option of your Guardian Tactics, the chosen ally adds 1d4 to attack rolls and saving throws it makes while within 5 feet of you until the start of your next turn.LEVEL 3: DIVINE MANDATEYour oath of protection grants you the following benefits.Cantrips. You learn two cantrips of your choice from the Cleric spell list. Wisdom is your spellcasting ability for these spells. Doctrine. You gain proficiency in the Religion skill. Additionally, you gain a bonus to checks using this skill equal to your Constitution modifier (minimum bonus of +1).Radiant Resistance. You gain Resistance to Radiant damage.LEVEL 6: BENEDICTIONYou can cast any of the following spells once without a spell slot: Daylight, Lesser Restoration, Sanctuary, and Zone of Truth. Wisdom is your spellcasting ability for the spells you cast with this feature. Once you cast a spell using this feature, you regain the ability to cast it in this way when you finish a Long Rest.LEVEL 10: SELFLESS SURVIVALWhen a creature you can see within 30 feet of yourself is reduced to 0 Hit Points and not killed outright, you can expend the use of your Survive to prevent its demise. The creature drops to 1 Hit Point instead and regains a number of Hit Points equal to twice your Warden level.In stores now!Zero-Calorie Clerics138 139 Classes
Bull Rush. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll, you can expend one Battle Die as a Bonus Action to perform a Bull Rush. The target takes extra Bludgeoning damage equal to the roll of the Battle Die, and must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.Heel-Cutter. When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to prevent the target from escaping. Add the Battle Die to the attack’s damage roll. The target must succeed on a Strength saving throw or its Speed becomes 0 until the end of its next turn.Lightning Reflexes. When you roll Initiative, you can expend one Battle Die immediately after regaining your Battle Dice. Add the Battle Die to your Initiative roll. You can’t use this maneuver if you have the Incapacitated condition. Rampage. Once on each of your turns, immediately after you reduce an enemy to 0 Hit Points or score a Critical Hit with a melee attack roll, you can expend one Battle Die to move up to your Speed and make a melee attack (no action required). On a hit, you add the Battle Die to the attack’s damage roll.Staggering Strike. When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to daze the target. Add the Battle Die to the attack’s damage roll. The target subtracts the Battle Die from the next attack roll it makes before the end of your next turn.LEVEL 3: SIEGE DEFENDERWell-versed in repelling attackers, you gain the following benefits.Siege Stance. If you end your turn and haven’t moved during the current turn, you have Advantage on readied attacks and Opportunity Attacks until the start of your next turn.Tight Formation. While you are within 5 feet of two or more allies that don’t have the Incapacitated condition, enemies can’t have Advantage on attack rolls against you.LEVEL 6: UNYIELDING SURGEWhen you become Bloodied, you can regain an expended Battle Die (no action required).Once you use this feature, you can’t use it again until you roll Initiative or finish a Short or Long rest.LEVEL 10: HOLD THE LINEWhen you use the Grasp option of your Guardian Tactics, while in the Emanation, you and your allies have Advantage on Strength, Dexterity, and Constitution saving throws.LEVEL 17: UNBREAKABLE SENTINELYou can become a paragon of battle. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.Martial Recovery. At the start of each of your turns, you regain one expended Battle Die.Deadly Strike. When you hit with a maneuver, add an extra Battle Die to the damage roll without expending it.Deft Maneuver. You gain a special additional Bonus Action that you can take once on each of your turns. You can take this special Bonus Action only to use a maneuver.MANEUVER OPTIONSThe maneuvers are presented in alphabetical order.Bear Hug. When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to attempt to grapple the target. Roll the Battle Die. The target takes extra Bludgeoning damage equal to the roll of the Battle Die, and the target subtracts the Battle Die from its saving throw to avoid or end the Grappled condition.138 139Warden
