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(DM's Guild) Drizzt's Travelogue of Everything Vol. 1

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Published by xandershavers, 2023-04-05 11:07:52

(DM's Guild) Drizzt's Travelogue of Everything Vol. 1

(DM's Guild) Drizzt's Travelogue of Everything Vol. 1

Drizzt’s Travelogue of Everything An astonishing account of rules options for the world’s greatest roleplaying game Volume 1


2 Credits Credits Project Lead: Lucas Anderson Writers: Lucas Anderson, Aaryan Balu, Sarah Breyfoggle, Hiten Dave, Nathan Doyle, Iam Pace, Jack Weighill Additional Writers: Ismael Alvarez, Ukulele Bard, Marius Brunner, Jesse McNamee, Ryan Miller, Endhy Pino, Basil Wright Lead Editor: Stuart Broz Editors: Jack Weighill, Taylor Navarro Lore Consultant: Bailey Russel Layout: Andrew Welker Artists: Alexartyouready, Citlalli Anderson, Brandon Chang, Daniel Comerci, Zal Cryptid, Ben Fleuter, Threnody Gawron, C. Salavante Hadaway, Artificial Jealousy, Sofia Lopez, Ben Mansfield, Chelsea Mcalarney, Jimmy Nijs https://www.jimmynijs-art.nl/ , Roselysium, Dean Spencer, Peter Violini, Kii Weatherton Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games Indi Martin © 2016 (The Fate Warlock) Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Some artwork © 2020 Vagelio Kaliva, used with permission. All rights reserved. Some artwork © 2021 Victoria Blackmore (OneDMtoAnother), used with permission. All rights reserved. On the Cover On a brief evening’s respite, Drizzt sits by his campfire at night, his loyal spirit panther Guenhwyvar curled up beside him, writing another entry in his travelogue, in this beautiful painting by Ben Mansfield. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is published under the Community Content Agreement for Dungeon Masters Guild.


Contents 3 Contents Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Chapter 1: Player Options . . . . . . . . . . . . . . . 5 Tactician . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Class Features. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Grandmaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Mentalist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Scholar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 War Mind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Multiclassing. . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Artificer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Mechanic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Plague Doctor. . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Path of the Avalanche. . . . . . . . . . . . . . . . . . . . 18 Path of Revelry. . . . . . . . . . . . . . . . . . . . . . . . . . 19 Path of the Berserker Redux. . . . . . . . . . . . . . . 21 Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 College of the Promenade. . . . . . . . . . . . . . . . 22 College of Wordsmiths. . . . . . . . . . . . . . . . . . . 23 Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Chaos Domain . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Spirit Domain. . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Circle of the Streets. . . . . . . . . . . . . . . . . . . . . . 28 Circle of Winter. . . . . . . . . . . . . . . . . . . . . . . . . 29 Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Animal Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . 32 Dimachaerus. . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Way of Redirection. . . . . . . . . . . . . . . . . . . . . . .35 Way of Terror. . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Way of the Sun Soul Redux. . . . . . . . . . . . . . . 37 Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Oath of the Many. . . . . . . . . . . . . . . . . . . . . . . . 38 Oath of the Weave. . . . . . . . . . . . . . . . . . . . . . . 39 Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Emissary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Journey Conclave. . . . . . . . . . . . . . . . . . . . . . . . 43 Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Agitator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Blade Spinner. . . . . . . . . . . . . . . . . . . . . . . . . . .45 Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Fey Essence. . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Undead Soul. . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Fate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 The Deceiver. . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Planar Weaving. . . . . . . . . . . . . . . . . . . . . . . . . 55 Somniamancy. . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Chapter 2: Magic Items . . . . . . . . . . . . . . . . 60 Chapter 3: Dungeon Master Tools . . . . . . . 75 Creature Domestication. . . . . . . . . . . . . . . . . . 75 Intrigue and Mystery. . . . . . . . . . . . . . . . . . . . . 77 Reskinning Monsters. . . . . . . . . . . . . . . . . . . . 85 Shopping and Businesses Revised. . . . . . . . . 87 Traps as Stories and Encounters. . . . . . . . . . 88


My name is Drizzt Do’Urden, and rather than dying in my infancy as a sacrifice to the goddess Lolth, I went on to live a life fuller than any I could ever imagine, and I don’t intend to die just yet. I have fought, befriended, and fought and befriended all manner of folks and creatures, from my dear fellows in the Companions of the Hall, to the relentless assassin Artemis Entreri (currently my reluctant ally, but only time will tell). I have seen wonders of magic, and awesome sights during my journeys. Through the joys and tragedies I have experienced, I decided one day to organize and sort my thoughts in a sort of travelogue which I wrote in whenever I had a moment of peace. My dear Cattibrie stumbled upon me writing one night and to my surprise, insisted I share my book with the world. That is what you now hold in your hands or are viewing in your scrying device. Pardon my scattered thoughts and varied accounts, as I often write what comes to mind as it flows. You may think me a liar or embellisher for the fantastic accounts written within. I am no stranger to skepticism or judgment, but only ask you to keep an open mind, and not be the overconfident fool I was once. I hope that what you read here inspires you to open your eyes to the wonders around you and, perhaps, to seek out adventure yourself. –Drizzt Do’Urden


Chapter 1 | Player Options 5 Chapter 1: Player Options The main figures in any D&D campaign are the characters created by the players. The heroics, folly, righteousness, and potential villainy of your characters are at the heart of the story. This chapter provides a variety of new options for them, focusing on additional subclasses for each of the classes. This chapter also provides a new class: the Tactician. Each class offers a character-defining choice at 1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are called martial archetypes, and in the paladin, they’re sacred oaths. The table below identifies each of the subclasses in this book. Each of the class presentations leads off with advice on how to add depth and detail to your character’s personality. You can use the tables in these sections as a source of inspiration, or roll a die to randomly determine a result if desired. Character Options Class Subclass Description Tactician - Brilliant thinkers that utilize cunning and planning to win battles and aid allies Tactician Grandmaster Positions and maneuvers allies and schemes like a master chess player Tactician Mentalist Uses extreme insight and deductive skills to manipulate and prevail Tactician War Mind Balances martial skills to fight alongside and lead allies to victory on the battlefield Tactician Scholar Dabbles in magic in their pursuit of knowledge and learning Artificer Mechanic Consructs an arcane ride vehicle that they can deck out with cutting-edge upgrades Artificer Plague Doctor Utilizes healing vapors and medicinal expertise to heal allies and intoxicate foes Barbarian Path of the Avalanche Charges ahead by building momentum to become unstoppable Barbarian Path of Revelry Delights in battle, brashly attacking and provoking foes Barbarian Path of the Berserker Redux A revised and enhanced version of the original classic Bard College of the Promenade Performs magnificent dances which greatly aid their dance partners Bard College of the Wordsmiths Bombards and confounds foes with magic born from their poetic rhymes and verses Cleric Chaos Domain Serves a deity of chaos and wields unpredictable powers Cleric Spirit Domain Deals with the spirits of the departed and manifests ghostly powers Druid Circle of Winter Wields powers of cold and freezing of the harshest aspect of nature Druid Circle of the Streets Thrives in urban cities and locales where nature merely takes a different form Fighter Animal Warrior Channels mighty animal spirits to gain unique abilities and costumed garb Fighter Dimachaerus Fights masterfully with two weapons, chaining strikes together to overwhelm foes Monk Way of Redirection Masters the flow of momentum to redirect blows and control the battlefield Monk Way of Terror Strikes fear into the hearts of foes with pragmatic brutality and improvised attacks Monk Way of the Sun Soul Redux A revised and enhanced version of the original classic Paladin Oath of the Many Harnesses the power of camaraderie and teamwork to promote unity and empathy Paladin Oath of the Weave Swears an oath to stop those who abuse magic and wields powers effective against mages Ranger Emissary Carries divine messages and wields holy powers Ranger Journey Conclave Guides and protects travelers like the leader of a pack Rogue Agitator Fights with devious tricks to sabotage and thwart foes Rogue Blade Spinner Dances between foes, switfly landing multiple attacks in style Sorcerer Fey Essence Wields mighty fey magic and controls and alters the terrain with plants from the Feywild Sorcerer Undead Soul An arcane caster with a strong bond to undeath Warlock The Deceiver Employs trickery and deception, difficult to pin down in more ways than one Warlock The Fate Serves a patron of destiny and utilizes a tarokka deck to predict and alter outcomes Wizard Planar Weaving Harnesses the energies of the many planes Wizard Somniamancy Wields the power of sleep and rest to hinder foes and aid allies


6 Chapter 1 | Player Options Tactician The clang of clashing metal rings out as an orc’s mace swings down to smash against the shield of a mercenary captain. The captain laughs, thinking the orc easy prey, failing to notice the orc’s command as an unseen tiefling slams her greataxe into the captain’s back. A gnome, protected within a ring of allies, furrows her brow as thousands of possibilities race through her mind. In a matter of seconds, she finds the perfect answer and calls out the offensive to her allies, leading to a quick and decisive victory. A dragonborn stares calmly into the face of a beholder, unflinching as all eleven eyes stare down upon them. With only their analysis and a single dagger at their disposal, the dragonborn ducks under the first of the beholder’s rays and plunges their dagger into the aberration’s central eye, before commanding their allies to attack. Masters of the mind and the battlefield, a tactician embodies the idea that one does not need incredible strength or arcane might to achieve greatness, only a sharp wit and an analytical mind. Resourceful Thinkers Blessed with neither magical powers nor physical greatness, at first glance many would assume that tacticians have a difficult time making do. Looks can be deceiving and this underestimation is what allows the tactician to thrive. The power of a tactician’s mind is a frightening thing, overflowing with potential and focus that benefits anyone that stands by their side. Whether it’s to lead an army to victory or direct a small strike team, tacticians find themselves seeking knowledge wherever it may be found. Uncommon Minds Intelligence, nerve, and communication are the three pillars of a tactician. This makes them unique, as their intelligence directs them away from the traditional path of magical studies and towards the mastery of combat maneuvers. These natural born leaders often find themselves pursuing a life of adventure in which they can push themselves to the limits and truly test their mental abilities. Creating a Tactician Creating a tactician begins by deciding the origin of your character’s genius. Are they a natural born savant who has always risen above their peers, or is their brilliance a result of hard work and perseverance? Did you have a kindly teacher who helped foster your brilliance, or is your intelligence the result of independent study and the harsh lessons of life? Second, ask yourself why your character chose to become a tactician over other pursuits. Do they distrust magic, did they lack the aptitude for it, or did they simply never consider or receive the opportunity to study it? Furthermore, did they feel that devoting their skills to physical greatness distracted them from exercising the full extent of their tactical techniques? Finally, why did your character choose a life of adventure? Most tacticians, with their brilliance and cunning, are more than capable of earning a comfortable living as merchants, royal advisors, or battlefield strategists. Therefore, why choose a life of travel, danger, and uncertainty, particularly when your character lacks the common powers of strength or magic to defend themselves? Perhaps for those very reasons your tactician chose to hone their minds in the fires of adventure, rather than in a comfortable and safe vocation. Perhaps they have a vendetta and are traveling seeking revenge. Or perhaps they simply wish to acquire more knowledge or wealth. Regardless, your character clearly knows that they will prevail with their keen analytic senses and reliable leadership skills. Quick Build You can make a tactician quickly by following these suggestions. First, make Intelligence your primary ability score, followed by Dexterity. Second, choose the sage or soldier background. Class Features Hit Points Hit Dice: 1d8 per tactician level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tactician level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbow, longsword, rapier Tools: Any two of your choice Saving Throws: Intelligence, Wisdom Skills: Choose three from History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, or Survival With no magical prowess to speak of and scant more martial skills, I had mistakenly assumed that tacticians were not cut out for adventuring. However, their awesome intellects make them capable leaders, master planners, and deadly foes… -Drizzt


Equipment You start with the following equipment, in addition to the equipment granted by your backstory: • (a) a longsword or (b) a rapier • (a) a hand crossbow and quiver of 20 bolts, or (b) a shortbow and quiver of 20 arrows • (a) a diplomat’s pack, (b) an explorer’s pack, or (c) a scholar’s pack • Leather armor, a dagger, and one set of tools that you are proficient in Alternatively, you may start with 4d4 × 10 gp to buy your own equipment. Perfect Plan Beginning at 1st level, you become a master at devising the best course of action for the future. When you complete a long rest, you gain a number of Perfect Plan dice, as shown in the Perfect Plan Dice column of the Tactician table, which are d4s. Upon receiving these dice, you can spend 10 minutes concocting a plan that includes a number of willing creatures up to 1 + your Intelligence modifier (minimum of 2 creatures). Whenever a creature that is a part of your Perfect Plan and that can see or hear you makes an attack roll or ability check, you can use your reaction to expend one of your Perfect Plan dice, adding the roll to the result. You can wait until after the d20 is rolled before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. Once a Perfect Plan die is rolled, it is lost, and only one Perfect Plan die may be used at a time. You regain all expended Perfect Plan dice when you complete a long rest. When you reach 7th level, you can add your Perfect Plan dice to saving throws in the same way you would to a creature’s attack rolls or ability checks. Tactician Level Prof. Bonus Features Perfect Plan Dice 1st +2 Perfect Plan, Intelligent Defense, Polyglot 2 2nd +2 Analyze, Contingency Plan 3 3rd +2 Strategic Focus, Expertise 4 4th +2 Ability Score Improvement 5 5th +3 Guiding Guile 6 6th +3 Strategic Focus Feature 7 7th +3 Resilient Mind, Improved Perfect Plan 8 8th +3 Ability Score Improvement 9 9th +4 Advanced Planning Techniques, Mind’s Eye 10 10th +4 Strategic Focus Feature, Expertise 11 11th +4 Analytic Advantage 12 12th +4 Ability Score Improvement 13 13th +5 Improvised Plan 14 14th +5 Battlefield Commander, Improved Contingency Plan 15 15th +5 Strategic Focus Feature 16 16th +5 Ability Score Improvement 17 17th +6 Piercing Eye, Improved Advanced Planning Techniques 18 18th +6 Strategic Focus Feature 19 19th +6 Ability Score Improvement 20 20th +6 Ultimate Knowing 21


8 Chapter 1 | Player Options Intelligent Defense Also at 1st level, you rely on predictive measures and careful observation to protect yourself, rather than raw agility. You can use your Intelligence instead of your Dexterity when determining your Armor Class. Polyglot Also at 1st level, your mind grasps more information than the average person. You learn two languages of your choice. Analyze At 2nd level, you gain the ability to focus your intellectual prowess into breaking down the defenses of your opponent and utilizing the information gained to your advantage. As a bonus action, you can begin analyzing a creature that you can see within 60 feet of you. Your analysis lasts for 1 minute and provides a number of benefits as shown below, as well as additional benefits as you gain levels in this class. Your analysis ends early if you are incapacitated, you end your turn unable to see the creature, you begin analyzing a different creature, or you die. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses whenever you complete a short or long rest. Combat Analysis For as long as you are analyzing a creature and can see that creature, you gain the following benefits: • When you hit a creature that you are analyzing with an attack, you can expend a Perfect Plan die. Alternately, when an allied creature that is part of your Perfect Plan hits a creature you are analyzing with an attack, you can use your reaction to expend a Perfect Plan die. If you do, the attack deals additional damage. Roll 1d4 and add the result to the attack’s damage. If you are 6th level, add 2d4 instead. If you are 11th level, add 3d4 instead, and if you are 17th level, add 4d4 instead. • Creatures you are analyzing have disadvantage on opportunity attacks made against you. Trait Analysis At the end of each of your turns, if you are analyzing a creature and can see that creature, it must make an Intelligence saving throw against your analysis save DC. On a failure, you learn one of the following characteristics about the target: • Armor class • Any two of its ability scores that you choose • Damage vulnerabilities • Damage resistances • Damage immunities • Condition immunities Analysis Ability You use your Intelligence to closely evaluate your foes in combat. You use your Intelligence modifier when setting the saving throw for a tactician feature. Analysis save DC = 8 + your proficiency bonus + your Intelligence modifier Contingency Plan Also at 2nd level, with a little time to rest and think, you can adjust your plans to new situations. Whenever you complete a short rest, you can choose to regain a number of expended Perfect Plan dice equal to 1 + half your maximum. Once you have used this feature, you cannot do so again until you complete a long rest. When you reach 14th level, you can use this feature any number of times. Strategic Focus At 3rd level, you’ve decided to hone your tactical prowess into a specific long-term Strategic Focus of your choice: Grandmaster, Mentalist, Scholar, or War Mind, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 15th, and 18th level. Expertise Also at 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Guiding Guile At 5th level, you have wit and direction that others wisely heed. Once per turn, when you hit a creature with a weapon attack, you can call out a command to an allied creature within 60 feet that can see or hear you. That creature can use their reaction to make one weapon attack against the same target. If that ally is part of your Perfect Plan, you can expend and add a Perfect Plan die to their attack roll as a part of the same reaction.


Chapter 1 | Player Options 9 Resilient Mind At 7th level, you are naturally able to resist effects that would alter your mind. When you are subjected to an effect that allows you to make a Wisdom 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. Additionally, you gain advantage on saving throws made against being charmed, frightened, or stunned. Advanced Planning Techniques At 9th level, your plans surpass perfection. When you make your Perfect Plan, you can name a creature or a location as part of your plan, which persists as a part of your plan until a new plan is made. A creature you name must be one you are familiar with or can describe. A location you name must be one you are familiar with or have a map of. The location is a cube up to ten times your tactician level on a side in feet. If you name a creature, you gain one of the following benefits: • Whenever you add a Perfect Plan die to an attack made against the named creature, you can choose to reroll the die if the result is a 1 or 2. You must use the new result. • Choose an ability score. Whenever the named creature makes a saving throw using that ability score, you use your reaction to expend and roll a Perfect Plan dice, subtracting the result from the target’s roll. You may use this ability before or after the target makes their roll, but before the DM determines the outcome of the roll. • Whenever the named creature would be pushed out of the reach of another creature that is a part of your Perfect Plan, you may use your reaction and expend a Perfect Plan dice. When you do, the named creature provokes an opportunity attack from each creature that is a part of your Perfect Plan whose reach it would be pushed out of. If you name a location, you gain one of the following benefits: • Whenever you add a Perfect Plan die to an attack made within the named location, you can choose to reroll the die if the result is a 1 or 2. You must use the new result. • Whenever you add a Perfect Plan die to an ability check or saving throw made by a creature in the named location, you can choose to reroll the die if the result is a 1 or 2. You must use the new result. • As a bonus action, you can spend one of your Perfect Plan dice to allow each creature within the named location that can see or hear you to use their reaction and move up to half their speed. When you reach 17th level, you can name both a creature and a location as a part of making your Perfect Plan. Mind’s Eye Beginning at 9th level, you are able to keep track of the world around you, even when you cannot see it. Other creatures can’t gain advantage on attack rolls made against you as a result of you being unable to see them. Analytic Advantage Starting at 11th level, your analysis allows your allies to inhibit your foes more readily. Whenever you add a Perfect Plan die to the damage roll of an attack, the target of that attack suffers one of the following penalties: • It can’t take reactions until the start of its next turn. • It is pushed back up to 10 feet away from its attacker. • It must succeed on a Dexterity saving throw against your analysis save DC or fall prone. Improvised Plan When you reach 13th level, you can quickly cobble together a strong plan of action, even in the heat of the moment. As an action on your turn, or whenever you roll initiative, you may expend a Perfect Plan dice and call out an impromptu plan to a number of creatures that can hear you, up to 1 + your Intelligence modifier (minimum of 2). Each of those creatures gains an Improvisation die, which is a d4. Once within the next minute, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Improvisation die, but must decide before the DM says whether the roll succeeds or fails. Once the Improvisation die is rolled, it is lost. A creature can have only one Improvisation die at a time. You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses whenever you complete a long rest. Battlefield Commander When you reach 14th level, you can effortlessly call out commands in the heat of battle. In combat, you get a special extra reaction. You can use this special reaction only to utilize your Perfect Plan dice, and you can’t use it on the same turn that you take your normal reaction. Piercing Eye By 17th level, you are always one step ahead of your enemies, able to predict their every move and capitalize on their every weakness. The first time you make an attack roll against a creature you are analyzing on each of your turns, you may add a Perfect Plan dice to your attack without using your reaction or expending the die.


10 Chapter 1 | Player Options Ultimate Knowing At 20th level, your knowledge in tactics and planning is unparalleled, almost supernatural. Your Intelligence increases by 2. Your maximum score is now 22. Additionally, your keen sense of strategy and anticipation of adversity grants you the following benefits: • You cannot be surprised. • You have advantage on all attack rolls, ability checks, and saving throws. • Other creatures have disadvantage on attack rolls against you. Strategic Focus All tacticians are brilliant, but not all tacticians agree on the same way to harness and pursue their genius. Thus, tacticians will choose or gravitate towards a specific Strategic Focus, a particular method of honing one’s skills. By 3rd level, a tactician chooses a Strategic Focus in which to invest their talents. Grandmaster With the ability to see the bigger picture and plan accordingly, Grandmasters see life as a game of strategy–one they are committed to winning. Able to manipulate and position allies to achieve victory, as well as predict and outmaneuver foes, the strategic focus of Grandmaster is one of patience and cunning, but also one of striking for the decisive win. Bonus Proficiencies When you first choose this focus at 3rd level, you gain proficiency in two of the following skills: Deception, Insight, or Persuasion. Additionally, you gain proficiency with up to three gaming sets of your choice. Moving Pieces Also at 3rd level, you are able to take a step back within your mind and view the entire battlefield like a board, filled with pieces for you to move. On your turn, you may choose not to move. If you do, you may choose a willing creature that can see or hear you. That creature can then use their reaction to move up to your walking speed without provoking opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. Two Steps Ahead At 6th level, you become a master of analysis and forward planning, aware of your target’s next moves and how to counter them. Whenever you become the target of an attack made by a creature you are analyzing, you gain a +2 bonus to AC against that attack. Additionally, whenever you are forced to make a Dexterity saving throw by a creature you are analyzing, you gain a +2 bonus to that saving throw. Counterplay Beginning at 10th level, you have mastered the art of the swift and advantageous rebuke. Whenever a creature deals damage to you, you can use your reaction to make a weapon attack against that creature. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses whenever you complete a long rest. Perfectionist Beginning at 15th level, you have so many contingencies and clauses that your plans cannot fail. The first time a creature that is a part of your Perfect Plan rolls a 1 on an attack roll, ability check, or saving throw on a turn, they can reroll the die and must use the new result. Checkmate At 18th level, you have mastered the ability to telegraph a perfect, game-winning strike. Whenever a creature that is a part of your Perfect Plan hits another creature with an attack. If it had advantage on its attack roll, you can use your reaction and cause that attack to count as a critical hit. Once you have used this feature, you must complete a short or long rest before you may do so again. Mentalist It is said that letting a Mentalist analyze you is to know defeat. With unparalleled powers of observation and insight, the deductive skills of a Mentalist can put even the most proficient psionic mind readers and diviners to shame. Their talents rely on piecing together clues, such as a person’s appearance and behavior, to draw conclusions that are uncannily accurate, allowing them to worm their way into their opponent’s head and bring them down from the inside. It is humbling to think we’re all just pieces to be maneuvered in some great game between rival schemers. In contrast to the vast majority, Grandmasters have claimed the role of the player, controlling pawns as necessary to gain victory. -Drizzt A tactician once greeted me in a tavern and, after briefly glancing over my person, deduced my whole history simply by analyzing my posture, indicative of sword training in Menzoberranzan, my garb, reflective of a seasoned ranger, my gaze, displaying a strong sense of justice, and so forth. In some ways, these Mentalists who can read every aspect of your being without extracting your brain are more terrifying than mind flayers. -Drizzt


Chapter 1 | Player Options 11 Bonus Proficiencies When you first choose this focus at 3rd level, you gain proficiency in two of the following skills: Deception, Insight, or Perception. Insightful Prediction Beginning at 3rd level, you can worm your way into the minds of your attackers, predicting their next move with frightening accuracy. Whenever a creature you are analyzing starts its turn, if you can see that creature, you can make an Wisdom (Insight) check contested by the creature’s Charisma (Deception) check. On a success, you read their every move. Until the start of that creature’s next turn, whenever it makes an attack roll or an ability check, roll a d4 and subtract the result from their roll. When you reach 10th level, the die rolled increases to 1d6. Psychoanalyze Also at 3rd level, you can read into the body language and speech patterns of a creature to determine their motives. Whenever you analyze a creature for the full duration, you gain an insight into their mental state, granting you advantage on Wisdom (Insight) checks made against that creature for the next 24 hours. Subtle Influence Starting at 6th level, you can use your predictive abilities, combined with a layer of subterfuge, to guide your enemies into the perfect position for you and the worst position for them. As a bonus action, you can goad a creature under the effects of your Insightful Prediction feature into attacking whoever you like. Choose a creature that is a part of your Perfect Plan. As long as the target can see the chosen creature and is hostile to them, the target suffers disadvantage on attack rolls that do not target that creature until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses whenever you complete a long rest. Unerring Perception Also at 6th level, your eyes remain sharp, even in the heat of battle. You add your Intelligence modifier to Wisdom (Perception) checks. Additionally, you can take the Search action as a bonus action. Spot the Opening At 10th level, your skill in predicting your opponents’ moves allows you to take advantage of even the slightest opening. Whenever a creature under the effects of your Insightful Prediction feature misses with an attack roll or fails an ability check, you can use your reaction to make a weapon attack against that creature. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses whenever you complete a long rest. Predicted Downfall When you reach 15th level, your uncanny eye pierces the minds and defenses of your foes. Your Insightful Prediction feature affects the target’s saving throws. Unnerving Prediction At 18th level, your words cut deep into the minds of your foes, throwing them deeply off-balance. Whenever you affect a creature with your Insightful Prediction feature, you may call out disarming words towards that creature. If the target hears you, it takes an extra 1d12 psychic damage whenever it is hit by an attack roll before the start of your next turn. Additionally, when you use your Psychoanalyze feature on a creature, you instead automatically succeed on all Wisdom (Insight) checks made against that creature for the duration. Scholar Heavy tomes, endless research, and mountains of information can drain the energy from the average person, but to a Scholar these are the things that fill them with life. Most Scholars tend to be minor spellcasters, merely picking up a basic proficiency in magic to aid in their studies. What Scholars truly excel at is learning, knowledge, and focused analysis. These bookish fellows are not helpless in a fight though, for their research can also include spelling your defeat. Spellcasting When you first choose this focus at 3rd level, your tactical studies have granted you the ability to cast spells. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Scholar Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell catapult and have a 1st-level and a 2nd-level spell slot available, you can cast catapult using either slot. I once met a Scholar, a tactician who “dabbled” in magic, though only in their quest for knowledge. Never have I met someone so persistent and uncannily skilled in learning, studying, and applying their scholarship in shocking ways. -Drizzt


12 Chapter 1 | Player Options Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list. The Spells Known column of the Scholar Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an divination or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Bonus Proficiencies Also at 3rd level, you gain proficiency in two of the following skills: Arcana, Investigation, or Medicine. Additionally, you gain proficiency with calligrapher’s supplies. Expert Analyst Also at 3rd level, you can glean great amounts of information from creatures at a moment’s glance. Whenever a creature fails its Intelligence saving throw against your Analyze feature’s Trait Analysis, you may learn two characteristics about the target, instead of one. Spell Guile Starting at 6th level, you can interweave your spells into your combat tactics, guiding your allies towards the targets of your spells. Whenever you damage a creature with a spell, if you haven’t already this turn, you may use your Guiding Guile feature, directing the chosen ally to attack the target creature. If you damage multiple creatures as a part of the same casting, choose one of the damaged creatures. Analytical Caster Beginning at 10th level, your spells strike hardest when you know your enemy. Whenever you damage a creature you are analyzing with a spell of 1st level or higher, that creature takes one additional die of damage of the spell’s damage. Tactical Arcana Beginning at 15th level, you can enhance the spellcasting capabilities of your allies. Whenever a creature that is a part of your Perfect Plan casts a spell that forces one or more creatures to make a saving throw, you may use your reaction to expend and roll a Perfect Plan die, adding the result to the target’s spell save DC for that casting. If one or more of the spell’s target’s fails their saving throw against the spell, you cannot use this feature on that spell’s caster again until you complete a long rest. Perfect Spellcraft At 18th level, you can store reserves of arcane power, tapping into them only when your plan requires it. You may cast spells you know without expending spell slots, instead expending a number of Perfect Plan dice equal to twice the spell’s level. Scholar Spellcasting Tactician Level Cantrips Known Spells Known – Spell Slots per Spell Level – 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1