LEVEL 3: GRAVE KEEPERYour affinity for the Undead grants you the following benefits.Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.Necrotic Resistance. You have Resistance to Necrotic damage.Undead Empathy. Whenever an Undead creature attacks you, it makes a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, its attack misses.LEVEL 6: INNATE NECROMANCYYou can cast any of the following spells once without a spell slot: Darkness, False Life, Gentle Repose, and Speak with Dead. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this feature (choose the ability when you cast the spell). Once you cast a spell using this feature, you regain the ability to cast it in this way when you finish a Long Rest.LEVEL 10: UNDYINGYou can use your Survive three times and regain all expended uses when you finish a Long Rest. LEVEL 17: GRAVELORDYou can invite necromantic energies into your body. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.Frightful Aura. You emit an aura of terror in a 15-foot Emanation originating from yourself. Whenever an enemy starts its turn in the Emanation, it must succeed on a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.Vampiric Strike. As a part of the Bonus Action you take to use this feature, you cast cast Vampiric Touch as a without a spell slot as a level 5 spell. When you take the Attack action, you can replace one of your attacks with making the spell’s melee spell attack.NightgauntSide With the Forces of UndeathBlood-drinkers, Undead, and other creatures of the night are often feared and hunted, and few stand in their defense; except, of course, the grim and terrible Nightgaunts. Tales of Nightgaunts cast them as hunters of clerics and goodly vampire slayers. Their appearances always presage long nights and great rises in hungry Undead.You felt the calling of the moon bringing you to the graveside of living corpses. Though vampires, zombies, and skeletons are mighty, they are always outnumbered, hunted, and turned by Clerics—never given a chance to repose in peace. They require an ally among the living to continue their ceaseless lives, and you have risen by moonlight to the task.LEVEL 3: DEATH’S GAMBITWhen you deal damage to an enemy targeted by the Challenge option of your Guardian Tactics, it may die instantly. If the enemy has fewer Hit Points than twice your Warden level after taking damage, it drops to 0 Hit Points.140 141 Classes
LEVEL 17: STONEFORGED CHAMPIONYou can encase yourself in rock to become a living mountain. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.Earthshatter Stomp. Once on each of your turns, you can use your Earthshatter without replacing one of your attacks.Giant Strength. Your Strength increases by 4, to a maximum of 25.Immortal Resolve. While you are Bloodied, you have Resistance to all damage.Stoneheart DefenderBecome an Unmovable ObstacleYour call was the steadfast rumble of mountains, a pull which dwarves, gnomes, and goliaths have felt for generations. As a Stoneheart Defender, you protect the stones from those who would despoil them, from within and without. You might protect old dwarven walls, patrol high mountain lookouts, or stand in defense of remote villages. You are unmovable wherever you plant your feet: a mountain in mortal form. LEVEL 3: STONEWALLWhen you use the Block option of your Guardian Tactics while you are holding a Shield, you and the chosen ally are further protected from harm. Until the start of your next turn, any Bludgeoning, Piercing, or Slashing damage dealt to you or the ally is reduced by an amount equal to the AC bonus of your Shield.LEVEL 3: EARTHSHATTERWhen you take the Attack action, you can replace one of your attacks with a downward slam that knocks others off their feet. Each Large or smaller creature you choose on the ground within 5 feet of yourself must succeed on a Strength saving throw (DC 8 plus your Strength modifier plus your Proficiency Bonus) or have the Prone condition.At Warden level 14, this area increases to 10 feet.LEVEL 6: ROOTS OF ROCKYour attunement to the mountains grants you the following benefits.Immovable. You can’t be pushed, pulled, or teleported against your will.Prone Immunity. You have Immunity to Prone condition unless you choose to have it or have the Incapacitated condition.LEVEL 10: LEGENDARY INTERRUPTIONWhen an enemy you can see takes a Legendary Action to make an attack, you can use Interrupt to prevent that attack.Proudly living under a rock140 141Warden
Storm SentinelBecome Imbued with a Roaring StormYour call sounded like furious storm clouds and the flash of lightning. As a Storm Sentinel, you protect wayward sailors and coastal villages from the wrath of the tempests and the arrival of pirates and other raiders. From your fingertips, you deliver the awe of lightning and the roar of thunder, and with practice, you can fly among the squalls and rain thunderbolts from above.LEVEL 3: THUNDERBLASTWhen you use the Grasp option of your Guardian Tactics, each creature you choose within the Emanation takes 1d8 Lightning damage.LEVEL 3: SEAFARERYour time on oceanbound voyages and attunement with the storm grants you the following benefits.Flash from Above. Whenever you are outdoors, you can take a Magic action to conjure a harmless, but impressive, bolt of lightning or peal of thunder.Storm Resistance. You have Resistance to your choice of Lightning or Thunder damage.Swim Speed. You have a Swim Speed equal to your Speed.LEVEL 6: STORM WINGSAt the start of each of your turns, you can gain a Fly Speed equal to your Speed until the end of the current turn (no action required).LEVEL 10: LIGHTNING STEPAs a Bonus Action, you can teleport inside a bolt of lightning to an unoccupied space you can see within 60 feet. Immediately before you teleport, each creature within 5 feet of the space you appear in makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier plus your Proficiency Bonus), taking 4d8 Lightning damage on a failed save or half as much damage on a successful one.