Chapter 1 | Player Options 13 War Mind Choosing to bolster their martial prowess instead of focusing solely on their cunning, War Minds are renowned as peerless military commanders and generals. Not only do they know how to inspire their troops through motivational words, War Minds are more than prepared to fight side-by-side with their soldiers and can easily hold their own in the fray. Bonus Proficiencies When you first choose this focus at 3rd level, you gain proficiency in two of the following skills: Athletics, Persuasion, or Survival. Additionally, you gain proficiency with martial weapons and medium armor. Fighting Style At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Battle Brilliance Also at 3rd level, your analysis of a creature shows you the best ways to harm it. Whenever you add a Perfect Plan die to an attack roll made against a creature you are analyzing, you also deal additional damage as if you had spent a Perfect Plan die for your Combat Analysis feature. Additionally, your weapon attacks score a critical hit on a roll of 19 or 20 against any creature you are analyzing. Extra Attack Beginning at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Perfect Defense At 10th level, strong offense breeds strong defense, something that you always plan accordingly for. As a bonus action, you may expend and roll a Perfect Plan dice, adding the result to your AC. This benefit lasts until the start of your next turn. You can use this feature only if you have taken the Attack action this turn. Strength in Numbers At 15th level, your combat prowess and tactical direction can allow you and your allies to withstand devastating attacks. Provided you aren’t incapacitated, whenever you and one or more other creatures within 30 feet of you would be forced to make a saving throw against the same effect, each affected creature you choose gains a bonus to the saving throw equal to the number of chosen creatures (maximum bonus of +5). You may use this feature a number of times equal to your proficiency bonus, regaining expended uses whenever you complete a long rest. Flawless Formation At 18th level, you have mastered the art of arranging your troops to win the battle. While two or more creatures that are a part of your Perfect Plan and are not incapacitated are within 5 feet of each other, they gain the following benefits: • Their AC increases by an amount equal to your Intelligence modifier. • Their attacks deal an extra 1d6 damage. Multiclassing Ability Score Minimum. Intelligence 13. Proficiencies Gained. Light armor, simple weapons, one tool of your choice. Not all tacticians eschew physical combat in pursuit of the mind. To War Minds, orchestrating victory in battle and fighting in the fray are one and the same. -Drizzt


14 Artificer At 3rd level, an artificer gains the Artificer Specialist feature. The following options are available to an artificer, in addition to those offered in Eberron: Rising from the Last War and Tasha’s Cauldron of Everything. Mechanic Bored of blistered feet and horse-drawn carriages, artificers of the Mechanic specialization seek to create something entirely new: a transportation machine. A breakthrough in your sciences has allowed you to craft an arcane ride, allowing you to travel at distances and speeds thought impossible before. Mechanic Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Spells with an asterisk (*) can be found in Xanathar’s Guide to Everything. Mechanic Spells Artificer Level Spells 3rd burning hands, longstrider 5th blur, misty step 9th blink, haste 13th dimension door, stoneskin 17th passwall, steel wind strike* Tools of the Trade When you first choose this specialization at 3rd level, you gain proficiency with land vehicles. It shouldn’t come as a surprise that Artificers supposed they could improve upon the common riding horse. I still prefer a noble beast of flesh and blood, but I must admit that my steed, Andahar, does not have quite as many missiles, boosters, or fanciful features as these Mechanics’ “arcane rides” do... -Drizzt


Chapter 1 | Player Options 15 Arcane Ride Also at 3rd level, you have engineered a brilliant motion machine, an arcane ride that stays by your side. As an action on your turn, you can assemble your arcane ride, which is a Medium or Large object with an AC equal to your artificer spell save DC and hit points equal to 5 + your artificer level. Its Strength score is 14, its Dexterity score is 18, and its Constitution score is 13. It is immune to poison and psychic damage. While within 5 feet of your arcane ride, you can use 5 feet of movement to begin piloting it, treating it as a creature you have mounted. When piloting your arcane ride, you gain the following benefits: • Your walking speed increases by 10 feet. • You can take the Dash or Disengage action as a bonus action. You can also take one of these actions as a part of your action to form your ride. • When you need to make a Strength (Athletics) or Dexterity (Acrobatics) check, you can make an Intelligence (land vehicles) check instead. • You gain advantage on ability checks and saving throws made against effects that would move you against your will. • Your jump distance is tripled. • You can use a reaction to reduce any falling damage you take by an amount equal to three times your artificer level and, unless you suffer damage, you are not knocked prone from falling 10 feet or more. Other creatures cannot pilot your arcane ride, as they fail to understand its workings. As a bonus action, you can disassemble your arcane ride, collapsing it into a compact form that fits within a 1-foot cube. When your arcane ride is reduced to 0 hit points, it immediately disassembles and you fall prone if you are piloting it. As long as your arcane ride is disassembled, it regains all lost hit points when you complete a long rest. If you lose your arcane ride, you can craft another by spending 8 hours with 50 gp worth of materials. When you create a new arcane ride, any other arcane ride you have created ceases to function. Your arcane ride takes on whatever appearance you choose, as long as it fits within a 10-foot cube. Its shape has no bearing on its capabilities. Suitable appearances for your arcane ride might include: lightning-powered boots, a motorcycle, or a mechanical animal mount. Mechanical Tinkering At 5th level, you can employ tweaks to your arcane ride, specializing it for any occasion. Your arcane ride gains two customization options, detailed below. Customizations are benefits granted to the arcane ride for as long as you are piloting it. Your arcane ride cannot gain the benefits of the same customization more than once. The number of customizations your ride can have increases as you gain artificer levels, increasing by two at 11th, and then two more 15th level. During a long rest, you can choose one or more of the customizations currently active on your arcane ride and replace each of them with a different customization of your choice, spending 1 hour with your arcane ride and a set of tinker’s tools, and expending 25 gp for each changed customization. Customizations Crew Capacity. One other Medium or smaller creature of your choice within 5 feet of you can use half its movement on its turn to become a passenger on your arcane ride. While a creature is a passenger in this way, it gains the following benefits: • It occupies your space, moves wherever you move and cannot move otherwise except to dismount your ride, which costs half its movement. • Whenever you take the Disengage action, any passengers on your arcane ride also gain the benefits of that action. • Whenever the passenger falls, the falling damage it takes is equal to the amount you take and it falls prone only if you do. A passenger can use half its movement on its turn to dismount your arcane ride, moving into a space within 5 feet of you. A creature is forcibly dismounted if it falls prone. Combat Drifting. Whenever you enter a space within 5 feet of another creature, you can immediately move into another unoccupied space within 5 feet of that creature and within 10 feet of you. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you complete a short or long rest. Grav Magnets. You gain a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Localized Shield. As a bonus action, you engage a magical barrier around your arcane ride. You gain temporary hit points equal to your Intelligence modifier + your artificer level, which last for 1 minute. While you have these temporary hit points, you and any creature mounted on your arcane ride gain a +2 bonus to your AC and to Dexterity saving throws. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest. Micro Missiles. As a bonus action, you can have your arcane ride fire off three homing darts of arcane energy. You can fire them at one target or several. Each target must succeed on a Dexterity saving throw against your artificer spell save DC for each dart targeting them or take 1d4 force damage.


16 Chapter 1 | Player Options You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest. Oil Slick. As an action on your turn, you can have your arcane ride leak a slippery liquid onto the ground. Until the end of your turn, whenever you enter into a space, you leave behind a 5-foot area of this liquid that falls to the ground, filling the closest space on solid ground below it. The substance lasts until the end of your next turn, after which it dries and fades. Whenever a creature steps into an area covered by the substance or starts its turn standing there, it must succeed on a Dexterity saving throw against your artificer spell save DC or fall prone. Once you have used this feature, you must complete a short or long rest before you can do so again. Ramming Speed. The first time you move at least 20 feet in a straight line towards a creature on your turn and enter into a space within 5 feet of them, you can take the Shove action against that creature as a part of the same movement. If you choose to push a creature in this way, you can push that creature up to 15 feet away from you. Slipstream. Whenever you take the Disengage action, you can engage your slipstream. When you do, you can move through the spaces of other creatures and also gain the benefits of the Dash action. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest. Spellnitro. Once on each of your turns, you can expend a spell slot to immediately move a number of feet equal to ten times the level of the expended spell slot in a straight line. This movement does not provoke opportunity attacks. Submersible Propulsion. Your arcane ride is suited for underwater travel. You gain a swimming speed equal to your walking speed and your arcane ride forms an air pocket around itself that grants you 1 hour of air, or 30 minutes of air to you and a passenger. Arcane Stunt At 11th level, your expertise at the helm allows for you to overcome almost any obstacle. While you are piloting your arcane ride, you gain the following benefits: • The bonus to speed your arcane ride grants you increases to 20 feet. • Your jump distance is multiplied by five, instead of by three. • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Vertical Boosters By the time you reach 15th level, you have developed powerful magical propulsors and installed them into your arcane ride. While you are piloting your arcane ride, you have a flying speed equal to your walking speed and you can hover. Plague Doctor Every human generation or so, there is a pandemic of some kind of mundane disease somewhere along the Sword Coast. While magic and those who follow the gods can provide healing, their services can be expensive. And even when a temple’s services are free of charge, the plagues can often spread faster than magic can contain it. In many of these circumstances, special doctors fill in the gaps where faith fails. Plague doctors practice a form of artifice that—while similar to herbalism and alchemy—is inherently different. While these artificers often go by different names, be it medicinalists, pharmacists, apothecaries, or chemists; the moniker of plague doctor is used by the layman near-ubiquitously. Tool Proficiency At 3rd level, as you take up the trade of healing the sick, you gain proficiency with your choice of one of the following tools: alchemist’s supplies, the herbalism kit, or the poisoner’s kit. Plague Doctor Spells At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Plague Doctor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Plague Doctor Spells Artificer Level Plague Doctor Spells 3rd create or destroy water, detect poison or disease 5th calm emotions, prayer of healing 9th remove curse, stinking cloud 13th aura of life, death ward 17th contagion, raise dead When a healer was summoned to tend my wounds, I certainly wasn’t expecting an Artificer wearing heavy robes and a bird mask. However, when the Plague Doctor uncorked his healing vapors, the gashes from the bandits’ blades sealed shut, and I could feel the poison fade along with any lingering doubts. -Drizzt


Chapter 1 | Player Options 17 Potent Vapors Beginning at 3rd level, you can lob potent vapors into the field of battle. As a bonus action, you can target a space you can see within 30 feet and choose either Harmful Vapors or Healing Vapors. Harmful Vapors. Each creature within 5 feet of the target point must succeed on a Constitution saving throw against your spell save DC or take 1d8 necrotic damage. Healing Vapors. You expend a spell slot of 1st level or higher. Each creature within 5 feet of the target point is cured of one disease that afflicts it, or one of the following conditions that apply to it: blinded, deafened, paralyzed, poisoned, or stunned. Constant Exposure Beginning at 5th level, due to your continuous exposure to the sick, you have built up an immunity to illnesses and ailments. You are immune to disease. Empowered Vapors Starting at 5th level, your potent vapors increase in power. Harmful Vapors. Your Harmful Vapors now deal an additional 1d8 necrotic damage on a failed save (2d8 total). Healing Vapors. Your Healing Vapors now heal creatures an amount of hit points equal to 1d8 + your Intelligence modifier. Vital Vapors When you reach 9th level, your potent vapors become even more powerful. Harmful Vapors. On a failed save, a creature now becomes poisoned by your harmful vapors until the start of your next turn. Healing Vapors. When a creature would be healed to full hit points by your Healing Vapors, any surplus healing can be applied to the creature as temporary hit points. Magnificent Vapors Starting at 15th level, your concoctions are the stuff of legends. Harmful Vapors. On a successful save, creatures now take half damage from your Harmful Vapors. Healing Vapors. In addition to the healing options provided by your Potent Vapors feature, you can also select from the following options: • Reduce each creature’s exhaustion level by one • End any reduction to the targets’ ability scores • End one effect reducing the targets’ hit point maximums


18 Barbarian At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those offered in the Player’s Handbook. Path of the Avalanche You are the roar that thunders from the cliffs. You are the dread of the slopes. Each swing of your weapon is the anger of the mountain, the crush of stone, the crash of ice, the promise of overwhelming fury. You channel the force of motion into terrible blows and inexorable speed, able to discharge the buildup of energy into great feats of strength or inexhaustible acts of endurance. And with it, your charge is inescapable, your wrath irresistible, your might undeniable. Your blows shatter gates and walls and fell giants and dragons with contemptuous ease. Those who walk this path often garb themselves in bright colors and exotic tokens, vibrant feathers and vicious fangs, to draw the gaze of friend and foe alike so they may witness and remember your dauntless power. Momentum Powers At 3rd level when you select this path, you can channel your motion into great feats of strength and violence. You learn two momentum powers of your choice, which are detailed below. Momentum powers require momentum points to use. You learn one additional momentum power of your choice at 7th, 10th, and 15th level. Each time you learn a new momentum power, you can also replace one power you know with a different one. • Wall Breaker. Spend 1 momentum when you hit with an attack on an object to deal double damage. • Speeding Boulder. Spend 1 momentum to increase your speed by 10 feet until the end of your turn. • Irresistible Onslaught. Spend 1 momentum to use your bonus action to shove a creature 5 feet or knock a creature up to one size larger than you prone. • Inescapable Wrath. Spend 1 momentum to take the Disengage action as a bonus action. When you do, you ignore difficult terrain until the end of your turn. • Mighty Mien. Spend 1 momentum when you make an Intimidation or Performance check involving Strength to gain advantage on that check. • Potent Thew. Spend 1 momentum and, until the beginning of your next turn, you count as two sizes larger, up to a maximum of Huge. Generating Momentum You generate momentum under the following conditions: • If you are raging and move at least 30 feet during your turn or take the Dash action, you generate 1 momentum. • If you are raging and knock a hostile creature prone or push it 5 or more feet, you generate 1 momentum. • If you take damage from a trap, environmental hazard, or hostile creature, you generate 1 momentum. • If you roll a 20 on an attack roll or reduce a hostile creature to 0 hit points with a melee attack, you generate 1 momentum. You can spend up to your proficiency bonus in momentum points in a single round. If you have any at the end of your turn, you lose half your momentum (minimum 1) if any of the following apply: • You ended your rage that turn • You did not move that turn • You did not gain or spend momentum that turn Greater Momentum Powers When you reach 6th level, you learn to harness your momentum into even greater acts of strength and fury. You learn one greater momentum power of your choice, which is detailed below. Greater momentum powers require momentum points to use. You learn one additional greater momentum power of your choice at 9th, 12th, and 17th level. Each time you learn a new greater momentum power, you can also replace one greater power you know with a different greater one. • Dauntless Advance. Spend 2 momentum points as a bonus action and either gain a number of temporary hit points equal to twice your Constitution modifier (minimum of 1) or remove one of the following conditions from yourself: blinded, deafened, frightened, or poisoned. • Defiant Fortitude. Spend 2 momentum points when you make a Constitution or Strength ability check or saving throw and gain a +5 bonus to your roll. • Overwhelming Obstinacy. Spend 2 momentum points when you are hit with an attack. Until the beginning of your next turn, you have resistance to all damage other than force damage and psychic damage. • Unrestrained Rage. Spend 2 momentum points as a reaction when a spell or other magical effect would reduce your speed or cause you to be paralyzed or restrained. You ignore that effect until the beginning of your next turn. In addition, you can spend 1 momentum point to escape from nonmagical restraints, such as manacles or a creature that has you grappled. • Thunderous Awe. Spend 2 momentum points as a bonus action to give creatures of your choice within 60 feet disadvantage on Insight, Perception, and initiative checks until the end of their second turn. • Relentless Wrecker. Spend 2 momentum points to make an additional melee weapon attack when you take the Attack action. My tactical knowledge and training always led me to fight with nuance, to zig and zag, and to retreat when necessary rather than to charge straight forward regardless of potential hazards. However, barbarians of the Path of the Avalanche have made a seemingly reckless strategy rather effective. -Drizzt


Chapter 1 | Player Options 19 Living Avalanche Starting at 10th level, you can smash through your foes with relentless aggression. If you knock a creature prone or push it 5 or more feet, you can choose to either make an immediate melee weapon attack against it or to increase your speed by 20 feet until the beginning of your next turn. Endless Momentum Beginning at 14th level, you learn how to hold the power of the avalanche within yourself. When you roll initiative, you gain a number of momentum points equal to your Constitution modifier (minimum of 1). In addition, while raging, your movement increases by an additional 10 feet when you aren’t wearing heavy armor and your Rage damage bonus is doubled if you move at least 30 feet on your turn. Path of Revelry Most barbarians channel pure rage and hatred into their strikes, their fury driving them forth in battle through rivers of blood and enemies. Those of the Path of Revelry have no time to get angry. Why would they? Fighting is fun! Those who follow this path live for great mirth and revelry, favoring the passions that come with it. They stride into battle with a gleeful grin on their face and a song in their hearts, ready to bring a bit of joy to the blood-soaked battlefield. Life of the Party Starting when you begin down this path at 3rd level, you gain proficiency in the Performance skill and one musical instrument of your choice. Battle Bliss Also at 3rd level, when you enter a rage, you instead enter a blissful state of glee and energy. When a creature or object targets you with an attack or deals damage to you while you are raging, your melee weapon attacks deal 1d4 extra damage to that creature or object until the end of your next turn. The die rolled for this extra damage increases in size as you gain barbarian levels, increasing by one size at 6th (1d6), 10th (1d8), and 14th (1d10). Adrenaline Rush At 6th level, you’re always looking to get to the center of the action. While you’re raging, you can use your bonus action to move up to your speed towards a hostile creature. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you complete a short or long rest. Brash Taunter Beginning at 10th level, you can shout vulgar insults and make taunting gestures at your foes, drawing them toward you. As a bonus action while you’re raging, you can taunt any number of creatures you choose within I do not relish fighting, regardless of how often I find myself engaged in deadly combat, for I see it as an unfortunate necessity and view those who relish it with scorn. However, it is not cruelty that fuels the passions of the Path of Revelry but a spirit of fun that is almost… childlike in nature. It confuses and unnerves me. -Drizzt


20 Chapter 1 | Player Options 30 feet of you. A creature within range that sees or hears you must make a Wisdom saving throw, the DC of which is equal to 8 + your Strength modifier + your proficiency bonus. On a failure, a creature suffers the following penalties, which last until the start of your next turn. • It suffers disadvantage on attack rolls made against any creature other than you. • It must spend 2 feet of movement for every 1-foot it moves in any direction not toward you. A creature that you have dealt damage to since the start of your previous turns automatically fails on its saving throw against this feature. When you enter a rage, you can use this feature as a part of the same bonus action used to enter that rage. Once you have used this feature, you must complete a short or long rest before you can do so again. Euphoric Revelry By the time you reach 14th level, while you’re raging you can use a bonus action to briefly enter a state of pure passion and energy, which lasts until the end of your turn. While it lasts, whenever you enter a space within 5 feet of another creature, you can make a melee weapon attack against that creature (no action required) provided that you have not already hit that creature with a weapon attack on your turn. You can make a number of attacks this way up to your Constitution modifier (minimum of one). Additionally, you can use your Adrenaline Rush feature as a part of the same bonus action. Once you have used this feature, you cannot do so again until you complete a long rest.


Chapter 1 | Player Options 21 Path of the Berserker Redux For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. When you enter the berserker’s rage, you do not know the meaning of fear, and punish those who would dare try to stop your fighting spirit. Frenzy Starting when you choose this path at 3rd level, your rage becomes all the more ferocious and mindless. Your damage bonus while raging increases by 2, to a total of +4. This bonus increases to +5 at 9th level and +6 at 16th level. Additionally, while raging, you have resistance to psychic damage. Fearless Rage Beginning at 6th level, your bravery is unchallenged. You have advantage on saving throws to avoid being frightened. Additionally, while raging, whenever a creature forces you to make a saving throw to resist being frightened, you can use your reaction to move 30 feet closer to them. If this brings you within range, you can make one weapon attack against that creature as part of your reaction. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects. Terrifying Presence Beginning at 10th level, your mien inspires fear. You gain proficiency in the Intimidation skill if you don’t already have it. If you already have proficiency in this skill, your proficiency bonus is doubled for any ability check you make with that proficiency. Many a barbarian has claimed the title of “Berserker” when in reality they exhaust themselves after raging in a sadly lackluster display. Those I have met who truly follow the Path of the Berserker are paragons of might, fury, and relentless offense without end. -Drizzt Additionally, when you enter a rage, you can choose a number of creatures you can see within 30 feet equal to your proficiency bonus and force them to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of your next turn. If a creature succeeds on its saving throw, it is immune to this effect for 24 hours. Retaliation Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.


22 Chapter 1 | Player Options Bard At 3rd level, a bard gains the Bard College feature. The following options are available to a bard, in addition to those offered in the Player’s Handbook. College of the Promenade Those who practice the weaving of the performing arts with magic aren’t always singers or storytellers, nor are they always poets or painters. Sometimes they dance. For those inclined to sashay across the dance floor, it is often less important to be better than everyone else at the dance than it is to be better than yourself. Although it should be noted that—for some— being better than everyone else has its own rewards. Members of the College of the Promenade are often as at home in the courts of nobles with masques and music and the pervasive fear of a metaphorical knife in the back as they are in the grassy meadow of a peasant folk festival. It Takes Two Beginning at 3rd level, when you inspire someone, they can share your inspiration with a partner. When you grant a creature a Bardic Inspiration die, that creature can choose another creature within 5 feet of it to share its inspiration. This second creature gains a Bardic Inspiration die identical to the first. This second die does not cost you an additional use of your Bardic Inspiration. Social Butterfly Beginning at 3rd level, your knowledge of social dancing expands your repertoire in related areas. Choose one of the following skills: Acrobatics, Athletics, Insight, Performance, or Persuasion. You become proficient in that skill and your proficiency bonus is doubled when you use it. Tandem Tactics Beginning at 6th level, those inspired by you are able to share the benefits of certain spells, so long as they are nearby when it is cast. When you cast a spell targeting a creature that has an unspent Bardic Inspiration die granted by you, that creature can use its reaction to choose another willing creature within 5 feet of it to share the effect of the spell as if it was also targeted by it. Syncopation At 6th level, with inspiration comes a surge of energy and the urge to dance. When a creature gains a Bardic Inspiration die from you, it can use its reaction to move up to its speed. I didn’t know what to expect when I danced with a bard, but certainly I was not prepared for a dance with so much passion, flair, and deadly efficacy. The College of the Promenade is a wonder to behold, and even more thrilling to experience. -Drizzt


Chapter 1 | Player Options 23 The Deadly Dance At 14th level, those inspired by you gain the ability to work in tandem on the battlefield as well as on the dance floor. If a creature that begins its turn with an unspent Bardic Inspiration die granted by you hits an enemy with an attack, any other creature that begins its turn with an unspent Bardic Inspiration die granted by you has advantage on their first attack against that creature before the end of your next turn. College of Wordsmiths Some bards fight not with weapons or music, but with their very words which, when spun into rhymes, create powerful spells like blades forged in the hottest flames. These bards are fittingly known as the College of Wordsmiths, and while their duels are fierce things and they often swagger with great pride and braggadocio, they are always seeking to perfect their deadly art of the spoken word. Arcane Poetics Beginning at 3rd level, you learn to rhyme and spin lyrics that evoke powerful magical forces, allowing your very words to manifest devastating effects. Your metaphors scorch with blazing heat, your puns punish with force, and your imagery materializes as terrifying reality. As long as you can speak, you can forgo the somatic components of your spells. Additionally, you gain proficiency in Intimidation. Battle Bars Also beginning at 3rd level, when your spellcasting feature lets you choose or replace a bard spell or bard cantrip of 1st level or higher, you may choose spells from the wizard spell list of the evocation school. When you cast a spell that deals damage, you can expend one of your uses of Bardic Inspiration to roll a Bardic Inspiration die and add the result to the damage roll. Freestyle At 6th level, your skill with improvisational lyrics allows you to nimbly bounce back from awkward conversational mishaps. When you roll a Charisma ability check, you can reroll once, but must use the new result if you do. You may use this ability a number of times equal to your proficiency bonus. All uses of this feature are restored after completing a long rest. Lyrical Labyrinth At 14th level, your lyric mastery allows you to create an inescapable web of words that can ensnare even the strongest foes. As a bonus action, you can expend a use of your Bardic Inspiration to roll a Bardic Inspiration die and add that number to your spell save DC until the end of your turn. Once you have used this ability you cannot use it again until you have completed a long rest. I always thought actions bested words, but then again I had never witnessed a bard spin a cutlass out of a couplet, turn a verse into a curse, or slay a dinosaur with a metaphor. Truly, the College of Wordsmiths has given me a greater appreciation for poetics. -Drizzt


24 Chapter 1 | Player Options Cleric At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to those offered in the Player’s Handbook. Chaos Domain As an acolyte dedicated to the whims of chaos and spontaneity, you are different from most other mortals with connections to divine beings. Clerics of this domain tend to mock notions of tradition and battle against tyranny, and they frequently cavort with swashbucklers and thieves. They believe that laws, bureaucracy, and authoritarianism stifle growth, and it is only through chaos and randomness that mortals can evolve. Some may use their powers to better the fate of the downtrodden. Others may be more sinister, gaining their powers from malicious forces who seek nothing more than discord and destruction. In the Forgotten Realms, chaos deities include Cyric, Mask, and Tymora. In the Eberron campaign setting, gods include Olandra, the Mockery, and the Traveler. In Theros, gods of chaos include Keranos and Phenax. Chaos Domain Spells You gain domain spells at the cleric levels listed in the Chaos Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work. Chaos Domain Spells Cleric Level Spells 1st faerie fire, Tasha’s hideous laughter 3rd crown of madness, phantasmal force 5th bestow curse, hunger of Hadar 7th blight, hallucinatory terrain 9th animate objects, mislead Bonus Cantrips Starting at 1st level, you learn the vicious mockery cantrip plus one additional cantrip of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips. Divine Chaos Also at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, you can roll a d20 immediately after you cast a cleric spell of 1st level or higher. If you roll a 1, roll on the Divine Chaos table to create a magical effect. If the effect is a spell, it is too wild to be affected by any class feature or magic item that influences a spell you cast, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. My first inclination is to distrust chaos, but I have come to respect it as a crucial component of the balance of existence. However, I suspect even clerics who serve the Chaos Domain do not fully understand what they are getting into. -Drizzt


25 Divine Chaos d100 Effect 01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 03-04 A random creature within 30 feet of you gains the benefit of a shield of faith spell for 1 minute. 05-06 A pegasus controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 07-08 You cast confusion centered on yourself as if using a 3rd-level spell slot. 09-10 You cast guiding bolt as a 2nd-level spell. 11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 13-14 You cast mass healing word as a 3rd-level spell, targeting all creatures within 30 feet of you. 15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 19-20 You cast create food and water in your space. The effect on the terrain is equivalent to a grease spell. 21-22 The next time you make a spell attack within the next minute, you have advantage on the attack roll. 23-24 Your skin glows with a vibrant golden color, and you give off light as a candle. A remove curse spell can end this effect. 25-26 You have a heightened awareness of deception for the next minute. During this time, you have advantage on Wisdom (Insight) checks made to detect lies. 27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 31-32 You must succeed on a DC 10 Charisma saving throw or be teleported to the plane of Pandemonium until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. You take 1d4 psychic damage from the winds of that plane. 33-34 Maximize the damage of the next damaging spell you cast within the next minute. 35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 39-40 You regain 2d10 hit points. 41-42 You turn into a statue of your deity until the start of your next turn. While a statue, you are incapacited, are immune to poison and psychic damage, and are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. If you are reduced to 0 hit points, you revert to your normal form. d100 Effect 43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 45-46 You cast zone of truth centered on yourself, but are immune to its effects. 47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 49-50 You cast silence, centered on yourself. 51-52 You cast sanctuary on yourself. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days. 55-56 Your hair falls out but grows back within 24 hours. 57-58 You are under the effect of a zone of truth spell for the next hour. 59-60 You regain your lowest-level expended spell slot. 61-62 For the next minute, you must shout when you speak. 63-64 You cast healing word, targeting a random creature within range. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 radiant damage. 67-68 You are poisoned until the end of your next turn. 69-70 You cast faerie fire, targeting each creature within 20 feet of you. 71-72 You gain resistance to all damage for the next minute. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours. 75-76 You glow with radiance, shedding bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you must succeed on a DC 10 Constitution saving throw or take 1d10 radiant damage. 77-78 You cast guardian of faith in an unoccupied space within 10 feet of you, but the guardian can’t discern friend from foe, and forces a Dexterity saving throw from any creature that starts its turn within 10 feet of it (including you, when it appears). 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. 81-82 You can take one additional action immediately. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. 85-86 You cast enhance ability on yourself. 87-88 You cast tongues on a random creature within 30 feet of you. 89-90 You become invisible for the next minute. While invisible, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. 91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell. 93-94 Your size increases by one size category for the next minute. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 97-98 You are surrounded by faint, holy music for the next minute. 99-00 You regain half of all expended spell slots between 1st and 5th level, rounded up.