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Interrupt (no action required).LEVEL 17: STORMLORDYou can imbue yourself with the storm’s fury. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.Call Lightning. As a part of the Bonus Action you take to use this feature, you cast Call Lightningwithout a spell slot. When you cast the spell in this way, its duration is 1 minute. On subsequent turns, you can replace one of your attacks with calling down lightning again.Fly Speed. You gain a Fly Speed of 60 feet.Improved Thunderblast. The damage of your Thunderblast increases to 3d8.Verdant ProtectorProtect Nature with InterlopersYou heard the call of the wind through the trees and the loam beneath your feet. As a Verdant Protector, you are the champion of the green things in nature, defending them against those who would despoil the wilds. Plants sprout at your command to assist you, entangling and ensnaring foes for you to dispatch.LEVEL 3: GRASPING VINESPlants entangle your foes that try to escape. The Emanation of the Grasp option of your Guardian Tactics increases to 10 feet for creatures on the ground. At Warden level 14, it increases to 15 feet.LEVEL 3: CULTIVATORYour connection with all manner of plants grants you the following benefits.Natural Connection. You gain proficiency in the Nature, Stealth, or Survival skill. Additionally, you gain a bonus to checks using the chosen skill equal to your Constitution modifier (minimum bonus of +1).Surefooted. Difficult Terrain doesn’t cost you extra movement and you are immune to the effects of the Spike Growth and Plant Growth spells.142 143 Classes
Armor of Thorns. You gain a +4 bonus to AC. Whenever you take damage from an enemy within 5 feet of you, the enemy takes 4d6 Piercing damage and the AC bonus decreases by 1, to a minimum of +0. Entangling Transformation. When you use this feature, plants and vines sprout from the ground in a 15-foot Emanation originating from you. Each creature you choose in the Emanation must succeed on a Strength saving throw (DC 8 plus your Constitution modifier plus your Proficiency Bonus) or have the Restrained condition for 1 minute. A Restrained creature can take an action to make a Strength (Athletics) check against this benefit’s save DC, ending the condition on itself on a success.LEVEL 6: NATURE’S EMISSARYYou can cast any of the following spells once without a spell slot: Goodberry, Plant Growth, Spike Growth, and Speak with Plants. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this feature (choose the ability when you cast the spell). Once you cast a spell using this feature, you regain the ability to cast it in this way when you finish a Long Rest.LEVEL 10: VERDANT RESILIENCEWhen you use your Survive, you and allies within 10 feet of yourself gain Temporary Hit Points equal to twice your Warden level.LEVEL 17: OAK SENTINELYou can grow the gnarled oak of a treant. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.142 143Warden
144 145 ClassesWARMAGE
Waving a black-and-red checkered banner, a dragonborn king charges into the fore. At his sides are Warmages of all houses, a chessboard of elite arcanists, poised to turn the tide of battle.The undisputed masters of cantrips, Warmages turn the most fundamental types of magic into a deadly and precise art. Cantrip MastersWhile other spellcasters aspire to grander and more complex spells, Warmages refine and master the most fundamental magic: cantrips. Warmages wield their magic in the same way that a warrior uses a sword, bow, or axe—as weapons to be perfected, not as an unknowable force to be feared. In contrast to sorcerers and wizards, their magic is a trainable skill, one that can be mastered by almost anyone with discipline and aptitude. Therefore, Warmages stand among the most fearsome of spellcasters, with only the most rudimentary of spells. Strategic GeniusesWarmages have a long and storied history as masterful strategists and tacticians, both in grand battles and personal skirmishes. If a Warmage is outgunned or outmanned, they’ll try to outthink their foes, which works more often than not. Warmages demonstrate an efficient kind of pragmatism, owing perhaps to their ability to solve many problems with just a few magical tools.Aligned