26 Chapter 1 | Player Options Channel Divinity: Chaos Control Starting at 2nd level, you can use your Channel Divinity to potentially hinder your opponents. When a hostile creature you can see casts a spell, you can force that creature to roll on the Divine Chaos table. The creature must roll two percentile dice, and you choose between the two outcomes. Rotating Luck At 6th level, you learn how to manipulate the strands of fate to your advantage. As a bonus action, or a reaction in response to being forced to make a saving throw, you can gain advantage on the next attack roll, ability check, or saving throw you make. With this advantage, you can roll three d20s instead of two, and take the highest result of the three. If you would have had disadvantage on the original roll, you roll two d20s as normal. Once you use this feature, the DM can impose a reverse penalty to one attack roll, saving throw, or ability check you make before you next complete a long rest. With this penalty, you roll three d20s and pick the lowest. If you had advantage on the original roll, you roll two d20s as normal. Once you use this feature, you can’t benefit from it again until the penalty is applied or until you complete a long rest, whichever comes sooner. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Chaotic Form At 17th level, you can use an action to transform yourself into an avatar of chaos, gaining the following benefits for 1 minute: • When you see a creature within 30 feet of you making an attack roll, ability check, or saving throw with either advantage or disadvantage, you can use your reaction to force the creature to roll with your choice of advantage or disadvantage. • Once per turn when you cast a spell, you can choose to roll on the Divine Chaos table. • Whenever you roll on the Divine Chaos table, you can roll twice and choose either number. • If a creature scores a critical hit against you or an allied creature you can see within 60 feet of you, the next attack that hits the attacking creature is automatically a critical hit as well. • When you have advantage on an attack roll, ability check, or saving throw, your advantage can’t be negated by disadvantage. Spirit Domain Clerics of the Spirit Domain hold a special relationship with the fallen; those restless spirits who have not passed peacefully to the realms beyond. The best of these spirits are respected for their wisdom and knowledge; clerics often seek to help them complete their final business so that they may pass into the afterlife. Other spirits-—angry, vengeful, and destructive—are hunted and destroyed before they wreak more havoc on the world of the living. Many clerics worship the spirits themselves, rather than specific deities. However, some gods of death and memory are associated with this domain. In the Realms, deities of this domain include Kelemvor and Mystra. In other worlds, this domain includes deities such as Osiris, Hades, or the Raven Queen. Spirit Domain Spells Cleric Level Spells 1st protection from evil and good, unseen servant 3rd invisibility, see invisibility 5th speak with dead, spirit guardians 7th banishment, death ward 9th antilife shell, dispel evil and good Bonus Proficiencies At 1st level, you have a connection with the ones who lived before. You gain proficiency in the History and Insight skills. Spirit Seer Also at 1st level, you have the uncanny ability to see into the realm of spirits. As an action, you gain a special spirit sight that extends to a range of 30 feet and lasts for 1 minute. Within this range, you have darkvision if you don’t already have it and you can see through solid objects. You perceive objects as ghostly, transparent images, and you can see into the Ethereal Plane. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you complete a long rest. My time with Gwynhyvar often leads me to contemplate the world of the incorporeal, the spirit, and my very soul. The gods of the Spirit Domain allow certain clerics to explore those questions very... directly. -Drizzt


Chapter 1 | Player Options 27 Channel Divinity: Step Beyond the Veil Starting at 2nd level, you can use your Channel Divinity to cross partially out of the physical realm as an action. While in this state, you appear ghostly and translucent, and you have resistance to all damage except psychic and force damage. You can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object. After 1 minute, or until your concentration ends (as if you were concentrating on a spell), you become corporeal again. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. Survivor of Spirits At 6th level, you become better able to resist the touch of the dead. You gain resistance to necrotic damage and your hit point maximum cannot be reduced by attacks or effects that do necrotic damage. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with ethereal force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. Spectral Warrior At 17th level, you have a flying speed of 10 feet and you can hover. Additionally, when you are reduced to 0 hit points, you can cause your spirit to continue fighting. Your body drops prone but your spirit remains standing. Your spirit retains all of your statistics with the following changes: • It gains all the benefits of your Step Beyond the Veil feature, but does not require concentration. • It has a Strength score of 1 and gains no bonus to its Armor Class from wearing armor. • It cannot cast spells that require material components. • If it is reduced to 0 hit points, it is forced back into its body. If the body is dead, the spirit dies as well. • If it begins its turn more than 100 feet from its body while the body still lives, it must succeed on a DC 15 Charisma saving throw or instantaneously return to the body. Your body must still make death saving throws, and it suffers the normal effects of taking damage while at 0 hit points. If your body is stabilized or has hit points restored, it remains unconscious until your spirit chooses to return to it, which it can do from any distance (no action required). If your body dies, your spirit remains for seven days, but it cannot return to your corpse. Once you use this ability, you cannot use it again until you complete a long rest.


28 Chapter 1 | Player Options Druid At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those offered in the Player’s Handbook. Circle of the Streets Those who take the druidic vows do not just move when urbanization encroaches upon their domain. Sometimes they do, and sometimes the druids of a particular area react violently; seeing the encroachment of so-called civilization as an affront to nature. Other druids, however, see cities as just another part of the natural order. To these druids, dwarves, elves, humans, halflings, and other sapient species are just different types of animal; and their buildings and settlements are really no different from a fire ant’s mound or a bee’s hive. People don’t like to be rained on, so naturally they build homes. People don’t like to be pushed out by invaders, so naturally they build walls. Such druids adapt to their new surroundings and often take up the mantle of protecting the new nature around them. Druids who embrace the streets and flagstone learn abilities that enable them to carry out their druidic duties in their domain, just the same as any other druid. Life on the Streets At 2nd level, life on the streets has taught you both what to say and how to move to work with the other denizens of the city. You know thieves’ cant, a special language used by rogues, spies, and thieves. You are also adept at maneuvering through crowds. Moving through occupied spaces doesn’t count as difficult terrain and you can move through an enemy’s space, but you can’t end your turn in another creature’s space unless it is two size categories larger or smaller than you. Additionally, fighting in cramped quarters doesn’t impose disadvantage on you as long as you are not wielding a weapon in two hands and are in a space large enough for you to squeeze through. Circle Spells At 2nd level, Your connection to the city and other urban centers grant you access to certain spells. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Circle of the Streets Spells Druid Level Spells 3rd calm emotions, knock 5th tongues, nondetection 7th Mordenkainen’s private sanctum, fabricate 9th animate objects, wall of stone One would think it is common knowledge that druids shun great cities like Waterdeep and Neverwinter as realms outside of nature’s domain. However, I have met more than one city-dwelling druid of the Circle of the Streets who sees the city as just another ecosystem, a sort of “cobblestone jungle,” if you will. -Drizzt


Chapter 1 | Player Options 29 Everyday Object At 6th level, you gain the ability to transform into an everyday object, capable of moving on its own with some semblance of life. As a bonus action, you can spend a use of your wild shape to transform into an animated object as per the animate objects spell. You can become a Tiny, Small, or Medium object. At 10thlevel you gain the ability to become a Large object, and at 14th-level you can become a Huge object. As an animated object, you are a construct with AC, hit points, attacks, Strength, and Dexterity determined by your size. You also gain a melee weapon attack that deals bludgeoning damage according to your size. The DM might rule that you instead inflict slashing or piercing damage based on the form you take. Your Constitution is 10 and you retain your mental ability scores statistics while in this form. Your speed is 30 feet. If the object you become lacks legs or other appendages you can use for locomotion, you instead have a flying speed of 30 feet and can hover. You have blindsight with a radius of 30 feet and are blind beyond that distance. When your animated object form drops to 0 hit points, you revert to your original form, and any remaining damage carries over to your original form. Herd Immunity Beginning at 10th level, Through your attunement to the nature of the streets and exposure to relative uncleanliness you are immune to disease, the poisoned condition, and poison damage. Backdoor At 14th level, your intimate knowledge of the hidden paths and magical spaces that underlie cities enables you to find passages where they normally don’t exist. As an action, you can spend a use of your wild shape to cast the passwall spell without the need for material components. Circle of Winter While winter has been intoned in prose as the season of death, of stillness and silence, of starvation and snow, where half the world darkens to life, this natural phase is also a time of hibernation and rest, of migration and travel. It marks a period when many beasts, from great bears to minute insects, go into deep torpor, and its advent and ending herald long journeys across vast distances. While the pattern and behavior of animals changes for each climate region during the winter months, one distinct element above all others is consistent and pervasive—the coming cold. And it is this aspect the druids of winter manifest the most. As a druid of the Circle of Winter, you attune to the natural rhythm of this season and physically embody its essence, becoming a warden of the restful, a shepherd of the traveler, and a herald of the cold, able to shape and summon ice and imbue your spells with gelid potency. Mark of Winter Those who connect to the frigid season are marked by it. Winter Mark d6 Mark 1 Your skin is cold to the touch and glitters as though covered in hoarfrost. 2 Your eyes shimmer like purest ice beneath the sun. 3 A chill mist wafts from you, leaving spinning clouds as you move. 4 Your irises are the shapes of snowflakes. 5 Your hair becomes snow white, and your skin takes on a cerulean hue. 6 Your demeanor and emotions become as cold as the powers you connect with. Everyday Objects Size Hit Points Armor Class Attack Modifier Damage Strength Dexterity Tiny 20 18 +8 1d4 + 4 4 (-3) 18 (+4) Small 25 16 +6 1d8 + 2 6 (-2) 14 (+2) Medium 40 13 +5 2d6 + 1 10 (+0) 12 (+1) Large 50 10 +6 2d10 + 2 14 (+2) 10 (+0) Huge 80 10 +8 2d12 + 4 18 (+4) 6 (-2) I have traveled through Icewind Dale and other frozen regions and have seen the austere beauty of nature and its awesome brutality that few can endure let alone thrive in. Yet druids of the Circle of Winter celebrate and embrace the cold, relishing in the frigid majesty of nature at its coldest. -Drizzt


30 Chapter 1 | Player Options Circle Spells At 2nd level, Your connection to the seasons grant you access to certain spells. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Circle Spells Druid Level Spell 2nd armor of Agathys, sleep 3rd Maximilian’s earthen grasp*, Snilloc’s snowball swarm 5th Leomund’s tiny hut*, slow 7th fire shield*, Otiluke’s resilient sphere 9th cone of cold, Bigby’s hand* Imbued by the Cold At 2nd level when you select this circle, the depthless chill of winter courses through you. You gain resistance to cold damage, and you can move across difficult terrain created by ice or snow without spending extra movement. In addition, if you inflict cold damage to a creature from any source, the creature’s movement is reduced by 5 feet until the beginning of its next turn. Only a single creature can be affected each turn. This reduction increases to 10 feet at 9th level, 15 feet at 13th, and 20 feet at 17th. Herald of Winter When you reach 6th level, you can draw upon the essence of winter and rest. As a bonus action, you can expend a use of your Wild Shape feature and, rather than assuming a beast form, invoke one of the following effects: Chilling Presence. You emit a chilling aura for 10 minutes that extends from you in a 10-foot radius and moves with you. You must concentrate on this aura as if concentrating on a spell. The ground within your aura becomes icy and slippery and is difficult terrain. Plants and water in your aura freeze if exposed for 1 minute. Water freezes thick enough to walk upon. In addition, you gain the Freezing Touch ability. Freezing Touch. As an action, you can freeze 20-cubic feet of water with a touch. The water remains frozen for 1 hour if the ambient temperature is above freezing. Additionally, as an action, you can make a melee spell attack. On a hit, the target takes 1d4 cold damage and must make a Strength saving throw against your spellcasting DC or be encased in ice and restrained. As an action, the target can repeat the Strength saving throw to free itself. While it remains encased, it takes 1d4 cold damage at the start of each of its turns. A creature within 5 feet of it can use an action to attempt a Strength (Athletics) check


Chapter 1 | Player Options 31 against your spellcasting DC, freeing the encased creature on a success. The encased creature is also freed if it is dealt 30 bludgeoning damage or 15 fire damage. The damage of Freezing Touch increases to 2d4 at 9th level, 3d4 at 13th, and 4d4 at 17th. This applies to both the initial damage and the damage taken each turn a target is encased in ice. Gelid Spell. When you cast a spell, you can change a spell’s damage type to cold. If the spell already deals cold damage, it ignores resistance to cold damage and treats immunity as resistance. In addition, the spell deals additional cold damage equal to your druid level to one creature it targets. Icy Construct. You create either an inanimate ice object or an animated ice creature. The ice object can’t have any moving parts, must be able to fit inside a 5-foot cube, and has the density and durability of stone. The ice creature must be modeled after a beast with a challenge rating of 1/8. The ice creature obeys your commands and has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 1 hour or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s Guide to determine the hit points of an inanimate object. The CR of beasts and size of objects you can create with this feature increases to CR 1/4 and a 10-foot cube at 9th level, CR 1/2 and a 15-foot cube at 13th, and CR 1 and a 20-foot cube at 17th. Migratory Path. For 8 hours, you and up to a number of creatures equal to your proficiency bonus gain 10 feet of movement while traveling through natural environments and can ignore the effects of extreme cold. This bonus does not apply during combat and is lost when initiative is rolled. The speed bestowed by Migratory Path increases to 20 feet at 9th level, 30 feet at 13th, and 40 feet at 17th. Season of Rest Starting at 10th level, you and up to a number of creatures equal to your proficiency bonus can complete a long rest in 4 hours. In addition, when a creature benefiting from this feature finishes a long rest, it can remove two levels of exhaustion instead of one and regains all of its spent Hit Dice instead of up to half. Avatar of Winter Beginning at 14th level, you can use an action to become an incarnation of ice and winter for 1 hour. Maintaining this form requires concentration as if you were concentrating on a spell. While in this form, you gain the following features and powers: • You are immune to cold damage. When you would be dealt cold damage, you instead regain hit points equal to half the amount of damage. • You become vulnerable to fire damage. • As a bonus action, you can lower the temperature in a 60-foot-radius sphere centered on a point you can see within 60 feet of you. The temperature in that area drops swiftly. Each minute, the temperature drops one category, from extreme heat to hot, from hot to temperate, from temperate to cold, or from cold to extreme cold. Once the temperature reaches extreme cold, it stays there until you leave your Avatar of Winter form or end the effect as a bonus action, at which point it returns to its previous temperature at a rate of one category per minute. While in this form and in an area of extreme cold, you gain the ability to control the environment. As a bonus action on your turn, you can cause one of the following effects: • Freezing fog fills a 20-foot-radius sphere centered on a point you can see within 60 feet of you. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a Constitution saving throw against your spellcasting DC, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 3d8 cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts for 10 minutes, until you use this action again, or until you are rendered unconscious.  • Jagged ice shards burst from the ground, striking up to three creatures that you can see within 60 feet of you. You make one ranged spell attack roll using your Wisdom modifier against each target. On a hit, the target takes 2d8 piercing damage and 2d8 cold damage.  • An opaque wall of ice forms on a solid surface you can see within 60 feet of you. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall you want. Each 10-foot section of the wall has AC 5, 40 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears after 10 minutes, when you use this action again, or when you are rendered unconscious. In extreme heat, it loses 5 (1d10) hit points at the end of each of your turns as it melts. Once you use this feature, you must finish a long rest before you can use it again.


32 Chapter 1 | Player Options Fighter At 3rd level, a fighter gains the Martial Archetype feature. The following options are available to a fighter, in addition to those offered in the Player’s Handbook. Animal Warrior The Animal Warriors were an ancient Maztican warrior caste known for venerating the great Jaguar and other majestic creatures. These warriors dressed to emulate legendary beasts and wielded weapons edged and tipped with razor-sharp obsidian. They were known for their combat prowess and fearlessness as well as the gifts granted to them in battle by the creatures they dedicated themselves to. Today, only remnants of their traditions persist, but the fighting art of the Animal Warriors surfaces periodically when a fighter dons astonishing attire and performs amazing feats in battle. Bestial Blessing Beginning when you choose this archetype at 3rd level, you gain the ability to forge spiritual bonds with legendary creatures and receive their blessings. You learn how to connect with a new creature at levels 3, 7, 10, and 15. Receiving a blessing requires the use of a bonus action, and each blessing lasts for 10 minutes, until you end it as a bonus action, until you use a new blessing, or until you are incapacitated or die. You can use this feature a number of times equal to your proficiency modifier. You regain any expended uses when you finish a long rest. Noble Eagle Also at level 3, you form a connection with the spirit of the Noble Eagle, which grants you its blessing. As a bonus action, you can channel the spirit of the Noble Eagle, and a spectral, feathered eagle costume appears over your body covering whatever gear you are wearing. While this blessing is active, your speed increases by 5 feet for every point of your proficiency bonus and opportunity attacks targeting you are made with disadvantage. In addition, when a creature makes an opportunity attack against you and misses while this blessing is active, you can use your reaction to make a single melee weapon attack against that creature. Cunning Coyote At 7th level, you form a connection with the spirit of the Cunning Coyote, which grants you its blessing. As a bonus action, you can channel the spirit of the Cunning Coyote, and a spectral, furred coyote costume appears over your body covering whatever gear you are wearing. While this blessing is active, you have advantage on stealth and deception checks. When you score a critical hit on a creature while under the effects of this blessing, you can inflict one of the following effects on the target: it falls prone, it is disarmed, or you have advantage on your next attack against it before the end of your next turn. Divine Couatl Starting at 10th level, you achieve a connection with the spirit of the Divine Couatl, granting you its blessing. As a bonus action, you can channel the spirit of the Divine Couatl, and a spectral, scaled-and-feathered couatl A misunderstanding in Maztica landed me in deadly combat with a unique type of fighter, an Animal Warrior who wore the garb of a jaguar and fought with the strength and ferocity of one. Had an interpreter not broken up our fight, I’m not certain who would have won. -Drizzt


Chapter 1 | Player Options 33 costume appears over your body covering whatever gear you are wearing. While this blessing is active, you have truesight to a range of 120 feet. While under the effects of this blessing, you can use your reaction when you are targeted with an attack to summon fortuitous winds that push you out of harm’s way, increasing your armor class by your proficiency modifier until the beginning of your next turn. Sovereign Jaguar When you reach level 15, you master a connection with the spirit of the Sovereign Jaguar, which grants you its blessing. As a bonus action, you can channel the spirit of the Sovereign Jaguar, and a spectral, spotted jaguar costume appears over your body covering whatever gear you are wearing. While this blessing is active, you have advantage on saving throws and Charisma (Intimidation) checks. As a bonus action while this blessing is active, you can choose a creature you see within 90 feet and mark it as your prey. Each time you hit a creature marked as your prey with a weapon attack you deal an extra 1d8 damage. This extra damage is cumulative, increasing by 1d8 each time you hit the target up to a maximum of a number of d8s equal to your proficiency bonus. Obsidian Elite At 18th level, your mastery of the various animal forms allows you to combine them, choosing the appearance of your spectral costume. When you activate one of your animal blessings, you can choose to add the effects of a second blessing as well without expending a second use of Bestial Blessing. Dimachaerus The tradition of the dimachaeri grew in the blood and savagery of the fighting pit, a gladiatorial style born to battle with the weight of a weapon in each hand. But as time passed, the dimachaeri gradually forged their techniques into a pragmatic system of violence. While the dimachaeri have abandoned the flashier techniques still practiced by the bards of the College of Swords, these fighters have taken the deadly lessons they learned in the sand of the coliseum to the field of war. Now, their style emphasizes a quickness and precision without performance, a deadliness without fanfare, and the spilling of blood not for approval but for survival. The moment their blades land, these warriors harness that motion seamlessly into their next step or strike, a choreographed brutality where each attack fuels the next. I am quite skilled in my dual-wielding fighting style, though even my skills pale in comparison to a Dimachaerus. These fighters were once known as the terror of colosseums, and I am most grateful I never had to cross blades with the one I met. -Drizzt


34 Chapter 1 | Player Options Prowess Beginning at 3rd level, as a dimachaerus warrior, you learn to instinctively feel the ebb and flow of combat. You are able to expend points of prowess that you use to fuel your abilities. You gain 1 prowess for each of the following: • When you hit a hostile creature with a weapon attack • When you roll a 20 on the attack roll • When you reduce a hostile creature to 0 hit points with a weapon attack. Thus, if you roll a 20 on an attack roll, hitting a creature with a weapon attack and reducing it to 0 hit points, you gain 3 prowess. You can’t have more prowess at once than twice your proficiency bonus. You lose 1 point of prowess if your turn ends and you haven’t attacked a hostile creature since your last turn. You lose all your accumulated prowess when combat ends or if you are incapacitated. You can expend 1 prowess each turn to gain one of the following prowess effects: • Increase your movement by 1d4 5-foot increments until the beginning of your next turn • Add 1d4 to the damage of a single melee weapon attack you make while wielding two weapons • Add 1d4 to a Strength, Dexterity, or Constitution ability check or saving throw you make • As a reaction to taking damage from a single source, reduce that damage by 1d4 The size of the die you roll for your prowess effects increases to a d6 at 11th level and a d8 at 17th level. Master of Dual Weapons Beginning at 7th level, when you use a bonus action to attack with your offhand weapon, you can attack twice with it. In addition, you can now expend up to 2 prowess each turn. Fierce Determination At 10th level, you can use your Second Wind an additional time. When you are reduced to 0 hit points, you can expend 1 prowess to use Second Wind. In addition, when you use Second Wind, you gain advantage on attack rolls until the beginning of your next turn. Peerless Fighter Beginning at 15th level, when you activate a prowess ability, you can spend 1 additional prowess to increase that ability’s potency. This provides the following effects: • The movement you gain with prowess doesn’t provoke attacks of opportunity and ignores difficult terrain. • Additional damage you deal with prowess ignores resistances and immunities to damage. In addition, this damage can’t be regenerated or magically healed until the beginning of the target’s next turn. • When you increase a Strength, Dexterity, or Constitution ability check or saving throw with prowess, you also remove one of the following conditions of your choice from yourself: blinded, deafened, exhausted, frightened, or poisoned. • When you reduce the damage you take with prowess, increase your AC by half the amount rolled until the beginning of your next turn. If this ability is used more than once, only the highest value is added. Ceaseless Combat At 18th level, when you roll initiative, you gain prowess points equal to your proficiency bonus. In addition, you can now expend up to 3 prowess each turn.


Chapter 1 | Player Options 35 Monk At 3rd level, a monk gains the Monastic Tradition feature. The following options are available to a monk, in addition to those offered in the Player’s Handbook. Way of Redirection Given enough time, the mighty river will cut a canyon through the firmest rock. But if that rock is large enough and planted in the river’s path, the river has no choice initially but to go around; or, in some cases, change its path entirely. The way of redirection is to become both that river and that rock, when the circumstances demand it. You must be the river and erode your enemy’s defensive and offensive capacity. You must be the rock and deflect your enemy’s momentum towards the path that you dictate. Sometimes the path that you dictate is into another rock, and sometimes after erosion the firmest stone winds up as sand on the beaches beneath the ebb and flow of the tides. Anything is a Weapon At 3rd level, in your hands, everyday objects become deadly weapons and you can even weaponize your surroundings against your foes. You gain proficiency with improvised weapons, and they count as monk weapons for you. In addition, you can initiate a grapple using a Dexterity (Acrobatics) check instead of Strength (Athletics) if you wish. When you are grappling an opponent and are within 5 feet of a solid surface such as a wall or a tree you can force the grappled creature into that surface as an attack, treating the surface as an improvised weapon. Parkour At 3rd level, you have the ability to deftly run and avoid most kinds of obstacles. When you take the Dash action on your turn, you ignore difficult terrain, climbing doesn’t cost you extra movement, and your jump distances are doubled. Additionally, when you take the dash action your movement does not provoke opportunity attacks. Redirect Attack Beginning at 3rd level, while other monks have learned to deflect missiles, you have taken this lesson much further. When you are hit by an attack with a melee weapon, you can spend 1 ki point and use your reaction to reduce the damage you take from the attack by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can disarm your opponent if you have at least one hand free and the weapon you were hit with is small enough for you to hold in one hand. If you disarm an opponent in this way, you can spend 1 additional ki point to catch the weapon and make a single melee weapon attack using it against that opponent as part of your reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a monk weapon for the attack. Throw Anything At 6th level, if you can hold it, you can throw it. You can throw anything that wouldn’t cause you to be encumbered by itself. When you throw an object this way it is considered an improvised weapon with a range of 20/60. A monk once introduced himself to me on the road and said he practiced the Way of Redirection, and, being curious, I asked for a demonstration. The monk, seemingly with no effort, dodged my sword slash, disarmed me, and had my own sword pointed at my throat before I could blink, to which I could not help but grin. -Drizzt


36 Chapter 1 | Player Options Hard to Resist At 6th level, your ability to focus ki and apply force with uncanny precision allows you to penetrate defenses that would thwart others. Your attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Transferred Momentum At 11th level, you have learned to manipulate momentum in combat, and can use your own movement to influence your opponents’ movement around the battlefield. When you hit an enemy with a weapon attack you can choose one of the following effects provided that you meet the conditions for it: • If you have moved 15 feet or more on your turn, your opponent must succeed on a Strength saving throw or be pushed 15 feet away from you in the direction you were moving. • If you stood up from prone on your turn, your opponent must succeed on a Strength saving throw or be knocked prone. • If it is not your turn, and you hit an opponent that has moved 15 feet, your opponent must succeed on a Strength saving throw or be pushed 15 feet in the direction they were moving. Earth’s Embrace Beginning at 17th level, you know how to strike an opponent that you are holding as well as how to present them to your allies to inflict the most damage possible. Whenever a creature (including yourself) makes a melee weapon attack and hits a creature you are grappling, you can spend 1 ki point to turn that attack into a critical hit. Way of Terror Monks who follow the Way of Terror learn to manipulate the hearts and minds of their enemies, executing brutal techniques to stoke primal fear in those they face in combat. Intimidation and force come naturally to these warriors, for good or for ill. Some who follow the Way of Terror use its techniques to bully and belittle the innocent, ruling by force and taking what they can claim. Others, however, turn its techniques against those who do evil—lurking in the night to find and punish those who prey on the weak. Fearsome Brawler When you choose this archetype at 3rd level, you gain proficiency in the Athletics and Intimidation skills if you don’t already have them. Additionally, when you hit a creature with an unarmed strike or monk weapon, you can spend 1 ki point to force each creature of your choice within 15 feet of you to make a Wisdom saving throw. On a failed save, a creature is frightened of you until the end of your next turn. If you reduce a hostile creature to 0 hit points or score a critical hit, you can use this ability without spending a ki point. Stalker in the Night Also at 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet. Constant Vigilance At 6th level, you are always prepared for battle. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum 1), and you cannot be surprised while you are not incapacitated. Compounding Terror Also at 6th level, when you hit a creature that is frightened of you with an unarmed strike or monk weapon, it takes additional psychic damage equal to one roll of your Martial Arts die. Being mistaken as a criminal has unfortunately been a somewhat common occurrence for me in rural towns, but the monk who took it upon herself to hunt me down was anything save for common. Practicing the Way of Terror, she fought with pragmatic brutality and improvised weapons, and was a fright to behold, so much so that I found it wiser to flee the town than stay and fight. -Drizzt


Master of Terror At 11th level, you can’t be frightened. Additionally, you can spend 4 ki points to cast fear as a bonus action, requiring no material components. A creature you have damaged with an unarmed strike or martial arts weapon within the past minute has disadvantage on its saving throws against this effect. Absolute Terror At 17th level, you have advantage on attack rolls against creatures frightened by you. As a bonus action, you can force a creature within 60 feet of you that is frightened of you to make a Wisdom saving throw, taking 2d10 psychic damage on a failed save or half as much on a successful one. You can increase this damage by spending ki points. Each point you spend, to a maximum of your proficiency modifier, increases the damage by 1d10. Way of the Sun Soul Redux Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unleash the indomitable light shed by the soul of every living creature. Radiant Sun Bolt Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action you can make one attack with this ranged attack as a bonus action, or spend 1 ki point to make the attack twice as a bonus action. When you gain the Extra Attack feature, you can substitute this ranged attack for any of the attacks you make as part of the Attack action. Searing Wave At 6th level, you gain the ability to channel your ki into searing beams of energy. When you take the Attack action on your turn, you can spend 1 ki to replace one of the attacks with a burst of energy in a 25-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking radiant damage equal to two rolls of your Martial Arts die plus your Wisdom modifier on a failed save, or half as much damage on a successful one. Searing Sunburst At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. You can spend 3 ki points to cast fireball without material components. When cast this way, it does radiant damage. The spell save DC is equal to your Ki save DC, and Wisdom is your spellcasting ability for this spell. You can increase the spell’s damage by spending extra ki points. Each extra point you spend, up to a maximum of 3, increases the damage by one roll of your Martial Arts die. Solar State At 17th level, you can wreathe yourself in a luminous aura that gives you incredible power by spending 4 ki points as a bonus action. While in this state, which lasts for 1 minute or until you end it as a bonus action, you gain the following benefits. • You shed bright light in a 30-foot radius and dim light for an additional 30 feet • You have a flying speed equal to your walking speed • You gain resistance to fire and radiant damage • When making a Strength or Dexterity check or saving throw, you can use your reaction to gain a bonus equal to one roll of your Martial Arts die • The range of your Radiant Sun Bolts increases to 60 feet. I am not privy to all the secrets of monks who Follow the Way of the Sun Soul, but I have heard that common imitators, glorified novices, claim to follow the way without unlocking a fraction of its true power. I have met one true master though, and her powers made her akin to a radiant god, channeling ki into energy blasts and even flying by grace of her mighty aura. -Drizzt