Free AgentsWhile some Warmages are fully self-taught, the majority join a house: a loose confederation of Warmages who practice together and share secrets of the trade. Houses teach invaluable battlefield strategy, but each individual house also touts their own brands of tactics and styles of magical tricks. The House of Knights, for example, emphasizes armor and martial prowess, whereas the House of Kings emphasizes battlefield strategy.By way of metaphor, houses that value honor and teamwork above all else brand themselves after games of strategy, whereas those who epitomize self-reliance name themselves for games of chance. This division in the Warmage houses is representative of a schism that dates back to the earliest Warmage masters. Legend has it that the first two masters separated when one decided to found a college. The other, out of spite, built a casino outside its grounds.Becoming a Warmage…AS A LEVEL 1 CHARACTER• Gain all of the traits in the Core Warmage Traits table. • Gain the Warmage’s level 1 features, which are listed in the Warmage Features table.AS A MULTICLASS CHARACTER• Gain the Hit Point Die trait from the Core Warmage Traits table.• Gain the Warmage’s level 1 features, which are listed in the Warmage Features table.CORE WARMAGE TRAITSPrimary Ability IntelligenceHit Point Die D8 per Warmage levelSaving Throw ProficienciesConstitution and IntelligenceSkill Proficiencies Choose 2: Acrobatics, Animal Handling, Arcana, Athletics, History, Investigation, Medicine, Perception, and SurvivalWeapon ProficienciesSimple weaponsTool Proficiencies One gaming set of your choiceArmor Training Light armorStarting EquipmentChoose A or B: (A) Leather Armor, Dagger, Arcane Focus (Staff), Gaming Set of your choice, Explorer’s Pack and 22 GP; or (B) 50 GP144 145Warmage
LEVELPROFICIENCY BONUS FEATURES CANTRIPSCANTRIP BONUS DICE TRICKS 1st +2 Spellcasting, Arcane Initiation, Warmage Edge 4 — — 2nd +2 Reliable Cantrip, Warmage Tricks 4 — 2 3rd +2 Warmage Subclass 5 — 3 4th +2 Ability Score Improvement 5 — 3 5th +3 Arcane Surge 6 1 4 6th +3 Tactical Insight 6 1 4 7th +3 Subclass feature 6 1 5 8th +3 Ability Score Improvement 6 1 5 9th +4 — 7 1 6 10th +4 Subclass feature 7 1 6 11th +4 Arcane Surge improvement 7 2 7 12th +4 Ability Score Improvement 7 2 7 13th +5 — 8 2 8 14th +5 Strategic Deflection 8 2 8 15th +5 Subclass feature 8 2 9 16th +5 Ability Score Improvement 8 2 9 17th +6 — 9 3 10 18th +6 Subclass feature 9 3 10 19th +6 Epic Boon 9 3 10 20th +6 Master Warmage 10 4 10WARMAGE FEATURESIf another Warmage feature gives you cantrips, those cantrips don’t count against your number of cantrips known, but otherwise count as Warmage cantrips for you.Spellcasting Ability. Intelligence is your spellcasting ability for your Warmage spells.Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warmage spells.LEVEL 1: ARCANE INITIATIONChoose where you first learned the basics of magic. Adventurer. You picked up your magic informally by traveling with a dozen different mages over the years. You learn the Mage Hand and Ray of Frost cantrips and you gain proficiency in the Perception skill.Arcane Event. An influx of insidious magic left an imprint on you. You learn the Message and Sorcerous Burst cantrips and you gain proficiency in the Insight skill.Warmage Class FeaturesAs a Warmage, you gain the following class features when you reach the specified Warmage levels. These features are listed in the Warmage Features table.SPELLCASTINGYou have learned the simple, yet potent brand of spellcasting for which Warmages are known.Cantrips. You know four Warmage cantrips of your choice. Force Dart, Prestidigitation, Quickstep, and Shocking Grasp are recommended. Whenever you gain a Warmage level, you can replace one of your cantrips from this feature with another Warmage cantrip of your choice. You can’t replace a cantrip that is a prerequisite for a Warmage trick, unless you replace the trick at the same time.You learn additional Warmage cantrips of your choice at higher levels, as shown in the Cantrips column of the Warmage Features table.146 147 Classes
LEVEL 2: RELIABLE CANTRIPWhen you cast a Warmage cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes the cantrip’s minimum amount of damage (if any) but suffers no additional effect from the cantrip. You can apply Warmage Edge to this damage (which also deals minimum damage), but you can’t use this damage to trigger Warmage Tricks. For example, if you cast Force Dart and miss, you can apply Warmage Edge to deal Force damage equal to 1 plus your Intelligence modifier. Circus Performer. You learned a few simple tricks to participate in a sideshow or circus act. You learn the Minor Illusion and Starry Wisp cantrips and you gain proficiency in the Acrobatics skill.Mercenary. You mastered the fundamentals of war magic to engage in battle with