38 Chapter 1 | Player Options Paladin At 3rd level, a paladin gains the Sacred Oath feature. The following options are available to a paladin, in addition to those offered in the Player’s Handbook. Oath of the Many The Oath of the Many requires paladins to see beyond themselves; their power lies not only in their oath, but in those who surround them. Paladins who walk this path seek to break down barriers, connecting to a broad spectrum of people and sharing the best of what each has to offer. Through empathy, understanding and cooperation, these champions forge lasting bonds more powerful than any spell. Tenets of the Many Embrace Diversity. Seek new voices and perspectives. Never stop listening, learning, and growing. Practice Empathy. Strive to understand those you come across, though do not fear disagreement. Find Unity. Conflict is natural when many voices meet. Find the common ground among them. Maintain Humility. Fight for the many who have been forgotten, and remember your place among them. Oath of the Many Spells You gain oath spells at the paladin levels listed. See the Sacred Oath class feature in the Player’s Handbook for how oath spells work. Oath of the Many Spells Paladin Level Spells 3rd comprehend languages, heroism 5th calm emotions, mirror image 9th sending, tongues 13th dimension door, guardian of faith 17th telepathic bond, teleportation circle Channel Divinity Gift of Cooperation. As an action, you can expend one use of your Channel Divinity to touch one willing creature and gain one of its skill, language, weapon, or tool proficiencies of your choice for one hour. As part of the same action, you can also choose one of your skill, language, weapon, or tool proficiencies to grant the creature for the same duration. Endless Allyship. You can use your Channel Divinity to aid an ally in need. When one willing creature you can see within 60 feet of you is hit by an attack or fails a saving throw, you can use your reaction to expend one use of your Channel Divinity and teleport to an unoccupied space within 5 feet of the creature and suffer the effects of the attack or failed save in the creature’s place. As part of the same reaction, you can make one melee attack against a creature within range. Were it not for the aid of my beloved allies—Cattibrie,Wulfgar, Bruenor—I would have perished long ago. In my travels, I was delighted to meet paladins who recognized the strength found in numbers and allies and swore an Oath of the Many to harness and champion this strength. -Drizzt


Chapter 1 | Player Options 39 Aura of Unity Starting at 7th level, you emanate an aura of kinship in a 10-foot radius. Creatures within this area can communicate telepathically with other willing creatures in the area, as long as both can understand a language. When a friendly creature within this aura takes damage, the damage it takes is reduced by an amount equal to the number of allies it has in the aura (maximum of 10). At 18th level, the range of this aura increases to 30 feet. Empathic Connection At 15th level, you can share your experiences with others. When you are the only target of a spell, you can use your reaction to cause the spell to also target an additional willing creature of your choice within 10 feet of you. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you complete a long rest. Bridger of Worlds At 20th level, as an action, you become a divine diplomat for 10 minutes, gaining the following benefits: • You have truesight out to a distance of 120 feet, and you can speak and understand all spoken languages. • You have advantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma. • You can cast sanctuary as a bonus action without expending a spell slot. A creature warded by this effect has advantage on Wisdom (Insight) and Charisma (Persuasion) checks. • When you trigger this effect, you and your allies within 30 feet gain 25 temporary hit points. Once you use this feature, you can’t use it again until you finish a long rest. Oath of the Weave Paladins who swear this oath work to ensure that arcane practice is well regulated and practiced only by those who use it for noble deeds. These warriors are blessed with a measure of arcane magic and train themselves in techniques designed to protect against such magic’s detrimental effects. In addition to deities of justice such as Torm, Tyr, and Dol Arrah, they also worship deities of magic, such as Mystra, Aureon, and Azuth. Tenets of the Weave Defend Against the Dark Arts. The use of magic to promote injustice and tyranny is a grave sin that must be stopped in its tracks. Seek out evil practitioners of magic before they harm innocents. Practice Diligence and Discipline. One must keep their mind as sharp as their blade. Arcane magic can be a wicked thing in the wrong hands, and is capable of misleading even the wisest among us. Promote Ethical Education. Ensure that arcane education includes guidance on ethical arcane practice. Everyone has a right to become a wise wizard’s apprentice, but graduation must be earned. Oath Spells You gain oath spells at the paladin levels listed. See the Sacred Oath class feature in the Player’s Handbook for how oath spells work. Oath of the Weave Spells Paladin Level Spells 3rd protection from evil and good, identify 5th branding smite, hold person 9th counterspell, dispel magic 13th dimension door, locate creature 17th dispel evil and good, geas Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Impede Spellcasting. You can use your Channel Divinity as an action to emit an aura around yourself in a 5 foot radius that disrupts the process of spellcasting. If a hostile creature within this aura attempts to cast a spell, it must succeed on a Constitution saving throw or choose a different action that does not involve spellcasting. The aura lasts for 1 minute or until you are incapacitated or killed. Spell Hunter. You can use your Channel Divinity to gain superior magic-detecting senses. As an action, you open your awareness to detect traces of magic. For the next minute, you learn the name, effect, and targets or area of effect of all spells within 60 feet of you. You also learn the creature type of the spellcaster. If the spellcaster is within 60 feet of you and not behind total cover, you learn its location as well. Spellwarding Aura By 7th level, your spellwarding powers grow more potent and allow you to protect your allies as well. A creature that makes a spell attack against you or a friendly creature within 10 feet of you has disadvantage on that attack. I have lost count of the many wicked people in this world who would abuse magic for their own twisted ends, but thankfully certain paladins exist to oppose these villains. The Oath of the Weave exists to protect the natural order of the Weave and those who wield it; woe to those who would oppose its protectors. -Drizzt


40 Chapter 1 | Player Options In addition,you or a friendly creature within 10 feet of you can make a Constitution saving throw, when targeted by a spell that affects a creature based on its current hit points (like power word kill or sleep), resisting its effect on a success. The DC equals the caster’s spell save DC. If no DC is specified, or the origin of the spell is not a spellcaster, the DC equals 10 + the level of the spell slot used. At 18th level, the range of this aura increases to 30 feet. Spell Censure At 15th level, you can cast the antimagic field spell, requiring only verbal components and without expending a spell slot. Charisma is your spellcasting ability for casting the spell in this manner. When you cast this spell using this feature, it extends out to a range of 30 feet. Once you have used this feature, you can’t use it again until you finish a long rest. Vanguard of the Weave At 20th level, you can tap into your divine power to wreathe yourself in the weave itself. As a bonus action, you gain the following benefits for 1 minute: • You gain truesight with a range of 120 feet. • You have advantage on attack rolls against any creature that has cast a spell since the end of your last turn, or is currently concentrating on a spell. • If you deal damage to a creature, making it lose concentration on a spell, it can’t cast another spell until the end of its next turn. • You can cast magic missile as a bonus action on each of your turns.


Chapter 1 | Player Options 41 Ranger At 3rd level, a ranger gains the Ranger Archetype feature. The following options are available to a ranger, in addition to those offered in the Player’s Handbook. Emissary Those a part of the archetype of the Emissary are the messengers of churches and gods. Messages may be the words of a great religious leader to be brought to their allies, divine proclamations from the gods themselves, or even a divine arrow delivered unto the heart of an enemy. Divine Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Emissary Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Emissary Spells Ranger Level Spells 3rd comprehend languages 5th skywrite 9th sending 13th Leomund’s secret chest 17th Rary’s telepathic bond Additionally, whenever you complete a long rest, you prepare a list of spells, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to one third your ranger level. The spells must be of a level for which you have spell slots. If a spell prepared this way is not on the ranger spell list, that spell is nonetheless considered a ranger spell for you. For example, if you are a 6th-level ranger, your prepared spells can include two spells of 1st or 2nd level, in any combination. Holy Message Also at 3rd level, you can impart your words with divine power onto your adversaries. You can speak, read, and write one extra language of your choice. Additionally, once on each of your turns, when you hit a creature within 30 feet of you with a weapon attack, you can deliver a divine message. A creature with an Intelligence of at least 1 understands the meaning of your message. A creature that hears and understands the message takes an extra 1d6 radiant damage from the attack. I do not trust those who fight for the clergy, rather than the gods and their ideals. That powerful churches to great gods of law would employ such underhanded tactics brings me unkind memories of my home. -Drizzt


42 Chapter 1 | Player Options Radiant Word At 7th level, you can deliver the true words of divinity. When you use your Holy Message feature, you can invoke a Radiant Word as a part of the message, adding one of the following effects to the message. Avenging Word. The first attack roll made against the creature each turn before the start of your next turn is made with advantage. Frightful Word. The target must succeed on a Wisdom saving throw against your ranger spell save DC or be frightened of you until the start of your next turn. Warding Word. A wave of warding energy radiates out from the target. Each creature you choose within 15 feet of the target gains temporary hit points equal to your ranger level, which last until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses whenever you complete a short or long rest. Holy Command Beginning at 11th level, you can invoke the gods to impose a divine commandment on your foes. You learn the command spell, which counts as a ranger spell for you and does not count against your number of spells known. As a bonus action, you can expend a use of your Radiant Word feature to cast command without expending a spell slot. Regardless, any creature with an Intelligence of at least 1 can understand you when you cast command and is affected by the spell regardless of its creature type or languages known. Additionally, the damage dealt by your Holy Message feature increases to 2d6. Divine Guidance By the time you reach 15th level, you can invoke divine words to aid you and your allies’ defensive capabilities. Whenever a creature within 30 feet of you makes a saving throw, you can expend a use of your Radiant Word feature as a reaction and roll a d8. If the target can hear you, it adds the result to its saving throw. You can use this feature before or after the creature has made the roll, but must do so before the DM has declared the result.


Chapter 1 | Player Options 43 Journey Conclave While many rangers train to safeguard travelers in the untamed places of the world, those who belong to this archetype dedicate themselves to guarding and guiding those they escort, ensuring their companions are protected against the hazards of the wild. In pursuit of this goal, these rangers develop a supernatural ability to connect with their companions, forming a pack that allows the members to communicate silently among their group. These rangers move with unparalleled swiftness across the land, shepherding their allies through natural hazards and leading them against deadly foes. They learn to keep track of their allies across vast distances. They can coordinate sudden strikes across the battlefield or camouflage their party to keep them safe or set an ambush. Journey Conclave Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Journey Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Journey Spells Ranger Level Spell 3rd expeditious retreat 5th spider climb 9th haste 13th dimension door 17th far step Trailblazer Beginning when you select this archetype at 3rd level, you can choose a number of creatures you can see equal to twice your proficiency bonus as a bonus action. Creatures must be able to hear and understand you to gain the benefits of this feature. For the next hour, you and the creatures chosen become a pack. While they are members of this pack, creatures gain advantage on Constitution checks against the effects of extreme heat and cold (see chapter 5 of the Dungeon’s Master Guide), and their speed increases by 5 feet. The movement bonus increases to 10 feet at 7th level, 15 feet at 11th, and 20 feet at 17th level. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Pack Herder Also at 3rd level, you gain an uncanny ability to sense and keep track of those you are stewarding through the wild. If you have created a pack with your Trailblazer feature, you can use your action and expend one ranger spell slot to know where each creature in your pack is. For 1 minute per level of the spell slot you expend, you can sense whether the chosen creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature reveals the locations of each chosen creature if it is within the range. In addition, packmates under the effect of this feature can telepathically communicate with each other out to a range of 60 feet. The creatures must share a language. As a reaction when a creature starts its turn within 5 feet of your pack ally, you can make a single weapon attack roll against that creature. Pack Hunter At 7th level, you—like the hunting wolves—instinctively know where to position yourself and your allies to exploit weaknesses in your prey. When a member of your pack created with your Trailblazer feature attacks a creature it can roll a d4 and add the number rolled to the attack roll and, if the attack hits, the damage roll, provided that the creature is within 5 feet of another member of your pack. If the attack is made against your favored enemy, this damage bonus is doubled. The size of this bonus die increases to a d6 at 11th and a d8 at 17th level. Shelter from Sight At 11th level, you become adept at hiding those under your care. When you use your Hide in Plain Sight feature, you can also apply the bonus to members of a pack created with your Trailblazer feature. In addition, when you or another creature begins combat while benefiting from your Hide in Plain Sight feature, the creature is considered to be in three-quarters cover until the end of your next turn. Traverse Perilous Realms At 15th level, your skill at shepherding companions through the dangerous wilds allows you to quickly adapt to natural environments. When you finish a long rest, you can change one of your favored terrain types to a new one. When members of the pack created with your Trailblazer feature travel through one of your favored terrains, pack members can pass through nonmagical hazards without being slowed by them and gain resistance to damage from nonmagical hazards (such as forest fires, floods, avalanches, and so on). In addition, pack members have advantage on saving throws against spells and hazards that are magically created or manipulated to impede movement, such those created by the entangle spell. As a ranger, one of my sworn duties is to guide those in need through the wilderness and shield them through danger. I used to think I was one of the best in this regard, until I met a few members of the Journey Conclave. -Drizzt