similarly armed arcanists. You learn the Mending and True Strikecantrips and you gain proficiency in the Athletics skill.Temple Initiate. A monastery or temple educated you in the ways of gentle healing magic. You learn the Sacred Flame and Spare the Dying cantrips and you gain proficiency in the Religion skill.Tower Apprentice. You apprenticed under a spellcaster for some time, who taught you the fundamentals of arcana. You learn the Prestidigitationand Shocking Grasp cantrips and you gain proficiency in the Arcana skill.Self-Taught. You taught yourself the fundamentals of magic from a dusty old tome or abandoned scroll. You learn the Fire Bolt and Light cantrips and you gain proficiency in one skill of your choice.Survivalist. To survive in the wild, you taught yourself to cast simple spells. You learn the Druidcraft and Shillelagh cantrips and you gain proficiency in the Survival skill.LEVEL 1: WARMAGE EDGEOnce per turn when you cast a Warmage cantrip, you can improve the spell, gaining the following benefits.Intelligence to Damage. Add your Intelligence modifier to one damage roll of the spell if you don’t already add it.Improved Cantrip Upgrade.Starting at Warmage level 5, you improve one damage roll of the spell, adding extra dice to the damage roll as shown on the Cantrip Bonus Dice column of the Warmage Features table.MAKING YOUR OWN INITIATIONYou can work with your GM to create an Arcane Initiation to suit your character’s background. Choose two cantrips of your choice from any class’s spell list; one cantrip should be suitable for combat, and the other for utility. Avoid choosing cantrips that are otherwise exclusive to another spellcaster. Also choose one skill.146 147Warmage
LEVEL 6: TACTICAL INSIGHTYou gain a bonus to saving throws against spells and other magical effects equal to your Intelligence modifier (minimum bonus of +1). You don’t gain this bonus to Intelligence saving throws.LEVEL 14: STRATEGIC DEFLECTIONWhen a creature casts a spell that forces you to make a saving throw to avoid damage, you can take a Reaction to attempt to redirect some of the spell’s energy to a new target. If you succeed on your saving throw against the spell, choose another creature you can see within the spell’s range or up to 30 feet away from you, whichever is closer, to make a saving throw against the spell, using your spell save DC. The chosen creature can be the original spellcaster. On a failed save, the creature suffers the effects of the spell as if you had cast the spell and it had been the original target or been within the area of the spell.Once you use this feature, you can’t use it again until you finish a Short or Long Rest.LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify.LEVEL 20: MASTER WARMAGEWhenever you roll Initiative and have no uses of Arcane Surge left, you regain one expended use of it.LEVEL 2: WARMAGE TRICKSYou learn to use Warmage tricks, special techniques that alter the way you fight, move, and cast your spells. You learn two tricks of your choice for which you meet the prerequisites. Warmage Tricks are described in the “Warmage Trick Options” section later on in the class’s description.Prerequisites. If a trick has a prerequisite, you must meet it to learn that trick. For example, if a trick requires you to be a level 5+ Warmage, you can select the trick once you reach Warmage level 5.Replacing and Gaining Tricks. Whenever you gain a Warmage level, you can replace one of your tricks with another one for which you qualify. When you gain certain Warmage levels, you gain more tricks of your choice, as shown in the Tricks column of the Warmage Features table. You can’t pick the same trick more than once unless its description says otherwise.LEVEL 3: WARMAGE SUBCLASSYou gain a Warmage subclass of your choice. A subclass is a specialization that grants you features at certain Warmage levels. For the rest of your career, you gain each of your subclass’s features that are of your Warmage level or lower.LEVEL 4: ABILITY SCORE IMPROVEMENTYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warmage levels 8, 12, and 16.LEVEL 5: ARCANE SURGEOnce on each of your turns, when you deal damage with a Warmage cantrip, you can double the number of damage dice dealt by the spell, as if you scored a Critical Hit. If you use this feature to improve a spell that has already scored a Critical Hit, the cantrip deals triple the number of damage dice in total.You can use this feature twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Warmage level 11.CANTRIP SPELL LEVELDue to their focus on cantrips, Warmages are extremely adept at punching through magical defenses. When you cast a Warmage cantrip, it counts as a spell of a level equal to half your Warmage level (to a maximum of level 9) for the purposes of Dispel Magic.Warmages: Experts in being bad at magic.148 149 Classes