44 Chapter 1 | Player Options Rogue At 3rd level, a rogue gains the Roguish Archetype feature. The following options are available to a rogue, in addition to those offered in the Player’s Handbook. Agitator You owe your skills not just to your own abilities, but also to the weaknesses of your enemies. You know how to adapt to any situation, taking advantage of every opportunity to strike your enemies where it counts. Extemporaneous Violence Beginning when you choose this archetype at 3rd level, you gain proficiency in improvised weapons, and improvised weapons have the finesse property for you. Dirty Fighting Also at 3rd level, you know just how to bypass your enemy’s defenses and strike them where it hurts, throwing off their aim completely. When you deal damage with your Sneak Attack to a creature, you can force the target to make a weapon attack against another creature within its weapon’s range. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses whenever you complete a long rest. Additionally, as long as it’s your turn, you gain a +5 bonus to your AC. Improvisationalist When you reach 9th level, you know just how to come back from a failure, spinning it into something new. Whenever you fail an ability check, you can expend a use of your Dirty Fighting feature. If you do, you can reroll the check, but you must use the new result. Untouchable At 13th level, you know just how to read your enemies, predicting their next moves. Whenever a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against that creature. Master Agitator By the time you reach 17th level, you have mastered your known arts. You gain the following benefits: • Whenever you force a creature to make an attack roll with your Dirty Fighting feature, that creature gains advantage on its attack if you force it to target a creature hostile to you, and disadvantage if you force it to target you or a creature allied to you. • Whenever you make a weapon attack as a part of a reaction, you do so with advantage. Whilst underhanded fighting is not unfamiliar to me, the extent to which an Agitator can take this extreme of combat is impressive, yet disturbing. -Drizzt


Chapter 1 | Player Options 45 Blade Spinner Beauty and elegance, like steel wrapped in silk, the blade spinner delivers death to their foes as they move with equal parts poise and passion. The art of the blade spinner is that of a spinning whirlwind of brandished blades. Cutting this way and that—sometimes the same target twice and sometimes dispatching a duo of foes simultaneously—the blade spinner dances through the battlefield. Rarely one to shy away from a fight, the blade spinner wades into a battle like a fisher might ford a stream to find the perfect fishing hole. Fighting Style Beginning at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Calculated Risk At 3rd level, you have learned to efficiently engage your enemies without committing everything to a single attack. When you hit an enemy and are able to add your sneak attack damage, you can choose to not use all of the sneak attack dice on your damage roll. If you choose to do so, if you hit an enemy later in the same turn you can use the unspent sneak attack dice. Blade Dancer At 3rd level, your practice and experience with your fluid movement while fighting has given you the grace of a skilled dancer. When you make a Charisma (Performance) check to dance, you have advantage on the roll. Whirling Death At 9th level, the first time on your turn that you use Calculated Risk to reduce your sneak attack damage dice by at least 2d6, you add 1d6 damage to each damage roll that uses your sneak attack that turn. Extra Attack Beginning at 13th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Improved Whirling Death Beginning at 17th level, if you reduce your initial sneak attack dice by at least 4d6 when you use Whirling Death, you add 2d6 damage to each damage roll that uses your sneak attack on your turn. Contrary to stories and stage plays, fighting is typically a messy and ugly affair and not a graceful ballet of swords. However, a notable exception I found are rogues who practice the art of the Blade Spinner, turning deadly combat into a whirling dance of blades, one where they’re the only dancer left standing at the end. -Drizzt


46 Chapter 1 | Player Options Sorcerer At 1st level, a sorcerer gains the Sorcerous Origin feature. The following options are available to a sorcerer, in addition to those offered in the Player’s Handbook. Fey Essence Your soul has been touched by the essence of the Feywild, infusing you with fey magic that allows you to conjure up its wild flora. Perhaps as a child, your imagination alone drew you into the Feywild, where the realm’s magic was infused into you. Maybe you are secretly the offspring of an archfey, or one blessed you as an infant. Whatever your origin, you are filled with a boundless urge to spread the magic of the Feywild to all realms. Through your magic, you conjure forth the world of the fey, painting the lands around you with its essence. Fey Magic Beginning at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list. Fey Spells Sorcerer Level Spells 1st disguise self, faerie fire 3rd misty step, moonbeam 5th plant growth, summon fey 7th freedom of movement, hallucinatory terrain 9th commune with nature, seeming 13th mirage arcane Fey-Blessed Also at 1st level, your link to the fey grants you resilience against their arts. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Mischievous, and strange, the Feywild has birthed many a sorcerer by its touch, imbuing them with Fey Essence. These spellcrafters overlap its very soil with our own, conjuring the sublime beauty of the Feywild and leaving none of its deadly essence behind. -Drizzt


Chapter 1 | Player Options 47 Wild Growth Also at 1st level, you can conjure up the wild energies of the feywild to create bursts of natural growth. As a bonus action on your turn, you can choose up to three points within 60 feet of you that you can see and that are on solid ground, causing blooming flowers and tall brush to bloom in 5-foot cubes centered on each chosen point. Each cube created in this way must be adjacent to at least one other cube. You and creatures allied to you can take the Hide action as a bonus action as long as they are within the foliage. Enemy creatures treat the area as if it was heavily obscured. Each 5-foot cube of foliage is immune to all damage, protected by whimsical fey magic, but a dispel magic spell destroys all created foliage in a 10-foot radius, while an area of antimagic suppresses the foliage. The foliage lasts for 10 minutes, after which it shrinks back down into the ground, becoming normal-sized, nonmagical foliage, provided the ground can support plant life. The maximum number of 5-foot cubes you can create with each use of this feature increases as you gain sorcerer levels, increasing by one at 6th (four cubes), 14th (five cubes), and 18th (six cubes) level. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses whenever you complete a long rest. Veil of the Wild World When you reach 6th level, the magical underbrush you can call upon from the feywild bends itself more finely to your will. Allied creatures within the foliage created by your Wild Growth feature have half cover from any source outside of their space and enemy creatures treat spaces filled by the foliage as difficult terrain. Additionally, whenever you start your turn inside a space covered by the foliage created by your Wild Growth feature, you become invisible until the start of your next turn, or until after you attack or cast a spell. Power Pollen Starting at 14th level, you can conjure up special plants and flowers from the fey realm. As a bonus action, you can expend a use of your Wild Growth feature to conjure one of the following flowers at an unoccupied point on the ground within 60 feet of you. Each flower is immune to all damage, protected by whimsical fey magic, but a dispel magic spell destroys one flower it targets and an area of antimagic suppresses the flower’s magic. After 10 minutes, any summoned plant shrinks down, becoming harmless foliage. If a flower’s effect requires a saving throw, the DC is equal to your sorcerer spell save DC. Enthralling Euphorbia. The flower releases pheromones in a 30-foot radius around it. Whenever a creature starts its turn within the area, you can force it to make a Wisdom saving throw. On a failure, it must immediately move up to its speed towards the flower. If it enters a space within 5 feet of the flower it stops moving and cannot willingly move away until the start of your next turn. A creature immune to the charmed condition automatically succeeds on its saving throw. Poisoning Petunia. The flower releases a spray of poisonous gas in a 20-foot radius around it at the start of each of your turns. Each creature you choose that is caught in the area must make a Constitution saving throw. On a failure, a creature suffers poison damage equal to your sorcerer level and is poisoned until the start of your next turn. On a success, a creature instead takes half damage and is not poisoned. Tangling Tulip. The flower’s roots twist and turn in a 20-foot radius around it. Each creature you choose that is caught in the area must succeed on a Strength saving throw or be restrained by the roots until the start of your next turn. A creature must expend 2 feet of movement for every 1-foot it moves in the area. When you summon the flower, you can choose any number of creatures. Those creatures can move normally through the area. Wild Sublimity By the time you reach 18th level, you can call upon the Feywild to create for you a perfect reality. As an action on your turn, you can cause the essence of the Feywild to swirl around a point you can see within 500 feet of you. A 30-foot radius sphere centered on the chosen point is affected as per the mirage arcane spell for 1 hour. As an action on subsequent turns, While the affected area is within 500 feet of you and you can see it, you can alter the illusion to whatever state you choose as per the limitations of the spell. Once you have used this feature, you cannot do so again until you next complete a long rest.


48 Chapter 1 | Player Options Undead Soul The presence of undeath permeates virtually the entire multiverse. You have somehow come in contact with a powerful source of necrotic energy, and it has changed you, allowing you to exist in a partial state of undeath. Some with this gift choose to exploit it and gain mastery over mortality itself, others use it to accumulate more knowledge, and some channel this gift to guard against threats greater than death. As an Undead Soul sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you feeling haunted? Consult the Undead Origins table for a possible origin for your power. Undead Origins d6 Origin 1 You somehow managed to cross through a shadow crossing and entered the Shadowfell. Exposure to this realm changed you. 2 You were once possessed by the ghost of a necromancer, which has left a necrotic mark on your soul. 3 A worm from a spawn of Kyuss burrowed its way into your body, but didn’t manage to kill you. When you cast a spell that deals necrotic damage, a strange, blackish substance oozes from your nostril. 4 As a child, you made friends with a poltergeist that could only reveal itself to you. Everyone else thought it was just an imaginary friend, but the secrets it shared with you were very real. 5 You played with a haunted toy as a child. Though you managed to escape its influence, the years you spent with it changed you. 6 A greater undead, such as a vampire or lich, made a pact with one of your ancestors. The pact is now void, but remnants of their gifts have been passed on to you. Undead Soul Spells You learn additional spells when you reach certain levels in this class, as shown on the Undead Soul Spells table. Each of these spells counts as a sorcerer spell for you, but don’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or necromancy spell from the sorcerer, warlock, or wizard spell list. Undead Soul Spells Sorcerer Level Spells 1st false life, unseen servant 3rd hold person, ray of enfeeblement 5th animate dead, speak with dead 7th blight, death ward 9th antilife shell Grave Tongue At 1st level, your connection to the undead allows you to communicate with them. All undead creatures within 30 feet of you that understand at least one language always understand you when you speak. An undead creature that doesn’t understand any language will understand simple ideas that you intend to convey. You also understand the speech of any undead creature that speaks a language, regardless of the language it speaks. In addition, you can cast the speak with dead spell once with this feature without expending a spell slot or using any components. You can’t do so again until you complete a long rest. Undead Resilience Also at 1st level, your connection with undeath grants you a measure of resilience. As an action, you can give yourself temporary hit points equal to twice your proficiency bonus. In addition, beginning at 2nd level, when you use your Undead Resilience, you can spend 1 sorcery point to gain resistance to poison damage and advantage on saving throws against poison for 1 hour. The powers of an Undead Soul can be a great burden to bear, but with support and guidance, I believe those sorcerers can wield even the powers of undeath for good. If you come across such a being, approach without any preconceived judgment, and evaluate whether they just need guidance or a hostile dousing of their power. -Drizzt


Chapter 1 | Player Options 49 Grave Rebuke Beginning at 6th level, your link to undeath allows you to rebuke attackers. When a creature that you can see deals damage to you or an ally you can see, you can use your reaction to cause jagged bones to erupt from the ground in the attacker’s space. The target must make a Constitution saving throw against your sorcerer spell save DC. On a failed save, it takes 2d10 piercing damage and is incapacitated with pain until the end of your next turn. On a successful save, the target takes half as much damage and is not incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest. Soul Connection At 14th level, you can target a creature you can see within 30 feet of you and force it to make a Charisma saving throw against your sorcerer spell save DC. A creature can choose to voluntarily fail the save and undead and constructs automatically succeed. On a failed save, you form a bond of blood with the creature that lasts 1 minute or until you use this feature again. Whenever you take damage while this bond is in effect, you only take half damage (rounded down), and the bound creature takes the remaining half. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest. Deathly Transformation At 18th level, the power of undeath within you resonates so strongly that it allows you to step into a state of being similar to undead beings. As an action, you undergo a transformation that lasts 1 minute (or until you are incapacitated, knocked unconscious, or die), and gain the following effects: • You gain a flying speed equal to your walking speed and can hover. • Your eyes retract into their sockets and you gain blindsight out to the range of your normal vision. • You gain resistance to necrotic damage; immunity to poison damage and the poisoned condition; and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. • When you deal necrotic damage to a creature, you always deal maximum damage instead of needing to roll. • You have advantage on saving throws against being charmed, exhausted, frightened, and paralyzed. • If you are reduced to 0 hit points, you can spend 1 sorcery point to drop to 1 hit point instead. One you use this feature, you can’t use it again until you complete a long rest.


50 Chapter 1 | Player Options Warlock At 1st level, a warlock gains the Otherworldly Patron feature. The following options are available to a warlock, in addition to those offered in the Player’s Handbook. Fate Fate is a tricky thing. Whatever powers dictate fate and fortune, luck and loss, has seen fit to bestow upon you and your deck of cards the very ability to twist fate and pull on the threads of the tapestry instead of just reading fortune. Is your patron a benevolent one, granting you the luck and abilities to fulfill some great destiny? Or are you burning all your good fortune before you actually need it? Some see the power they work with as a tangible, sapient force, exerting its will upon mortal pawns, while others view their patron as an almost mythical figure: Miss Fortune to some and Lady Luck to others. Fate Expanded Spell List Spell Level Spells 1st detect magic, identify 2nd augury, locate object 3rd clairvoyance, nondetection 4th divination, locate creature 5th commune, legend lore Tarokka Deck Beginning at 1st level, you possess or gain possession of a tarokka deck, one that has been imbued with the gift of prophecy. You can use your deck or any card or cards from it as a spellcasting focus for your warlock spells. You can summon the deck or any unexpended card from the deck that you have pulled with a class feature to your hand with a bonus action. If you lose your Tarokka Deck you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous deck. The deck turns to ash when you die. Tarokka Reading At 1st level, you habitually take a reading for your day when you finish a long rest. Typically this reading takes the form of a three card spread where the meaning of the cards varies depending on your need: body, mind, and spirit; past, present, and future; the subject, another person, and their relationship; what will help, what will hinder, and what will do both. As you finish a long rest, you take a basic reading with the cards of the common deck. You draw three cards from the deck and flip them. These cards reflect ways that prophecy can influence the actions of you, your allies, or your enemies. Once a card is used, it cannot be used again until you complete a long rest and a card loses its power when you return it to the deck or take a new reading. If the card affects a die roll, you can wait until after the die is rolled to use it, but must decide before the DM says whether the roll succeeds or fails. If a card grants the ability to cast a spell, that card serves as a spellcasting focus for that spell. Roll 1d10 to determine the card value (row) and 1d4 to determine the card suit (column) on the Tarokka By pure chance one day, it just so happens that the Common Deck Table. only vacant seat at the Yawning Portal was across from a fortune teller who offered me a tarokka reading. Politely accepting the reading, I later learned that this was a warlock whose patron was Fate, and, had I known, I would have better heeded the warning of the cards with my very luck at stake. -Drizzt


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